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	<title>Flames Rising &#187; Other Games</title>
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	<description>Horror and Dark Fantasy Webzine</description>
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		<itunes:summary>Horror and Dark Fantasy Webzine</itunes:summary>
		<itunes:author>Flames Rising</itunes:author>
		<itunes:category text="Society &amp; Culture"/>
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			<itunes:name>Flames Rising</itunes:name>
			<itunes:email>flamesrising01@yahoo.com</itunes:email>
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		<title>Castle Panic Game Review</title>
		<link>http://www.flamesrising.com/castle-panic-game-review/</link>
		<comments>http://www.flamesrising.com/castle-panic-game-review/#comments</comments>
		<pubDate>Tue, 02 Feb 2010 12:45:12 +0000</pubDate>
		<dc:creator>Matt-M-McElroy</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[fireside games]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=5233</guid>
		<description><![CDATA[<br/><br /><a href="http://www.amazon.com/gp/product/B002IUFSPM?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B002IUFSPM" target="_new"><img  src="https://images-na.ssl-images-amazon.com/images/I/41tqJrCsKBL._SL160_.jpg" align="right"></a>Castle Panic is a cooperative board game where players work together to protect their castle from an invading horde of Orcs, Trolls and their little Goblin minions. These monsters are bent on destroying what the humans have built and have a few nasty tricks up their sleeves to help them batter down the defenses of the castle.

My favorite element of Castle Panic is the teamwork to defend the castle from the attacking monster army. With a little strategy, plenty of communication and often...a little luck, the Heroes can defeat the Monsters with most of the castle intact at the end of the day.]]></description>
			<content:encoded><![CDATA[<br/><p><center><strong><a href="http://www.amazon.com/gp/product/B002IUFSPM?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B002IUFSPM" target="_new"><img  src="https://images-na.ssl-images-amazon.com/images/I/41tqJrCsKBL._SL160_.jpg"><br />Available at Amazon.com</a></strong></center>
<ul></ul>
<blockquote><p>The forest is filled with all sorts of Monsters. They watched and waited as you built your Castle and trained your soldiers, but now they’ve gathered their army and are marching out of the woods.</p>
<p>Can you work with your friends to defend your Castle against the horde, or will the Monsters tear down your Walls and destroy the precious Castle Towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer!</p></blockquote>
<p>Castle Panic is a cooperative board game where players work together to protect their castle from an invading horde of Orcs, Trolls and their little Goblin minions. These monsters are bent on destroying what the humans have built and have a few nasty tricks up their sleeves to help them breach the castle&#8217;s defenses.</p>
<p><strong>A Turn sequence in Castle Panic</strong> goes like this:</p>
<div class="indented">1. Draw cards up to your limit<br />
<em>The amount of cards that you can have in your hand varies depending on how many players are at the table.</em></div>
<div class="indented">2. Discard and draw 1 card<br />
<em>This optional step allows you to get rid of something you can&#8217;t use and hopefully pick up something you can.</em></div>
<div class="indented">3. Trade cards<br />
<em>This optional step allows you to work out a better strategy with your fellow players. Often, traded cards can help you can take out more Monsters or rebuild destroyed Walls.</em></div>
<div class="indented">4. Play cards<br />
<em>You can play as many cards as you want at this stage; it&#8217;s not uncommon to play your entire hand all in one turn.</em></div>
<div class="indented">5. Move Monsters<br />
<em>All the monsters currently on the board move one space closer to the Castle.</em></div>
<div class="indented">6. Draw 2 new Monster Tokens<br />
<em>Usually these are Monsters, but there are a few special tokens such as &#8220;Blue Monsters Move One&#8221; or &#8220;Giant Boulder&#8221; which can be just as deadly as another Troll.</em></div>
<p><center><img src="http://www.firesidegames.com/images/CP_Photofullclose.jpg" width="450"></a></center>
<ul></ul>
<p>The image of the board above displays colored areas, labeled rings, and a castle in the center. The monsters move in from the Forest during each turn; once they reach the castle they start to do damage to the walls and can move in to take down the towers. During their turn, the players get a chance to slay the monsters using various cards. Using the <strong>Archer</strong>, <strong>Knight</strong>, <strong>Swordsman</strong> and <strong>Hero</strong> cards, players typically deal out a point damage to the monsters each time they play a card. There are several bonus cards such as <strong>Barbarian</strong> (automatically kills one monster) and <strong>Nice Shot</strong> (kills one monster when combined with another card). Players can combine multiple cards per hit to do even more damage to the monsters. For example, a player can play two red <strong>Swordsman</strong> cards to slay an <strong>Orc</strong> who is just a bit too close to a Wall for comfort.</p>
<p>As I mentioned earlier, <strong>Goblins</strong>, <strong>Orcs</strong> and <strong>Trolls</strong> are the standard types of creatures that attack the castle. Each character type has different hit points that the players attack. If a character has 1 hit point, then the player only needs to attack them with one card. A character can also lose a hit point if they hit the castle&#8217;s defenses or towers, but those hit points also remove the structures from the game until you&#8217;ve had a chance to rebuild them with the Brick and Mortar cards.</p>
<p>Mixed into the Monster Tokens that you could draw are Plagues which can force all players to discard a certain type of card. For example, the <strong>Plague on Swordsman</strong> would force everyone at the table to discard any Swordsman cards currently in their hand. Another type of token are the bonus movement tokens which can make the monster move forward or to a new location on the board. For example, the <strong>Blue Monsters Move</strong> token allows all monsters in the blue area of the board to move another space closer to the castle.</p>
<p>The <strong>Giant Bolder</strong> could either be the worst or the best Monster Token that a player might draw. The <strong>Giant Bolder</strong> come crashing out of the Forrest destroying everything in its path, including Monsters and Walls. So, depending on where the dice tell you the rolling destroyer is coming from, it might just save the day by squashing all the monsters in its path. The <strong>Giant Bolder</strong> can only be destroyed when it hits a Wall or Tower, taking the structure out of the game.</p>
<p>The various &#8220;boss&#8221; monsters that are leading the horde against the castle can randomly be drawn just as any other Monster Token in play. Each of them has an extra feature or two that can really change the course of battle. For example, the <strong>Goblin King</strong> is a nasty little brute who has considerably more health than the rest of the goblins in the game, and once he&#8217;s placed on the board the Player has to draw and resolve three more Monster Tokens. Depending on when a boss monster enters the game, they can really do some damage to the castle and tip the battle in favor of the monsters.</p>
<p>My favorite element of Castle Panic is the teamwork players need to have in order to win the game. With a little strategy, plenty of communication and a little luck, players can defeat the Monsters with most of the castle intact at the end of the day. The Trade portion of the player turn becomes very important as the game continues. Having the ability the plot where the monsters will be ahead of time (they normally move one ring closer to the castle each turn) allows players to make better use out of the various cards. The other thing I&#8217;ve noticed, is that it&#8217;s pretty important to resolve the monster tokens in order. This is especially true when you end up drawing special instructions.</p>
<p>Castle Panic is a fairly simple game that is easy to learn and fun to play. Since it&#8217;s appropriate for ages 10 &#038; up, it&#8217;s also a pretty decent family game. I feel it&#8217;s an excellent addition to any game library and offers a quick bit of fun when your group does not have the time for a more involved strategy game. Setting up the board only takes a minute and you&#8217;ll be killing monsters right away.</p>
<p><em>So, draw your swords and defend the walls!</em></p>
<p><strong>Fireside Games</strong> has some excellent downloadable resources on the <strong><a href="http://www.firesidegames.com/castlepanic.html" target="_new">Castle Panic page</a></strong> of their website. There is a FAQ, downloadable rules PDF, alternate rules and other goodies.</p>
<p><i>Review by Matt M McElroy</i></p>
<p><center><a href="http://www.nobleknight.com/affiliate/aw.asp?B=1&#038;A=20&#038;Task=Click" target="_new"><img src="http://i63.photobucket.com/albums/h126/twilightphotos/Banners/new_nobleknight.jpg"></a></center></p>
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		<title>Ancible Magazine Review</title>
		<link>http://www.flamesrising.com/ancible-magazine-review/</link>
		<comments>http://www.flamesrising.com/ancible-magazine-review/#comments</comments>
		<pubDate>Fri, 04 Dec 2009 16:57:06 +0000</pubDate>
		<dc:creator>Flames</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[magazine]]></category>
		<category><![CDATA[wargame]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=4954</guid>
		<description><![CDATA[<br/><br /><a href="http://www.the-ancible.com" target="_new"><img src="http://www.the-ancible.com//Issue_covers/issue1_front.jpg" width="125" align="right"></a>November 2009 has seen the release of one of the most well thought out and put together magazines for Sci-fi and Fantasy Wargaming ever. ‘The Ancible’ is the dream and creation of Kenny Robb, Managing Director of the magazine. At first glance the cover alone is enough to inspire purchase with a magnificent painted miniature by Adrian Walters. The magazine, from the time you open it to the last page, is a visual masterpiece designed with thought, purpose and function. Phil Cunningham is the man to thank for that. This is not a magazine designed by beginners or ‘fly by night’ fans. Every article and piece of artwork is well thought out and placed for visual appeasement. The usual overabundance of retail advertisements and promotional material is not present; having just enough to wet the consumers’ appetite.]]></description>
			<content:encoded><![CDATA[<br/><p><center><strong><a href="http://www.the-ancible.com" target="_new"><img src="http://www.the-ancible.com//Issue_covers/issue1_front.jpg" width="200"><br />Available at The-Ancible.com</a></strong></center>
<ul></ul>
<p>November 2009 has seen the release of one of the most well thought out and put together magazines for Sci-fi and Fantasy Wargaming ever. ‘The Ancible’ is the dream and creation of Kenny Robb, Managing Director of the magazine. At first glance the cover alone is enough to inspire purchase with a magnificent painted miniature by Adrian Walters. The magazine, from the time you open it to the last page, is a visual masterpiece designed with thought, purpose and function. Phil Cunningham is the man to thank for that. This is not a magazine designed by beginners or ‘fly by night’ fans. Every article and piece of artwork is well thought out and placed for visual appeasement. The usual overabundance of retail advertisements and promotional material is not present; having just enough to wet the consumers’ appetite.</p>
<p>The first game review is by the well known Ian Barstow, whose credits include former editor of Mongoose Publishing. Ian’s review of ‘Secrets of the Third Reich’ is informative and thorough, providing details and explanations that even a non-wargamer would understand. The sheer knowledge he has of the game coupled with the layout and design of this article makes it a must read. After reading about Atomic weapons, Zombie Soldiers and UFO’s I believe that even the pickiest wargamer will give this game a try.</p>
<p>Chris Duncan provides an excellent summary of ‘Urban War’. A detailed premise and description of the game along with extensive background gives someone who reads this article the burning desire to play. The miniature artwork/photographs are also well done. Alan Oliver provides a short but powerful article on ‘Future War Commander’ proving, at least to me, that the games strongest point is flexibility. Mr. Oliver also gives us another look into ‘Battletech’ and some house rules, which as he explains, are fun variants on an old game.</p>
<p>The Adrian Walters review is another reason for making this magazine the number 1 wargamer magazine of all time. The creativity of Mr. Walters, through the use of his painting skills is unmatched and each miniature looks as if it would leap off the page and come to life. Kenny Robb does an excellent job of asking all the right questions and providing a detailed look in Mr. Walters’s background. The sheer passion of Adrian Walters work is evident in his creations and life and presented in this article. Ian Cook’s article on ‘Colours 2009’ is also a well written article that gives all the ‘meat and potatoes’ of the show. After reading this article I truly felt as if I had personally attended. The items and details he gives, along with his personal outlook, make this a valuable article for anyone that is ever considering attending.</p>
<p>The ‘Battle Report’ on Privateer Press’s Warmachine by Jez Fairclough and Simon Parkinson is of the highest quality. I have always been fascinated by this game but have never taken the time to sit down and actually play a game and learn the rules. Jez and Simon’s simple yet thorough Battle Report has changed my mind. I just want to know who’s going to paint the miniatures for me?  Lastly ‘A Beginner’s Guide to AT-43’ by Spencer Taylor is a good way of summing up a great magazine. Another great game that is visually stimulating as well as very playable, this article gives the average person, who knows nothing about the game a complete breakdown of everything ‘AT-43’. Once again the artwork, superior layout and a greatly written article make this a perfect addition for an awesome magazine.</p>
<p>To be blunt, how could you as a serious wargamer not subscribe to this magazine? A few wargamers have suggested that they do like to occasionally do Role Playing Games, and that this magazine really doesn’t support that; this is not a correct statement. The Ancible has plans for RPG articles and adventures and in Issue #2 this will come to light. In summary The Ancible provides everything that a wargamer and more importantly consumer would wish; quality for their hard earned money. Take a look, you won’t be disappointed.</p>
<p><i>Review by By Eric K. Rodriguez</i></p>
<p><a href="http://www.nobleknight.com/affiliate/aw.asp?B=1&#038;A=20&#038;Task=Click" target="_new"><img src="http://i63.photobucket.com/albums/h126/twilightphotos/Banners/new_nobleknight.jpg"></a></p>
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		<title>Witch of Salem Game Review</title>
		<link>http://www.flamesrising.com/witch-of-salem-review/</link>
		<comments>http://www.flamesrising.com/witch-of-salem-review/#comments</comments>
		<pubDate>Tue, 01 Dec 2009 12:45:46 +0000</pubDate>
		<dc:creator>Billzilla</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[board game]]></category>
		<category><![CDATA[Great Old Ones]]></category>
		<category><![CDATA[H.P. Lovecraft]]></category>
		<category><![CDATA[Mayfair Games]]></category>
		<category><![CDATA[Wolfgang Hohlbein]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=4887</guid>
		<description><![CDATA[<br/><br /><a href="http://www.amazon.com/gp/product/B002UWM5GI?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B002UWM5GI" target="_new"><img src="https://images-na.ssl-images-amazon.com/images/I/51r6hTFVXkL._SL160_.jpg" align="right"></a>Cooperative games are popular these days. Playing against the game so that the players win or lose collectively is appealing in a day and age when people even compete with each other for the best Christmas light displays. In Witch of Salem, the players take on the roles of occult investigators working against the evil sorcerer Necron, who intends to open inter-dimensional gates to allow the Great Old Ones into our world to wreak havoc. Sounds simple enough, doesn’t it? Trust me, it’s never that simple.

The board shows a representation of the fictional city Arkham, Massachusetts. There are eight locations the players can visit; Miskatonic University (also the starting space), the Sanitorium, the Arkham News offices, the Witch House, the Hotel, the Cemetery and the Church. The eighth location is the sunken city of R’lyeh, which players will only visit in the end game phase to prevent the Great Old One there from bursting through.]]></description>
			<content:encoded><![CDATA[<br/><p><center><strong><a href="http://www.amazon.com/gp/product/B002UWM5GI?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B002UWM5GI" target="_new"><img src="https://images-na.ssl-images-amazon.com/images/I/51r6hTFVXkL._SL160_.jpg"><br />Available at Amazon.com</a></strong></center>
<ul></ul>
<p>Cooperative games are popular these days. Playing against the game so that the players win or lose collectively is appealing in a day and age when people even compete with each other for the best Christmas light displays. In Witch of Salem, the players take on the roles of occult investigators working against the evil sorcerer Necron, who intends to open inter-dimensional gates to allow the Great Old Ones into our world to wreak havoc. Sounds simple enough, doesn’t it? Trust me, it’s never that simple.</p>
<p>The board shows a representation of the fictional city Arkham, Massachusetts. There are eight locations the players can visit; Miskatonic University (also the starting space), the Sanitorium, the Arkham News offices, the Witch House, the Hotel, the Cemetery and the Church. The eighth location is the sunken city of R’lyeh, which players will only visit in the end game phase to prevent the Great Old One there from bursting through. The object of the game is to find the hidden gate locations on the board, ward them so they can’t be opened by Necron and his minions, and return to Miskatonic University to close the final gate, foiling Necron’s foul schemes.</p>
<p>Players on their turn may move to any location still present in their movement deck. Each player has their own deck showing each of the seven main board locations, plus a “secret passage.” The “Secret Passage” card may be used to visit any location on the board, and is also the only way a player may get to R’lyeh. Once a player has spent the card for a specific location, she may not visit that location again until she returns to the Miskatonic University space, at which point her entire location deck is refreshed. At the start of the game, a first player is chosen; that player remains the first player throughout the game. On the first player’s turn, two monsters are drawn from the deck and placed on the first available locations – in ascending numerical order. There are two of each monster in the deck. The monsters are something of a distraction, but a powerful one; if at any time the second copy of a monster already on the board is drawn, that creature becomes “activated;” players must collectively discard specific items listed at the bottom of the monster card as a penalty. Items are used to destroy monsters, including the Great Old Ones, and there is a finite supply that is refreshed only seldom during the game; losing items therefore can be costly, but not closing gates is costlier!</p>
<p>Each of the six main locations has the potential for a gate. There are six locations needing a potential gate token, and there are four each of brick walls and gates. Sealing a brick wall results in actually opening a gate, so players must first peek at the counter using the magic glasses (one of the items) before deciding whether or not to seal it. Miskatonic University has a gate already in place; in can only be closed once the Great Old One has been banned. The other gates can be sealed using one of three warding devices keyed to that location. The warding devices like the rest of the items in the game, can be picked up at the six main locations. Items are drawn from a bag and seeded at each location to start the game. Only when a location’s item supply has been exhausted may more item chits be drawn from the bag to replace them. Each location has three potential items. Generally, the first item costs nothing to pick up; the second and third usually require a sacrifice on the part of the player – the loss of one or more points of sanity or allowing the cultist marker on the Necron Track to advance.</p>
<p>This is a challenging game with a great deal of replay value. Winning isn’t easy; in fact, players can expect to lose the first couple of times through as they get used to the way the game works. There are many different elements to keep track of in the game, any of which can hurt the players if left unchecked. Players have to work together to achieve victory over Necron. When I first saw the title, I was curious to see how similar it really was to Arkham Horror; aside from the setting and general subject matter, the only real similarity I encountered is the need to close gates. Even though we got soundly spanked the first game we played, I found this game intriguing and enjoyable, and am more than ready for round two. Watch your back, Necron!</p>
<p>Published by Mayfair Games, Witch of Salem is a game for two to four players of ages 12 and up. Mayfair Games graciously provided me with a free review copy; even though we got soundly spanked the first game we played, I found this game intriguing and enjoyable, and am more than ready for round two. Watch your back, Necron!</p>
<p><i>Review by Bill Bodden</i></p>
<p><strong>Flames Rising</strong> is happy to include this review in the <strong><a href="http://gamecryer.com/2009/12/01/2009-gift-guide" target="_new">Game Cryer Gift Guide</a></strong> for 2009. Stop by the Gift Guide for more reviews and gamer gift suggestions.</p>
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		<title>The Stars Are Right Game Review</title>
		<link>http://www.flamesrising.com/stars-are-right-review/</link>
		<comments>http://www.flamesrising.com/stars-are-right-review/#comments</comments>
		<pubDate>Mon, 26 Oct 2009 12:33:23 +0000</pubDate>
		<dc:creator>Monica Valentinelli</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[cthulhu]]></category>
		<category><![CDATA[horror-comedy]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=4353</guid>
		<description><![CDATA[<br/><br /><a href="http://www.amazon.com/gp/product/B002NE68E8?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B002NE68E8" target="_new"><img  src="https://images-na.ssl-images-amazon.com/images/I/41GuR6tzsIL._SL160_.jpg" align="right"></a>THE STARS ARE RIGHT is a board game produced by Steve Jackson Games. Inspired by the Lovecraft mythos, the object of the game is to "summon" ten points worth of servitors and gods before your opponent.

After playing through the game multiple times, I feel that in order to get a sense for what the game is about, you really need to play through it twice. To set the game up, you place the cardboard stars in rows of five by five, for a total of twenty-five. Each player gets five cards to start; I highly recommend giving each player a Turn Sequence card to help keep the movements straight. On the card there are a series of symbols that are used at different points in the Turn Sequence. There are two types of symbols, primarily. The directional symbols allow you to change the way the board is arranged; the pieces are double-sided so there's a lot of different variations on how the pieces are set up.]]></description>
			<content:encoded><![CDATA[<br/><p><center><strong><a href="http://www.amazon.com/gp/product/B002NE68E8?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B002NE68E8" target="_new"><img  src="https://images-na.ssl-images-amazon.com/images/I/41GuR6tzsIL._SL160_.jpg"><br />Available at Amazon.com</a></strong></center>
<ul></ul>
<p>THE STARS ARE RIGHT is a board game produced by Steve Jackson Games. Inspired by the Lovecraft mythos, the object of the game is to &#8220;summon&#8221; ten points worth of servitors and gods before your opponent.</p>
<p>After playing through the game multiple times, I feel that in order to get a sense for what the game is about, you really need to play through it twice. To set the game up, you place the cardboard stars in rows of five by five, for a total of twenty-five. Each player gets five cards to start; I highly recommend giving each player a Turn Sequence card to help keep the movements straight.</p>
<p>On the card there are a series of symbols that are used at different points in the Turn Sequence. There are two types of symbols, primarily. The directional symbols allow you to change the way the board is arranged; the pieces are double-sided so there&#8217;s a lot of different variations on how the pieces are set up. The other symbols indicate constellations that need to be arranged in particular order before you can Summon a Minion, Servitor or a Great Old One like Hastur. </p>
<p>As part of your turn, you can sacrifice a card from your hand (e.g. Invoke) and use the &#8220;powers&#8221; on the bottom of the creature cards you&#8217;ve already summoned to provide you with a series of movies to change the tiles laid out in front of you. After you swap, turn over tiles or push the rows, you can Summon a creature provided the &#8220;stars are right.&#8221; Once you Summon, you can discard one card (or two if you have the appropriate Minion in play). After drawing back up to five (or six, depending upon what you have in play) your turn ends.</p>
<p>Once you start to Summon creatures, your options for re-arranging pieces on the board during your turn increases. The more cards you have on the table, the more challenging it is to visualize what patterns you can create to bring out more creatures. Each creature is worth a certain number of points and powers; the &#8220;greater&#8221; the creature, the more points it&#8217;s worth. The first person to reach a combined total of ten points wins. </p>
<p>As a strategy game, I feel that THE STARS ARE RIGHT is pretty challenging because you have to think several moves ahead. Since your focus is on how the stars are arranged for <em>you</em>, rather than on what&#8217;s happening to the other players. In the process of playing the game, players have the potential of changing the board every turn, which can make it difficult to plot ahead several moves. The more players you have, the more frequent the board changes and the longer the game might take.</p>
<p>The artwork and the card design is really easy to understand, but this is not an easy game to pick up. It does take a little bit to work out the movements and get in the habit of visualizing ahead. Since the board is never the same way twice, there&#8217;s a lot of options for game play and experimentation with different strategies and cards.</p>
<p>In terms of balance, I felt the game was extraordinarily well structured &#8211; it&#8217;s impossible to cheat or to guess what could help or hurt your opponent. When two people play, the game can take about a half an hour. </p>
<p>If you&#8217;re looking for something different to play that requires a fair bit of concentration, then THE STARS ARE RIGHT is definitely the game for you. It&#8217;s different enough from other games on the market and definitely gives your brain a work out. The game can be used for a family night of fun, but I recommend following the age guidelines of twelve and above.</p>
<p><i>Review by Monica Valentinelli</i></p>
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		<title>Something Wicked and Hero Pack One Review</title>
		<link>http://www.flamesrising.com/something-wicked-review/</link>
		<comments>http://www.flamesrising.com/something-wicked-review/#comments</comments>
		<pubDate>Tue, 20 Oct 2009 12:33:08 +0000</pubDate>
		<dc:creator>Flames</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[flying frog productions]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=4282</guid>
		<description><![CDATA[<br/><a href="http://www.amazon.com/gp/product/B002OFGAZ8?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B002OFGAZ8" target="_new"><img src="https://images-na.ssl-images-amazon.com/images/I/41Epk89oXOL._SL160_.jpg" align="right"></a>I was destined to be a game geek. Back when I was but a wee Stevie, my folks introduced me to board games early. It was a fun and cheap family oriented activity we’d partake in when we could. My folks were big fans of the classics like Monopoly, Clue, Battleship and Trivial Pursuit while occasionally picking up a new “fad game” here and there like The A-Team, Pac-Man and Frogger.  

As I got older and found ways of making my own coin, I started buying my own board games, the kinds that caught my interest more than the rest of the clan. These were games with more strategy and story/themes added to them, many of which you fellow board game geeks might recognize. Titles like Risk, The Omega Virus, Dragon Strike, Nightmare, oh yeah… let’s not forget a personal favorite of mine, HeroQuest and its expansion packs. My love of games in general led me to eventually discover RPG’s, which led me to start attending cons, which in turn opened my eyes to a ginormous cornucopia of gaming opportunities! And I dove in head first.]]></description>
			<content:encoded><![CDATA[<br/><p><center><strong><a href="http://www.amazon.com/gp/product/B002OFGAZ8?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B002OFGAZ8" target="_new"><img src="https://images-na.ssl-images-amazon.com/images/I/41Epk89oXOL._SL160_.jpg"><br />Available at Amazon.com</a></strong></center>
<ul></ul>
<p><strong>Expansions for the A Touch of Evil Board Game</strong></p>
<p>I was destined to be a game geek. Back when I was but a wee Stevie, my folks introduced me to board games early. It was a fun and cheap family oriented activity we’d partake in when we could. My folks were big fans of the classics like Monopoly, Clue, Battleship and Trivial Pursuit while occasionally picking up a new “fad game” here and there like The A-Team, Pac-Man and Frogger.  </p>
<p>As I got older and found ways of making my own coin, I started buying my own board games, the kinds that caught my interest more than the rest of the clan. These were games with more strategy and story/themes added to them, many of which you fellow board game geeks might recognize. Titles like Risk, The Omega Virus, Dragon Strike, Nightmare, oh yeah… let’s not forget a personal favorite of mine, HeroQuest and its expansion packs. My love of games in general led me to eventually discover RPG’s, which led me to start attending cons, which in turn opened my eyes to a ginormous cornucopia of gaming opportunities! And I dove in head first. </p>
<p>Today, as I sit and type this review before you, I’m a gaming geek in my mid 30’s, a geek who was lucky enough to marry a gal who also enjoys board games and I’ve spawned a single larva that’s already starting to join the ranks of the next generation of gamers. While they don’t quite share my joy of RPG’s, we all still enjoy pulling out the board games for some family fun. My daughter is now in her mid teens and like me, she’s started to enjoy board games that have more story and theme behind them. This made my black heart gush with excitement, for it means I was able to start adding story/theme games to my massive collection of board games again. </p>
<p><a href="http://www.amazon.com/gp/product/097965856X?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=097965856X" target="_new"><img src="https://images-na.ssl-images-amazon.com/images/I/51TDxRfdRKL._SL160_.jpg" align="right"></a>My return to the “story game” genre started a year ago at a local convention. I got involved in a zombie apocalypse game called “Last Night on Earth” by Flying Frog Productions. It was well designed, well crafted and was so much fun that I picked up my own set AND its expansion pack “Growing Hunger”. While glaring at all the available board games at the dealer’s booth, I spotted a new game by F.F.P. titled “A Touch of Evil”. Looking over the box, it had all the right ingredients to catch my interest. So I went home with a bunch of expensive games, immediately pleaded for mercy from my wife as I spent way more than I’d planned. Once I was out of the dog house, we all sat down to a game AToE to see how fun it is. To put it in one word… “YEEHAW!” </p>
<p>I won’t go into details about “A Touch of Evil” itself. Billzilla wrote a very good review about this swank game back in March. While I love flapping my digital gums all day, I’m not a fan of beating a dead horse. So please, feel free to check out B.Z.’s review for more details in you haven’t already (<a href="http://www.flamesrising.com/a-touch-of-evil-review" target="_new">click here to read it</a>). No really, go ahead and read it… I’ll wait till you get back, pwomise! </p>
<p>Now, onto the point of this review; two weeks ago I attended to latest local convention. And the same dealer who stung me last year had returned, and he came armed with two expansions for AToE. The large expansion is titled “Something Wicked” while the smaller box is titled “Hero Pack One” (which leads me to believe that more Hero Pack’s are on the way, but I digress.) And of course like the sucker I am, I purchased both without sets without resistance. As Billzilla mentioned, these are pricey games and no one wants to plunk down their hard earned dough on something that’s not worth it. So are these new sets worthy of their costs? Was AToE a fluke, never to be repeated? Let’s light a lantern and crack open this crypt, starting with “Something Wicked”.</p>
<p>First off, the quality craftsmanship of Flying Frog’s previous efforts immediately shines through again. More of the “Colonial America” setting, more heroes (and plastic miniatures for each one), more villains, more quality artwork, more thick glossy laminated cardstock, a greater variety of cards to create even more randomized actions… its all included amigo’s. With all this additional material, the expansion literally doubles the size and scope of the game! </p>
<p>There is also a new board that you place adjacent to the right of the original board (turning your square playing field into a rectangle). This board adds new locations like the Inn, the Monastery, the Bog, the Forgotten Island and the North &#038; South docks to take you to and from said island. Similar to the first board, the road at the lower right goes off the end of the board and includes a note that reads “to the coast”, implying that there will be another large expansion in the future. </p>
<p>One of the best selling points of the expansion set is its new heroes and villains. The four new heroes include a militia captain, a monastery monk, a witch hunter and a monster hunting vampire. Like the main set, they each possess a list of stats and advantages unique to them and have their own story blurbs in the new rulebook. The new villains include The Banshee, The Bog Fiend, The Gargoyle, and my new favorite “The Unspeakable Horror” which is basically a cousin of Cthulhu. And like the original set they all have their own stats, minions to control and unleash upon the heroes and new ways of causing evil mischief. </p>
<p>Other highlights of the set included LOTS of new cards. They include cards for new items (bombs are a new favorite of mine), new locations and new events and mysteries to add onto the decks that came in the original set. The randomizing of these new cards are just as theme heavy and interesting as the originals; some of them are particularly helpful, clever or wicked and add new angles to the game play. There are new features like adding “resolve points” to the Town Elder NPC’s which help them survive longer or become more resistant to the temptations of evil. On the other hand, there is a new secret masked cult called “The Order of the Crimson Hand” who enjoys influencing the elders to work against your party amongst other things. </p>
<p>And speaking of newly added game play, there is a new fourteen page rule booklet included. Within it, you’ll find additional rules to spice up the game play (especially the cooperative game play) and new “Solo Play” rules for those who desire something wicked can’t round anyone up to join in. While my wife remains skeptic while she watched me give the sole play a test run, I found the mechanics worked well and was a lot of fun (although I will admit that its still more fun vanquishing evil with friends.)</p>
<p>Any issues to whine about? I have two worth mentioning, but they’re only minor gripes. The back of the expansion set repeats the first set concerning game time which is slated at 60-120 minutes. Don’t believe it my friends! It takes about fifteen minutes to set the board up and another fifteen to take down afterwards, and my average play time on solo play alone was between three and four hours. This works great if you’re playing at a con since most game time are slotted at these lengths, but if you’re looking for a quick game at home, I don’t see how you’ll find  with AToE.</p>
<p>My second gripe are how the inlays are set up. Don’t get me wrong, as far as board game set trays go they are pretty well designed. But in this case, there are so many tokens and pieces to try and place throughout both boxes that it becomes a hassle. However, I found a solution that worked for me via the Hero Pack. And speaking of…</p>
<p>“Hero Pack One” is just that, a pack of new heroes. This box includes four new heroes to choose from (and their miniatures) a new villain and 10 new game cards to add into the various decks. I was concerned at first that these might be the heroes (and villain) that didn’t make the cut for “Something Wicked” and got dumped into this box. I hate sounding so cynical but this seems to happen all the time with expansions (I won’t point fingers, but you game companies know who you are and you know your shame!) </p>
<p>But I’m happier than a tornado in a trailer park to tell you that this was NOT the case! The new heroes are some of the best yet, including a foreign traveler, an inventor, a highwayman called “The Scarlet Shadow” (who’s become one of my favorites) and in a neat twist is the addition of “Lucy Hanbrook”. Lucy had merely been an “ally” when you could pull her card and didn’t offer much help (which was strange to say story wise as she’s the daughter of two of the town elders). But now, she is her own dog and a very capable hero. The new villain in this pack is “The Necromancer” who brings a “dead man’s party” with him wherever he goes. Last but not least is a new booklet that tells the story behind the new heroes &#038; the villain and a list of FAQ’s and clarifications. </p>
<p>NOTE: For the issue of so many tokens taking up space in the large boxes, I found a solution. I took out the inlay from the hero pack, placed the tokens into more organized sets via Ziploc’s and then placed them in the box. Then I took the contents of the Hero Pack and placed them in the “Something Wicked” box where there was plenty of space for them. Perhaps it’s not the best way to deal with this issue, but it works for me. </p>
<p>In the end, I really hoped that something wicked would come this way, and it did! Both sets are worthy additions to an already worthy game. AToE plays like a “lighter” version of the Arkham Horror board game, because unlike Arkham’s sweet expansion sets, AToE doesn’t really evolve the game mechanics or requires you to change the way you think about the villains. This keeps AToE more in line with family game nights and casual players than the die hard types that Arkham Horror and similar games cater too. But if you’re looking to add something wicked with a touch of evil, you’re golden with these expansions. </p>
<p><em>Review by Steven Dawes</em></p>
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		<title>City in the Sand LARP Review</title>
		<link>http://www.flamesrising.com/city-in-the-sand-larp-review/</link>
		<comments>http://www.flamesrising.com/city-in-the-sand-larp-review/#comments</comments>
		<pubDate>Thu, 08 Oct 2009 12:29:28 +0000</pubDate>
		<dc:creator>spikexan</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[LARP]]></category>
		<category><![CDATA[sas]]></category>
		<category><![CDATA[vampire the requiem]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=3622</guid>
		<description><![CDATA[<br/><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=63660" target="_new"><img src="http://flamesrising.rpgnow.com/images/1/63660.jpg" align="right"></a>It’s been too long since I took part in Live Action Role-Playing. It was the mid-nineties at Egyptian Campaign in Carbondale, Illinois. The Southern Illinois University’s Student Center was the perfect setting for a session of the Masquerade. There were outdoor and indoor sets.

Hectic Narrators bounced all around in attempt to keep the action controlled. It was a great night, but I’m reasonably sure there wasn’t a story to speak of. Yeah, I recall a handful of werewolves being found dead outside the building. There was also something about the Prince being mad. To be honest, the game was an excuse for the largest number of gamers at the convention to cut loose and have fun. After reading City in the Sand, I have to wonder how much better that night would have been with a story underlying everything. I guess I should say a “good story that people were interested in” underlying everything. City in the Sand takes an interesting bit of cinema’s history and applies a little Vampire bite to it.]]></description>
			<content:encoded><![CDATA[<br/><p><strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=63660" target="_new"><img src="http://flamesrising.rpgnow.com/images/1/63660.jpg"><br /> &#8211; Available at RPGNow.com</a></strong></p>
<p>It’s been too long since I took part in Live Action Role-Playing. It was the mid-nineties at Egyptian Campaign in Carbondale, Illinois. The Southern Illinois University’s Student Center was the perfect setting for a session of the Masquerade. There were outdoor and indoor sets.</p>
<p>Hectic Narrators bounced all around in attempt to keep the action controlled. It was a great night, but I’m reasonably sure there wasn’t a story to speak of. Yeah, I recall a handful of werewolves being found dead outside the building. There was also something about the Prince being mad. To be honest, the game was an excuse for the largest number of gamers at the convention to cut loose and have fun. After reading City in the Sand, I have to wonder how much better that night would have been with a story underlying everything. I guess I should say a “good story that people were interested in” underlying everything. City in the Sand takes an interesting bit of cinema’s history and applies a little Vampire bite to it. It’s a wee bit more successful than the Sci Fi Channel’s attempt to do the same thing (minus vampires) with Sands of Oblivion.</p>
<p>White Wolf really can’t get away with lousy layout. When you establish expectations for your projects, you can hardly undercut yourself. Each of the four files within this PDF package are treated to the Vampire: the Requiem layout. Skulls lurk in the corners. Sidebars are fenced in with iron wrought. There is a little bit of blood red fonts scattered throughout the text to get your attention. Fonts are otherwise readable, but not drab. We’ll call it stylish. The graphic artists are keeping with their successful theme. The character sheets for this LARP look really good and are plump with information.</p>
<p>Artwork is a rarity in these files. We see a picture of the monster. There are some graphs, but not much to distract from the details. A picture may be worth a thousand words, but it turns out that several thousand words is still worth more. I didn’t need artwork in this. As it turns out, the creative minds behind this project felt the same way.</p>
<p>What about the writing? If the layout is a given and artwork is a no-show, then everything must bank on the writing. First, let’s talk about what the four files are in this PDF package. The main file is the game itself, a fourteen page set-up to a story about a forgotten Hollywood set. The second file is a nine page primer for new players. Third is thirty-eight pages of character sheets. The fourth and final file is ten pages of reference sheets. Considering that the new player primer and reference sheets may have to be printed multiple times, storytellers may want to charge admission to this game to off-set printing costs. Yep, I’m still seeing no printer friendly options despite all my “helpful” suggestions with my reviews.</p>
<p>I find the story intriguing because it taps upon a time in Hollywood when it was still fascinating. Many of the Kindred feel the same way, ushering in the story. The thirty plus characters in this adventure (a social/mental adventure with next to no physical altercations) are a properly conceived and diverse mix of film makers, lawyers, criminals, veterans, and more. This packet is meaty in its brief span, but sticks to all the parts it requires. Too much story will never be followed by a cast of three much less thirty. Broad strokes. No railroading. No Whammies.</p>
<p>The new player’s primer irks me a little bit because new players may likely be overwhelmed by this intense booklet. I realize that many LARPs take place at conventions (this very PDF was born out of a SoCal GenCon convention). I also realize that, because of this, the Storytellers and Narrators don’t have time to babysit new players. Nobody would want to rehash this information multiple times. The first four pages of the booklet are things the players need to know. There may be a few too many examples of various Tests, but that would basically trim it down to three pages of hard core information. Pages five through nine are full of good information, but I’m not sure it’s required for newbies. Give the new players the younger kindred and let them learn through the game. It’ll stick with them longer that way.</p>
<p>The reference sheets and character sheets are required reading of course. The cheat sheets are handy little guys. The character sheets are split between the cold stats and some personality/background information about the character. I think the materials on these sheets are extremely helpful to players.</p>
<p>This adventure is quite different than what players would get sitting around the table for a typical RPG. I’m a social gamer, which is one reason why I’m inclined to enjoy LARPing. It’s the same theory as Halloween–come as you aren’t. What better way to meet new people than pretend that you’re somebody else? It’s a tried and true method formed in taverns centuries ago.</p>
<p>This social-heavy adventure is laced with a good story and plenty of entertainment for competent Storytellers to keep running for a night’s game. I’m offering these scores to City in the Sand:</p>
<p><strong>Layout:</strong> Four out of Five Dice (Vampire’s layout is one of White Wolf’s best, but not its<br />
pinnacle)<br />
<strong>Artwork:</strong> No Score<br />
<strong>Writing:</strong> Five out of Five Dice (Good stuff. The new player’s booklet may be guilty of<br />
information overload, but at least it’s interesting information)<br />
<strong>Overall:</strong> Four out of Five (Great Adventure)</p>
<p><i>Review by Todd Cash</i></p>
<p><a href="http://flamesrising.rpgnow.com/index.php?affiliate_id=22713" target="_new"><img src="http://flamesrising.rpgnow.com/themes/flamesrising/images/affiliatebanner3.gif" border="0" alt="Flames Rising PDF Store" title=" Flames Rising PDF Store " title="Flames Rising PDF Store"></a></p>
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		<title>Flee in Terror with Innsmouth Escape!</title>
		<link>http://www.flamesrising.com/innsmouth-escape-review/</link>
		<comments>http://www.flamesrising.com/innsmouth-escape-review/#comments</comments>
		<pubDate>Tue, 06 Oct 2009 12:46:08 +0000</pubDate>
		<dc:creator>Billzilla</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[Innsmouth]]></category>
		<category><![CDATA[lovecraft]]></category>
		<category><![CDATA[Shoggoth]]></category>
		<category><![CDATA[twilight creations]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=3638</guid>
		<description><![CDATA[<br/><a href="http://www.amazon.com/gp/product/B0015Y0YFQ?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B0015Y0YFQ"><img src="https://images-na.ssl-images-amazon.com/images/I/31FNkFOoDAL._SL160_.jpg" align="right"></a>In Twilight Creations’ board game Innsmouth Escape, one player takes on the role of the human trying to free her friends and flee from the accursed town infested with frog-like worshipers of Cthulhu, while the rest play the nefarious Deep Ones themselves, intent on keeping their dark secret away from the prying eyes of outsiders.

The board is a simple six-by-six grid. Some of the squares are marked with symbols indicating places to rescue human captives, obtain equipment and have encounters (all for the human player) and to spawn Deep Ones, summon a Shoggoth (more on that later) and draw cards for the Deep One player(s).]]></description>
			<content:encoded><![CDATA[<br/><p><strong><a href="http://www.amazon.com/gp/product/B0015Y0YFQ?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B0015Y0YFQ"><img src="https://images-na.ssl-images-amazon.com/images/I/31FNkFOoDAL._SL160_.jpg"><br />Available at Amazon.com</a></strong></p>
<p>In Twilight Creations’ board game Innsmouth Escape, one player takes on the role of the human trying to free her friends and flee from the accursed town infested with frog-like worshipers of Cthulhu, while the rest play the nefarious Deep Ones themselves, intent on keeping their dark secret away from the prying eyes of outsiders.</p>
<p>The board is a simple six-by-six grid. Some of the squares are marked with symbols indicating places to rescue human captives, obtain equipment and have encounters (all for the human player) and to spawn Deep Ones, summon a Shoggoth (more on that later) and draw cards for the Deep One player(s).</p>
<p>The object of the game for the Human player is to spend a full turn with her pawn in a space on either the western of southern edge of the board, while having at least eight victory points in hand. Victory points are gained by rescuing human captives and by holding any of several encounter cards that are worth victory points. The Deep One player(s) win if they kill the lone human.</p>
<p>The Human player moves using a series of three cards chosen from a deck of nine cards. As the cards are used they are set aside, limiting the Human player’s movement options until all nine cards have been used, in which case the deck is reshuffled and the player again has a full slate of movement options. In this case, options are moving one, two or three spaces. Movement is entirely at right angles – like a rook in chess &#8212; so changing direction can be tricky and requires planning. I liked this mechanic a lot; the human player often has many options, but finds herself limited from time to time as well. Except for the occasional break to rest and heal, the Human player must keep moving at all cost; once boxed in by Shoggoths, it will be difficult – if not impossible &#8212;   to escape.</p>
<p>Shoggoths; the Cthulhoid creatures we love to love. Giant masses of protoplasm, Shoggoths are formidable and terrifying foes. In game terms they effectively block a space so the human player cannot pass through them, save with the use of special equipment cards. The Deep One player must summon as many as possible early and use them to restrict the Human player’s movement, potentially even boxing the human into a corner. There is apparently no way for the Human player to kill a Shoggoth, which follows the mythology pretty closely. This tenacity goes a long way toward counteracting the fact that the Deep Ones in Innsmouth Escape die after they attack. Deep One spawning is a critical and ongoing need for the Deep One player. The Deep One players must co-ordinate their efforts closely to have a good chance of winning; wearing the human down works well, but preventing her from moving effectively is better. Using both in concert can be a winning strategy for the foul fish-people.</p>
<p>Designed by Darrell Hardy, Innsmouth Escape is a heavily card-driven game, which is neither a bad thing nor good. What is important is that both sides are subject to the luck of the draw, which can have a powerful impact on the game. Even the best-laid strategy turns sour if the other side has the right cards to counter any moves you make.</p>
<p>Several things come to mind on playing this game. First, it reminds me of the old classic board game Scotland Yard by Ravensberger, and seems weighted towards the human player. I managed to win playing the human despite several blunders, not the least of which was miscalculating my ending space more than once! All in all, Innsmouth Escape is a fun, challenging game. Replay value is solid (particularly for Lovecraft aficionados) and the game is reasonably well balanced. It&#8217;s a game for two to five players ages 10 and up, and is playable in 60 to 90 minutes. At a $39.99 suggested retail price, Innsmouth Escape is a bit pricey, but Lovecraft fans will very likely find it well worth the money.</p>
<p><i>Review by Bill Bodden</i></p>
<p><a href="http://flamesrising.rpgnow.com/index.php?affiliate_id=234579" target="_new"><img src="http://flamesrising.rpgnow.com/themes/flamesrising/images/affiliatebanner3.gif" border="0" alt="Flames Rising PDF Store" title=" Flames Rising PDF Store " title="Flames Rising PDF Store"></a></p>
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		<title>Zombie Mosh Tramples Boredom!</title>
		<link>http://www.flamesrising.com/zombie-mosh-review/</link>
		<comments>http://www.flamesrising.com/zombie-mosh-review/#comments</comments>
		<pubDate>Thu, 24 Sep 2009 13:01:31 +0000</pubDate>
		<dc:creator>Billzilla</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[card-games]]></category>
		<category><![CDATA[Shaun of the Dead]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=3650</guid>
		<description><![CDATA[<br/><a href="http://www.amazon.com/gp/product/B002KQ5G9C?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B002KQ5G9C" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/51fqESpjurL._SL160_.jpg" align="right"></a>With the runaway popularity of Zombies these days, it isn’t surprising that we’re seeing the shambling undead teamed with nearly every other concept imaginable, from video games to Jane Austen. Even lighthearted zombie treatments are gaining a strong foothold, like Shaun of the Dead, the upcoming film Zombieland starring Woody Harrelson, and, of course, Zombie Mosh from Bucephalus Games.

Zombie Mosh is exactly that, a game about zombies bashing each other apart in a mosh pit. Players select one of six different character cards, then shuffle the Zombie cards and deal four to each player. The dealer then draws two cards and randomly places them in the “damage” row of each player, including himself. Each card has two different results, facing the top and bottom of the card, so orientation of each card matters.]]></description>
			<content:encoded><![CDATA[<br/><p><strong><a href="http://www.amazon.com/gp/product/B002KQ5G9C?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B002KQ5G9C" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/51fqESpjurL._SL160_.jpg"><br />Available at Amazon.com</a></strong></p>
<p>With the runaway popularity of Zombies these days, it isn’t surprising that we’re seeing the shambling undead teamed with nearly every other concept imaginable, from video games to Jane Austen. Even lighthearted zombie treatments are gaining a strong foothold, like Shaun of the Dead, the upcoming film Zombieland starring Woody Harrelson, and, of course, Zombie Mosh from Bucephalus Games.</p>
<p>Zombie Mosh is exactly that, a game about zombies bashing each other apart in a mosh pit. Players select one of six different character cards, then shuffle the Zombie cards and deal four to each player. The dealer then draws two cards and randomly places them in the “damage” row of each player, including himself. Each card has two different results, facing the top and bottom of the card, so orientation of each card matters. The starting player then begins by playing a card, either to damage another zombie or to fend off damage to his own. Each player only has four cards per turn and starts with those two cards of damage, so it’s likely that more than one player will have damage they can’t fend off. Any zombie that has three or more limbs (including heads!) damaged beyond use is out; the winner is the last zombie standing – so to speak. Our gaming group really got into the pounding we were dishing out, even to the point of describing the dance moves we were laying on one another. </p>
<p>The components of Zombie Mosh are of good quality. The cards, damage tokens and character plaques are sturdy and heavily laminated for increased durability. Sadly, the box itself is also heavily laminated, which makes it tough to pull open, particularly if you’re foolish enough to nest the bottom cover inside the lid.</p>
<p>Each zombie card is double-sided, including a “basic” (side A) and ‘advanced’ (side B) face. The advanced side is only different in that one more dot of damage potential is added, and the dots are shuffled around. On side A, for example, each limb (two arms, two legs and the head) has three dots of damage potential for fifteen total points. On side B, some have three, some have four and some have two dots, and in each case the total number of dots is 16. Honestly, if you’re planning on developing an ongoing “campaign game” of Zombie Mosh, you might want to take a long look at the rest of your life and see just what the hell went wrong.</p>
<p>Zombie Mosh is fun. The 15 to 30 minutes playing time is spot on, and probably even six- or seven-year olds could pick up how to play this game in no time – though the game is recommended for ages nine and older. The game requires little luck, very little strategy, but does require the players to enjoy themselves and lighten up a little. What Zombie Mosh is not is a complex strategy game. It does indeed invite repeated playing, but spending too much time analyzing tactics and searching for deeper meaning is a waste of time. And when you’re dancing the night away, time is of the essence. At a $24.99 suggested retail price, Zombie Mosh is perfect, even for those down-on-their-luck hipsters with more time than money.</p>
<p><i>Review by Bill Bodden</i></p>
<p><a href="http://flamesrising.rpgnow.com/index.php?affiliate_id=234579" target="_new"><img src="http://flamesrising.rpgnow.com/themes/flamesrising/images/affiliatebanner3.gif" border="0" alt="Flames Rising PDF Store" title=" Flames Rising PDF Store " title="Flames Rising PDF Store"></a></p>
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		<title>All Things Zombie Review</title>
		<link>http://www.flamesrising.com/all-things-zombie-review/</link>
		<comments>http://www.flamesrising.com/all-things-zombie-review/#comments</comments>
		<pubDate>Thu, 17 Sep 2009 12:58:34 +0000</pubDate>
		<dc:creator>spikexan</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=3602</guid>
		<description><![CDATA[<br/><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=61063" target="_new"><img src="http://flamesrising.rpgnow.com/images/2562/61063.jpg" width="125" align="right"></a>All Things Zombie comes from Two Hour Wargames. Wargaming is a very different hobby than role-playing, which I take part in most often. I’ve tried a few games over the years with minis. Some were true wargames like WarZone while others were toned-down versions like Savage Worlds or HeroClix. The deciding factor for these games to win me over was speed of play. I don’t want to check charts constantly when I’m playing a game. A character sheet and perhaps a index card-sized grouping of key rules is more than sufficient. I’ll allow for each player to work with their own screen because some games dictate that.

At the end of the day though, a game system better have something backing it up if it plans on being convoluted. I realize that some people want as much realism as possible in their miniature combat. I’m not writing this review for those people. I’m writing from the other side, the side where realism takes a backseat after a spell. I’ll elaborate more as I continue.]]></description>
			<content:encoded><![CDATA[<br/><p><strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=61063" target="_new"><img src="http://flamesrising.rpgnow.com/images/2562/61063.jpg"><br />Available at RPGNow.com</a></strong></p>
<p>All Things Zombie comes from Two Hour Wargames. Wargaming is a very different hobby than role-playing, which I take part in most often. I’ve tried a few games over the years with minis. Some were true wargames like WarZone while others were toned-down versions like Savage Worlds or HeroClix. The deciding factor for these games to win me over was speed of play. I don’t want to check charts constantly when I’m playing a game. A character sheet and perhaps a index card-sized grouping of key rules is more than sufficient. I’ll allow for each player to work with their own screen because some games dictate that.</p>
<p>At the end of the day though, a game system better have something backing it up if it plans on being convoluted. I realize that some people want as much realism as possible in their miniature combat. I’m not writing this review for those people. I’m writing from the other side, the side where realism takes a backseat after a spell. I’ll elaborate more as I continue.</p>
<p>I have to assume that Ed Teixeira was the sole creator of this game as no credits page exists to refute the theory. The layout in the book, which is just under a hundred pages, is straightforward and clear, despite the immense number of graphs scattered throughout. Some of the graphs have uneven black bars, but all are easy to read. There is very little “wrong” with the layout; nevertheless, it fails to inspire. All the fonts are a dull standard font. There are no borders. There is no excitement. This was a textbook read for me.</p>
<p>The cover art enticed me. It reminded me of 80s zombie movie posters I used to see daily when I worked at a movie rental store. It’s a cool close-up of a zombie with the game’s title running along the bottom alongside a landscape of woods and escaping birds. Haunting and cool. The interior “artwork” consists of photos taken of miniatures. Some of these did make me laugh, but I don’t suspect that was the intention. One picture depicted a mini wielding a gun in one hand and a bottle of liquid courage in the other. That’s how I’d fight zombies too! These clear photos are expertly taken, but they remain close-ups of minis. Unless you’re a fan of photos of minis, I can’t imagine anyone being excited about these additions.</p>
<p>We now come to the writing. I mentioned earlier that this reads like a text book. I should point out that my belief is that all game books are essentially text books. Yep, even the setting heavy material qualifies. Game books may and should entertain the reader; however, the paramount goal of the book is always to educate. Education about the setting or system is simply the groundwork to these books. All Things Zombie didn’t entertain me in the least. I couldn’t figure out why someone wanting a RPG wouldn’t go with All Flesh Must Be Eaten; likewise, I had no answer to why Savage Worlds wouldn’t be explored for mini rules. There is a great adventure called Zombie Run that is much more the page turner than this.</p>
<p>Putting entertainment<br />
aside though, how well did the game educate? Teixeira does a decent job of unloading a tremendous amount of game rules. There are still problems. In places, the writing says there will be two reasons for something, but only one is given. Since the book is laid out more like an ashcan than a finished product, it’s also difficult to find your place. I know bookmarks are wonderful little devices, but at a game table a book full of bookmarks is hardly helpful. There are rules like “Larger Than Life” that all but prevents “character” death. If that doesn’t make you feel safe enough, you can always use the “cheating death” rules. Neither of these really matter since most things can’t kill your characters anyway. You can’t be killed by those with a Reputation less than yours. Stars (you) have a reputation of five. Zombies have a reputation of four. What’s the point?</p>
<p>There are eight pages of charts in the back that players will want to print out for this game, this so-called “RPG-Lite” game. I do appreciate the fact that these are combined together for ease, although some of the space on these pages are a type of short-hand index (the book has an index. The charts just needed a smaller one).</p>
<p>All in all, I felt like this is an unfinished product that needs a great deal of further playtesting. I’d only suggest it for gamers who like to tinker with systems. My scores for this game are:</p>
<p><strong>Layout:</strong> Two out of Five Dice (Bland)<br />
<strong>Artwork:</strong> One out of Five Dice (The cool cover gives this one Die)<br />
<strong>Writing:</strong> One out of Five Dice (A book three times larger than it should be)<br />
<strong>Overall:</strong> One out of Five Dice (Trim this down, make it exciting, and make me eat my words)</p>
<p><i>Review by Todd Cash</i></p>
<p><a href="http://flamesrising.rpgnow.com/index.php?affiliate_id=22713" target="_new"><img src="http://flamesrising.rpgnow.com/themes/flamesrising/images/affiliatebanner4.gif" border="0" alt="Flames Rising PDF Store" title=" Flames Rising PDF Store " title="Flames Rising PDF Store"></a></p>
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		<title>Martians Board Game Review</title>
		<link>http://www.flamesrising.com/martians-review/</link>
		<comments>http://www.flamesrising.com/martians-review/#comments</comments>
		<pubDate>Thu, 27 Aug 2009 11:45:26 +0000</pubDate>
		<dc:creator>spikexan</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[horror-comedy]]></category>
		<category><![CDATA[twilight creations]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=3371</guid>
		<description><![CDATA[<br/><a href="http://www.twilightcreationsinc.com/martians" target="_new"><img src="http://www.twilightcreationsinc.com/martians/martians_cover.jpg" width="150" align="right"></a>Twilight Creations earns the distinction of being the first board game I review. I’ve been familiar with the company since Zombies, moved through When Darkness Comes, and looked forward to their Deadlands release (I didn’t get a chance to play a demo, but I did hover for a little bit while a quartet enjoyed a brief visit to the weird west. Today, I’m reviewing Martians.

Martians is a tile-based board game similar to Zombies. The game is intended for two to six players, ages thirteen and up. I should go ahead and point out that my five-year-old son, a board game enthusiast, wanted to try out this game. After reading the rules and deciding to go with the cooperative version, I told him he could try. Except for reading the cards, he quickly grasped the fundamental concepts of the game. He places little green men and tokens accurately; furthermore, he understood the turn sequence just as well as his dad (who had to sometimes look at the rules).]]></description>
			<content:encoded><![CDATA[<br/><p><strong><a href="http://www.twilightcreationsinc.com/martians" target="_new"><img src="http://www.twilightcreationsinc.com/martians/martians_cover.jpg" width="200"><br />Available at TwilightCreations.com</a></strong></p>
<p>Twilight Creations earns the distinction of being the first board game I review. I’ve been familiar with the company since Zombies, moved through When Darkness Comes, and looked forward to their Deadlands release (I didn’t get a chance to play a demo, but I did hover for a little bit while a quartet enjoyed a brief visit to the weird west. Today, I’m reviewing Martians.</p>
<p>Martians is a tile-based board game similar to Zombies. The game is intended for two to six players, ages thirteen and up. I should go ahead and point out that my five-year-old son, a board game enthusiast, wanted to try out this game. After reading the rules and deciding to go with the cooperative version, I told him he could try. Except for reading the cards, he quickly grasped the fundamental concepts of the game. He places little green men and tokens accurately; furthermore, he understood the turn sequence just as well as his dad (who had to sometimes look at the rules). The artwork is probably a bit too intense for some parents, so approach this with caution. I’d personally rather him look at cartoon monsters than the Jonas Brothers (who I find really frightening).</p>
<p>Let’s talk artwork first. Dave Aikins artwork for the cards is perfectly demented.</p>
<p>Gruesome fates meet both Martians and humans on the cards. Some remain a bit neutral. Some of the cards are rather strange. “Four-sided Dice” depicts a dead alien. What killed it? D4s have been chucked into its exposed brain. That card works to prevent Martians from attacking your character. The cards and cover art possess high energy and manage to be somewhat creepy too, such as the card “This is not Happening.”</p>
<p>The artwork for the tiles has improved some since their first release. I personally prefer grids separating all nine segments of the board; however, I may feel differently the more I play this game. The tiles seemed a little too dark. The Crop Circle disks is way too dark. I would have liked more color contrast to make things stand out a little bit better. I did think the cinema marquee was a nice nod to both The X-Files and ET.</p>
<p>Bullets and Hearts return in this game. These are the same as in their other games. As long as they don’t go back to all black pieces for bullets and hearts, we are good. There are 100 Martian pieces that come in three poses. There are six player pieces that come in male and female variants. These little adjustments are a big win when these games can, on occasion, last an insane amount of time.</p>
<p>Writing-wise, I found no typos in either the rules, cards, or tiles. Clear details allowed me to set up the game and play in five minutes. Knowing Zombies didn’t really factor into things as my wife jumped right in too without ever having played their earlier release. The game allows for competitive or cooperative play. When our son played, we opted for cooperative. The game lasted about an hour. In co-op mode, you have to meet the winning criteria (blowing up the mother ship with three separate item disks) before all the Martians are placed on the board. In Competitive mode, you can win by the same means or be accumulating thirty kills. My wife and I played the Competitive mode later that night (it took roughly as long, but game play went<br />
faster).</p>
<p>A fear some may have for this game is that it is too much like Zombies. This fear is remedied by the Martian Deck. You know all the cool things cards let you do to enhance your stats or screw over your opponents. The Martians get them too in this game. Certain tiles have an alien head watermarked into the center of them. When players hit these tiles, the Martians get a card. These cards are horrible, horrible things. For example, “This is Nothing Like the Video Game” forces players to discard down to three hearts and three bullets (In competitive mode, a single player is targeted). The Martian deck is terrible enough in co-op. In competitive, each card threatens to be a killer.</p>
<p>The disks also change the format of the game a little bit by forcing players to go to certain places. The disks are required to win (unless you’re feeling spry enough to off thirty Martians), so you have to traverse the board in order to collect all three types. Also, crop circle and the mother ship disks have to be investigated.</p>
<p>All in all, Martians ranks as my favorite game from GenCon. It demands as much strategy as players want to put into it while being rules friendly enough for a beer and pretzels night. My scores are a little different for a board game, but here goes:</p>
<p><strong>Rules:</strong> Five out of Five Dice (Quick to learn/Makes sense)<br />
<strong>Artwork:</strong> Three out of Five Dice (More color and distinction on the tiles/cards and pawns are good)<br />
<strong>Playability:</strong> Five out of Five Dice (Engaging play/Creates good table banter)<br />
<strong>Overall:</strong> Four out of Five Dice (Solid game)</p>
<p><i>Review by Todd Cash</i></p>
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		<title>Aye, Dark Overlord! Game Review</title>
		<link>http://www.flamesrising.com/aye-dark-overlord-review/</link>
		<comments>http://www.flamesrising.com/aye-dark-overlord-review/#comments</comments>
		<pubDate>Thu, 25 Jun 2009 14:29:30 +0000</pubDate>
		<dc:creator>Billzilla</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[fantasy flight games]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=2428</guid>
		<description><![CDATA[<br/><a href="http://www.amazon.com/gp/product/B0019WBTBC?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B0019WBTBC" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/312K%2BEbUP4L._SL160_.jpg" align="right"></a>Aye Dark Overlord! defies precise description. It is at once a board game, card game and has elements of a party game and role-playing games as well. The players take on roles of sniveling servants of the Dark Overlord, a vengeful chap whose patience with his inept followers grows thin…

Players begin by randomly drawing a hand of six cards – three hint and three action cards. One player is selected to play the role of Rigor Mortis; the Dark Overlord of the title. Once the players have their cards in hand, the Dark Overlord addresses one of them by saying something like “So my faithful minions; I ordered you to kidnap the princess. Has this task been accomplished?” The player indicated must then fabricate a brief story – using the elements illustrated on the cards in the player’s hand -- explaining why the task was not completed, and in so doing shifting the blame for the failure to one of the other players.]]></description>
			<content:encoded><![CDATA[<br/><p><a href="http://www.amazon.com/gp/product/B0019WBTBC?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B0019WBTBC" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/312K%2BEbUP4L._SL160_.jpg"></a></p>
<p>Aye Dark Overlord! defies precise description. It is at once a board game, card game and has elements of a party game and role-playing games as well. The players take on roles of sniveling servants of the Dark Overlord, a vengeful chap whose patience with his inept followers grows thin…</p>
<p>Players begin by randomly drawing a hand of six cards – three hint and three action cards. One player is selected to play the role of Rigor Mortis; the Dark Overlord of the title. Once the players have their cards in hand, the Dark Overlord addresses one of them by saying something like “So my faithful minions; I ordered you to kidnap the princess. Has this task been accomplished?” The player indicated must then fabricate a brief story – using the elements illustrated on the cards in the player’s hand &#8212; explaining why the task was not completed, and in so doing shifting the blame for the failure to one of the other players. The player must also play an Action card – indicating the direction in which the blame shift will move – along with the Hint card. If the effort to pass the buck has been successful, the player ends her turn by drawing a replacement hint card. The new servant under the Dark Overlord’s glaring eye must now come up with a tale of his own, or suffer the Dark Overlord’s wrath!</p>
<p>If at any time the Dark Overlord is unimpressed with the story, or the player is not able to deflect blame, the DO hands the player a Withering Look card. The upside to the Withering Look is that the receiving player discards her hand and draws three new hint and three new action cards. Players can only survive receiving two Withering Look cards; the third means the DO’s patience has run out, and the player’s character has been turned to ash or destroyed in some other painful and unpleasant fashion. The doomed player may beg for mercy at this point by playing an Action card with any symbol except a skull icon in the upper left corner; if the DO feels generous and grants mercy, the doomed player may draw a new action card, and play continues. If not, the player’s character is eliminated and the game ends. Players now count up the Hint cards they’ve played, and the winner is the player who has the most AND did not die at the hands of the Dark Overlord.</p>
<p>Aye, Dark Overlord tends to be a pretty free-form game; it works well with a group that is either familiar with each other, or is comprised of total strangers. There is much opportunity for humor and amateur theatrics here, but group newcomers might feel uncomfortable throwing themselves completely into this game. The game tends to be quick – half an hour or less seems standard. At four to six players, Aye, Dark Overlord! isn’t a tremendously versatile game, and the downside is that one person completely loses due to their character being killed, while the others only mostly lose by not having the most played cards in front of them. This could be a real bummer of an outcome of that one person&#8230;</p>
<p>Aye Dark Overlord! has been produced by no less than nine different publishers, including the Italian firm Stratelibri and, most recently, by Fantasy Flight Games. Its lack of overwhelming popularity might be due to the free-form nature of the game, which some die-hard gamers might find difficult to master. At the same time, it’s been in print for a number of years and stubbornly refuses to die, suggesting it’s worth a second look. Aye Dark Overlord! is an amusing game, and for the right crowd it could help foster a memorable evening’s entertainment.</p>
<p><i>Review by Bill Bodden</i></p>
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		<title>A Planeswalker&#8217;s Guide to Alara Review</title>
		<link>http://www.flamesrising.com/planeswalkers-guide-review/</link>
		<comments>http://www.flamesrising.com/planeswalkers-guide-review/#comments</comments>
		<pubDate>Wed, 24 Jun 2009 11:45:19 +0000</pubDate>
		<dc:creator>Flames</dc:creator>
				<category><![CDATA[Fiction]]></category>
		<category><![CDATA[Other Games]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[card-game]]></category>
		<category><![CDATA[magic the gathering]]></category>
		<category><![CDATA[wotc]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=2497</guid>
		<description><![CDATA[<br/><a href="http://www.amazon.com/gp/product/0786951249?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=0786951249" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/41Y4TciuWTL._SL160_.jpg" align="right"></a>The guide itself does a very nice job breaking up the different planes. It gives quick rundowns on all the species you would find there, some brief history as well as each plane wishes to see. It also gives a very good indication of the dangers of traveling to each plane. A traveler can get a good sense of how to understand the culture they find themselves in.

After an overview of all the planes it also gives a well rounded layout of planeswalkers that can be found on each plane. It includes their species, current residence, home, and magic specialties. There is only one plane that does not have a listed resident planeswalker and that is Grixis. It is very clearly stated that Grixis should be a place to travel to study only, and to not make your home their too long. Death and plague rule the land, so it makes sense nobody wishes to live amongst that.

<i>Review by Crystal Mazur</i>]]></description>
			<content:encoded><![CDATA[<br/><p><strong><a href="http://www.amazon.com/gp/product/0786951249?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=0786951249" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/41Y4TciuWTL._SL160_.jpg"><br />Available at Amazon.com</a></strong></p>
<p>Alara, once a beautiful land mass enriched with all the colors of mana, is now a shattered remnant of its former self. It is now divided into five separate planes, each one lacking in certain mana and overly abundant in others. Each plane takes on defining characteristics from each of its mana sources, making life on the planes a fight for survival.</p>
<p>The five planes are Bant, Esper, Grixis, Jund and Naya. Quickly to describe each plane here is a quick summary of each plane. Bant lacks black and red mana. Its citizens follow justice and a very high standard of nobility. Esper is a plane lacking Red and Green mana. Its plane is filled with tumultuous waters, mages and beautiful Sphinxes said to rule and offer great insight and guidance to those they feel worthy of talking to amongst the plane. Grixis is the dead plane, lacking white and green mana. This planes is filled with the practitioners of death magic. Necromancers, fleshcrafters and vampires all take life from the very plane itself. Jund is the plane which lacks blue and white mana. This is a land of dragons and fire. Jungles and wild denizens rule this plane. Naya lacks blue and black mana. Its citizens include Elves, leonine and many hedonistic humans. If it were not for the giant fearful beasts sometimes worshiped as gods this plane could be a paradise.</p>
<p>The guide itself does a very nice job breaking up the different planes. It gives quick rundowns on all the species you would find there, some brief history as well as each plane wishes to see. It also gives a very good indication of the dangers of traveling to each plane. A traveler can get a good sense of how to understand the culture they find themselves in.</p>
<p>After an overview of all the planes it also gives a well rounded layout of planeswalkers that can be found on each plane. It includes their species, current residence, home, and magic specialties. There is only one plane that does not have a listed resident planeswalker and that is Grixis. It is very clearly stated that Grixis should be a place to travel to study only, and to not make your home their too long. Death and plague rule the land, so it makes sense nobody wishes to live amongst that.</p>
<p>There are no maps included in the guide. That means a planeswalker has to rely on either citizen directions, or their own knowledge of navigation.</p>
<p>On the artistic side, the drawings and pictures offered in the book are amazing. As always Magic the Gathering has done a wonderful job in illustrating their world. There are both color as well as travel sketches of people, artifacts and monsters throughout the book. Many different artists offer a variety of styles and each plane that is depicted has a different feel as well. Each piece flows and offers a wonderful visual aid to help your imagination while reading of faraway lands.</p>
<p>This book a good read for many different reasons. For the geek in all of us, it is a setting for Magic the Gathering. How much geekier can you get then actually portraying dueling planeswalkers in certain lands, narrating your actions, magic and monsters? For those of us that appreciate art there is plenty of visual eye candy. For some of us that just like reading the stories that expand our imagination, roleplaying language or storytelling ability, this is a good reference for inspiration.</p>
<p>Some of the drawbacks are that the basic information about the mana in each plane is very hard to find. I had to flip around the book to find it. There are also no maps, not even one for how Alara is layed out. That can get kind of confusing when you think about how planeswalkers would travel around, which is one thing I questioned. Then again I am not a planeswalker, so that information may not be privy to me anyway.</p>
<p>The breakdown of the book, information within each chapter, and the visual aids all in this book make it definitely something worth checking out. It added more to my plain dueling decks I bought in this setting then just epic Angel vs. Demons battling it out. It gives meaning to many of the flavor texts, art and overall concepts to the deck. Another addition to this book would be the planes based decks, such as Bant on the March and Grixis Shambling Army.</p>
<p><i>Review by Crystal Mazur</i></p>
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		<title>Little Nightmares &#8211; Privateer Press</title>
		<link>http://www.flamesrising.com/little-nightmares-privateer-press/</link>
		<comments>http://www.flamesrising.com/little-nightmares-privateer-press/#comments</comments>
		<pubDate>Thu, 18 Jun 2009 11:45:41 +0000</pubDate>
		<dc:creator>Billzilla</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[Cryx]]></category>
		<category><![CDATA[Hordes]]></category>
		<category><![CDATA[Miniatures]]></category>
		<category><![CDATA[privateer press]]></category>
		<category><![CDATA[War Machine]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=2455</guid>
		<description><![CDATA[<br/><a href="http://privateerpress.com" target="_new"><img src="http://www.flamesrising.com/wp-content/uploads/2009/06/privateer-logo.png" alt="privateer-logo" width="150" align="right"></a>It’s difficult to imagine the miniatures world without in it, yet this company has been in existence for less than seven years. With their breakout hit Monsterpocalypse and their solid Warmachine and Hordes skirmish-level combat lines, Privateer Press is well-situated to be a force in the industry for years to come.

The Warmachine and Hordes product lines mesh well with dark fantasy, as they have a number of factions tailor-made for people of such inclinations. A perfect example is the Gorax, a light warbeast from the Circle Orboros faction in Hordes. The Gorax, looking very troll-like – or even like an Oni from Oriental mythology – strains at the chain that holds him to a large boulder. The pose is interesting and well-executed, and the figure’s rippling musculature and tufts of scraggly hair combine to give this model a ton of character. At a $17 MSRP, this model is a smidge pricey, but a first-class sculpt never the less.]]></description>
			<content:encoded><![CDATA[<br/><p><a href="http://privateerpress.com" target="_new"><img src="http://www.flamesrising.com/wp-content/uploads/2009/06/privateer-logo.png" alt="privateer-logo"></a></p>
<p>It’s difficult to imagine the miniatures world without Privateer Press in it, yet this company has been in existence for less than seven years. With their breakout hit Monsterpocalypse and their solid Warmachine and Hordes skirmish-level combat lines, Privateer Press is well-situated to be a force in the industry for years to come.</p>
<p><img src="http://www.flamesrising.com/wp-content/uploads/2009/06/gorax.png" alt="gorax" width="150" align="left">The Warmachine and Hordes product lines mesh well with dark fantasy, as they have a number of factions tailor-made for people of such inclinations. A perfect example is the Gorax, a light warbeast from the Circle Orboros faction in Hordes. The Gorax, looking very troll-like – or even like an Oni from Oriental mythology – strains at the chain that holds him to a large boulder. The pose is interesting and well-executed, and the figure’s rippling musculature and tufts of scraggly hair combine to give this model a ton of character. At a $17 MSRP, this model is a smidge pricey, but a first-class sculpt never the less.</p>
<p><img src="http://www.flamesrising.com/wp-content/uploads/2009/06/pistol-wraith.png" width="150" align="right">Two factions in particular caught my eye amongst the Warmachine product line: Cryx, the faction of industrial zombies, and Mercenaries. From the Cryx faction we have two representatives: a Pistol Wraith and Revenant Pirates. The Pistol Wraith is an independent model, and this pose shows the fearsome creature firing one pistol with the other held in reserve. For my money, this is a beautiful sculpt – well-proportioned and animated – you can almost feel the wind that’s making its scarf and cloak billow.<span> </span>The pose itself is nothing special, but the level of detail lavished on this figure is stunning. One small complaint: the head of this model seems a bit small for the body. At $8, this fellow seems a bit on the pricey side, but only a little.</p>
<p>The Revenant Pirates are very handsome figures. Created by the half mechanic, half necromancer Cryx necrotecs, these undead sailors crew the notorious blackships. The models I received had separate arms and heads, but no spares. This allows for a modest amount of creativity in personalizing the models by switching around heads and arms, but an extra arm or head thrown in would be nice to allow for more variety. Their swords are huge compared to their bodies – a popular design choice these days, but to me they look out of place. $10 for two is a pretty reasonable price for these guys.</p>
<p><img src="http://www.flamesrising.com/wp-content/uploads/2009/06/risen.png" alt="risen" width="150" align="left">Lastly we have the Mercenaries faction, represented by the Risen. Based on characters from the original Iron Kingdoms setting book and adventures, these undead served the teen-aged necromancer Alexia Ciannor in her quest for revenge. The Privateer sculptors have a true flair for undead, and these boys are no exception. The pack I received included three models, all unarmed, all wearing ragged clothing with bits and pieces of armor. The poses look natural if not too dynamic, and at a $10 MSRP for three figures, the Risen pack is the best deal among those packs I received.</p>
<p>Privateer is clearly doing things right; they have a devoted and growing following, and their models are first-rate quality. In the future I would love to see them give more credit to their sculptors; With Privateer Chief Creative Officer Matt Wilson as a name artist in the industry himself, I would think he’d be more keenly aware of the power of name marketing. While they do credit their sculptors in their bi-monthly magazine No Quarter, having something on the package itself might be more direct.Privateer’s sculptors are good enough that it’s worth noting who they are in order to buy more of their work. Privateer’s products are worth noting too; they bring solid craftsmanship and fun, well-designed games to the table.</p>
<p>Visit <strong><a href="http://privateerpress.com" target="_new">www.privateerpress.com</a></strong> for more information.</p>
<p><i>Bill Bodden</i></p>
<p><a href="http://www.nobleknight.com/affiliate/aw.asp?B=1&#038;A=20&#038;Task=Click" target="_new"><img border="0" src="http://i63.photobucket.com/albums/h126/twilightphotos/Banners/new_nobleknight.jpg" width="468" height="60"></a></p>
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		<title>A Touch of Evil Board Game Review</title>
		<link>http://www.flamesrising.com/a-touch-of-evil-review/</link>
		<comments>http://www.flamesrising.com/a-touch-of-evil-review/#comments</comments>
		<pubDate>Tue, 31 Mar 2009 11:28:43 +0000</pubDate>
		<dc:creator>Billzilla</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[card-games]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=1700</guid>
		<description><![CDATA[<br/><p><a href="http://www.amazon.com/gp/product/B001GN1R8O?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B001GN1R8O" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/31rm6pI2w8L._SL160_.jpg" align="left"></a>Flying Frog Productions has only produced two games so far; so far -- in my humble opinion -- they have two winners. The First, Last Night on Earth, is a zombie survival exercise with real goals to achieve that put Flying Frog on the adventure gaming map. Their most recent title is A Touch of Evil, and fans of the Johnny Depp version of the Legend of Sleepy Hollow will find this game somehow familiar...

Players begin by each choosing one of eight characters to portray. Each character has a score of from one to five in four abilities: Spirit, Cunning, Combat and Honor. Players may increase these scores during the course of the game through a variety of means, and all four abilities will come in to play at some point. In addition, each character also has their own unique ability to give their player a particular advantage.]]></description>
			<content:encoded><![CDATA[<br/><p><strong><a href="http://www.amazon.com/gp/product/B001GN1R8O?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B001GN1R8O" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/31rm6pI2w8L._SL160_.jpg"><br />Available at Amazon.com</a></strong></p>
<p><strong>Flying Frog Productions</strong> has only produced two games so far; so far &#8212; in my humble opinion &#8212; they have two winners. The First, <strong>Last Night on Earth</strong>, is a zombie survival exercise with real goals to achieve that put Flying Frog on the adventure gaming map. Their most recent title is <strong>A Touch of Evil</strong>, and fans of the Johnny Depp version of the Legend of Sleepy Hollow will find this game somehow familiar&#8230;</p>
<p>Players begin by each choosing one of eight characters to portray. Each character has a score of from one to five in four abilities: Spirit, Cunning, Combat and Honor. Players may increase these scores during the course of the game through a variety of means, and all four abilities will come in to play at some point. In addition, each character also has their own unique ability to give their player a particular advantage. Once characters have been chosen, one of the four monsters is selected to be the primary opponent for the game; the Scarecrow, the Werewolf, the Vampire, or the Spectral Horseman. The players all begin the game in the Town Hall, and move out from there, collecting Investigation tokens as they progress through the board&#8217;s locations. These tokens can be traded in like money to receive healing or to obtain useful items around town. After each player has had a turn, the Villain&#8217;s turn commences as it unleashes through the draw of a Mystery card, which the players must then deal with. Once the Villain&#8217;s turn is over, the First Player marker is passed on player ot the left, and a new turn begins. A turn track keeps tabs on the time in-game. Typically, players have a set number of turns to root out and destroy the Villain before darkness overtakes the land.</p>
<p>Town Elders are sort of like non-player characters in D&#038;D; they exist both to help and to hinder the characters, and in this case, each also harbors a dreadful secret, including that they might be secretly in league with the Villain! The Town Elders add spice to an already rich game, as players can spend time discovering these secrets – which may or may not turn out to be time well spent. Secrets are drawn and assigned to each Elder randomly from the “Secrets” deck, and may change during the course of play.</p>
<p>I found a great deal to like about this game. The proto-Colonial American setting is rich with possibilities, which I found inspiring. The fact that players have the option  at the start of the game to play co-operatively or competitively is also intriguing, and I liked the tremendous play variation offered by the many random elements. These elements are typified by several different decks of encounter cards, some specific to a location and obtainable only by moving to that locale, while others, like the Mystery cards, are drawn each turn. There are eight different characters to choose from, and each of the Villains has a group of minions and events at their disposal to add even further variety to game play. I also like the fact that the First Player role shifts each turn; this is especially important in the competitive version of the game.</p>
<p><strong>A Touch if Evil</strong> is a bit pricey but the production values are outstanding, with thick, laminated cardstock components and board that will stand up to many hours of vigorous play. <strong>A Touch of Evil</strong> is for two to eight players of ages 12 and up, and playing time tends to fall between one to two hours. If you like your adventure with mystery and intrigue already added, <strong>A Touch of Evil</strong> will be an immensely satisfying experience.</p>
<p><i>Review by Bill Bodden</i></p>
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		<title>Little Nightmares – Mississinewa Minatures</title>
		<link>http://www.flamesrising.com/little-nightmares-mississinewa/</link>
		<comments>http://www.flamesrising.com/little-nightmares-mississinewa/#comments</comments>
		<pubDate>Thu, 12 Mar 2009 16:06:33 +0000</pubDate>
		<dc:creator>Billzilla</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[little nightmares]]></category>
		<category><![CDATA[minis]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=1502</guid>
		<description><![CDATA[<br/><p><img src="http://www.missminiatures.com/store/images/product/small/tmz018.jpg" align="left"><strong><a href="http://www.missminiatures.com" target="_new">Mississinewa Miniatures</a></strong> is a little-known miniatures company from Indiana. Specializing in Zombie-themed figures, they have an impressive selection, if not a broad range – yet. Mississinewa sent <strong>Flames Rising</strong> a generous selection of figures to review. Sadly, I can’t do justice to them all so I’m going to concentrate on what they do best: Zombies!

The zombie line is reasonably well- fleshed out; 18 different models shamble their way to your gaming table, and while the variety isn’t truly spectacular, it’s solid. The first six are all naked zombies. Before you get too excited, let me first point out that there are no naughty bits in evidence; they’re more like zombie mannequins than anything else.]]></description>
			<content:encoded><![CDATA[<br/><p>
<p><a href="http://www.missminiatures.com" target="_new"><img src="http://www.missminiatures.com/store/images/pages/mm.gif" width="200"></a></p>
<p><strong><a href="http://www.missminiatures.com" target="_new">Mississinewa Miniatures</a></strong> is a little-known miniatures company from Indiana. Specializing in Zombie-themed figures, they have an impressive selection, if not a broad range – yet. Mississinewa sent <strong>Flames Rising</strong> a generous selection of figures to review. Sadly, I can’t do justice to them all so I’m going to concentrate on what they do best: Zombies!</p>
<p><img src="http://www.missminiatures.com/store/images/product/small/tmz018.jpg" align="right">The zombie line is reasonably well- fleshed out; 18 different models shamble their way to your gaming table, and while the variety isn’t truly spectacular, it’s solid. The first six are all naked zombies. Before you get too excited, let me first point out that there are no naughty bits in evidence; they’re more like zombie mannequins than anything else.</p>
<p>The next six are all generic-looking, joe-average zombies, sporting slacks, bib overalls, T-shirts, and none of them wearing shoes. One looks like either a hermit or a very old surfer dude, sporting a huge beard and board shorts. The last six available at press time are a little more detailed; they mostly resemble office workers, wearing business-style attire of suits and skirts and yes, the line’s first clearly female zombie is in this group, as well as the first kid zombie to appear in the line – a little girl with a huge bow on her dress. Each figure is available separately, and several different multi-packs are available at a discounted price.</p>
<p>These somehow make me think of Twilight Creation’s <strong>Zombies!!!</strong> game; they certainly would work well in place of the plastic zombies if that’s your idea of a good time. Painting them would be fun but time-consuming; you’d need a lot of zombie figures to cover for the army of plastics in the <strong>Zombies!!!</strong> box.</p>
<p><img src="http://www.missminiatures.com/store/images/product/small/tmh010.jpg" align="left">Complimenting the Zombies are the Zombie Fighters and Cops lines. The Zombie Fighters consist of seven different models in combat-ready poses; the girl with the field hockey stick and the girl in the karate gi are particularly dynamic sculpts. Sadly, the karate girl is not included in this groups’ multi-pack. For the Cops there are only six sculpts, and most of them seem to be fairly wooden poses. With the exception of one detective, all are outfitted as regular-duty patrol officers. The Zombie Fighters and Cops are a bit more expensive per figure than the zombies, though again, the multi-packs bring the average price down a good bit.</p>
<p>As an overview, these figures are decent sculpts. They are not spectacular &#8211; the hands tend to be a bit large, but I’m given to understand that hands are tough to get right anyway. However, what seem to me to be later figures show better imagination in terms of poses and details, and the line looks to be improving dramatically. The figures are all sculpted to be compatible with slotted-style bases, a variant of which is included with each figure as well as being available separately.</p>
<p><img src="http://www.missminiatures.com/store/images/product/small/tac102.jpg" align="right">Among the other products available from <strong><a href="http://www.missminiatures.com" target="_new">Mississinewa Miniatures</a></strong> is a terrific line of gravestones to spruce up the scenery. These are cast to utilize the same slotted-style bases, though that’s easily altered if undesirable. Sold in two different multi-packs, they are also available individually.</p>
<p><strong><a href="http://www.missminiatures.com" target="_new">Mississinewa Miniatures</a></strong> shows great promise; most of the existing line is decent, and newer products look to be improving on an already solid quality foundation. I would love to have given the sculptor(s) some well-deserved credit here, but for now they prefer to remain unknown. For fans of the zombie genre or other modern miniatures settings, <strong><a href="http://www.missminiatures.com" target="_new">Mississinewa Miniatures</a></strong> are well worth checking out.</p>
<p><i>Review by Bill Bodden</i></p>
<p><a href="http://www.wargamevault.com/index.php?affiliate_id=22713" target="_new"><img src="http://www.wargamevault.com/themes/wgv/images/affiliatebanner3.gif" border="0" alt="Wargame Vault" title=" Wargame Vault " title="Wargame Vault"></a></p>
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		<title>Monster Mayhem Game Review</title>
		<link>http://www.flamesrising.com/monster-mayhem-review/</link>
		<comments>http://www.flamesrising.com/monster-mayhem-review/#comments</comments>
		<pubDate>Thu, 12 Feb 2009 11:50:13 +0000</pubDate>
		<dc:creator>Billzilla</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[card-game]]></category>
		<category><![CDATA[monsters]]></category>
		<category><![CDATA[white-wolf]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=1247</guid>
		<description><![CDATA[<br/><p><p><a href="http://www.funagain.com/control/product/~product_id=017368/~affil=RISE" target="_new"><img src="http://images.funagain.com/cover/medium/17368.jpg" align="left"></a>Since monsters of various types are pretty much White Wolf Publishing’s stock and trade, it makes sense that they would attempt to diversify their product line to include horror-themed board or card games. One of White Wolf’s offerings, Monster Mayhem, has each player taking on the role of a different classic monster, seeking out victims and devouring those parts of them each fiend finds most delectable.

Players begin by selecting one of the five monsters – Vampire, Werewolf, Mummy, Zombie or Poltergeist – and placing the token for that monster on its starting space. The board is a grid of hexagons, and the players flesh out the city by placing the notable location tiles, either randomly or according to one of several sample layouts provided. Each player then draws three victims from the Victim deck and places that card by their monster’s data card.]]></description>
			<content:encoded><![CDATA[<br/><p>
<p><a href="http://www.funagain.com/control/product/~product_id=017368/~affil=RISE" target="_new"><img src="http://images.funagain.com/cover/medium/17368.jpg"><br />Available at Funagain Games</a></p>
<p>Since monsters of various types are pretty much White Wolf Publishing’s stock and trade, it makes sense that they would attempt to diversify their product line to include horror-themed board or card games. One of White Wolf’s offerings, Monster Mayhem, has each player taking on the role of a different classic monster, seeking out victims and devouring those parts of them each fiend finds most delectable.</p>
<p>Players begin by selecting one of the five monsters – Vampire, Werewolf, Mummy, Zombie or Poltergeist – and placing the token for that monster on its starting space. The board is a grid of hexagons, and the players flesh out the city by placing the notable location tiles, either randomly or according to one of several sample layouts provided. Each player then draws three victims from the Victim deck and places that card by their monster’s data card. These victims are worth bonus points if the drawing player is able to capture and devour them.</p>
<p>The victims are not without any defense; during the opening phase of each round, the entire mass of victims are moved one at a time using a random card from the Escape deck. Each Escape card shows a number and one of six colors; the colors each correspond to one of the six sides of each hexagon, and it determine the direction the victim will move, while the number indicates how many spaces them will move. Once all of the victims have been moved, the monsters can begin their hunt. If the victims can land on certain space – such as the Police Station or the Church – they are permanently safe and are removed from play. The monster will have to seek their victim elsewhere!</p>
<p>Each victim has a number from one to three in five attributes: blood, bones, organs, brains and spirit. The vampire wants blood of course, and the werewolf wants bones. After defeating a victim, the monster checks the victim’s card for the particular ingredient that interests them, and adds those points (plus any bonuses that apply) to the monster’s Craving score. At the end of the game, the monster with the highest Craving is the winner.</p>
<p><img src="http://i63.photobucket.com/albums/h126/twilightphotos/MonsterMayhemLargePicture.jpg"></p>
<p>I really like this game. The fact that there is a time limit (five turns) makes it imperative to get down to business right away. Event cards, of which each player begins with five, either give your own monster a bonus, or make it more difficult for one of your opponents to accomplish anything.</p>
<p>Designer Ken Cliffe deserves kudos for creating a fast-moving, fun game. If I have any complaints about Monster Mayhem, it’s that the rules, like nearly all rule sets I’ve encountered for White Wolf board or card games, are over-written and poorly organized. They spend too much time explaining things that need little clarification, and the progression of the rulebook is choppy and hackneyed; no accolades for the editor (none is listed; perhaps that explains the problem?) on this game.</p>
<p>All in all, Monster Mayhem is still great fun, and will appeal to players more often than just at Halloween time. Fans of classic Universal or Hammer horror films NEED this game; it has all the elements of classic movie monster films and plays in about an hour. The assorted components allow for enough randomization to keep play fresh and varied from game to game, providing strong replay value. Pick up a copy of Monster Mayhem for your next game night, and be sure to sleep with the lights on.</p>
<p><i>Review by Bill Bodden</i></p>
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		<title>Little Nighmares &#8211; Cardstock Scenes</title>
		<link>http://www.flamesrising.com/little-nighmares-cardstock/</link>
		<comments>http://www.flamesrising.com/little-nighmares-cardstock/#comments</comments>
		<pubDate>Fri, 06 Feb 2009 12:51:29 +0000</pubDate>
		<dc:creator>Billzilla</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[ers]]></category>
		<category><![CDATA[heroic fantasy]]></category>
		<category><![CDATA[little nightmares]]></category>
		<category><![CDATA[minis]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=1116</guid>
		<description><![CDATA[<br/><p><p><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=59517" target="_new"><img src="http://flamesrising.rpgnow.com/images/464/59517.jpg" width="150" align="left"></a><strong>Empty Room Studios</strong> produces full-color tiles for use with miniatures in an adventure-game setting. The sets I’ve looked at most closely are the <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=59517" target="_new">Blasted Canyon</a></strong> and the <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=59850" target="_new">Caverns Tiles Base Set 1</a></strong>.

The <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=59517" target="_new">Blasted Canyon</a></strong> set provides a wide variety of terrain features that can be printed and cut out to produce more than four square feet of unique terrain. Box canyons, cul-de-sacs, a large temple, a marketplace, transition pieces, dungeon entrances, and an oasis are all included, each with either a desert background or with canyon walls added around the edges. This is a handsome set, and much thought clearly went into its design.

<i>Review by Bill Bodden</i>]]></description>
			<content:encoded><![CDATA[<br/><p><strong><a href="http://flamesrising.rpgnow.com/index.php?cPath=4614" target="_new"><img src="http://flamesrising.rpgnow.com/images/464/category4614.jpg" alt="" width="300" /><br />
Available at RPGNow.com</a></strong></p>
<p><strong>Empty Room Studios</strong> produces full-color tiles for use with miniatures in an adventure-game setting. The sets I’ve looked at most closely are the <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=59517" target="_new">Blasted Canyon</a></strong> and the <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=59850" target="_new">Caverns Tiles Base Set 1</a></strong>.</p>
<p>The <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=59517" target="_new">Blasted Canyon</a></strong> set provides a wide variety of terrain features that can be printed and cut out to produce more than four square feet of unique terrain. Box canyons, cul-de-sacs, a large temple, a marketplace, transition pieces, dungeon entrances, and an oasis are all included, each with either a desert background or with canyon walls added around the edges. This is a handsome set, and much thought clearly went into its design.</p>
<p>The <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=59850" target="_new">Caverns Tiles Base Set 1</a></strong> is literally everything to outfit the majority of standard underground terrain; corridor sections, a tunnel entrance that meshes perfectly with the Blasted  Canyon set, and natural and carved chambers. They also provide numerous thoughtful details like log bridges that can be inserted as a feature in nearly any room; clusters of fungi just to keep the players paranoid; Stalactites and stalagmites, lava fountains, temples, statues, doors, ropes, ledges and a ton more.</p>
<p><img src="http://img.photobucket.com/albums/v730/jfwalls/BC_sample.gif" align="right">These sets do require one to have access to Adobe Acrobat Reader (free downloads can readily be obtained at <strong><a href="http://get.adobe.com/reader/otherversions" target="_new">Adobe.com</a></strong>), and one will need to use the Layers function the to remove layers of unwanted detail &#8212; like the many dead bodies lying around the scenery, or the dinosaur skull also frequently found on several of the tiles – to suit the needs of the players and the scenario. The ability to subtract – or even add – details from any of the tiles in the set to any other tile is awesome, putting a tremendous amount of design power into a player’s hands for the cost of the free Acrobat download.</p>
<p>With terrain packages costing as little as $4.99 to download, these tile sets are a tremendous value and are handsome to boot. Besides the <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=59517" target="_new">Blasted Canyon</a></strong>, and the <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=59850" target="_new">Caverns Tiles Base Set 1</a></strong>, also available from <strong>Empty Room Studios</strong> are sewers and five different sets of dungeon tiles, three of which – the Butcher’s Lair, Wizard’s Chambers and Dark Irons Prison &#8212; cover more specific lairs and features found in a dungeon setting.</p>
<p>These tiles will work best when mounted on foam core board or heavy cardstock that will resist warping as the glue dries. Mounting them isn’t necessary, but will add durability and a certain aesthetic value to the tile sections.</p>
<p>This is yet another example of an inexpensive product offering high value and flexibility. You can print out as many copies of any given page as you care to, and with the layers options, nearly endless variations of detail are possible. For my money, you can’t do much better for 2-D scenery than <strong>Empty Room Studios</strong>.</p>
<p><em>Review by Bill Bodden</em></p>
<p><a href="http://flamesrising.rpgnow.com/index.php?affiliate_id=22713" target="_new"><img src="http://flamesrising.rpgnow.com/themes/flamesrising/images/affiliatebanner3.gif" border="0" alt="Flames Rising PDF Store" /></a></p>
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		<title>Little Nightmares &#8211; Disposable Horrors</title>
		<link>http://www.flamesrising.com/little-nightmares-pigames-dh/</link>
		<comments>http://www.flamesrising.com/little-nightmares-pigames-dh/#comments</comments>
		<pubDate>Tue, 03 Feb 2009 12:54:32 +0000</pubDate>
		<dc:creator>Billzilla</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[little nightmares]]></category>
		<category><![CDATA[minis]]></category>
		<category><![CDATA[pigames]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=1111</guid>
		<description><![CDATA[<br/><p><p><a href="http://flamesrising.rpgnow.com/product_info.php?cPath=3866&#038;products_id=51627" target="_new"><img src="http://flamesrising.rpgnow.com/images/32/51627.jpg" align="left"></a>After a long hiatus, <strong>Little Nightmares</strong> is back. This month, I’ll be covering somewhat related products from two different companies; full-color stand-up cardboard figures from <strong>Precis Intermedia</strong>, and ready-made maps from <strong>Empty Room Studios</strong>.

<strong>Precis Intermedia</strong> produces stand-up cardboard figures, called <strong><a href="http://flamesrising.rpgnow.com/index.php?cPath=3866" target="_new">Disposable Heroes</a></strong>, in a variety of themes. Since this is <strong>Flames Rising</strong>, they sent us a pack of monsters to look over: <strong><a href="http://flamesrising.rpgnow.com/product_info.php?cPath=3866&#038;products_id=51627" target="_new">Disposable Heroes: Horror Statix 1</a></strong>. The figures themselves are available in two different formats within each set: two-sided and three-sided. The two-sided figures may require some kind of plastic stand to assist them, as the fold is at the top like a sandwich board sign. Printing the figures on lightweight cardstock before cutting them apart will probably remove the need for bases – at least until the figure has a few miles on it and the crease begins to wear. The front of the figure is a full color image and the back is a black silhouette of the same image for ease in determining rear/surprise attacks.]]></description>
			<content:encoded><![CDATA[<br/><p>
<p><a href="http://flamesrising.rpgnow.com/product_info.php?cPath=3866&#038;products_id=51627" target="_new"><img src="http://flamesrising.rpgnow.com/images/32/51627.jpg"><br />Available at RPGNow.com</a></p>
<h3>Dark Fantasies in 2-D: Precis Intermedia&#8217;s Disposable Heroes</h3>
<p>After a long hiatus, <strong>Little Nightmares</strong> is back. This month, I’ll be covering somewhat related products from two different companies; full-color stand-up cardboard figures from <strong>Precis Intermedia</strong>, and ready-made maps from <strong>Empty Room Studios</strong>.</p>
<p><strong>Precis Intermedia</strong> produces stand-up cardboard figures, called <strong><a href="http://flamesrising.rpgnow.com/index.php?cPath=3866" target="_new">Disposable Heroes</a></strong>, in a variety of themes. Since this is <strong>Flames Rising</strong>, they sent us a pack of monsters to look over: <strong><a href="http://flamesrising.rpgnow.com/product_info.php?cPath=3866&#038;products_id=51627" target="_new">Disposable Heroes: Horror Statix 1</a></strong>. The figures themselves are available in two different formats within each set: two-sided and three-sided. The two-sided figures may require some kind of plastic stand to assist them, as the fold is at the top like a sandwich board sign. Printing the figures on lightweight cardstock before cutting them apart will probably remove the need for bases – at least until the figure has a few miles on it and the crease begins to wear. The front of the figure is a full color image and the back is a black silhouette of the same image for ease in determining rear/surprise attacks.</p>
<p><img src="http://i63.photobucket.com/albums/h126/twilightphotos/horror_image1.jpg" width="475"></p>
<p>The three-sided figures have (naturally) three panels which are folded and glued together at a tab. Again, the back panel of the figure is a silhouette, while the front two sides are in full color. Three-sided figures are less likely to need an attached base because of the greater stability of the base. It may still be advisable to print them on lightweight cardstock before cutting anyway to provide greater strength and durability. Folding the figures using a straightedge is advised for crisp folds.</p>
<p>The illustrations, while not spectacular, are still of high quality and fairly attractive. An assortment of different figures is offered in each set; also included is the option of each monster duplicated multiple times on a separate page for those times when you need a dozen or more zombies, or serial killers, or murderous clowns…</p>
<p><img src="http://i63.photobucket.com/albums/h126/twilightphotos/horror_image3.jpg" width="475"></p>
<p>The range of <strong><a href="http://flamesrising.rpgnow.com/index.php?cPath=3866" target="_new">Disposable Heroes</a></strong> available has gown to an impressive selection: not only do they have horror-themed figures, but also animals, fantasy, space opera, wild west, American Revolution, World War Two, Steampunk, Pulp, Superhero, and Pirate-themed set, plus much more including several licensed sets such as the HARP RPG, Haven: City of Violence and Cyberpunk 2020. The figures are available as a customizable download or as the basic, full assortment. With downloads starting at $3.95, it’s impossible to go wrong by purchasing one or more of these sets. <strong><a href="http://flamesrising.rpgnow.com/index.php?cPath=3866" target="_new">Disposable Heroes</a></strong> is an inexpensive way to populate your kitchen table with an excellent assortment of critters, breathing life into your adventure gaming.</p>
<p>Next up we will be taking a look at <strong>Empty Room Studios&#8217; <a href="http://flamesrising.rpgnow.com/index.php?cPath=4614" target="_new">Cardstock Scenes</a></strong>.</p>
<p><i>Review by Bill Bodden</i></p>
<p><a href="http://flamesrising.rpgnow.com/index.php?affiliate_id=22713" target="_new"><img src="http://flamesrising.rpgnow.com/themes/flamesrising/images/affiliatebanner3.gif" border="0" alt="Flames Rising PDF Store" title=" Flames Rising PDF Store " title="Flames Rising PDF Store"></a></p>
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		<title>Wolves at the Table</title>
		<link>http://www.flamesrising.com/wolves-at-the-table/</link>
		<comments>http://www.flamesrising.com/wolves-at-the-table/#comments</comments>
		<pubDate>Tue, 20 Jan 2009 12:15:13 +0000</pubDate>
		<dc:creator>Matt-M-McElroy</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[LARP]]></category>
		<category><![CDATA[sci-fi]]></category>
		<category><![CDATA[white-wolf]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=1045</guid>
		<description><![CDATA[<br/><p><p><ahref="http://flamesrising.rpgnow.com/index.php?manufacturers_id=1&#038;filters=0_0_0" target="_new"><img src="http://flamesrising.rpgnow.com/images/WhiteWolfLogoshadow.gif" align="right"></a><strong>White Wolf Publishing</strong> is well known for their Horror and Dark Fantasy RPGs. From the <strong><a href="http://www.flamesrising.com/tag/world-of-darkness/" target="_new">World of Darkness</a></strong> to games like <strong><a href="http://www.flamesrising.com/exalted-abyssals-review/" target="_new">Exalted: Abyssals</a></strong>, White Wolf creates great tabletop RPGs that define and shape gaming. In addition to their core game lines, <strong><a href="http://www.flamesrising.com/ww-ap-products">White Wolf Alternative Publishing products</a></strong> include a wide selection of horror board games that range from <em>World of Darkness</em> games to fun board games for kids.

<strong>Flames Rising</strong> has been fortunate to receive support from <strong>White Wolf</strong> over the years; they've provided us with review copies, contest prizes and give-a-ways. When we mentioned we wanted to check out their recent selection of board games, Kelley Barnes-Herrmann (<strong>White Wolf</strong> Marketing Director and all-around awesome individual) agreed and sent us a box of games to dig into. The box arrived a day or two ago and we've only had the chance to crack them open a bit. So, what follows are our initial impressions after messing around with the contents and skimming the rules. More complete reviews will be on the way after we've had the chance to play the games.]]></description>
			<content:encoded><![CDATA[<br/><p>
<p><ahref="http://flamesrising.rpgnow.com/index.php?manufacturers_id=1&#038;filters=0_0_0" target="_new"><img src="http://flamesrising.rpgnow.com/images/WhiteWolfLogoshadow.gif" align="right"></a><strong>White Wolf Publishing</strong> is well known for their Horror and Dark Fantasy RPGs. From the <strong><a href="http://www.flamesrising.com/tag/world-of-darkness/" target="_new">World of Darkness</a></strong> to games like <strong><a href="http://www.flamesrising.com/exalted-abyssals-review/" target="_new">Exalted: Abyssals</a></strong>, White Wolf creates great tabletop RPGs that define and shape gaming. In addition to their core game lines, <strong><a href="http://www.flamesrising.com/ww-ap-products">White Wolf Alternative Publishing products</a></strong> include a wide selection of horror board games that range from <em>World of Darkness</em> games to fun board games for kids.</p>
<p><strong>Flames Rising</strong> has been fortunate to receive support from <strong>White Wolf</strong> over the years; they&#8217;ve provided us with review copies, contest prizes and give-a-ways. When we mentioned we wanted to check out their recent selection of board games, Kelley Barnes-Herrmann (<strong>White Wolf</strong> Marketing Director and all-around awesome individual) agreed and sent us a box of games to dig into. The box arrived a day or two ago and we&#8217;ve only had the chance to crack them open a bit. So, what follows are our initial impressions after messing around with the contents and skimming the rules. More complete reviews will be on the way after we&#8217;ve had the chance to play the games.</p>
<h2>Hunter: Deadly Prey</h2>
<p><a href="http://secure1.white-wolf.com/catalog/product_info.php?cPath=73&#038;products_id=1013" target="_new"><img src="http://secure1.white-wolf.com/catalog/images/hunter.jpg" width="125" align="left"></a><em>Monsters exist in our world, lurking under cover of darkness, hiding their depredations behind a veil of lies. You are an ordinary person, but you have discovered the creatures that prey upon us. Now you search the city for supernatural secrets, gathering weapons, tools and lore in your own personal crusade against the unknown.</p>
<p><em>Hunter: Deadly Prey</em> is a horror strategy game for 3-5 players. One assumes the role of the monster, protecting its unnatural existence. The rest are hunters who seek to defeat the creature. But the supernatural is not the only threat that hunters face. Their own goals clash, making them just as dangerous to each other.</em></p>
<h3>A Deadly Game</h3>
<p><strong>White Wolf Publishing</strong>&#8217;s newest board game is based on the also relatively new <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=57209" target="_new">Hunter: the Vigil</a></strong> RPG. Designed by Ken Cliffe, <strong>Hunter: Deadly Prey</strong> is a lot of game in a small box (and only $24.99). The full color rulebook breakdowns the contents in detail:</p>
<blockquote><p>- 12 monsters to choose from to defy hunters<br />
- 100 City Cards, monstrous secrets waiting to be uncovered<br />
- 75 Arsenal and Influence Cards, the dirty tricks that hunters and the monster play<br />
- 25 Hardship Cards, the penalties hunters pay for becoming obsessed with the unknown</p></blockquote>
<p>Set-up and Turn Sequence seem pretty easy to follow, allowing the players to get into the action quickly. We&#8217;re impressed by the quality of the components. Everything is easy to read, yet still has some great artwork from some very talented folks. The cards are study and seem like they will hold up well over time and there is enough of everything to keep the game interesting.</p>
<h2>Vampire: Prince of the City</h2>
<p><a href="http://www.funagain.com/control/product/~product_id=015594/~affil=RISE" target="_new"><img src="http://images.funagain.com/cover/medium/15594.jpg" width="125" align="left"></a><em>Vampire: Prince of the City is a game of strategy and diplomacy of moderate complexity for 3 to 5 players set in the world of <a href="http://www.flamesrising.com/vampire-the-requiem-review/" target="_new">Vampire: The Requiem</a>.</p>
<p>High-quality components include five plastic miniatures, 100 full-color play cards, a full color board, five clan record cards, influence tokens, dice and an attractive box. This medium-complexity game requires no previous knowledge of Vampire and the subject matter has been kept appropriate for family play.</em></p>
<h3>Do you have what it takes to rule the night?</h3>
<p>This game is based on the <strong>Vampire: the Requiem</strong> RPG and it specifically has strong ties to the <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=28796" target="_new">Damnation City</a></strong> supplement. There is a small sidebar on page 243 of the book describing how Prince of the City inspired the Primacy system and almost all of the Districts from the board game are featured in the book in some fashion.</p>
<p>Like the previous game, there is a lot of cool stuff in the box for this game. There is a detailed breakdown of the components with photos at the <strong><a href="http://www.white-wolf.com/vampire/boardgame" target="_new">White Wolf website</a></strong> that is well worth checking out. You can also download the rulebook there for free.</p>
<p>Each character card (representing one of the Clans) has the detailed stats for the Clan. In addition, each card also has a handy breakdown of the game rules. Which is great because you don&#8217;t have to break out the rulebook if you have a question. There are a lot of small tokens in this game and while we see the plastic container for them in the box, we&#8217;re not looking forward to sorting them all out again next time we play. This is a problem for a lot of board games, not just this one.</p>
<h2>Long Live the King</h2>
<p><a href="http://www.funagain.com/control/product/~product_id=016499/~affil="RISE" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/51mQE-JCacL._SL160_.jpg" width="125" align="left"></a><em>Long Live the King is a dynamic new game that marries the diabolical treachery and scheming of the best strategic board games with the pomp and circumstance of the most elaborate live-action games.</p>
<p>In the role of an ailing king, the gamemaster plays an actual role while up to seven other major players, including a young queen, a haughty archbishop and a wily ambassador, vie to place themselves in a position to rule the kingdom when the king finally keels over. Dozens of minor roles allow the game to be as large and elaborate as you desire. Or just keep it small&#8230; and cut-throat.</em></p>
<h3>The King is dead…Finally!</h3>
<p>Not really a board game or a card game, <strong>Long Live the King</strong> is more of a live-action card game. The Character Portfolios are made of heavy cardstock and contain all kinds of useful information (Dealing with Others for example). You can check out the components in detail <strong><a href="http://www.white-wolf.com/llk" target="_new">online</a></strong> and download the rulebook as well.</p>
<p>We&#8217;re hoping to run this at a couple of upcoming conventions here in Wisconsin soon. We&#8217;ve had some good discussions about the game at the <strong><a href="http://forum.rpg.net/forumdisplay.php?f=70" target="_new">RPGnet LARP forum</a></strong> and we&#8217;re sure more will follow once we&#8217;ve run it a few times.</p>
<h2>Murder City</h2>
<p><a href="http://www.funagain.com/control/product/~product_id=018374/~affil=RISE" target="_new"><img src="http://images.funagain.com/cover/medium/18374.jpg" width="125" align="left"></a><em>You wake up to the sound of your cell buzzing in its network cradle. Out slips a little square of heat-printed fax paper with the name and address of a dead person. Murder is your business. You are a jovan, a freelance detective in an overcrowded megacity.</p>
<p>Murder City is a strategy game for 2 to 5 players. You assume the role of a futuristic investigator, from hard-boiled detective to alien sleuth to company man. Your goal is to track down killers and prosecute them. The player to survive “the life” best and earn the most credits is the winner, the foremost jovan in the city.</em></p>
<h3>A Job to Die For</h3>
<p><strong>Murder City</strong> is an intriguing card game that seems to be heavily inspired by the movie Blade Runner. It has a lot of very cool looking sci-fi elements and each player gets a fold-out character card detailing the investigator they are going to play throughout the game.</p>
<p>There are a lot of cards in this game. The Murder and Hardship cards are full size, the rest of the cards (Legwork, Eye Witness, etc) are half-size. They have a lot of cool bits of art, detailed text and generally support the gritty sci-fi mood of the overall game. While the artwork does enhance the overall feel of the game, it is pretty standard for what you would expect from a product within the World of Darkness line-up. However, since this game is not inspired by the World of Darkness, it would have been nice to see White Wolf experiment more with the look and feel of their non-signature games into new artistic territory.</p>
<h2>Mwahahaha!</h2>
<p><a href="http://www.funagain.com/control/product/~product_id=018452/~affil=RISE" target="_new"><img src="http://images.funagain.com/cover/medium/18452.jpg" width="175" align="left"></a><em>Mwahahaha! is a card game of mad scientists and global domination for 2 to 5 players. You assume the role of an evil genius who builds a criminal empire and constructs a doomsday device with which to cow a trembling humanity. But you&#8217;re not the only one with grand machinations. Other players rival you for absolute mastery. He who completes his device first and collects the highest ransom is declared the winner &#8212; and ruler of the world!</em></p>
<h3>&#8220;World Domination Shall Be Mine!&#8221;</h3>
<p>This game is a bit more lighthearted than the rest and yet, looks like a lot of fun. Mad Scientists, doomsday devices and other bits of mayhem are all included. Working against each other with Minions and Empire cards each player attempts to take over the world in their own way.</p>
<p>We weren&#8217;t thrilled with a new version of &#8220;Hitler&#8221; included in the game, but none of the Mad Scientists are exactly &#8220;politically correct&#8221; either. Many of them are simplistic and exaggerated for laughs. Play seems easy enough, with plenty of variety (20 different Doomsday devices) to keep things interesting next time you try to take over the world. This is the sort of game we&#8217;d expect to play when we want a night of exaggerated, silly fun.</p>
<h3>More to come&#8230;</h3>
<p>As I mentioned earlier, these are merely first impressions of these games and we will make every effort to get more detailed reviews of each of them once we have had the chance to play them. If you are a fan of these games, let us know what you think. You can also drop by the <strong><a href="http://forums.white-wolf.com/viewforum.php?f=85" target="_new">Board Game Forum</a></strong> on White Wolf&#8217;s website to touch base with other fans and talk shop a bit.</p>
<p>If you are looking to pick up any of these board games, the good news is that they are available in a variety of places. You can order directly from the <strong><a href="http://secure1.white-wolf.com/catalog/index.php" target="_new">White Wolf Catalog</a></strong> or order them through <strong><a href="http://www.funagain.com/control/main/~affil=RISE" target="_new">Funagain Games</a></strong> and <strong><a href="http://www.nobleknight.com/affiliate/aw.asp?B=3&#038;A=20&#038;Task=Click" target="_new">Noble Knight</a></strong>. These science fiction and horror board games are also available through your local gaming or bookstore, too!</p>
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		<title>Vampires Quest Card Game Review</title>
		<link>http://www.flamesrising.com/vampires-quest-review/</link>
		<comments>http://www.flamesrising.com/vampires-quest-review/#comments</comments>
		<pubDate>Thu, 27 Nov 2008 12:06:20 +0000</pubDate>
		<dc:creator>Flames</dc:creator>
				<category><![CDATA[Other Games]]></category>
		<category><![CDATA[card-games]]></category>
		<category><![CDATA[horror-comedy]]></category>
		<category><![CDATA[vampires]]></category>

		<guid isPermaLink="false">http://www.flamesrising.com/?p=968</guid>
		<description><![CDATA[<br/><p><a href="http://www.headlessgames.com/store.html" target="_new"><img src="http://www.headlessgames.com/images/store/vq_cover-small.gif" align="left"></a>"Vampires' Quest" is a card game about competing vampires and is the first offering from Headless Games. In "Vampires' Quest" players compete to match Bite cards with Victims, turning them into vampires and racing to create an army of the undead.

The game is played in rounds, scoring points based on the number of bitten victims claimed.

There are 15 different kinds of cards (including Bite and Victim cards) that can affect game play. Some allow you to steal claimed victims from other vampires, send claimed victims back to the deck or counter other players' cards.

<i>Review by Michael Erb</i>]]></description>
			<content:encoded><![CDATA[<br/><p><a href="http://www.headlessgames.com/store.html" target="_new"><img src="http://www.headlessgames.com/images/store/vq_cover-small.gif"><br />Available at Headless Games</a></p>
<p>&#8220;Vampires&#8217; Quest&#8221; is a card game about competing vampires and is the first offering from Headless Games. In &#8220;Vampires&#8217; Quest&#8221; players compete to match Bite cards with Victims, turning them into vampires and racing to create an army of the undead.</p>
<p>The game is played in rounds, scoring points based on the number of bitten victims claimed.</p>
<p>There are 15 different kinds of cards (including Bite and Victim cards) that can affect game play. Some allow you to steal claimed victims from other vampires, send claimed victims back to the deck or counter other players&#8217; cards. For example, Coffins offer a measure of protection for claimed victims, though a few cards can counteract them. Bats allow you to steal cards from another player&#8217;s hand, while a Wolf card allows you to take an extra turn.</p>
<p>The number of cards dealt to each player differs depending on the number of players in the game, with more players meaning fewer cards in your hand. In games with fewer players, some cards are removed from the deck and placed out of play.</p>
<p>Each turn you play as many cards as you can from your hand, matching bites and victims, storing them in coffins and sabotaging your opponents. At the end of a turn, a player draws a number of cards up to their maximum hand size.</p>
<p>The game is designed for players to compete until one player can claim 21 victims. This is way too difficult. The deck itself contains only 15 Bite cards and 15 Victim cards. In a closely-matched two-player game, it would take 3-4 rounds (each round is playing through the deck once) for a player to win. Add more players, which can climb to 5 or more, and the possible number of victims successfully claimed each round dwindles even further. With a good sized group you could be playing all night and still not finish the game. Especially considering the relatively light game play, this is an almost game-breaking error in design.</p>
<p>However, it is a problem easily fixed. Just reduce the number of points (victims) to win, say down to 10, and you will finish most games within 5 rounds, which isn&#8217;t an extreme amount of time. If you want a game to go longer, start over and play to 10 again. You still are likely to end earlier than one session of a 21-point game.</p>
<p>The artwork by Melvin De Voor is probably my favorite part of the game. The black and white ink drawings harken back to the old Bela Lugosi &#8220;Dracula&#8221; films, with dark shadows, dank castle hallways and creepy imagery. The art does a lot to evoke the feel of the game.</p>
<p>The price point is a little high for this kind of game, costing about $20 to purchase directly from Headless Games. The card game is self-published, and is nice quality, so if you are looking to splurge a little but still get a decent game, this would be a good purchase.</p>
<p>Overall &#8220;Vampires&#8217; Quest&#8221; is a fun little card game that would work best as a filler or intro to another horror game. I can see warming up with &#8220;Vampires&#8217; Quest&#8221; before starting a game of &#8220;Arkham Horror&#8221; or &#8220;Last Night on Earth.&#8221; There isn&#8217;t a huge amount of depth, and as written the goal of the game makes it way too long, but with a simple tweak &#8220;Vampires&#8217; Quest&#8221; is a fun way to pass a few rounds with friends and put the bite on a few hapless victims.</p>
<p>Find out more about &#8220;Vampires&#8217; Quest&#8221; at <a href="http://www.headlessgames.com" target="_new">www.headlessgames.com</a>, and for more game reviews and discussion visit my blog at <a href="http://merb101.livejournal.com" target="_new">merb101.livejournal.com</a>.</p>
<p><i>Review by Michael Erb</i></p>
<p>Reviewer&#8217;s note: I picked up a review copy of &#8220;Vampires&#8217; Quest&#8221; at CharCon, a gaming convention in Charleston, W.Va. (<a href="http://www.charcon.org" target="_new">www.charcon.org</a>) in October where it was recommended to me by one of the event organizers. Headless Games was a sponsor of CharCon and I wanted to thank both of them for introducing me to this game.</p>
<p><a href="http://www.nobleknight.com/affiliate/aw.asp?B=1&#038;A=20&#038;Task=Click" target="_new"><img border="0" src="http://i63.photobucket.com/albums/h126/twilightphotos/Banners/new_nobleknight.jpg" width="468" height="60"></a></p>
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