Showing posts with label expansion. Show all posts
Showing posts with label expansion. Show all posts

Sunday, October 19, 2014

Crisis: Cooperative Play For The DC Comics Deck Building Game


I have a confession to make. I have never been much of a fan of deck building games. I like Marvel Legendary, but it is not something I play often because of the hastle of putting it all back in the box divided in its own separate factions. As far as the DC Deck Building Game is concerned, while very popular among our clients, I never liked it. Found it boring and too dependent on chance and someone not buying the cards you need from the line-up.

When the Crisis expansion arrived in the store, I dreaded having to give a demo of it. However, I knew many players would be interested in it so I had no option other than to hold my breath, learn the new rules and roll with the punches. After playing a few three and four player games, I must admit that I am hooked on this game. I still dislike the basic DC Deck Building Game, but if you are playing with the Crisis expansion, I'll travel to the opposite end of the island for a chance to play.

There are several changes that make Crisis so much fun. First, is the cooperative aspect. Victory points no longer have any meaning. Everyone wins or loses together. Unlike Marvel Legendary, there is no winner/better superhero. Everyone wins when all the impossible super villains are defeated. Everyone loses when the main deck is depleted.

Second, the addition of crisis cards, impossible super villains and the related mechanics. Both the crisis cards and the impossible super villains can have ongoing effects that last until the crisis is resolved or the villain is defeated. For example, we had a crisis card (Rise of the Rot) that required players to take a Weakness card at the beginning of every turn unless they could disclose a Weakness card in their hand. To resolve this crisis, players had to simultaneously discard a Weakness card from their hand or wait until the Weakness stack ran out. In our three player game, we could never coordinate it so that everyone had a Weakness card in their hand at the same time. Thus, we resolved that crisis when the Weakness deck ran out. This made for very porous decks for all of us.

The order for resolving things is not entirely new but is quite challenging. You cannot attack an impossible super villain unless the crisis is already resolved, but you cannot resolve a crisis unless there are no villains in the line-up. Also, when you kill a villain, it does not go to your discard pile anymore. The villain is destroyed. You will need some type of card effect that allows you to access the destroyed pile if you want to incorporate a villain into your deck. Defeated impossible super villains leave the game. They'll never form part of anyone's deck.

There are a few more differences but I will mention one more before I go scrounge a group to play Crisis. It is the timer mechanic created by changes in how you refill the line-up. In the regular game, if you bought three cards, at the end of your turn you would replace the three empty spots in the line-up with three new cards from the top of the main deck. In Crisis, it no longer works like that.

Now, at the end of each player's turn, you add the top card of the main deck to the line-up regardless of whether the player bought any cards or how many cards he bought. A player didn't buy any cards during his turn? You add the top card of the main deck to the line-up. A player bought three cards from the line-up? You still only add the top card of the main deck to the line-up.

The result of the above can be daunting. At one point in the beginning of the game when we didn't have much power to buy cards, the line-up grew to something like 12 cards. Imagine trying to resolve your first crisis with a 12-card line up filled with villains! However, once we all acquired substantial power, the line-up consisted of anywhere between one to three cards as players could usually buy most of the cards in the line-up and the line-up got replenished only one card at a time.

We still have not won a single game of Crisis. In fact, we have not even come close to winning. The best we have done is killed a little less than half the impossible super villains. After our last game, we had a round table discussion of strategies to attempt in our next games. I'll let you know if any of them worked.

Until then, if you are in the Guaynabo area and would like to try or buy the Crisis expansion, visit us at The Gaming Pit.

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Friday, August 23, 2013

Civilizations - An Expansion For Clash Of Cultures

If you are a fan of Clash of Cultures, you will be excited to know that Z-Man Games announced an expansion to the game: Clash of Cultures - Civilizations. Unfortunately, it is not expected to hit the market until December of next year, 2014.

Clash of Cultures - Civilization adds 14 new civilizations to the game in an attempt to recap the development and contours of the civilizations that stretch across World History, from the Stone Age to the invention of gunpowder. Each of the 14 new civilizations will have its own unique advances as well as different leaders.

The expansion will feature new City pieces that players can use to increase their city's size. However, Clash of Cultures - Civilization does not increase the maximum size of four city pieces around a settlement. Therefore, players will now have to be selective and strategic when selecting which City pieces to choose when expanding settlements.

Another addition that comes with the Civilizations Expansion are "Elephant" and "Horse" units to the game. A fun fact that translates very well to the game is that not all civilizations had access to elephants and horses. Therefore, not all of them have access to elephants and horses in the game, either. Of course, the Civilizations Expansion is still a year away so more details will be released in the upcoming months.

Bad-DM commends Z-Man Games on this expansion, or its intent, at least. Many people who have played the original Clash of Cultures have complained that the game feels more like a light skirmish game rather than a civilization development game. The reason for this complaint is that there is nothing that really differentiates one civilization from another. Hopefully, this will be addressed in the upcoming Clash of Cultures - Civilizations Expansion, with the addition of culture-specific leaders and technology trees.

Thursday, August 22, 2013

Battlestar Galactica: Daybreak Expansion

The Battlestar Galactica, humanity’s last beacon of hope, falters and crumbles. A tenuous solidarity between human and Cylon wavers under overwhelming desperation and doubt. For those seeking the promise of peace, a single vessel guards the future. The Demetrius, guided by unknown forces, plots a course through the stars…a course for home. Many would oppose this vision of the future. In this desperate time, both human and Cylon are driven to take matters into their own hands. For some, this means risking everything. For others, this means mutiny.

The Daybreak Expansion for Battlestar Galactica: The Board Game brings humanity's plight to its gripping climax! With two supplemental game boards and hundreds of cards and tokens, Daybreak invites players to undertake desperate missions, struggle under the constant threat of mutiny, and bargain with Cylon Leaders driven by motives of their own.

Daybreak introduces twelve new character sheets, thirty new Crisis cards, twenty-five new Skill cards, and much more. Patch your fellow crew members up as the crotchety Sherman “Doc” Cottle, argue your way out of a tight spot as the clever Romo Lampkin, or take the role of one of several other fan-favorite characters.

Whoever you choose, you’ll face a range of never-before-seen Crisis cards. Even as the fleet falls apart from years of wear and tear, it is plagued by religious turmoil, an openly insubordinate crew, and constant harassment by Cylons. Luckily, their time at war has also honed the crew’s skills; new Skill cards represent the level of adaptability and fearlessness you’d expect from seasoned veterans.

As humanity enters its darkest hour, a glimmer of hope appears on the horizon. By undertaking a series of dangerous missions, the Colonial Fleet has an opportunity to not simply survive to see another day, but to once and for all defeat their enemies and find a home to start their new lives.


Wednesday, August 21, 2013

Scoundrels of Skullport - Do-Gooders Need Not Apply

Skullport... the Port of Shadows...

Nestled in the heart of Undermountain, deep below the streets of Waterdeep, the Port of Shadows is a haven for nefarious crimes, underhanded deals, and back alley murders. Visitors to Skullport do so at their peril, with the knowledge that around every corner is a new way to make people disappear...

Lords of Waterdeep: Scoundrels of Skullport is the first expansion to the hit board game Lords of Waterdeep. In fact, it is two expansions - Skullport and Undermountain - and brings bigger quests, new Lords, new buildings, more resources, and a new faction: the Gray Hands. With the new faction, the number of people that can play Lords of Waterdeep is now increased to a maximum of six. The new resource is corruption.

Those familiar with the Forgotten Realms, already know Undermountain's history and reputation as a vast multilevel dungeon that was once the site of demented wizard Halaster's magical experiments. Since then, it has become a confusing maze with few refuges, if any, for the brave adventurers that dare its corridors. However, the rumored wealth that lies in Undermountain makes for no shortage of adventurers willing to brave Unermountain's mysteries and monsters. When adventuring in Undermountain, the risks and rewards are greater for undertaking Quests that require more gold and adventurers.

Friday, May 24, 2013

Obligatory Cthulu Expansion For Smash Up!

When Alderac Entertainment Group announced their shuffle-building card game Smash Up, they sold out right there in GenCon.  In Smash Up, players draft two factions from the eight 20-card faction decks and shuffle them together and start competing to smash up bases.  The included factions are "Aliens", "Dinosaurs", "Ninjas", "Pirates", "Robots", "Tricksters", "Wizards", and "Zombies".  The combination of the factions is what provides the fun and challenge in this game.  For example, a Ninjas/Zombies deck must be played differently than a Ninja/Dinosaurs deck, or a Pirates/Aliens deck.

AEG just announced plans for an expansion to Smash Up.  It will be called The Obligatory Cthulu Set.  Set in the Cthulu universe, The Obligatory Cthulu Set adds a new "madness" mechanic to the shuffle building game.  It also includes recurrent Cthulu Mythos groups and themes, such as the Miskatonic University, the fishmen of Innsmouth, Elder Things, and Cthulu cultists.  Like the original Smash Up, each faction in The Obligatory Cthulu Set is composed of a 20-card deck.  The expansion also includes eight new bases, 30 madness cards, victory point tokens and game rules.  It is expected to retail at $19.99.

Wednesday, May 22, 2013

Expansion Packs for Star Trek: Attack Wing

In March, WizKids announced plans for Star Trek: Attack Wing, a new board game in its Star Trek Heroclix line.  Expected to be released in August during Gen Con Indy, the game uses miniatures and the same FlightPath maneuver system as the Star Wars X-Wing game from Fantasy Flight Games.

Games will be played on Star Trek space maps distributed via an organized play program and will be sold in non-blind configurations with three-ship starter box sets. However, despite sharing the same mechanics system, the Star Trek: Attack Wing game is not compatible with Star Wars X-Wing.

Just this past Monday, WizKids announced eight single-ship expansion packs for Star Trek: Attack Wing.  The first expansion packs for the game are:

  1. Federation U.S.S. Reliant Expansion Pack.
  2. Federation U.S.S. Enterprise Expansion Pack.
  3. Romulan I.R.W. Valdore Expansion Pack.
  4. Romulan I.R.S. Apnex Expansion Pack.
  5. Klingon I.K.S. Gr'oth Expansion Pack.
  6. Klingon I.K.S. Negh'var Expansion Pack.
  7. Dominion Kraxon Expansion Pack.
  8. Dominion Gor Portas Expansion Pack.