Showing posts with label warhammer. Show all posts
Showing posts with label warhammer. Show all posts

Friday, February 28, 2014

Warhammer Fantasy Roleplay GM Toolkit Review

Warhammer Fantasy Roleplay GM Toolkit
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This is my first Amazon review...I usually can't be bothered with commenting on these things, but I do rely on the reviews of others to help me decide when I'm on the fence about a certain purchase...so, since I was so impressed with this product, I thought I'd share.
First off, I wouldn't call myself an FFG fanboy. I do, however, find that the quality of their products is consistently top-notch. As far as durability is concerned, I disagree with the previous reviewer's opinion on this. I don't feel that the packaging should drop the the rating that much. If you have already purchased the Core box set, the contents of this kit will fit in that box nicely. The first adventure module published and sold for this RPG (A Gathering Storm) is packaged exactly the same way as the GM toolkit. Also, the GM screen is worth the price of this kit alone. The artwork on it is amazing, there are all the rules summaries as well as a rules index on the GM side, and its not made of flimsy card. I did dock them slightly on durability due to the book being in soft-cover format.
Second, I am fairly new to RPG's. I played Dungeons and Dragons when I was about 12 years old, about 20 years ago now. I was drawn to this game because of the publisher's (Fantasy Flight Games) reputation and because of the world setting (I play Warhammer Fantasy Battles table top miniatures game by Games Workshop).
The pros...
-Great advice on creating original story arcs using classic story telling themes.
-Advice on story "hooks" (getting the players to bite).
-New concepts of Nemisis NPCs and NPC party sheets.
-Full color high quality printing and inspiring artwork.
-Pages of "alternate rules" suggestions on how to change up some of the core mechanics slightly to suit your groups' play style.
-Advice on new and helpful ways to use the "progress tracks" to aid in story development and .
-More standups.
-Awesome GM screen....man FFG knocked it out of the park with this one.
The cons...
-The book is about the size of one of the 4 books in the Core set (actually it's a little thin, more like the size of the tome of mysteries, or tome of Blessings), which is suitable for the price (esp. here on Amazon) but it left me wanting more, especially as a new GM.
-The book is soft cover, so wont stand up to abuse as much as a hardcover...though, to be fair, all the books in the core set and the one expansion adventure I picked up are the same. I think this just keeps them more affordable.
-I feel like this could have been included with the core set, perhaps as part of the "Tome of Adventure" but FFG is trying to make the most of their GW license here, and "expansion sets" are a big part of their business model.
Even if you are a veteran GM, the advice in this book could inspire you to step out of your established comfort zone and try a new story telling technique/formula. I think it's a great buy at Amazon.com as I purchased it at retail plus CA sales tax at my local game store. Amazon had not yet discounted this product when I decided to get it. Ultimately, I gave it 4 out of 5 stars due to how thin the book was. I think FFG could have packed a little more content in there for their suggested retail price.
Looking forward to the "Winds of Magic" expansion, hopefully Amazon will offer some sort of discount off of it's $50 price tag.

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FFGWHF05 Game Masters Toolkit Warhammer Fantasy Roleplay Game by Fantasy Flight Games The Game Masters Toolkit for Warhammer Fantasy Roleplay is a valuable resource for both new and veteran Game Masters. The toolkit is filled with a number of helpful tools and adventure seeds for Game Masters to enhance their Warhammer Fantasy Roleplay games, as well as provides more advice and suggestions to help refine their GM skills and get the most out of the materials and rules provided with the game. Featuring a large two-sided screen with rule summaries and a wealth of information, the Game Masters Toolkit also includes punchboard with more NPC and creature standups and tokens, a variety of new location and item cards, and introduces organisation sheets to integrate into your game. Armed with the resources found in the Gamemaster+s Toolkit, a GM will always be ready for action!

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Monday, December 23, 2013

Warhammer LCG: Arcane Fire Battle Pack Review

Warhammer LCG: Arcane Fire Battle Pack
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Warhammer: Invasion is a really fun "living card game" from Fantasy Flight Games. Two players of opposing factions battle to destroy each other's keeps. The corruption cycle features the skaven race as a series of neutral cards. Unfortunately, these expansion decks only come with one copy of some cards. One must purchase 3 decks to gain 3 of each, which is the maximum of any given card in the deck.

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Ancient sorceries and epic spells rock the battlefield as the battle between Order and Destruction reaches a fever pitch. Overwhelm your opponents with the devastating force of arcane fire!Arcane Fire is the sixth Battle Pack installment of The Corruption Cycle, the expansion cycle for Warhammer: Invasion, a card game of intense warfare, clever kingdom management, and epic questing. This 40 card pack contains 20 different never-before-seen cards designed to augment existing decks and add variety to the Warhammer: Invasion metagame.CONTAINS CARDS 101-120 of "THE CORRUPTION CYCLE."This is not a stand-alone deck. A Warhammer: Invasion The Card Game core set is required to play.

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Thursday, December 5, 2013

Warhammer Invasion Core Set Review

Warhammer Invasion Core Set
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I love the Warhammer universe and I am always leery of third party treatments, BUT Fantasy Fight Games has out done themselves with this game. All of the little details from the characters to events, have found their way into this game.
The game play itself is fun and easy to learn, and very difficult to master, but that is part of what makes this game great. The game breaks down into a siege battle between two opposing forces, each having a city to defend while building a force to sack the enemy, the twist is the drastically different playable races. No two races play the same, in fact the differences are so drastic it can be difficult to move from one to another without doing a little preemptive card reading.
The core game is all that is needed to play, unlike collectible card games which rely on spending absence amounts of money to secure the one ultra-rare card. By taking the focus off the collecting aspect, and providing all the card up front, the game becomes a study in strategy and is far more rewarding. There are expansions released regularly that add more card options and races, which to base one's deck on, and again adding more depth of play.
The other boon for a game like this, is the price, the core game is $40, while the expansions are only $10, continually making the game fresh and increasing playability. If you're looking for a new card game that provides a rich fantasy world to in which to play, and don't want to spend copious amounts of money on booster boxes, this is a fine choice and well worth the money.

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The Invasion Begins...The Old World seethes with ancient rivalries and boils in the cauldron of savage warfare. Enemies and allies alike face off against one another to settle ancient claims, and to live the glory of battle for themselves.Brought to you by famed designer Eric M. Lang, Warhammer: Invasion The Card Game is a two-player card game of intense warfare, clever kingdom management, and epic questing. Players must carefully allocate their resources as they seek to build their kingdom, complete quests, and attack the enemy's capital.Will you play the indestructible grudge-bearing Dwarfs, the shrewd and maneuverable Empire, the savage and destructive Orcs, or the entropic and mutating forces of Chaos? Or will you cleverly craft an alliance, playing the combined might of the forces of either Order or Destruction?Warhammer Invasion LCG Core Set contains:-1 Rulebook-220 Cards representing 4 factions-4 Capital Boards-35 Resource Tokens-60 Damage Tokens-4 Burning Tokens

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Sunday, December 1, 2013

Chaos in the Old World Review

Chaos in the Old World
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This game will ruin your game collection. All your other games will gather dust because Chaos in the Old World (COW) will be the only game that 3-4 people will beg to play.
COW is a game that has beautiful parity with diverse options to victory. Each player plays an evil god bent on destroying the world. The rules are simple. You summon creatures, play chaos cards, fight by rolling dice, then calculate points. Whoever has the most points wins.
How's that fun?
COW's master stroke is that each god adds its own flavor for playing the game. For instance, if you play Khorne, you are the blood god and relish the chance to attack other players much as you can. You get chaos cards that aid your bloodlust. By killing figures, Khorne also gains upgraded abilities through the game. Other players tend to flee from his reign of terror. The three other gods, Tzeentch, Nurgle, and Slaanesh, are much more subtle. For instance, each respective god can teleport, overwhelm, or control other players' figures. No god will ever play the same as the other 3. By playing as your god should, you stand an excellent chance to win.
Never does COW feel like playing solitaire. Each player is constantly watching the moves of the others and whispering to their fellow players in the hopes of creating fleeting alliances. The tension built during the game is astonishing as games are won typically by thin margins.
Chaos in the Old World's tension, variation, art, theme, and balance will have you and your friends lusting for more plays than other games. I cannot recommend COW highly enough.


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In the Warhammer world, four Gods of Chaos battle for supremacy. Khorne, the Blood God, the Skulltaker, lusts for death and battle. Nurgle, the Plaguelord, the Father of Corruption, luxuriates in filth and disease.Tzeentch, the Changer of Ways, the Great Conspirator, plots the fate of the universe. Slaanesh, the Prince of Pleasure and Pain, the Lord of Temptations, lures even the most steadfast to his six deadly seductions.In the Chaos in the Old World board game, 3-4 players take on the roles of the malevolent Lords of Chaos. Each god's distinctive powers and legion of followers give the controlling player unique strengths and heretical abilities with which to corrupt and enslave the Old World. Yet, as the powers of Chaos seek domination by corruption and conquest, they must vie not only against each other, but also against the desperate denizens of the Old World who fight to banish the gods back to the maelstrom of the Realm of Chaos...for now.

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Saturday, November 9, 2013

Warhammer Fantasy Roleplay Winds of Magic Review

Warhammer Fantasy Roleplay Winds of Magic
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I gave a rave review on the base box set for WHFRP from Fantasy Flight Games (FFG), and I am an admitted FFG fan.
The components are very high quality and will likely last for years of reasonably frequent play and even survive the occasional soda spill.
This is a very useful expansion set for WHFRP. Let's be honest. If you are going to run a campaign in the Old World then you are eventually going to have the party run up against a magic user or two or twenty.
This expansion gives you the ability to have characters and NPCs across the range of general magic using traditions and colleges. The expansion also does a good job of clarifying and expanding some of the rules from the base set in the area of magic.
So, the new magic spell and effects cards were very helpful.
There are new career cards as well. One of these is necessary, the magician, and some are interesting. There are two more punch out sheets of counters that probably could have been trimmed to save quid, and there are two books, "the winds of magic" and "liber mutatis."
The "winds of magic" book weighs in at around 35 pages, and about five pages of it are useful additions or clarifications to the basic rules. The "liber mutatis" is about Chaos magic and its users. Most of the book consists of welcomed additions to the basic rules to handle Chaos, and the fifth chapter is an adventure using the Chaos rules.
The $50 price tag is a bit steep for what you get. If FFG could put out a winds of magic supplement along the price and quality of the adventurers toolkit, it would be more pleasing to the wallet.
In service,
Rich
[...]

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Thursday, November 7, 2013

Warhammer LCG: Assault on Ulthuan Review

Warhammer LCG: Assault on Ulthuan
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If you own the Warhammer Invasion Core Set and enjoy it, this is a must-have. Like the core set, this deck comes with 2 completely playable and fairly balanced decks, along with some cards for the other 4 factions. I found the High Elves and Dark Elves to be a bit weaker than the 4 core races, but still the best addition you can make if you enjoyed the core set. For the cost of about 2 battle packs, you get 2 more preconstructed decks.

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Malekith and the Phoenix King were like brothers ... Now blood has been shed.The Assault on Ulthuan expansion explores the bitter enmity between the High Elves and the Dark Elves. The cruel Dark Elves seek to enslave the other races of the Warhammer world. The proud High Elves seek to heal the damage to the world and unlock the ancient mysteries of the arcane. This set contains two core starter decks (one High Elf and one Dark Elf), two capital boards, and a host of new strategies, tactics and deck-building options for each of the six races in the game.Warhammer: Invasion The Card Game is a two-player card game of intense warfare, clever kingdom management, and epic questing. Players must carefully allocate their resources as they seek to build their kingdom, complete quests, and attack the enemy's capital.This is not a stand-alone game; a Warhammer: Invasion The Card Game core set is required to play.The Assault on Ulthuan deluxe expansion adds two fully-playable decks and capital boards for the High Elves and Dark Elves, introducing two new factions into the Warhammer: Invasion card game.

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