A Pawn's Perspective https://pawnsperspective.com Game reviews, unboxings, and more Fri, 13 Sep 2019 23:26:00 +0000 en-US hourly 1 https://wordpress.org/?v=5.2.3 BostonFIG 2019 https://pawnsperspective.com/bostonfig-2019/#utm_source=rss&utm_medium=rss&utm_campaign=bostonfig-2019 https://pawnsperspective.com/bostonfig-2019/#respond Fri, 13 Sep 2019 23:25:30 +0000 https://pawnsperspective.com/?p=7390 Tomorrow I’ll be headed to Boston for my 3rd year attending the Boston Festival of Indie Games, both covering the show for A Pawn’s Perspective and also as a BFIG Tabletop Curator. It’s a great show filled with excellent games, great people, and one very handsome award presenter! (that’s me) If you’re attending the show, be on the lookout for ...

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Tomorrow I’ll be headed to Boston for my 3rd year attending the Boston Festival of Indie Games, both covering the show for A Pawn’s Perspective and also as a BFIG Tabletop Curator. It’s a great show filled with excellent games, great people, and one very handsome award presenter! (that’s me)

If you’re attending the show, be on the lookout for me and come say hello! I’ll be the bald dude with a beard wearing the shirt below:

I know for certain the gaming lineup for both the tabletop and digital areas will be choice, so if you’re close by there’s no excuse to miss it!

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Sponsored Giveaway: D&D Monster Tokens w/Easy Status Tracking https://pawnsperspective.com/sponsored-giveaway-dd-monster-tokens-w-easy-status-tracking-2/#utm_source=rss&utm_medium=rss&utm_campaign=sponsored-giveaway-dd-monster-tokens-w-easy-status-tracking-2 https://pawnsperspective.com/sponsored-giveaway-dd-monster-tokens-w-easy-status-tracking-2/#respond Thu, 12 Sep 2019 23:35:43 +0000 https://pawnsperspective.com/?p=7384 Time for a new quarterly giveaway from our sponsor, Board Geeks Gaming! This quarter’s giveaway is for a Heroic set of Board Geeks Gaming’s D&D Monster Tokens w/Easy Status Tracking, a $74 value. "...Monster Tokens are something that everyone has their own approach to designing...The Monster Tokens set comes with 20 tokens, 10 upsizing bases, and 30 status markers to ...

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Time for a new quarterly giveaway from our sponsor, Board Geeks Gaming!

This quarter’s giveaway is for a Heroic set of Board Geeks Gaming’s D&D Monster Tokens w/Easy Status Tracking, a $74 value.

"...Monster Tokens are something that everyone has their own approach to designing...The Monster Tokens set comes with 20 tokens, 10 upsizing bases, and 30 status markers to allow DMs to be merciful or ambitious in their choice of combat challenges. The set includes ten 1" x 1" tokens, six 2" x 2" tokens and four 3" x 3" tokens. Also included in this set are ten upsizing bases that can provide you with extra large monsters, or a means to signify which creature is the Elite or Solo for that encounter (or make your players think this is the case at least)." - Board Geeks Gaming

To enter this giveaway, all you need to do is comment below with a story of your favorite RPG failure. Defeat an epic foe only to die tripping over its corpse? Botch negotiations in a shop and end up on the wrong end of a dagger? Share it and you could be the owner of a nice new set of tokens!

You can enter this giveaway up until the end of September. A winner will be picked November 1st.

This giveaway is only available to those in the continental US. No purchase necessary.



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Ghoul Island Vol 1 Preview https://pawnsperspective.com/ghoul-island-vol-1-preview/#utm_source=rss&utm_medium=rss&utm_campaign=ghoul-island-vol-1-preview https://pawnsperspective.com/ghoul-island-vol-1-preview/#respond Mon, 09 Sep 2019 10:55:43 +0000 https://pawnsperspective.com/?p=7369 Last year Petersen games successfully funded their Cthulhu Mythos for 5e core book, bringing their famous Lovecraftian world into that of Dungeons & Dragons 5th Edition. Now they’re Kickstarting the first part of a 4-act campaign titled Ghoul Island. This first act will take players from levels 1-5, slowly taking them from your run-of-the-mill adventure to something more horrific. Starting ...

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Ghoul Island Preview - Internal Render 1

Last year Petersen games successfully funded their Cthulhu Mythos for 5e core book, bringing their famous Lovecraftian world into that of Dungeons & Dragons 5th Edition. Now they’re Kickstarting the first part of a 4-act campaign titled Ghoul Island. This first act will take players from levels 1-5, slowly taking them from your run-of-the-mill adventure to something more horrific.

Starting in the rundown port town of Resante, players will have to handle their environment, mutiny, and eventually a Deep One as they make their way towards a temple of Ghatanothoa. Future Acts promise the inclusion of more horrors, including a showdown with Ghatanothoa, itself.

Act 1 is broken is 4 parts, each meant to be played in a single evening with the players leveling upon completion of each. Be mindful, this adventure isn’t your typical D&D adventure. It’s meant to be hard. It’s meant to have players making choices that will have dire consequences for themselves, the people around them, and the world. It’s a delicate balance between survival and utter annihilation. Don’t expect happy endings.

Ghatanothoa
Maybe it just needs a hug?

The beauty of Ghoul Island is that while the 5e Mythos book is certainly an asset to have, it’s not completely necessary. All the relevant rules needed to play the adventure are included in the book. The major difference between Ghoul Island and a standard D&D campaign in the addition of the Mythos’ Dread mechanics, running the players through several levels of dread from Disturbed to Faint. Now, while it’s not necessary to have the Mythos book, I’d certainly recommend it to help fully flesh out this terrible world and make the most of the setting.

I love seeing what Petersen games have to offer for players of 5e and this introduction in a larger, horrific world the system is a wonderful detour from what most D&D games tend to focus on. Ghoul Island offers a fresh, horrifying adventure that will tax even experienced players, pushing their characters to the brink of insanity…and sometimes over the edge.

A PDF of Ghoul Island Act 1 was provided free for this preview by Petersen Games

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Goblin Slayer Review https://pawnsperspective.com/goblin-slayer-review/#utm_source=rss&utm_medium=rss&utm_campaign=goblin-slayer-review https://pawnsperspective.com/goblin-slayer-review/#respond Thu, 29 Aug 2019 11:32:11 +0000 https://pawnsperspective.com/?p=7349 Full Goblin Slayer Review There’s this cave. Inside is something shiny. It’s probably worth a lot, or maybe it was stolen and needs returning. Either way, you’re going in to get it. The problem? This cave is loaded with goblins and probably has a troll in it too. They may be weak, but the sheer amount of them means you’re ...

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Full Goblin Slayer Review

There’s this cave. Inside is something shiny. It’s probably worth a lot, or maybe it was stolen and needs returning. Either way, you’re going in to get it. The problem? This cave is loaded with goblins and probably has a troll in it too. They may be weak, but the sheer amount of them means you’re going to have to carve your way through an endless sea of them to snag said shiny object. Gear up, Goblin Slayer, it’s time to go to work.

Goblin Slayer has been around for some time, though Digital Eel only recently reached out to get a review of the 3rd Edition of the game, currently available on The Game Crafter. Originally released in 2008 as a print-and-play title, Goblin Slayer got its latest upgrade in May of this year.

Goblin Slayer Review - Components
The latest edition of Goblin Slayer

The object of the game is fairly simple. Get through the cave to get the Shiny Widget and then get the hell out. One player plays one of 2 different heroes while the other plays an unlimited force of goblins. It’s a one-vs-many experience that is light, is quick, and captures the feel of RPG combat in its most simple form. Goblins drop with a single hit but more can be called in every round. The heroes also fall with a single hit, but goblins have to swarm them to even have a chance at landing a blow.

Each player also has a few options to give them an edge. The hero has Hero Stones which can activate special abilities. The goblins have a Troll that basically counts as 2 goblins, can spawn new goblins using a reserve pool, and have access to a tunnel system that connects every cave tile. These help spice up an otherwise very simple game of move, attack, repeat. There’s also an advanced set of rules that allows the Hero player to use a Sorceress with an available deck of spells to use to her advantage.

Conclusion

Goblin Slayer is a dungeon crawl at its most basic level. The rules are simple, set up is quick, and it certainly provides some fast-paced fun, especially for younger players. It’s two major downfalls are the colors on the dungeon tiles, which make it a bit hard to determine where you can move or not, and the price, which is to be expected from a Game Crafter game.

Is Goblin Slayer worth $50? Unfortunately, it’s not. Is it worth downloading the print-and-play files from BoardGameGeek? Certainly! My kids and I enjoyed the game, but a lower price point is certainly needed for this one to be worth a purchase.

A copy of Goblin Slayer was provided free for review by Digital Eel

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Mint Cooperative Preview https://pawnsperspective.com/mint-cooperative-preview/#utm_source=rss&utm_medium=rss&utm_campaign=mint-cooperative-preview https://pawnsperspective.com/mint-cooperative-preview/#respond Mon, 26 Aug 2019 12:30:00 +0000 https://pawnsperspective.com/?p=7297 Overview Mint Cooperative is a refreshingly light 1-4 player cooperative game developed by Five24 Labs and designed by Jonathan Gilmour and Brian Lewis. Coming to Kickstarter September 9th! In Mint Cooperative you will be working with your fellow players attempting to protect Mintopia City and its surrounding towns from the mayhem caused by the Dominion of Halitosis! Each player will ...

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Overview

Mint Cooperative is a refreshingly light 1-4 player cooperative game developed by Five24 Labs and designed by Jonathan Gilmour and Brian Lewis. Coming to Kickstarter September 9th!

In Mint Cooperative you will be working with your fellow players attempting to protect Mintopia City and its surrounding towns from the mayhem caused by the Dominion of Halitosis! Each player will take on the role of a Mintopian Hero working together performing unique heroic feats and ever-changing stunt abilities. You will work to increase the town’s supply of mints, reduce panic, and try to keep trouble at bay!

Components and Artwork

The first thing you’ll notice is the Tin. Sturdy, pocket-sized, and full of freshness! Everything you need fits conveniently within this tiny Tin. Inside we find a rule sheet, 2 different sized decks of cards, 6 meeples, 4 dice, and lots of mints!

Components – Prototype Copy

The larger deck contains Town Cards (7) to create the game board of Mortimer County, Villain cards (3) to defend against, a Regional Panic Card to track the threat level of the Villain, and a Reference Card to determine your action choice.

The smaller deck of cards consists of Trouble Cards (26) and Mayhem Cards (3) to create the trouble deck, Hero Cards (6) and Stunt Cards (9) to give your Heroes their signature moves!

Finally, we have 4 Dice used to choose your actions, 6 Meeples to represent your Heroes location, and several red and white and mints used to help protect Mintopia.

The artwork on the cards is simple, but fitting, and matches the design of the previous games in the series. The half-size cards are small, but they are easy to read, and the iconography is effective at representing the action to take.

Setup and Gameplay

Setting up the game only takes a few minutes. Create Mortimer County by laying out the map cards as specified, then place three mints on each city. Next, build the Trouble Deck by shuffling together four trouble cards and one mayhem card. Do this three times then stack them on top of each other. Select a Villain to defend against, check the villain card for special setup instructions and abilities. Finally, every player will choose a hero to play, each with a unique skill.

Setup for a 4 Player Game

At the start of a round, deal one stunt card to the active player and the next two players in turn order. The active player then rolls all four dice. For any dice that have matching values, you may find Trouble, Double Trouble, or a Triple Threat! When this happens, the villain is attacking Mintopia City. Refer to the villain card for the effect. Once resolved, each player will draft an available die and perform an action based on that die. You can add mints to cities, travel to other cities, reduce panic, or perform a heroic feat or stunt. When only one die remains, discard all stunt cards and begin a new round.

The villain’s foul schemes activate through the Trouble Deck. Each card drawn will target one or more cities, and remove a number of mints from each. For each city that panics, Regional Panic increases. As you work through the Trouble Deck you will come across three Mayhem cards. Each time these appear, havoc spreads across Mortimer County and panic will skyrocket! Survive through all three and you succeed in defending Mintopia. But, if the panic level increases too high, the Dominion of Halitosis has won!

Strategy and Player Interaction

On the surface, Mint Cooperative feels like a simple straight forward game. Add mints, reduce panic, sounds simple enough. But finding the balance between mints and panic is tricky! The Regional Panic Track ranges from 0 to 27. At the start of the game, the panic level will be low, and it will only increase a bit at a time. However, mid to late game you can start seeing jumps of 10 or more! This can often come at a surprise, and if you’re not ready, it can cost you the win. While you can work hard to keep panic levels low, you also have to keep each town supplied, or your efforts against panic will be wasted.

When a plan comes together

Meanwhile, your actions are dictated by the die roll, and they may not always be in your favor. Each action will help, but not every action is useful each turn. You may want to reduce panic but lack the dice to do so. You may have a skill you want to use, but so will another player, and they both need the same die! This is where player interaction is most apparent. Choosing the right die for the right situation, while making sure your teammates have useful actions as well, is important. Every Hero wants to shine and impress the crowd with their stunts, but sometimes a simple mint delivery is what’s best for the team.

General Gumdrop to the rescue!

Depth and Complexity

Mint Cooperative isn’t a highly complex game. The rules are simple and straightforward, the turns are quick, and overall game length is short. It does have some depth to it though. The balance between supplying the towns and reducing panic in important, but not always easy to carry out. Your action choices are limited by the die rolls, and for every double, or triple, result, your choices are fewer (and the villain hits harder!). 

Things aren’t looking good for our Heroes

Final Thoughts

I really enjoy Mint Cooperative. It is fast becoming one of my favorite small cooperative games. Simple to teach and play, yet challenging enough to leave you with a sense of accomplishment! There is a lot of variety with the card draws, dice rolls, and stunt distributions to make every game different. And with three villains, each game has a unique feel to it. Mint Cooperative is fun, light, and challenging. Truly a breath of fresh air for any game collection!

Mintopia is safe, for now

A copy of Mint Cooperative was provided free for preview by Five24 Labs.

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Eberron: Rising from the Last War Arrives November 2019 https://pawnsperspective.com/eberron-rising-from-the-last-war-arrives-november-2019/#utm_source=rss&utm_medium=rss&utm_campaign=eberron-rising-from-the-last-war-arrives-november-2019 https://pawnsperspective.com/eberron-rising-from-the-last-war-arrives-november-2019/#respond Fri, 23 Aug 2019 01:48:50 +0000 https://pawnsperspective.com/?p=7285 In 2002 Keith Baker won a contest that Wizards of the Coast ran to establish a new setting for Dungeons & Dragons. In 2004 Eberron Campaign Setting was released for D&D 3.5. Fast forward to 5th Edition and we saw the digital release of The Wayfares Guide to Eberron that brought the high-magic, pulp setting into the latest age of ...

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In 2002 Keith Baker won a contest that Wizards of the Coast ran to establish a new setting for Dungeons & Dragons. In 2004 Eberron Campaign Setting was released for D&D 3.5. Fast forward to 5th Edition and we saw the digital release of The Wayfares Guide to Eberron that brought the high-magic, pulp setting into the latest age of the game. Now, 5e is getting a 320-page, hardcover Eberron release when Eberron: Rising from the Last War releases on November 19th of this year.

Featuring several new races, as well as the first official release of a new class since 5th Edition came out, Eberron’s magically powered trains, airships, and mechanical beings will get the treatment they deserve with an overview of the continent of Khorvaire, a gazetteer of the towering city of Sharn, maps of lightning-powered trains and industrial workshops, plus tons of adventure hooks and details on designing adventures set after the Last War.

An alternate-art cover of Eberron designed by Vance Kelly will be sold exclusively through local game stores

With the release of Eberron: Rising of the Last War on November 19, the D&D Adventurers League will also be releasing a new season of stories called The Oracle of War. The stories will take players into the Mournlands of Khorvaire in search of hidden treasure over the course of 20 episodes.

Eberron is my favorite setting in D&D and I can not wait to get my grubby little hands on this new book.

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Dizzle Review https://pawnsperspective.com/dizzle-review/#utm_source=rss&utm_medium=rss&utm_campaign=dizzle-review https://pawnsperspective.com/dizzle-review/#respond Wed, 14 Aug 2019 10:41:40 +0000 https://pawnsperspective.com/?p=7266 Full Dizzle Review Roll-and-write games are entering a renaissance period it seems and Stronghold Games has already released a few hits in the genre. Dizzle, their latest entry, is nothing more than a pad of level cards, dice, and markers, yet it manages to pack a healthy dose of fun as have previous roll-and-writes in the Stronghold lineup. With 4 ...

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Full Dizzle Review

Roll-and-write games are entering a renaissance period it seems and Stronghold Games has already released a few hits in the genre. Dizzle, their latest entry, is nothing more than a pad of level cards, dice, and markers, yet it manages to pack a healthy dose of fun as have previous roll-and-writes in the Stronghold lineup. With 4 levels of play, and solo play, Dizzle rolled right into my collection.

For those unfamiliar with roll-and-write games, you are most likely not unfamiliar! Roll-and-write games, like Yahtzee, have been around forever, though have become popular once again in the past year or so. A roll-and-write is just that. You roll dice and write something down. In the case of Dizzle, you’re rolling dice, selecting one, putting it on your sheet, and marking down where you placed dice at the end of a turn.

Dizzle comes with a pad of level cards in 4 difficulty levels, each with their own layout and special squares. Level 1 is the perfect entry into the game and its core mechanics. Level 4 provides a challenge for even hardcore roll-and-write lovers. There are even higher levels on the way from Stronghold.

Dizzle Review - Levels
Image is used under a Creative Commons Attribution 3.0 Unported License.
Martin, W. E. Sample Scoresheets. 10 Jan. 2019, https://boardgamegeek.com/image/4510287/dizzle.

Admittedly, Dizzle doesn’t look like much on the surface, especially after freshly reading the rules and looking at a level 1 card. Once you start playing, however, it is a much different story. Dizzle is about making good choices, both which dice to pick on your turn and where to place them. Do you go straight for points, or bombs to force other players to take negative points? Locked areas generally have great bonuses behind them, but you need to expend dice to get to the keys first. Want to gamble on puzzle pieces? They’re worth nothing unless you get an entire set.

Conclusion

Dizzle isn’t the prettiest game in the world and that’s to be expected. Lots of roll-and-writes are more functional than beautiful. It gets the job done, though. It’s simple to learn/teach, easy to carry around, scales well with different player counts, and has a solo mode that is actually fun. Dizzle provides exactly what you need to have a good time without extra fluff to get in the way.

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A Chat with Ben Donges – Avast https://pawnsperspective.com/a-chat-with-ben-donges-avast/#utm_source=rss&utm_medium=rss&utm_campaign=a-chat-with-ben-donges-avast https://pawnsperspective.com/a-chat-with-ben-donges-avast/#respond Tue, 13 Aug 2019 00:35:19 +0000 https://pawnsperspective.com/?p=7234 Let’s start off with you telling me about yourself, and the game’s team. Hi Rob, My background is mainly in video games.  I spent two decades making video games and working on a large number of titles including, Quake 2, Max Payne, Rune, Age of Empires 2, Age of Mythology, Age of Empires 3, Halo Wars, Borderlands, Borderlands 2, and ...

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Avast Teaser Trailer – Welcome to the Seas!

Get ready for Avast. A fun Pirate themed board game from Gnarly Tree Games coming to Kickstarter this fall. Be sure to follow Gnarly Tree Games for regular updates on Avast as well as information on the digital and print and play versions of the game.

Posted by Gnarly Tree Games on Monday, August 12, 2019

Let’s start off with you telling me about yourself, and the game’s team.

Hi Rob,

My background is mainly in video games.  I spent two decades making video games and working on a large number of titles including, Quake 2, Max Payne, Rune, Age of Empires 2, Age of Mythology, Age of Empires 3, Halo Wars, Borderlands, Borderlands 2, and about 80 other titles.  Spent some time teaching others how to make games and worked with Petersen Games for 2 and a half years on board games like Cthulhu Wars, Orcs Must Die, Gods War, and Planet Apocolypse.  

The team is mainly me.  Gnarly Tree Games right now is a one-man-band.  The artist I hired to do the concept name is Sebastian Luca who is a great and talented artist and I am lucky to have some great friends to playtest with as well, which is always a big help. 

Damn, that list of creds is impressive! I’m sure  I could come up with hundreds of questions about those, but we’re to talk Avast. Tell me a bit about the game. 

Avast is at its heart a game about being a pirate.  You take the role of one of 12 different Captains, explore the map, capture islands, complete events, battle other pirates and the “mainland” in an attempt to be remembered as the most successful pirate of all time.  It is about adapting, interesting choices, combat, and who can build the best pirate based economy.  

Gnarlytreegames.com/Avast has a quick overview.

Avast Render

Can you go into a bit about the game’s development? Was it always pirate-themed, or does it have its roots elsewhere? 

Originally it started as a completely different game, a prison economy game.  Players would compete for resources, smuggle those resources, and use those resources to complete events and to stab (or shiv) each other in the back.  It was originally a simple card game with dice, but the prison setting never really set well for me and I had trouble making it fun or funny even with good art.  

I took a vacation with my family and we went out on the sea for 3 days, and it had a good impact on me.  Seeing the ships at night, towns built on pirate settlements, small storms, it all just kind of clicked one night and I sat down and started redesigning the game for pirates, and it ended up becoming larger and more fleshed out quickly.  The pirates re-awoke something inside me from my childhood that really had an impact on me, since I first read Treasure Island and the old National Geographics on pirates.  

The prison game still exists but it has become a game about a cold war between alien civilizations that I will release sometime in the future.  

Can you tell me a bit about how the game plays? What’s a typical turn like? 

A typical turn starts out with the captain feeding the crew that he wants to use this turn.  Making a decision on how much cargo he wants to keep, the more cargo the slower you go and the less turns you can take.   Then moving and claiming islands, fighting other captains to claim the bounty on their heads and their cargo, and completing the random cinematic events to gather reputation points.  At the end of the action phase, players gather resources and crew for the next round, score their reputation points or turn in booty for more points.  

During the course of a turn players will have to make decisions on when to use their captains special abilities, which crew to use in a fight and which crew to feed, how much and what cargo to carry, and what islands offer them the best chances to capture as well as the best resources or unique traits for the next round.  

Avast Render

What made you decided to go the Kickstarter route with Avast? What was the process like to get it all set up?

I have run multiple Kickstarters for other people and companies for a few years now. Really it is a way to leverage the skills I already have to help me make Avast a really great high-quality game.  My process is probably different than most people or companies, but in general, it is just about making sure that the Kickstarter reflects the quality of the product, and doing the leg work ahead of time to know you are not promising something that is impossible.  There is a bunch of grunt work that goes into creating a good Kickstarter, including getting quotes from multiple manufactures, doing lots of product research on materials, working on logistics and creating back up plans. The fun part for me is creating the videos, the page graphics, and all of the general visuals that go into making a Kickstarter look like fun.  Then making the Kickstarter itself a kind of game with a bit of gamification.  

That’s an interesting way to look at it. Speaking of gamification, do you incorporate any of that into your campaigns themselves? Interesting ways to get the community involved, etc…?

I love gamification of Kickstarters, and I try to do it as much as possible.  Some game makers actually do not like it and do not want it in their campaigns, which I find odd but I never try and tell them what they are doing wrong.  It keeps people involved and interacting, plus it just makes it fun for the backers, and for me and that is a win.  Coming up with a puzzle, or leaving hidden messages in the content is half the fun in a campaign.  The other half is interacting with people.  

Any tidbits of what we might expect from the Avast campaign? 

Some of it is a secret, but there will be some puzzles and stretch goals that can be unlocked via the puzzles.  I am working on a bunch of live content and updates, so I will be spending a good amount of time as getting the game on Tabletopia and hopefully tabletop simulator so I can play with backers.  Also right now I am creating something in Adobe Character Animator I hope to use in the campaign that will be fun.  

I can’t wait to see what you’ve got in store for everyone. Would you like to cover anything else before we wrap this up?

I want to thank everyone for taking the time to read and find out about Avast.  I really think it is a fun game, that should bring enjoyment to lots of people. 

Come by and check out Avast, or I will run you through and pin you to the deck where you stand lubber!


You can find Gnarly Tree Games at the below links:

Gnarlytreegames.com
facebook.com/GnarlyTreeGames/
https://twitter.com/TreeGnarly
https://www.instagram.com/treegnarly/

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Coloretto Review – Looking Back https://pawnsperspective.com/coloretto-review-looking-back/#utm_source=rss&utm_medium=rss&utm_campaign=coloretto-review-looking-back https://pawnsperspective.com/coloretto-review-looking-back/#respond Wed, 07 Aug 2019 11:08:11 +0000 https://pawnsperspective.com/?p=7248 Full Coloretto Review Looking back on Coloretto it’s easy to see why the game has such lasting appeal. Underneath its eye-popping colors and beautiful artwork is a smart game with an exceptionally simple set of rules and exciting gameplay. It is a game that should certainly be in any gamer’s collection. A filler that is worthy of the tiny amount ...

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Full Coloretto Review

Looking back on Coloretto it’s easy to see why the game has such lasting appeal. Underneath its eye-popping colors and beautiful artwork is a smart game with an exceptionally simple set of rules and exciting gameplay. It is a game that should certainly be in any gamer’s collection. A filler that is worthy of the tiny amount of shelf space it takes. Coloretto has remained a family favorite in the Kalajian household. As a result, we’ve had to buy another copy to replace our poor, worn out, original copy.

Coloretto uses a deck of 66 color cards. All of the cards are identical except for their colors, of which there are 7 plus 3 Jokers. There are also Row Cards, Scoring Cards, and the Last Round Card that are not included in that deck of 66.

To start the game a number of Row Cards equal to the number of players are laid out. Each player also takes a Score Card and 1 card of any color to put into their play area. The deck is shuffled and the Last Round card is placed 15 cards from the end of the deck. Each turn players will either play a card from the deck to any row or take a row of cards. Once a player takes a row they are out of the round until the rest of the rows are taken and a new round begins.

Coloretto Review - AbacusSpiele  Edition
The AbacusSpiele edition, which is even MORE colorful

Coloretto ends at the end of the round where the Last Round card is drawn. Players then choose 3 colors in front of them to score from, earning negative points for cards they have that are not any of the 3 colors they have chosen. Jokers are wild, and color scores grow exponentially depending on how many cards in a color set a player has.

The game takes all of 5 minutes to learn and set up, and only about 10-15 minutes to play. It is light, clever, and requires a bit of luck and clever card play and each player tries to outwit their opponents and create rows that will help them the most and not be appealing to others.

Conclusion

As stated earlier, there is no reason Coloretto should not be in everyone’s collection. The price point is excellent, it plays great, and it is family-friendly with even very young players with no text on the cards or needed to play the game at all. It is a rare game that combines all of the above and manages to please such a wide variety of gamers.

My only gripe? Some editions come with a “Screaming Castle” card with no explanation why. Turns out it is an unofficial expansion for the game knights. Not a deal-breaker by any means, just a bit weird.

Seriously. If you do not have Coloretto. Go buy it.

Coloretto was purchase a LONG time ago. “Looking Back” is a series of reviews spotlighting older games that may or may not still deserve some love

The header image is used under a Creative Commons Attribution-NonCommercial 3.0 United States License.
Martínez, S. Full Color. 2014, https://boardgamegeek.com/image/1901268/coloretto.

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Pathfinder Second Edition – What’s New? https://pawnsperspective.com/pathfinder-second-edition-whats-new/#utm_source=rss&utm_medium=rss&utm_campaign=pathfinder-second-edition-whats-new https://pawnsperspective.com/pathfinder-second-edition-whats-new/#respond Sat, 03 Aug 2019 20:23:09 +0000 https://pawnsperspective.com/?p=7176 Pathfinder Second Edition is hitting the shelves and its nearly 640-page Core Rulebook has a lot to offer. Paizo’s Pathfinder 2E is much of the same familiar Pathfinder that we all know and love. But, much has also changed in the last decade, since the 3.5-era launch of Pathfinder. And, Pathfinder 2E brings the franchise into modernity with fresh ideas, ...

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Pathfinder Second Edition is hitting the shelves and its nearly 640-page Core Rulebook has a lot to offer. Paizo’s Pathfinder 2E is much of the same familiar Pathfinder that we all know and love. But, much has also changed in the last decade, since the 3.5-era launch of Pathfinder. And, Pathfinder 2E brings the franchise into modernity with fresh ideas, logical core developments, and clever new game mechanics. These changes are woven throughout the new edition and you won’t make it past the Introduction chapter without stumbling across many of the immediate improvements.

Goblins. The first, most anticipated change is the addition of goblins to the core fold of playable ancestries – the second immediately noticeable revision. “Goblins are a short, scrappy, energetic people who have spent millennia maligned and feared.” Ever since the 2014 publishing of Pathfinder: Goblins, I have been swept with the hype. Without a moment of hesitation, I can say that Paizo has cultivated one of the most interesting and entertaining personifications of the goblin entity the fantasy world has ever seen. The blend of stylized art and lore that has evolved over the years is something to be proud of and, I am ecstatic to see goblins join the party as a core playable ancestry.

It is also notable that Paizo has created a sort of built-in niche ancestry and class combo with the goblin ancestry and the alchemist class. This allows players that are curious about playing goblins for the first time to have a well-defined path for character creation, instead of forcing goblins on the scene with little direction. Although, it is important to note that the well-developed goblin ancestry and the retooled character advancement mechanics bodes well for a number of goblin-class combinations and players are free to explore the wide Pathfinder universe creating characters of their liking.

Ancestries. Races are out, ancestries are in. The change seems somewhat forced in the era of political correctness. However, it is a fairly logical change when you boil it down. We are really discussing species of playable peoples or humanoids and, not really different races. Old habits die hard, and it will be difficult to knock the word “race” off the tabletop – a word that has persisted in RPGs for over a generation at the very least. But, it seems to fit when you say things like, “goblins and elves do not share a common ancestry,” out loud and, it is certainly a progressive change that I can get used to.

Character advancement. Character advancement follows a modular mechanic consisting of a series of skills and feats. A player gains a number of skills, class feats, ancestry feats, and general feats at the start of the game and at certain levels as she advances. This system places character development in the hands of the player. Players can evolve more traditional “purebred” characters that fit squarely within a defined class, theme, and background. Or, players can customize mix-and-matched characters taking a little from here and a little from there building the character that they want to play.

User-friendly encounters. Pathfinder 2E has built-in tools to take some headache away from the GM. For instance, the Core Rulebook includes a Treasure by Level table. Additionally, there is a more streamlined action mechanic and an easy to decipher difficulty class rating system. Also, encounters use a budget system to build hostile encounters for the party ranging from trivial to extreme in difficulty rating. Quick tools such as these grant the GM a little more ease which frees her up from page-flipping and many hours of prep work, which can bog down gameplay and slow action – I call this dull zone of RPGs the “party-pooping” moments. There are also some fun extras, like Hero Points (get-out-of-jail-free cards) earned through heroic deeds and spent to re-roll checks or avoid death.

Action economy. Players of Pathfinder 2E will see a streamlining of their turn action economy during the “encounter” phase. The clutter of various action types of Pathfinder have now been replaced with a more user-friendly three-action turn system for everyone involved in the encounter round – this includes players and GM-controlled hostiles. “When it’s your turn to act, you can use single actions, short activities, reactions, and free actions.” Basic actions, such as crawl, ready, stand, and strike, take one action from your three-action pool. While, “activities usually take longer and require multiple actions, which must be spent in succession.” For example, Sudden Charge is an activity that combines both the Stride and Strike actions to generate this 2-action activity combo.

If you want to learn more, Paizo has posted a number of in-depth quality discussions about the game on YouTube. You can also check out the official online rules here. Feel free to drop in on some live play. You can join The Glass Cannon as they play Silent Tide on YouTube, as well as their live performances in Indianapolis during Gen Con. Also, Geek & Sundry hosts a weekly Knights of Everflame Tuesdays at 4 p.m. Pacific. And, Paizo’s very own Oblivion Oath airs Thursdays at noon Pacific. Also, Dragons & Things live on Twitch at 6 p.m. Pacific every Friday. So there are many quality outfits streaming live games to give you a flavor of 2E.

I am excited about the new RPG opportunities Pathfinder 2E presents to the gaming community. New mechanics and progressive ideas are always refreshing for the hobby in general. Paizo has already backed the Core Rulebook’s release with a 360-page Bestiary containing over 400 monsters, part 1 of a 6-part Adventure Path, Adventure Path #145: Hellknight Hill (Age of Ashes 1 of 6) (shout out to the Starfinder Hellknights!) for your first-level Second Edition characters, a FREE Age of Ashes Player’s Guide, a first-level stand alone adventure, The Fall of Plaguestone, and several game accessories. And, there is no doubt that there is more to come. What an exciting year for Paizo.

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