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  • Warage Review

    warage-0You'll realise, no doubt, that Warage is a clever play on words. Making a compound of "war" and "age" cunningly creates the word "rage", conjuring the white heat of fantasy melees, the ancient and primal fury felt my elf for orc and vice versa. It's a smart title.

    The game underlying it is not smart. It's a dumb game, but it's dumb in a good way, the sort of way that an overly playful rottweiler puppy is dumb, full of teeth and fluff and eagerness. It's a game where you slap down cards, gloat and chug back beer.

    altIn this it is markedly different from most of its brethren in the Living Card Game fraternity.  Most LCG's are scrupulously focused on  the two player experience, and consist on an intricate dance of variables in both deck building and card-by-card play.

    Warage takes up to six players, and up to four can play using this introductory set alone. And the things you have to track are scores for magic, melee, defence and hit points, which are used as a sort of catch-all currency with which you sustain damage and pay to put cards into play. And that's it.

    Your deck consists of a character type and a race, which will give you your starting stats and a couple of special abilities, and 48 equipment cards with which you gradually fill your hand. On your turn you can sacrifice hit points to play cards from your hand into equipment slots for your character to use. Then you can either make one melee attack  followed by as many magic attacks as you like, by simply adding your base score for the attack type, any buffs from weapons or equipment and a dice roll and comparing it to your target's defence plus buffs and a dice roll. They take the difference in damage.

    There's more to the game than that - you can sacrifice cards in play or blind from your deck to regain hit points, for instance - but not a lot. And yet, in that curious way that Living Card Games have of being more than the sum of their mechanics, this pared down rules set manages to offer a wealth of possibilities by being as tricksy and imaginative as possible with the variables at its disposal.

    There's a card that allows wizard types to pay a few hit points to use their magic score in place of defence, for example, and an axe that allows the wielder to skip damaging his opponent in favour of blowing away some of his equipment instead. There are minions you can bring into play too, like the Merchant who is expensive to buy but grants you a higher payback when you sacrifice cards although he, like all followers, can be targeted and killed himself.

    With enough cards, it's amazing how many different combinations you can build. The majority are just simple stat buffs, it's true, but there's certainly enough to deck build with, although you don't even have to do that since the game comes with four pre-built decks so you can just tear off the shrink and get down into the action. But just like the gameplay itself, there isn't a whole lot of depth to deck building. You just string together cards that look fun and powerful and hope for the best.

    Those who've been paying attention might have spotted some possible balance issues. Only one melee attack per round, but as many spell attacks as you like? Sounds like a recipe for disaster, as does the lack of a cap on stuffing your deck with ultra-powerful cards. But there are checks in place: warrior type characters have high attack and defence scores compared to magic users and lots of ways to buff them further, so their one attack is devastating and they can shrug off  the repeated needling of their wizardly counterparts. And powerful equipment costs a lot to play, so wear too much of it and you'll deplete your hit points until only one lucky die roll will bring you down.

    The ability to cash in your equipment for a quick heal if you're at death's door can make games drag a little, but some common sense needs to be applied: in most cases if you're at the point of stripping your gear and other players aren't then doing so is just prolonging the agony. Better to take a quiet exit. And as long as the game is kept clipping along at a reasonable rate you can expect them to last about ten minutes per player, which is about on the money for such a lightweight brawl.

    There will also be inevitable complaints about multi-player. There are two modes, team and individual but both allow players a free choice of targets from amongst their enemies and so positively encourage table-talk, alliances, banter, king-making and all the other deadly sins of modern gaming. Which would be a bad thing in an intricate four-hour plus game of empire building but is perfectly suited to thirty minute grudge matches.

    One thing that doesn't work so well is the amount of trivial maths it involves. Your starting pool of hit points is 100, and it'll be going up and down in increments constantly as you buy equipment, heal and take the pain from your opponents. There's a lot of adding and subtracting and it sits ill with the loud, brash nature of the play itself. This is a game I want get involved in when I'm too wasted to do sums. My copy came with some free card sleeves, but I kind of wish it had come with a free calculator instead.

    Warage has balls. I admire the fact that it dares to be something a bit different in an overcrowded genre, and that it dares to make the differentiation the lowest common denominator of being simple and stupid, trashy and thematic. I like the way it features mechanics that seem designed to frustrate and annoy people who chose to try and play it optimally rather than obviously. It might well be that it's too simplistic to maintain long-term interest, and that the inevitable expansions that attempt to address that problem will spoil the careful balance of  light rules and fast games that make it work. But for now, it's all the Warage.

  • Warfighter - DVG's Legacy

    “The rush of battle is a potent and often lethal addiction, for war is a drug.” -Chris Hedges

     

    I can’t tell you about war, but I can tell you that Warfighter is absolutely one of the most addictive substances you will find in the market.  This unassuming Kickstarter wargame from Dan Verssen Games exploded onto the scene last month and has quickly become one of their best-selling titles.  This is a marquee release that in time will come to be known as the best thing the company has ever published.  Hornet Leader and Thunderbolt Apache Leader are great games, but they’re no Warfighter.

     

  • Wargame Review: Asia Engulfed

    Today I’m turning my attention, having heavily praised Here I Stand up and down here on F:AT, to a game I got more recently of the wargame persuasion, Asia Engulfed.  I must say I would not recommend it to my AT friends here, and only lukewarmly to my wargame friends.  I’m not nearly as high on Asia Engulfed as HIS. 

    It is the sequel to Europe Engulfed, unplayed by me, which many gamers feel is one of the better high level games of the European theatre. By contrast, I find Asia Engulfed relatively boring strategically and occasionally frustrating mechanically. I have yet to determine whether this is because of faults in the game or they are simply problems I have with gaming the overall conflict being simulated, the Pacific theatre of WWII. 

    I’ll preface all my remarks by saying I haven’t played this game all that many times, perhaps 5-6 full games with a couple of those being small scenarios. So if you want to accuse my review of being uninformed, perhaps it is in terms of my experience, but I have had enough experience not to be terribly excited to play too often but it is a long game and I feel 4 full campaigns is probably enough.

  • Warhammer 40k Kill Team: Arena Review

     Many Kill Team Players are asking the question, "Should I Buy Arena?"

  • Warhammer 40k Kill Team: Rogue Trader Review

    A stunning Kill Team expansion unlike any other Games Workshop release to date.

  • Warhammer 40k: Kill Team - The "In the Box" Review

    "Damn."

  • Warhammer 40k: Kill Team - The Game Itself Review

    Scaled down, zoomed in, and awesome.

  • Warhammer Age of Sigmar: Warcry Review

    Another stunner out of Nottingham.

  • Warhammer Invasion - Card Game Review

    My wife is awesome. I'm going to tell you why.

    First, she's a trooper. She's had chronic, near-debilitating back pain since an idiot doctor couldn't stop talking golf long enough to do her epidural properly and gave her permanent damage to her spine. She has fibromyalgia, which was misdiagnosed by her doctor, who then proceeded to overdose her on vicodin and predisone. The overdoses resulted in a weakened bone structure, so that her knees were so weakened that they gave out while she was walking and went sideways on her, resulting in weeks of physical therapy (and she still walks with a cane). And on top of that, she still works.

  • Warhammer Quest: Blackstone Fortress Review

    A Rogue Trader, a Ministorium Priest, an Aeldari Ranger, and a Kroot Tracker walk into a Blackstone Fortress...

  • Warhammer Quest: Silver Tower in Review

    Games Workshop fired a shot across the bow of every dungeon crawl ever.

  • Warhammer Triple Threat- Storm Vault, Combat Arena, Dreadfane Review

    Games Workshop's new board games are taking Warhammer mainstream.

  • Warhammer Underworlds: Nightvault Review

    The 2nd season of Warhammer Underworlds is upon us.

  • Warhammer: Invasion Review

    warhammer invasionWarhammer: Invasion is the latest living card game from Fantasy Flight Games.  After many years out of the CCG game, I decided to come back to it.  The lure of Warhammer, great art, and a really fast playing 2 player game were too much to avoid.

  • WARLORDS OF EUROPE in Review

     

    warlords od EuropeI'm thinking about changing the name of my column at Gameshark.com to "Barnes Bitches About Price". Because that's what I'm doing again in my otherwise favorable review of Conquest Gaming's WARLORDS OF EUROPE. It's eighty freaking dollars. For a game that ought to cost half that. I bet it'd sell three times as many copies with a lower price point.

    The problem is that the game is priced competitively with FFG products and other releases, so it's hard to fault the company for keeping up with the times. But it's the kind of game that needs to be $40 so that kids can buy it, not just hardcore hobbyists who have no compunction at dropping that kind of money on a game. What's more, the game is very old fashioned and somewhat outmoded (but it's a good kind of old fashioned and outmoded), so it makes recommending it tough when $80 can buy you a more innovative and forward-thinking game in this same genre.

    I actually liked that the game was MUCH closer to the old Gamemaster games than most recent examples that have tried to follow that path, and it's extremely clear-cut, straightforward, and unadorned. There's not a god damned thing "clever" about it, it knows exactly what kind of game it is and it plays to its strengths without over-reaching or trying to dress things up with a bunch of unnecessary rules, chrome, or detail.

    But $80. Read the review and decide for yourself if that's out of range for you. I'm sure some of you "I'm alright Jack" types have no problem at all with the price, but I think it's not healthy when a game like this has to be sold at this price to cover costs and be competitive on the market.

  • Warp One...Allocate! - Exile Sun Review


    When I moved out of my parent’s house, I moved in with a guy I knew in college. Being mostly penniless I had to use a lot of tools and items that he already owned, including the can opener. The problem was his can opener didn’t work very well. When I told him this, he insisted that it DID work if I held it a certain way and turned the crank with a steady motion. And after some practice I found that he was right. The can opener worked when you learned how to deal with it’s little eccentricities. But a better solution would have just  been to buy a new can opener. That’s how I feel about Exile Sun. It functions if you are willing to learn how to make it work, but it hardly seems worth the trouble.

  • WARRIORS OF GOD: A Wargame I Could Play for a Hundred Years

    Introduction



    Oh England, model to thy inward greatness, like little body with a mighty heart. - HV.II.Cho


    Warriors of God (WofG) is the latest in the IGS (or International Gamers Series) being developed for USA production by Multiman Publishing. Adam Starkweather, designer of BGG's current #1 wargame, The Devil's Cauldron, is developing a series of Japanese wargames to english for MMP under the title of IGS. This series of games has produced a lot of hits so far, especially with light wargamers and the euro/AT/wargamer crossover crowd. Some examples are A Victory Lost, Fire in the Sky, and Red Star Rising.

  • Washington's War Review

    wwThe first card-driven game that I ever played was Twilight Struggle. I fell totally in love with the card driven mechanic from the outset, but I rapidly became keen to know how the fantastic decision making and hand management aspects of card-driven designs would integrate with a game that offered true maneuver warfare rather than the gradual point-to-point expansion offered by Twilight Struggle. All the card-driven games I’ve tried since have come up short in some regard or other - too long or complex, too random, too little emphasis on the hand management side, but I keep looking. And the latest title to step up to the block to see if it could make the grade is GMT’s Washington’s War.

  • Waterdeeper - Lords of Waterdeep: Scoundrels of Skullport Review

    Lords of Waterdeep was one of 2012's best games, and it did it by not doing anything too fancy. It valued straightforward rules and intuitive strategy over originality and cleverness, and it ended up becoming one of my favorite eurogames of the last few years. Since it was able to achieve so much by consolidating the strengths of its genre and executing those strengths impeccably, it’s fitting that the Scoundrels of Skullport expansion operates on much the same principle. Instead of introducing a slew of new mechanics and complications, it falls back on the core strengths of the original game, while introducing a ton of new content and one very well-executed new mechanic  so good, it feels like it always belonged in the game.

  • Watergate - A Five Second Board Game Review

    Watergate is yet another entry into the “Twilight Struggle but filler” camp that is really popular for some reason, but it is the first I’ve played that really escapes the shadow of its lineage. All of the cards are interesting, powerful, or both. They are evocative of the event being portrayed. When I play as Nixon and my opponent calls my cards “BS” it feels both true but also immersive. This makes the history exciting and it does that by not being afraid of letting individual games be swingy blowouts. That’s not to say the decisions don’t feel impactful; that needle is somehow threaded as well.