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There are four missions. Each one has special setup instructions and at various points you look up entries in the comic book that progress the story. Items and effects carry over from mission to mission.
I did mission 1, and it was a pretty cool introduction to the process. I expect things to pop off pretty soon.
Wiz-War had suffered a lot for me after Bestial Forces came out. I liked the new cards fine, and I couldn't figure out why it wasn't working anymore. It turns out the answer was that I was still insisting on using the Big Book Of Spells variant. I love the idea of just mixing all the cards together, but with the second expansion added it was now just too many cards. The whole thing didn't just feel chaotic; it felt unfocused and flabby.
So for my son's first game I broke down and went with the FFG method of picking cards: use the cantrips and three schools of magic. It's a bit more subdued in its scope, but the result is that the personality of each game is much more distinct, giving it much more variety between sessions. It also helps new players to understand the sort of things each game will do, even if they don't know the specific cards.
It has been great to play with my son, who totally understands the improvisational nature of the game, and grokked the use-it-now approach the game favors. I sometimes find myself playing things with him a little grudgingly because while I try to be patient with how he plays stuff, it edges the game experience closer to work. (Good work but work nonetheless.) But that wasn't the case here. It really showed the intuitive nature of Tom Jolly's original design.
Silver Tower has some really neat, addictive mechanisms at the core of the game. Rolling dice and then spending them for actions is very satisfying, except when you get a bad streak of luck and miss some combat rolls. Racking up Reknown (xp) is also enjoyable because all of the heroes move tokens around on a shared display, so you can easily see who is the closest to gaining another skill card. Every character feels somewhat distinctive, and you get the dungeon crawl tactical experience because some characters excel in melee while others want to hang back and sling ranged attacks. Every adversary type rolls a die each turn to determine their tactics for that turn. Even if you replay quests, there is a lot of potential variation in opponents and random events, so there is great replay value to the game.
The worst thing that I can say about Silver Tower is that each quest is usually a little too easy, except that the final boss room can be fairly challenging. The base set has fairly limited variety in terms of both heroes (6) and adversary types (8), but you can double that variety if you also get Hammerhal. Better yet, get the decks of additional heroes and additional adversaries and then you have lots of variety.
If you've got Hammerhal on the way, you will get something pretty close to Silver Tower. Hammerhal does need a dungeon master, and the dungeon tiles are more utilitarian and less pretty than Silver Tower.
If you really enjoy Hammerhal, the other game you might want to look into is Blackstone Fortress. It's similar to Silver Tower but even better, and takes place in the 40K setting. The initiative system is better, and the adversaries have better tactics, plus reinforcements.
Thanks for the in depth rundown though! If SoH is a hit I'll look into it for sure.
Not as keen on the 40k universe but if I see an affordable Blackstone it might be worth a shot
Andi Lennon wrote: The first has tiny furniture? My copy doesn't. Are you thinking of Hero Quest?
Whoops, yeah, I'm thinking of Hero Quest. I know that I have played first edition of Warhammer Quest at some point, but I don't remember details now.
Ah_Pook wrote: Finished out Aeons End Legacy tonight. The boss before the last absolutely crushed us, as our party wasn't set up to really deal with the and he did. Looking forward to trying this particular boss again with randomized setups.
Continuing to ramble to myself about AE, turns out we played the boss before the last wrong and made it WAY harder than it should have been. In more detail, he has a special turn order card that makes one of his Nemesis turns do some extra bad stuff. I failed to notice that it was supposed to replace one of the regular turn order cards, not be an additional turn. So each round the Nemesis was getting three turns instead of the regular 2. That combined with his schtick being to flood you with weak minions that you have to keep under control, and that you lose if too many come out, made for a quick and very brutal loss. We just couldn't keep up with an extra turns worth of trash mob spam.
I ran it back today 2 handed with corrected rules and random market/mages and won... Not comfortably but not too badly either. He's still a real fucker. I probably should have suspected something was off when the final Legacy boss was so much easier than the miniboss has been.