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TRASH, CULTURE & VIOLENCE - Warhammer Quest: The Adventure Card Game
Brad Harmer-Barnes revisits the land of HeroQuest and Warhammer Quest with this new card game from FFG.
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I agree to your point about BB to BB:TM and SH to SH:DA. Thing is I no longer own WHQ or the superior AHQ, so this should seem to be worth having. I dunno though. Still feel like there's a lot of life in SH:DA...and I still haven't even played with any of its expansions.
Maybe, maybe, if a troll slayer, war dancer, and a Bret Knight made their way into the game...
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I hate the scoring dials in LOTR: LCG, Relic, Blood Bowl: Team Manager, Relic, Star Wars: LCG…so please let this be the end of them.
I see Brad, you must really hate those Relic dials.
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Cheers!
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- Jackwraith
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The presence of map usually kill any chance for the sweet spot: You either end up with bland, simplistic AI, or trudging through multiple IFs.
WHQTACG makes the heroes part challenging and it's where you spend most of your time. Even when fully engaged, resolving enemy action is a breeze. And we're talking upward 5+ enemies here... Due to the way heroes & enemies interact, even when "managing enemies" it feels as if you're making tactical decision as the character instead of gaming the mechanics.
I had compared this to SH:DA before I bought it, and decided to pick WHQTACG for more variations and less brutal difficulty. Co-op games that are only fun when being very brutal is one of my pet peeves.
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Sevej wrote: I haven't found co-op dungeon crawlers that does enemy activation as efficient and flavorful as WHQTACG. And Descent is in my top 3.
The presence of map usually kill any chance for the sweet spot: You either end up with bland, simplistic AI, or trudging through multiple IFs.
You should take a look at Space Cadets: Away Missions. Sure it's a "spaceship crawler", but that comes down to the same thing.
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- metalface13
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Sevej wrote: I haven't found co-op dungeon crawlers that does enemy activation as efficient and flavorful as WHQTACG. And Descent is in my top 3.
The presence of map usually kill any chance for the sweet spot: You either end up with bland, simplistic AI, or trudging through multiple IFs.
WHQTACG makes the heroes part challenging and it's where you spend most of your time. Even when fully engaged, resolving enemy action is a breeze. And we're talking upward 5+ enemies here... Due to the way heroes & enemies interact, even when "managing enemies" it feels as if you're making tactical decision as the character instead of gaming the mechanics.
I had compared this to SH:DA before I bought it, and decided to pick WHQTACG for more variations and less brutal difficulty. Co-op games that are only fun when being very brutal is one of my pet peeves.
This.
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Columbob wrote:
Sevej wrote: I haven't found co-op dungeon crawlers that does enemy activation as efficient and flavorful as WHQTACG. And Descent is in my top 3.
The presence of map usually kill any chance for the sweet spot: You either end up with bland, simplistic AI, or trudging through multiple IFs.
You should take a look at Space Cadets: Away Missions. Sure it's a "spaceship crawler", but that comes down to the same thing.
I haven't tried it, and while I believe it is a good game, it really doesn't give the kind of challenge I want from a dungeon crawler. If I had the budget, it'd have been in my collection. But it won't be for the dungeon crawler category. WHQTACG *really* feels like WoW (which just about the first game to nail some semblance of interesting tactics in dungeon crawler) with agro, crowd control and stuff. With SCAM it's more about overkill utilization and combo.
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