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Play Matt: Keyforge Review

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04 Feb 2019 00:00 #291475 by Matt Thrower
The first two are forgettable, the third semi-nonsensical. The last...

Of all the things that could be a hook, it's the names that do it. Every Keyforge deck is unique, containing cards randomly selected from those in the set. It also has a unique, computer-generated name. Some, apparently are rude. But I don't care about that. I just want to know what fantasy characters they might remind me of. So I get four.

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04 Feb 2019 17:21 #291476 by ubarose
Replied by ubarose on topic Play Matt: Keyforge Review
This is totally not my kind of game, but just reading this makes me want to play it.

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05 Feb 2019 08:57 #291507 by Jexik
Replied by Jexik on topic Play Matt: Keyforge Review
I use change (pennies for damage, nickels for +1 power tokens, quarters for stun, arcade tokens for keys) and d6s for aember/chains. Works pretty well. It's nice that a single d6 will forge a key unless you've got some abilities in play that change that. Playing a bit too much on crucible cooled me on the game a bit, as did buying my 4th deck, but it's solid and I don't see myself ever turning down a game.

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05 Feb 2019 09:03 #291509 by Sagrilarus
There's a free app that maintains the counts for both players that is super-simple, with big color-coded buttons to make it easy to use. My son had gotten prints of the tokens and was going to cut them out, then he saw the app and we haven't looked back.
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