Tag Archives: dice

Darkrock Ventures (Kickstarter Preview)




Darkrock Ventures is a medium-weight dice-based worker placement game where each player controls a mining company hoping to strike it rich on a deep space asteroid. But difficult mining is not the only challenge that the miners face. Their is the ever present threat of alien invasion.

This video will give you a solid understanding of this game and help you decide whether it’s worth your kickstarter backing!


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Luchador! Mexican Wrestling Dice – A Written Review




There are two kinds of people in this world; you’re either a Harry or a Jack. The fact that one met Meg Ryan and the other got lost on a tropical island with polar bears has nothing to do with it. We’re talking about temperament, personality and the ability to actually enjoy life. One sits indignant, frowning like a top-shelf growler while the other struts down the open lane, throat burning from barking at the moon. The two entered the ring of Luchador! Mexican Wrestling Dice to attempt to wrangle a greater degree of self-realization and affirmation.




Harry – Former Caylus Box Cover Model

When the 3D ring for Luchador hit the table Harry let out a quiet sigh of dissent. Taking up the handful of brightly colored dice, he took careful aim to lightly shuffle them from his palm to the center of the ring in an attempt to refrain from the risk of them plummeting off the edge of the mat rendering his results void. As he took care to analyze his collection of Hits, Blocks and Counters he studied his Luchador’s special abilities and pondered whether he should preserve the necessary dice to start building towards his Killer Combination special maneuver.

Playing it safe like a kid wearing a helmet to his nap, Harry let the hits stand and shoved the large Lucha die off to the side. High risk/high reward is the game of penny stocks and arraigned marriages, not bare knuckle European farming. Rolling the green dice and then looking up the Hit values on his player aid to determine how much damage he inflicted on his confused and over-zealous opponent was frustrating. Trying to fathom why a designer would include a symbol of a head lock or table slam as opposed to the raw elegance of the simple numeric value of damage is more perplexing than the rudimentary arithmetic required in Luchador.

Life and hardships continued as Harry’s tag-team partner repeatedly hassled him for not physically touching his greasy hands when tagging out. The fact that this was completely unnecessary and had no bearing on actual gameplay seemed to escape the majority of the table only furthering the sense of bewilderment invading his nostrils. He would sit quietly the rest of the match, just mumbling incoherently to himself as he contemplated the merits of mindless dice games in a world with ample cardboard opportunity for mental challenge and stimulation.




Jack – Roller Of Bones And Takers Of Heads

When Jack’s eyes met that over-the-top attractive wrestling ring he couldn’t restrain himself from picking up the mounds of dice and gleefully throwing them into the ring with measured velocity in an attempt to knock his foe’s from the platform and cancel their effect. Each cast of the tombstones was like a game of craps with blood and honor on the line instead of mounds of dough.

When Jack generates two or more hits he rolls the Lucha die. Risking life and limb, the chance to score big with the Rain Of Fire or a Dog Fight Dive was too much to turn down. Go big or go home is a perfectly distilled narrative quip to express the Luchador! lifestyle. As he pulls off his massive seven damage slam he feigns elbow dropping the table and nearly causes Harry’s diet Coke to spill into his lap, eliciting a hiss that one could almost confuse for imitating his Luchador persona, La Cobra Vuelo.

In the blink of an eye Jack has forced his opponent’s Strength into the red line and goes for the pin. As Harry’s unfortunate partner Tom rolls his wrestling dice attempting to break out, Jack screams at the top of his lungs making sure his elderly neighbor down the block can hear the Pin count through his brick walls. 1!…2!…3!

Narrowly avoiding stepping on the mangy cat skulking nearby, Jack leaps atop the arm of the couch flashing his biceps as he brandishes the cardboard tag-team champion belt, slapping his partner with a high five loud enough to starve the stoutest of Agricola meeples. Repeatedly shouting U-S-A! the two stomp across the room only momentarily breaking up their celebration to hurtle ill-spoken insults and narrowly witty putt-downs towards their less than impressed opponents.


I took my inner Harry out to the woodshed, put a bullet in his head and lit his carcass on fire sometime in the late 80’s. If you’re an able-bodied gamer similarly full of heart and passion then you either already own Luchador! or you’re slamming your head against the wall in an act of self-degradation for missing out. Luchador! is mindless fun carrying the torch of King of Tokyo and allowing it to grow ever so brighter. While the game contains a touch of additional depth compared to its most prolific peer, it still firmly resides in that position of requiring the players to bring 90% of the fun. The game does its job of serving moments of drama but puts the onus on the players to act out the guttural flamboyance of professional wrestling like their life depended on it.

With a heavy reliance on social fever, it works best with a crowd as the swell joins in on the pin count and players viciously slap their partner’s hands to tag in. Oohs and Aahs come as frequently as the slamming of dice and the collective cringe of bracing for damage alights the room abuzz like a fire sparking simultaneously through the minds of the participants. With the right group, Luchador! is raucous and fun and will turn up your blood pressure like the corners of your mouth as you grin ear to ear. When it comes to chucking dice and barking trash, Luchador! puts its opposition through a table and into the raw concrete like an enraged Sabu in his prime.

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Dead of Winter Review


“Crossroads” is a new series from Plaid Hat Games that tests a group of survivors’ ability to work together and stay alive while facing crises and challenges from both outside and inside.

Dead of Winter: A Crossroads Game, the first game in this series, puts 2-5 players in a small, weakened colony of survivors in a world where most of humanity is either dead or diseased, flesh-craving monsters. Each player leads a faction of survivors with dozens of different characters in the game.

Dead of Winter is a meta-cooperative psychological survival game. This means players are working together toward one common victory condition — but for each individual player to achieve victory, he must also complete his personal secret objective. This secret objective could relate to a psychological tick that’s fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or (worst of all) vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the group’s goal, but don’t get walked all over by a loudmouth who’s looking out only for his own interests!

Dead of Winter is an experience that can be accomplished only through the medium of tabletop games. It’s a story-centric game about surviving through a harsh winter in an apocalyptic world. The survivors are all dealing with their own psychological imperatives, but must still find a way to work together to fight off outside threats, resolve crises, find food and supplies, and keep the colony’s morale up.

Dead of Winter has players making frequent, difficult, heavily- thematic, wildly-varying decisions that often have them deciding between what is best for the colony and what is best for themselves.

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Kingsport Festival Review


That flaming column was spouting volcanically. The combustion does not lay warmth, but only the clamminess of death and corruption. – The Festival, H.P. Lovecraft, 1923

In the unimaginable darkness of Kingsport, silent wanderers are called to a profane celebration. Their goal: to invoke unthinkable horrors! A dread terror that is not of this world or any other — but rather from the spaces between the stars — demands your submission. Meanwhile, unwary investigators vainly attempt to halt this appalling chapter in the dark history of Arkham.

As the high priest of one of these shadowy cults, you must dominate the city. You will invoke cosmic creatures and unholy gods to receive their “gifts”, but you must take care to preserve your sanity and thwart the investigators who seek to stop you. This time, you are the bad guys. Why settle for the lesser evil?

Kingsport Festival, a game of bizarre cults set in the terrifying world of Howard Philips Lovecraft, lasts 12 rounds, each divided into six phases. All Cultists roll their dice and the one that rolled the lowest sum will play first and so on, then (in turn order) each one may invoke an Elder
God by using one or more of his dice, where the sum of their values is exactly equal to the number of the Elder God, or pass. Once all the dice are placed or players have passed, in ascending order, the Elder Gods give their gifts to the Cultists who invoked them: the Cultists may have to
lose Sanity points to receive the rewards. After Cultists have taken their dice back, in turn order each one may place his disk on one Building that is connected to another one he has already marked (starting from the House). To do so, he must pay the Domain resources required.

In turns marked with a blue marker on the Calendar, a Raid takes place: first the Event card and then
the Investigator card is revealed. Each Cultist calculates his Strength by adding up any modifiers he has due to Spells, Buildings, and other game effects (such as Events, Scenarios, etc.). If his strength is greater, the Cultist receives rewards; if is less, he suffers the penalty.

The game ends after the twelfth round is played. If the Scenario has a Festival card, it is revealed and its effects resolved at this time.
The Cultist who has the most Cult points is the winner.

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Marvel Dice Masters Review – Starlit Citadel Reviews Season 3


Marvel Dice Masters: Avengers vs. X-Men is a collectible dice-building tabletop game designed by Quarriors! creators Michael Elliott and Eric M. Lang.

In this game, each player fields one of the superhero teams, with each hero — Captain America, Wolverine, Spider-Man, and more — being represented by custom-tooled dice; each team must be composed of 15 dice, and a player can “purchase” dice only from his team. Each hero also has one or more character reference cards, which show the special abilities for the characters based on the die rolls. Different versions of these cards will be available in booster packs, allowing for more customization of your team. Players use these dice to collect energy, recruit new heroes, and battle head-to-head. In addition, each player brings two basic action cards to the game, which are placed in the center of the table; both players can purchase these cards. A player wins once the opposing player has been reduced to zero life.

The Marvel Dice Masters: Avengers vs. X-Men starter set comes with 44 custom dice, 38 cards, two dice bags, and a core rulebook. Booster packs include two dice with two matching character cards.

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