Tag Archives: Monsters

Thunderstone Worlds Collide Review

Thunderstone Worlds Collide

Flung through the planes of existence by rites of banishing, a few beleaguered heroes, old friends, find themselves on the very edge of Doom’s original world…

Thunderstone Advance: Worlds Collide tells the story of a battle for survival in a world of ancient evil and darkness. This set showcases 550 cards from the first six Thunderstone releases, including previously hard-to-find promos, all updated and fully compatible with Thunderstone Advance, along with many fan favorites from this deck-builder’s history.

VN:F [1.9.22_1171]
User Review:
Rating: 0.0/5 (0 votes cast)

Transylvania: Curses & Traitors Review

Transylvania

In the late 19th Century the land of Transylvania fell under a terrible curse allowing Vampires, Werewolves, and Zombies to terrorize the citizens. The Governor issued a desperate plea for help. You play one of the best and bravest Adventurers in the world called to Transylvania to break the curse. Your goal is to find the Knowledge to break the curse over Transylvania but beware, the Knowledge you seek may just turn you into one of the terrible Monsters you have come to destroy.

Transylvania: Curses & Traitors is a heavily themed adventure and exploration game utilizing a modular board, variable player powers, hand management, and dice rolling.

Paths to victory include: 1. Solving the curse of Transylvania by finding the right combination of Knowledge cards and returning your pawn to the Church Tile. 2. Becoming a Monster (vampire, werewolf, or zombie) by collecting Transformation cards and then killing half the other players. 3. Killing a Monster as an Adventurer.

Game play: The board consists of sixteen 6″ x 6″ tiles representing places in Transylvania such as the Church, Graveyard, and Castle. Adventurers start on the Church Tile and explore uncovering new tiles. Each tile contains token spaces which are opportunities to perform challenges of strength, mental acuity, and spiritual fortitude. A successful challenge results in the reward of a Quest card. The Quest deck contains the Knowledge cards needed to break the curse. While exploring Adventurers will also encounter Events. Failure of Events leads to injury and/or death while success leads to additional rewards. If Adventurers collect Transformation cards plus a card that activates the Transformation card, they become a Vampire, Werewolf, or Zombie. The goal of the game immediately changes from seeking Knowledge to eliminating the other players by attacking them.

VN:F [1.9.22_1171]
User Review:
Rating: 0.0/5 (0 votes cast)

Critical Preview – Epic Resort

Epic Resort

Players compete to build the best resort for attracting fantasy heroes and tourists looking for fun and relaxation. The more you attract, the more likely monsters will attack!

Overview

Hire and train your workers, build and upgrade your attractions, and convince your battle weary heroes to fight just one more time so without letting too many tourists get eaten! Gain Victory points by upgrading attractions and giving Heroes the rest they need. The highest scoring player when all monsters are defeated is the winner.

Setup

Each player begins with a humble resort consisting of a Beach, a Tiki Hut and a small number of Tourists, placed at each attraction. Each player starts with their own worker Deck consisting of 7 Apprentices, 3 Street Performers, and 3 Lazy Peons.

Gameplay

Each round consists of 4 phases

Phase I – Get to Work

  • Each Player draws a hand of 5 Workers from their Worker Deck
  • Players simultaneously send worker cards from their hand to do work at each of their Attractions. Any missing units of work (are required by the Attraction) cause Tourists to leave before gathering resources.
  • Players gain the primary resource of Gold by having more tourists at each attraction, and Flair by having less tourists.

Phase II – Action: Attract, Hire & Upgrade

In order, players take one action per turn or pass. Players will be interacting with common draft areas, as well as using abilities from their own workers and attractions. Possible actions include:

  • Attract Tourists from the Dock (Spending Flair) – Tourists are placed at attractions, potentially increasing the Gold gained on the subsequent turn
  • Attract a Hero from the Dock (Spending Flair) – Heroes start with low health, which is gained at the end of each round. Fully Rested Heroes are scored for Victory Points.
  • Upgrade an Attraction (Spending Gold) – Providing higher tourist capacity, better Gold payout, better abilities and more Victory Points. Upgraded attractions typically require more workers to keep them fully staffed.
  • Train or Hire new Workers (Spending Gold) – Upgrade your workers to provide more work, or better abilities. Training locks a worker draft pile, preventing other players from upgrading to that particular worker during the round. Training workers is a 1-for-1 exchange, keeping players’ Worker Deck lean by design.
  • Pass – The first Player to Pass becomes the Start Player for the next round

Any time during a players turn, they may use abilities from fully-staffed attractions, or discard worker cards to use their unique abilities.

Phase III – A Ship Arrives

The dock is refilled with new Heroes and Tourists from a center pile. While refilling, it’s possible to trigger a Monster Attack!

  • If an Attack! card is revealed, the top Monster from the Monster Pile will choose which player it’s attacking; typically by Most Tourists or Most Heroes at their resort, ties broken clockwise from the start player.
  • If a Hero defends against a Monster Attack, he loses 1 health. Any undefended damage causes tourists to be eaten by the Monster.
  • Heroes may dodge into, or out of, a Monster Attack up to one time per round.
  • If an attraction has no Hero or Tourists, a Monster will Damage it, potentially destroying the attraction.
  • A player may chose (if they have one) to throw a Lazy Peon at the monster, ending the attack and permenantly removing the Worker Card from the game.
  • The Dock Continues to refill, potentially triggering more Monster Attacks, until it is full.

Phase IV – Clean Up

  • Used and unused Workers are placed in players’ discard piles.
  • Any fully-rested Heroes are scored – Placed to the side, each worth Victory Points at the end of the game. This Hero also removes the top Monster from the remaining Monster Deck.
  • Remaining Heroes gain 1 Health each.
  • Any Locked Worker Draft Piles and Attraction Abilities are made available for the next round.
  • Any unused Flair is sent back to the supply. Gold carries over to the next round.

Gameplay continues with Phase I

Game End

If at the end of the round there are no Monsters remaining, the game is over and players total Victory Points from Attractions, Scored Heroes, and 1 point for each remaining Hero at their resort. The player with the highest Victory Point total has built the most Epic Resort and is victorious!

Components (Prerelease list)

Cards

  • 114 Worker Cards (17 Unique)
  • 33 Attraction Cards (17 Unique)
  • 30 Tourist Cards (12 Unique)
  • 28 Monster Cards (12 Unique)
  • 18 Hero Cards (9 Unique)
  • 12 Attack! Cards
  • 1 Harbourmaster (Start Player) Card
  • 1 Season Pass Holder Card (for 4-Players)

 

Tokens & Cubes

  • Flair (Various Denominations)
  • Gold (Various Denominations)
  • 40 Tourist Cubes
  • 12 Hero Health Cubes
  • 12 Lock/Damage Tokens

VN:F [1.9.22_1171]
User Review:
Rating: 0.0/5 (0 votes cast)

Myth Review

MYTH

Myth is a fully co-operative fantasy game. Players take on the role of one of 5 different heroes working together to defeat the Darkness. Each hero has a different skill set which represented by a unique deck of cards. Players spend Action Points by using cards. Once a certain amount of Action Points have been spent the Darkness fights back by activating monster lairs, spawning monster captains and eventually the Boss.

A complete game in Myth is called a Story. Each Story is played over three Acts. Acts can be played sequentially, or can be split up over three different game sessions.

Players’ avatars within a Story are called Heroes. Myth Heroes are clothed in immense power, able to reave all but the mightiest foes. However, this power must be balanced lest the Darkness take too much notice. Players must weigh their actions against the Threat each will bring, with the consequences of awakening more evil and bringing doom on the party’s endeavors. And be careful they must, as the Darkness is formidable and eager to snatch glory from the valiant.

Heroes are controlled through an intuitive Hero Deck (videos for each Hero can be found in the Game Play Videos section below). Each deck plays uniquely and allows players more freedom of action and the ability to truly impact the Story each and every Act. Yet, cooperation is the key to victory and bloody fortune. Players must communicate, interact, and assist each other or surely the Darkness will cover all.

Myth is a fully cooperative game. There is no player controlling the Darkness. The Darkness is governed by a set of rules unique to each Boss Deck and is activated through Hero actions. If the Heroes get overzealous, then the Darkness pushes back by activating Lairs, spawning Captains, and punishing the Heroes with devious Events. If the Heroes take a more subtle approach, then the Darkness reacts by reducing the potential for treasure and rewards. Without the treasures and equipment to upgrade, the Heroes will find each Act more difficult and eventually fail. The dynamic nature of the Darkness really lends a more fluid feel to the Story. Players aren’t being driven by properties out of their control, nor are they being shepherded by a person whose skill has a direct impact on the enjoyment of the game.

Myth is a fun fantasy romp where players feel truly heroic. In the playing of the game, the players are creating their own mythos. These stories are the ones carried away from the table, becoming myths themselves. And these are the myths, with friends and family, that we carry with us; telling and retelling our endeavors at the mead benches, earning treasured smiles and laughter.

VN:F [1.9.22_1171]
User Review:
Rating: 0.0/5 (0 votes cast)

Myth Review

MYTH

Myth is a fully co-operative fantasy game. Players take on the role of one of 5 different heroes working together to defeat the Darkness. Each hero has a different skill set which represented by a unique deck of cards. Players spend Action Points by using cards. Once a certain amount of Action Points have been spent the Darkness fights back by activating monster lairs, spawning monster captains and eventually the Boss.

A complete game in Myth is called a Story. Each Story is played over three Acts. Acts can be played sequentially, or can be split up over three different game sessions.

Players’ avatars within a Story are called Heroes. Myth Heroes are clothed in immense power, able to reave all but the mightiest foes. However, this power must be balanced lest the Darkness take too much notice. Players must weigh their actions against the Threat each will bring, with the consequences of awakening more evil and bringing doom on the party’s endeavors. And be careful they must, as the Darkness is formidable and eager to snatch glory from the valiant.

Heroes are controlled through an intuitive Hero Deck (videos for each Hero can be found in the Game Play Videos section below). Each deck plays uniquely and allows players more freedom of action and the ability to truly impact the Story each and every Act. Yet, cooperation is the key to victory and bloody fortune. Players must communicate, interact, and assist each other or surely the Darkness will cover all.

Myth is a fully cooperative game. There is no player controlling the Darkness. The Darkness is governed by a set of rules unique to each Boss Deck and is activated through Hero actions. If the Heroes get overzealous, then the Darkness pushes back by activating Lairs, spawning Captains, and punishing the Heroes with devious Events. If the Heroes take a more subtle approach, then the Darkness reacts by reducing the potential for treasure and rewards. Without the treasures and equipment to upgrade, the Heroes will find each Act more difficult and eventually fail. The dynamic nature of the Darkness really lends a more fluid feel to the Story. Players aren’t being driven by properties out of their control, nor are they being shepherded by a person whose skill has a direct impact on the enjoyment of the game.

Myth is a fun fantasy romp where players feel truly heroic. In the playing of the game, the players are creating their own mythos. These stories are the ones carried away from the table, becoming myths themselves. And these are the myths, with friends and family, that we carry with us; telling and retelling our endeavors at the mead benches, earning treasured smiles and laughter.

VN:F [1.9.22_1171]
User Review:
Rating: 0.0/5 (0 votes cast)