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Monday, August 17, 2015

My Little Pony CCG, Part 2: Back in the Saddle

In Part 1 of this article, I discussed what caught my attention about the My Little Pony CCG and gave an overview of how it's played. Part 2 is devoted to my personal experience with this game, both at casual and competitive levels, and a brief look at what the future may hold.


Time to jump back in, since it seems that this card game has some staying power.  There's a new set coming out, and I'm hoping to convince a few of you all to give this unique game a try.

Thursday, August 13, 2015

My Little Pony CCG, Part 1: A Horse of a Different Color

Yes, you read that right. There is a My Little Pony collectible card game.

Whatever your thoughts on the matter, there's no denying that My Little Pony: Friendship is Magic, and the culture that grew up around it, have become something of a phenomenon. Case in point, I spent this past weekend at Bronycon, held in the Baltimore Convention Center, which saw a record attendance of over 10,000 guests. Unsurprisingly, this CCG was featured there. It is my intent here to set aside any biases - positive or negative - that people have toward this franchise and just examine the game based on its own merits, which are surprisingly many.

This announcement ruffled quite a few feathers, in good ways and bad.

This is far from my first CCG. I played Magic: the Gathering and Yu-Gi-Oh for years, and I've dabbled in Kaijudo and Vanguard as well. While I was never terribly competitive about it, I'm no stranger to the card game scene, so I was surprised to find that I had never played one quite like this.

Monday, August 10, 2015

Malifaux Shifting Loyalties Content Review: The Emissaries

     Hey folks, due to popular request from the Facebook group A Wyrd Place, I'm going to give you a breakdown of the Emissaries, a new cycle of high powered game-changer units for Malifaux.  They emerge from the game's newest book, Shifting Loyalties, when after a certain event in book's lore, each of the Effigies that Zoraida had created to infiltrate the other factions gets an incredible boost in power, metamorphosing the dangerous and expensive Emissaries.

That handsome fellow is Hayreddin, and he has made his family very mad. But he isn't an Emissary so we won't talk about it!
This is an article that drills deep into the game Malifaux, a game that we've mentioned we love, maybe a bit too much.  This piece dives into the game mechanics very fast, so if you're new to miniatures gaming, feel free to look at our articles about why it's so awesome before getting sucked in.  If you want know shiny details about these new shiny models, roll up your sleeves, we're going in.

My First Foray into Legendary, the Marvel Deck Building Game

I recently went to a free-play day at a local comic and game shop with a couple of friends. After looking over the options, debating on squeezing in a quick campaign of Risk: Legacy, and examining a game that was simply called Bears!, we opted to try out Legendary.  Comic book heroes are definitely enjoying some popularity, and it was something we could all agree on.  I'm glad we did, as it's certainly a fun game.


If the Avengers movies have taught me anything, it's that teamwork is a last resort. 

Legendary is a semi-cooperative deck building game set in the Marvel universe. I say semi-cooperative because, although the players do work together against the game, there is also an individual scoring system. So, while you all win or lose together, some players win better than others. Ironically, sometimes the way to be the best hero in this game is by screwing over your friends.

Wednesday, August 5, 2015

Gencon Reports: The New Malifaux Campaign System

Hey cool kids, I've got the rules for the Campaign mode for Malifaux here, and they look super fun. Similar in concept to Mordheim, the Malifaux Campaign system represents a long form series of games where your success and failure in individual games carries over; models can be permanently maimed or killed entirely, but they can also grow and gain new skills and equipment. Playing as a local group, campaigns are a long run experience, spanning four to twelve weeks.

All the campaign rules can be found in the new Shifting Loyalties book, just out this month.  There's also a campaign deck with a whopping 193 cards, made to help keep track of all the upgrades and injuries.
There's been an outcry in the Malifaux community for a campaign system since first edition, and here, we finally have it.  Wyrd's done a good job putting support and options into this set-up, and there's a lot of possibility here that needs to be covered: let's dive right in.

On Game Collecting - When I had to Shrink my Shelves

As we grow older, our relationship with the media we consume is constantly changing. We grow appreciations for different genres. We revisit things we used to hate and find new ways to appreciate them. We revisit things we loved and wonder why we ever liked them in the first place. We fall in and out of certain hobbies, and tend to build up a collection of stuff along the way. Whether they be physical or digital, pirated or purchased brand-new, our collections are a reflection of who we are. At the least, they serve as a personally curated history of our influences, at the most, they can be a treasure trove of good memories.




They can also weigh you down, becoming just stuff; Clutter in your house that you walk by without seeing. Sometimes, it's a good idea to go through your inventory, removing whole shelves, to both clean your house and your own thoughts.

Monday, August 3, 2015

Dead of Winter, and the Power of Storytelling

We play games for all kinds of reasons: to pass the time, to spend time with friends, to get a small rush of energy after a great round in a first person shooter.  Board games, though, bring something to the table for me that many digital games lack.  Don't get me wrong, I've been playing shooters and adventure games forever - and I probably always will - but maybe lately you've found yourself like me, looking at indie titles like Journey and asking if there isn't something deeper that gaming can offer.




There's a dimension to some games that's easy to glance past, but often can be right under our noses, which is the ability to be immersive, to draw us in like a good book; to not only have us enjoy a good story, but also let us help create one ourselves, becoming immersed in the experience.  Often, games that don't need a controller can cause this sort of immersion quicker, and more naturally.  Pull up a seat, and let me show you how Dead of Winter is a great example.