In my last SCRAWL related post, I went the whole hog in terms of recreating the basic classes found in the rulebook, in such a way that the new classes that I am working on can be introduced; without undermining the work and effort that has been put into this great little system.
Whilst I am quite happy with these new classes generally speaking, one area I feel that I need to review on reflection is the starting equipment that I allocated to each of these classes.
I really like the idea of each class having a different load out, based on their background.. But I think I can do better than my initial effort. Much better.
For a start, some classes had no gold; which is a bit of problem. Even if it's only a handful of coins, characters do need some gold to start off with. Especially given that I also neglected to give any of the classes any provisions or torches! At this rate, a character could starve to death before the adventure's even begun. A definite oversight that I need to look into.
The special items I created also seem a little overpowered, but classes having their own unique tools is still really appealing. So whilst I may scale them back, I may also create something comparable for each of the other new classes to balance things out. Maybe a holy symbol for the cleric, something to ease spell casting for the mage.. Stuff that defines the archetype whilst staying true to the classical roleplaying roots of the system.
Other than those few points however, I think these new classes are good to go!
Tuesday, 28 March 2017
Burning The Candle At Both Ends
I really don't know what's gotten into me lately.
Over the past few years I have become more and more driven to succeed in whatever I set my mind to. More focused on my goals. A mindset which seems to have gone into overdrive the past couple of weeks, where I've been pushing myself hard. Really hard!.. And I'm beginning to feel like I'm burning the candle at both ends.
The odd thing is, this sensation isn't slowing me down any. Finding my limits is only making me want to push against them. To test my own will, and my own resolve; and to see what I'm made of. I'm even finding myself enjoying the whole process.. Even enjoying exercise.
It's truly, well, odd.
Not that I'm complaining. I'm getting a lot of stuff done, making better use of time, and not constantly putting stuff off because sitting on the sofa makes for an easier alternative! So, no complaints.. Just a little surprised, maybe even slightly impressed with myself. So I thought I'd share.
It's also nice to have something positive to post under the Life Stuff tag!
Over the past few years I have become more and more driven to succeed in whatever I set my mind to. More focused on my goals. A mindset which seems to have gone into overdrive the past couple of weeks, where I've been pushing myself hard. Really hard!.. And I'm beginning to feel like I'm burning the candle at both ends.
The odd thing is, this sensation isn't slowing me down any. Finding my limits is only making me want to push against them. To test my own will, and my own resolve; and to see what I'm made of. I'm even finding myself enjoying the whole process.. Even enjoying exercise.
It's truly, well, odd.
Not that I'm complaining. I'm getting a lot of stuff done, making better use of time, and not constantly putting stuff off because sitting on the sofa makes for an easier alternative! So, no complaints.. Just a little surprised, maybe even slightly impressed with myself. So I thought I'd share.
It's also nice to have something positive to post under the Life Stuff tag!
Sunday, 26 March 2017
SCRAWL: Revised Classes
Following on from my recent post, I have been hard at work today on the variant classes required to create a balanced game; ready in anticipation for the new classes that I am also currently working on.
Whilst I initially started by simply weighing up and reallocating the abilities in order to create the variant classes, I soon found myself tempted to alter their starting equipment too. Even going so far as to create a few new pieces of gear, that I feel really help some of these revised classes fulfill their intended remits.
So here they are, the Cleric, Mage, Ranger, Rogue, Troubador, and Warrior.
Cleric
The cleric has spent most of their formative years in intense religious and academic study; learning the lore and traditions surrounding their faith. This doesn't mean the cleric is a book worm by any stretch of imagination however, being an able combatant with a mace; their holy orders weapon of choice, and symbolic of good smiting evil.
Abilities
Demon Lore
Inspiration
Languages
Priest Magic
Religion
Resist Magic
Undead Lore
Equipment
Mace
1-2 Healing Salve / Holy Water
Mage
A scholar of the arcane arts, few can match the might of a capable wizard. Magic literally courses through their veins. With more tricks up their sleeve than the average warrior can swing a sword at, only a fool would count a wizard out before their time.. And they are well known to be long lived!
Abilities
Demon Lore
Languages
Magic Lore
Plant Lore
Resist Magic
Wizard Magic
Equipment
Staff
1-2 Potion of Clarity / Potion of Curing
Ranger
Rangers make their homes in the woods and on the plains, amongst the hills and on the glade. Rangers are the quintessential outdoors men, often only returning to civilisation when they find themselves in the need of things that they cannot forage or forge for themselves from their surroundings. Which is rare!
Abilities
Animal Lore
Climbing
Hardiness
Pathfinding
Plant Lore
Survival
Swimming
Equipment
10 Gold Pieces
Bow / Axe
Dagger / Sling
Desert Clothes
Furs
Grapple
Rope
Waterskin
Travel Pack - This is a specialist item perfected by generations of rangers who have dedicated their lives to self-sufficiency. By making optimal use space, and distributing weight evenly this item allows the ranger to carry much more equipment. Ideal for those carrying all their worldly possessions where ever they go!
The pack does not add to encumbrance, but allows the wearer to transport six additional points of encumbrance. Cost 15 Gold Pieces (but very few rangers are willing to part with one).
Rogue
Many are slow to trust rogues.. And is it any wonder with the dazzling array of ways they can find of relieving you of your hard won gold? Not all rogues are bad though. Some are just ambitious, looking for the next big score. The next seemingly impossible heist that will test their skill and cunning. Rogues are daredevils by nature.. So it's a good job they're lucky!
Abilities
Deception
Disarming
Lock Picking
Luck
Perception
Equipment
5 Gold Pieces
Dagger
Thieves Tools - A length of leather containing all the tools of the trade that a rogue needs to go about their business, which rolls up to the size of a small scroll - for easy concealment.
The tools are designed to be lightweight, so do not add to encumbrance; and allow a free re-roll in Disarming or Lock Picking ability test. Cost 50 Gold Pieces, and can only be purchased under the counter from less reputable retailers.
Troubador
Troubadors are the great performers, imortalising the heroic deeds of themselves and others in song and verse.. For a small fee. However, when times are tight troubador will often take to the road, performing for anyone who can spare a few coins.
Abilities
Insight
Inspiration
Magic Lore
Performing
Equipment
5 Gold Pieces
Dagger
Musical Instrument - What would a troubador be without a musical instrument to aid them in their performance?.. Broke most likely. The musical instrument, and the troubadors ability to play it is key to being able to draw a crowd, and keeping that crowd. Otherwise they'd just be like every other patron of the tavern, singing loudly after a few ales.
A musical instrument allows the troubador a free re-roll on any Inspiration or Performing ability test, costs two points of encumbrance to carry, and costs 50 Gold Pieces to replace.
Warrior
Mighty and fearless, warriors have carved out a trade in putting boot to ass, for gold and for glory. Warriors take many forms across the land, from the militia member defending their homeland, to the royal guards defending royalty in the best armor money can buy. So when choosing to take up the mantle of the warrior, there really is no end to the possibilities of where that career may take you.
Abilities
Climbing
Dodging
Hardiness
Melee combat
Ranged combat
Running
Strength
Weaponskill
Equipment
25 Gold Pieces
Any two weapons
Light Armor / Light Shield
And there we have it. These are only the first drafts, but I don't think they're too bad. Even if I do say so myself. If anyone has any feedback, or ideas for improving on these though, please feel free to drop a comment below. I'm all ears.
Whilst I initially started by simply weighing up and reallocating the abilities in order to create the variant classes, I soon found myself tempted to alter their starting equipment too. Even going so far as to create a few new pieces of gear, that I feel really help some of these revised classes fulfill their intended remits.
So here they are, the Cleric, Mage, Ranger, Rogue, Troubador, and Warrior.
Cleric
The cleric has spent most of their formative years in intense religious and academic study; learning the lore and traditions surrounding their faith. This doesn't mean the cleric is a book worm by any stretch of imagination however, being an able combatant with a mace; their holy orders weapon of choice, and symbolic of good smiting evil.
Abilities
Demon Lore
Inspiration
Languages
Priest Magic
Religion
Resist Magic
Undead Lore
Equipment
Mace
1-2 Healing Salve / Holy Water
Mage
A scholar of the arcane arts, few can match the might of a capable wizard. Magic literally courses through their veins. With more tricks up their sleeve than the average warrior can swing a sword at, only a fool would count a wizard out before their time.. And they are well known to be long lived!
Abilities
Demon Lore
Languages
Magic Lore
Plant Lore
Resist Magic
Wizard Magic
Equipment
Staff
1-2 Potion of Clarity / Potion of Curing
Ranger
Rangers make their homes in the woods and on the plains, amongst the hills and on the glade. Rangers are the quintessential outdoors men, often only returning to civilisation when they find themselves in the need of things that they cannot forage or forge for themselves from their surroundings. Which is rare!
Abilities
Animal Lore
Climbing
Hardiness
Pathfinding
Plant Lore
Survival
Swimming
Equipment
10 Gold Pieces
Bow / Axe
Dagger / Sling
Desert Clothes
Furs
Grapple
Rope
Waterskin
Travel Pack - This is a specialist item perfected by generations of rangers who have dedicated their lives to self-sufficiency. By making optimal use space, and distributing weight evenly this item allows the ranger to carry much more equipment. Ideal for those carrying all their worldly possessions where ever they go!
The pack does not add to encumbrance, but allows the wearer to transport six additional points of encumbrance. Cost 15 Gold Pieces (but very few rangers are willing to part with one).
Rogue
Many are slow to trust rogues.. And is it any wonder with the dazzling array of ways they can find of relieving you of your hard won gold? Not all rogues are bad though. Some are just ambitious, looking for the next big score. The next seemingly impossible heist that will test their skill and cunning. Rogues are daredevils by nature.. So it's a good job they're lucky!
Abilities
Deception
Disarming
Lock Picking
Luck
Perception
Equipment
5 Gold Pieces
Dagger
Thieves Tools - A length of leather containing all the tools of the trade that a rogue needs to go about their business, which rolls up to the size of a small scroll - for easy concealment.
The tools are designed to be lightweight, so do not add to encumbrance; and allow a free re-roll in Disarming or Lock Picking ability test. Cost 50 Gold Pieces, and can only be purchased under the counter from less reputable retailers.
Troubador
Troubadors are the great performers, imortalising the heroic deeds of themselves and others in song and verse.. For a small fee. However, when times are tight troubador will often take to the road, performing for anyone who can spare a few coins.
Abilities
Insight
Inspiration
Magic Lore
Performing
Equipment
5 Gold Pieces
Dagger
Musical Instrument - What would a troubador be without a musical instrument to aid them in their performance?.. Broke most likely. The musical instrument, and the troubadors ability to play it is key to being able to draw a crowd, and keeping that crowd. Otherwise they'd just be like every other patron of the tavern, singing loudly after a few ales.
A musical instrument allows the troubador a free re-roll on any Inspiration or Performing ability test, costs two points of encumbrance to carry, and costs 50 Gold Pieces to replace.
Warrior
Mighty and fearless, warriors have carved out a trade in putting boot to ass, for gold and for glory. Warriors take many forms across the land, from the militia member defending their homeland, to the royal guards defending royalty in the best armor money can buy. So when choosing to take up the mantle of the warrior, there really is no end to the possibilities of where that career may take you.
Abilities
Climbing
Dodging
Hardiness
Melee combat
Ranged combat
Running
Strength
Weaponskill
Equipment
25 Gold Pieces
Any two weapons
Light Armor / Light Shield
And there we have it. These are only the first drafts, but I don't think they're too bad. Even if I do say so myself. If anyone has any feedback, or ideas for improving on these though, please feel free to drop a comment below. I'm all ears.
Saturday, 25 March 2017
Meeple Arcade #2: Infectonator! World Dominator
When it came to selecting the first game to blog about in the Meeple Arcade series, it wasn't an easy choice. There are a lot of great games out there that I think you'll enjoy; each with their own merits.
So when choosing the first title to include, I went with my gut. I went with a game that I have played over and over again. Not because I'm trying to unlock some alternate ending, or some crazy achievement; but because it's just that enjoyable. My first choice is, Infectonator! World Dominator.
At its core, Infectonator! World Dominator is a very basic upgrade game. Every day you unleash a virus upon any one of the available cities that you have not yet destroyed; creating a horde of zombies. These zombies create other zombies, and you hoover up the cash left in the aftermath. You then use that money to enhance your virus, creating stronger, tougher, faster zombies. Rinse. Lather. Repeat.
Despite the simplicity however, the game is extremely addictive; and really well pulled off. The art style is appealing, and a lot of thought has gone into the presentation of this game in general. Even to the point where the in game text showing you what your victims are crying out as they flee in terror from your creations is region specific.
It's small touches like that which really make this game more than a sum of its parts. Different victim types create different zombie types, there are shout outs to survival horror classics, and many of the specialist zombie types are thematically linked to the place where you acquire them.. There also can't be too many zombie games featuring both Ronald McDonald and Colonel Sanders!
Links
I would highly recommend that you play the game using this link, else some of the site locked content (Greenland) will not be available. You also get a start up bonus for playing the game via this site too as an added incentive.
If that's a little slow to load however, the game can also be played here, here, and here.
SCRAWL: New & Alternate Character Classes
I like SCRAWL. I like SCRAWL a lot.
This won't come as much of a surprise to anyone whose been following my recent, One Man And His Dice postings; where I have been playing through a short wilderness adventure; crafted on the fly; as a prelude to the first official SCRAWL dungeon - Dungeon of the Orc Boss.
So far it's been a blast, and I really have to give a shout out to Stuart Lloyd, who not only made this enjoyment possible by creating SCRAWL; but who is also a stand up guy.
As well as playing SCRAWL, I've also been chatting with Stuart about my ideas for other things that I'd like to introduce to the system. One of which has been new classes, and he has been very supportive.
Whilst homebrewing for roleplaying games is nothing new to me, I always take the approach that I want to do it right. This means learning the system, and learning what makes it tick. As the way I see it, anyone with an imagination can create something for an RPG. A new class, a new race, a new spell.. But to do it right, you have to consider a few things.
Balance against existing material is one such thing.
For example, I could create a new spell that instantly kills a monster. But should I?
On the one hand there is nothing like it in the game, so there is a gap in the market so to speak; and it would probably appeal to players. Which is also a plus. However, in terms of balance, it'd be a nightmare! To the point where it might actually damage, even destroy the game. Nobody wants that!
Adding new classes is no difference.I had to ask myself Would adding this class, make another class unplayable? Do other classes render this class moot? Am I going to break the game?
After a lot of thinking I concluded that the best course of action was probably to redesign the existing classes; under new names; so as to absolutely ensure balance with the new classes.. But wouldn't that render the existing classes moot? Haven't I just broken my own rule?
Not at all!
SCRAWL is all about the players choice, and the player can choose to either version of the character class. For example, if you decide that you want to play as one of my new classes, but then in a later adventure you'd like to play say, a Bard. You can.
Whilst I'll be creating a character class based upon the Bard (the Troubadour), the Bard will still exist. The supplement isn't about replacing anything; it's about offering the player more choices they may want.
So, without further ado, here's what I plan to create...
Revised Classes
Cleric - A revised version of the Priest.
Mage - A revision of the Wizard class.
Ranger - The alternative to the Traveller.
Rogue - Based upon the Trickster.
Troubadour - An all singing, all dancing alternative to the Bard.
Warrior - The alternative option for those looking to play a Fighter.
New Classes
Alchemist - A variant on the Wizard, who will be able to concoct a wide variety of potions and prepare other chemical compounds such as poisons and acids.
Barbarian - The archetypal warrior of the wilds, capable of flying into a berserk rage.
Druid - A priest of nature.
Mage-Hunter - A member of a secretive religious order that believes that all problems in the world stem from the misuse of magic. Like Priests, Mage-Hunters have access to a small array of spells which they believe to be tools given to them by their patrons to save humanity from itself.
Martial Artist - Masters of unarmed combat, with incredible discipline.
Necromancer - Priests capable of raising and communing with the dead.
Paladin - Stalwart warriors for their cause, capable of some minor magical feats.
War Dancer - Warriors and performers that blur the line between martial technique and artistic talent.
These are very much all still in the planning stage, and with time the list may grow or shrink as ideas either come to me or, become unworkable.
That's where we're at for now though. Stay tuned for further developments, and more exciting adventures in SCRAWL!
This won't come as much of a surprise to anyone whose been following my recent, One Man And His Dice postings; where I have been playing through a short wilderness adventure; crafted on the fly; as a prelude to the first official SCRAWL dungeon - Dungeon of the Orc Boss.
So far it's been a blast, and I really have to give a shout out to Stuart Lloyd, who not only made this enjoyment possible by creating SCRAWL; but who is also a stand up guy.
As well as playing SCRAWL, I've also been chatting with Stuart about my ideas for other things that I'd like to introduce to the system. One of which has been new classes, and he has been very supportive.
Whilst homebrewing for roleplaying games is nothing new to me, I always take the approach that I want to do it right. This means learning the system, and learning what makes it tick. As the way I see it, anyone with an imagination can create something for an RPG. A new class, a new race, a new spell.. But to do it right, you have to consider a few things.
Balance against existing material is one such thing.
For example, I could create a new spell that instantly kills a monster. But should I?
On the one hand there is nothing like it in the game, so there is a gap in the market so to speak; and it would probably appeal to players. Which is also a plus. However, in terms of balance, it'd be a nightmare! To the point where it might actually damage, even destroy the game. Nobody wants that!
Adding new classes is no difference.I had to ask myself Would adding this class, make another class unplayable? Do other classes render this class moot? Am I going to break the game?
After a lot of thinking I concluded that the best course of action was probably to redesign the existing classes; under new names; so as to absolutely ensure balance with the new classes.. But wouldn't that render the existing classes moot? Haven't I just broken my own rule?
Not at all!
SCRAWL is all about the players choice, and the player can choose to either version of the character class. For example, if you decide that you want to play as one of my new classes, but then in a later adventure you'd like to play say, a Bard. You can.
Whilst I'll be creating a character class based upon the Bard (the Troubadour), the Bard will still exist. The supplement isn't about replacing anything; it's about offering the player more choices they may want.
So, without further ado, here's what I plan to create...
Revised Classes
Cleric - A revised version of the Priest.
Mage - A revision of the Wizard class.
Ranger - The alternative to the Traveller.
Rogue - Based upon the Trickster.
Troubadour - An all singing, all dancing alternative to the Bard.
Warrior - The alternative option for those looking to play a Fighter.
New Classes
Alchemist - A variant on the Wizard, who will be able to concoct a wide variety of potions and prepare other chemical compounds such as poisons and acids.
Barbarian - The archetypal warrior of the wilds, capable of flying into a berserk rage.
Druid - A priest of nature.
Mage-Hunter - A member of a secretive religious order that believes that all problems in the world stem from the misuse of magic. Like Priests, Mage-Hunters have access to a small array of spells which they believe to be tools given to them by their patrons to save humanity from itself.
Martial Artist - Masters of unarmed combat, with incredible discipline.
Necromancer - Priests capable of raising and communing with the dead.
Paladin - Stalwart warriors for their cause, capable of some minor magical feats.
War Dancer - Warriors and performers that blur the line between martial technique and artistic talent.
These are very much all still in the planning stage, and with time the list may grow or shrink as ideas either come to me or, become unworkable.
That's where we're at for now though. Stay tuned for further developments, and more exciting adventures in SCRAWL!
Saturday, 18 March 2017
10 x 10 Challenge #13: 100 Swords - Game #7
Following on from my previous 10 x 10 Challenge posting, it was now the turn of The Glowing Plasmapede's Dungeon Builder Set (DBS) to be combined with The Blue Mammoth's Dungeon. I wasn't too sure what to expect based upon this expansions previous outing, as it didn't really seem to do much of anything in the way of changing gameplay.
This could be for a number of reasons though. It could have been so close to the style of The Red Dragon's Dungeon that it was indistinguishable when combined with that dungeon deck. It could be that whatever it does, just didn't happen; either because of the way the cards fell or because the cards that would have otherwise shone through got buried under the boss. The A.I could have taken the cards that otherwise would have changed the flow of the game.. These and many more possible scenarios besides could account for why the addition of this DBS just didn't seem to add anything to that game.
So when I shuffled this DBS into a deck I had only played once, so little was known about what might happen next that it was as if I had never played a game of 100 Swords before. It's not often you get that out of a game you've been playing on and off for months! In fact, I don't think it has happened since playing Dominion years ago; when we first introduced the Seaside expansion. That's how rare of an event it is!
Without further ado though, let's take a look at how the game went..
Turn 1: The first card revealed was a Ding Beetle, which in turn revealed another card; the Pink Eye. This was both a good and a bad thing, as whilst it gave me a view of the dungeon as a whole; it was a little early to be revealing such a powerful monster, which I had no way of defeating at this point - whatever I drew from my deck.
Turn 2: Not being able to slay the Pink Eye, I rented the Monster Scents Bag so that I could at least pass it and pick up some of the other items in the dungeon to give myself a fighting chance of killing something. I didn't make a lot of progress with this plan, but I did acquire a Torch Sword with which to improve my deck.
Turn 3: I had to rely on the Monster Scents Bag again this turn, and again didn't achieve much as a result; thankfully I was able to steer the Pink Eye into the A.I's path, and the A.I was only more than happy to take it. Normally letting the A.I take a 6 Gold value monster would be a bad thing, but when it's hampering you turn after turn, you just have to let it go and hope that you can claw back the points with the freedom getting rid of it grants you.
Turn 4: Not a lot to report for this turn, other than the A.I taking the Dungeon Yeti as it's trophy for 5 Gold. It's only early days, but two successive turns like this is going to be hard to come back from; and I know it!
Turn 5: This was a really good turn for me. I got hold of a Tempo Sword, which I used to retire my Awkward Sword; optimising my deck, if only slightly. I'd also picked up a couple of other decent swords in previous turns (a Combo Sword, and a Key Sword), whilst the A.I was busy killing stuff.
Now all I needed to do was get the Tempo Sword out a couple of more times, and my deck would start chewing up the dungeon. I could start to close the gap. The A.I taking the Ogre Brute for 5 Gold at the end of the turn however meant the gap I wanted to close was only getting more and more vast with every passing turn.
Turn 6: This turn was pretty standard, with the whole dungeon being revealed. Other than picking up another Tempo Sword, there isn't much more to say about it.
Turn 7: My engine started to churn out trophies this turn, taking out both the Tall Grass and the Siren; helping me close the gap. The A.I did take another good sized trophy also however, in the Space Guardian (worth 4 Gold).
Turn 8: I started this turn by playing a Tempo Sword (which I'm fast becoming a fan of), to retire a Crappy Sword from my deck. I then revealed a Rat Man which in turn revealed a Single-Use Sword. I hadn't seen this card before, and had previously thought that one-shot items where a new thing introduced by The Darkness Dungeon Builder Set.. Guess I was wrong! Although the concept of "bane items" does still seem to have been introduced by that DBS.
Not that I was going to get my hands on this sword just yet either way, as a Boring Door blocked my progress and ended my turn. Before consolidating the dungeon however, the A.I took its prize. A Shiny sword, for another 4 Gold.
Turn 9: Not drawing my Key Sword I rented the General Purpose Key, and dealt with the Boring Door; moving beyond it into the next chamber and claiming the Single-Use Sword. This left only one card unrevealed in the dungeon, which was found to be another Rat Man by the A.I; which it also claimed as its trophy for this turn.
Turn 10: I got to start my turn off using another brand new item, the Launch Boots; which took me straight to the third chamber where I revealed a Laser Obelisk. Something that I had no hopes of beating with my current hand. So I pressed on into the next chamber, revealing a Shadow Door; which hid the Laser Obelisk. Luckily I had drawn my Key Sword this turn, so short work was made of the door and, I even had enough cards left in hand to move into the final chamber; where I encountered a Sticky Man. I slew this without difficulty, and retired a Crappy Sword into the bargain; but in hindsight it was a mistake to do this, as it left the Laser Obelisk as the card to the far right of the Dungeon - which the A.I claimed as its prize. Essentially I handed it 6 Gold. Bugger!
Turn 11: This was another turn I started off by playing a Tempo Sword to thin out my deck a little; in this case retiring a Crappy Sword. Next up I acquired a Sniffer Hound which I used to move to the center of the dungeon, where I encountered a Bat Man. This was easily taken out, before I used the last of my cards to move into the next chamber where I found a Puzzle Sword. It was bat men all around when the A.I took its action and revealed another Bat Man at one extreme of the dungeon, which it took as its prize for this turn.
Turn 12: After shuffling my deck, I found myself drawing my newly acquired Sniffer Hound, which I used to move to the center of the dungeon again, where I revealed a Locked Sword. Another lock and no key, but at least one I could pass. Moving into the next chamber I took the Puzzle Sword which had been revealed the previous turn, and ended this one. The A.I took a Corrosive Slime this turn, which was fine by me; not being either useful to me or valuable to them.
Turn 13: I started this turn by renting out the General Purpose Key, with a goal of snatching the Locked Sword. I did have a Key Sword somewhere in the little that was left of my deck to go through, and means to draw a card; but as there was no guarantee it'd be the card I needed, and seeing how thin the Dungeon Deck was getting I didn't want to take the risk. Key in hand the next thing I did was to play a Tempo Sword to get rid of a Crappy Sword from my deck. Whilst I couldn't be sure of the card I'd draw from my play of the Combo Sword I had in hand, I could at least stack the odds of it being something good in my favor! Moving into the second chamber of the dungeon, I encountered a Horn Warrior; and played my Combo Sword for both strength and the draw.. Which drew the Key Sword. Bugger!
Still, whilst I no longer needed its ability, its strength added to that of the Combo Sword was enough to take out the Horn Warrior; so I at least got a trophy out of it. Next I continued on to the Locked Sword, and took that into my hand by using the General Purpose Key. Lastly I used my newly acquired sword to slay the Tall Grass in the next chamber, leaving very little of the dungeon for the A.I to pick at; who had to settle for a pair of Launch Boots. Another low value trophy.
Turn 14: On the last turn I kicked things off by playing my own pair of Launch Boots to leap straight into the third chamber, where I found another Tempo Sword. Not a lot of use this late in the game. More of a hindrance in fact, but I took it none the less; if only for the Gold. It's ability for me to draw a card also helped, pulling a Decent Sword to my hand. The only problem was at this point that I didn't have much more that I could do with it, and the only card still in my path was the last one in the dungeon; and unless it was a very low value card I didn't have the resources to both get to it, and take it.
So, for no reason other than I could, I used the Torch Sword I had to reveal it.. And found it was the boss.. At the end of the dungeon. With nothing more I could do, I had to accept that the A.I was going to take it, and that would be the end of the game. Had I done enough to catch up?
Win, lose, or draw?
In a word. No. The A.I beat me 54 Gold to 49.. But what a come back! Given how lucky the A.I got so early in the game I think I can say without any hint of being prideful or arrogant that I played a damn good game. One that again was swung by whoever could claim the boss.
Afterthoughts
This was another tight game, which I feel just goes to show how well balanced this game really is. So far I have been able to combine any dungeon deck, with any DBS and still play a well matched game. One thing I did notice however was that this was a longer than usual game. Maybe that's what this DBS' gimmick is? It would make sense, as The Magic Computer's Dungeon Builder Set seems to speed play up; and there is a certain affinity in the design of the DBS' that I own for mirroring. Light (The Chroma Dragon's Dungeon Builder Set) and Dark (The Darkness Dungeon Builder Set), so why not fast and slow?
This could be for a number of reasons though. It could have been so close to the style of The Red Dragon's Dungeon that it was indistinguishable when combined with that dungeon deck. It could be that whatever it does, just didn't happen; either because of the way the cards fell or because the cards that would have otherwise shone through got buried under the boss. The A.I could have taken the cards that otherwise would have changed the flow of the game.. These and many more possible scenarios besides could account for why the addition of this DBS just didn't seem to add anything to that game.
So when I shuffled this DBS into a deck I had only played once, so little was known about what might happen next that it was as if I had never played a game of 100 Swords before. It's not often you get that out of a game you've been playing on and off for months! In fact, I don't think it has happened since playing Dominion years ago; when we first introduced the Seaside expansion. That's how rare of an event it is!
Without further ado though, let's take a look at how the game went..
Turn 1: The first card revealed was a Ding Beetle, which in turn revealed another card; the Pink Eye. This was both a good and a bad thing, as whilst it gave me a view of the dungeon as a whole; it was a little early to be revealing such a powerful monster, which I had no way of defeating at this point - whatever I drew from my deck.
Turn 2: Not being able to slay the Pink Eye, I rented the Monster Scents Bag so that I could at least pass it and pick up some of the other items in the dungeon to give myself a fighting chance of killing something. I didn't make a lot of progress with this plan, but I did acquire a Torch Sword with which to improve my deck.
Turn 3: I had to rely on the Monster Scents Bag again this turn, and again didn't achieve much as a result; thankfully I was able to steer the Pink Eye into the A.I's path, and the A.I was only more than happy to take it. Normally letting the A.I take a 6 Gold value monster would be a bad thing, but when it's hampering you turn after turn, you just have to let it go and hope that you can claw back the points with the freedom getting rid of it grants you.
Turn 4: Not a lot to report for this turn, other than the A.I taking the Dungeon Yeti as it's trophy for 5 Gold. It's only early days, but two successive turns like this is going to be hard to come back from; and I know it!
Turn 5: This was a really good turn for me. I got hold of a Tempo Sword, which I used to retire my Awkward Sword; optimising my deck, if only slightly. I'd also picked up a couple of other decent swords in previous turns (a Combo Sword, and a Key Sword), whilst the A.I was busy killing stuff.
Now all I needed to do was get the Tempo Sword out a couple of more times, and my deck would start chewing up the dungeon. I could start to close the gap. The A.I taking the Ogre Brute for 5 Gold at the end of the turn however meant the gap I wanted to close was only getting more and more vast with every passing turn.
Turn 6: This turn was pretty standard, with the whole dungeon being revealed. Other than picking up another Tempo Sword, there isn't much more to say about it.
Turn 7: My engine started to churn out trophies this turn, taking out both the Tall Grass and the Siren; helping me close the gap. The A.I did take another good sized trophy also however, in the Space Guardian (worth 4 Gold).
Turn 8: I started this turn by playing a Tempo Sword (which I'm fast becoming a fan of), to retire a Crappy Sword from my deck. I then revealed a Rat Man which in turn revealed a Single-Use Sword. I hadn't seen this card before, and had previously thought that one-shot items where a new thing introduced by The Darkness Dungeon Builder Set.. Guess I was wrong! Although the concept of "bane items" does still seem to have been introduced by that DBS.
Not that I was going to get my hands on this sword just yet either way, as a Boring Door blocked my progress and ended my turn. Before consolidating the dungeon however, the A.I took its prize. A Shiny sword, for another 4 Gold.
Turn 9: Not drawing my Key Sword I rented the General Purpose Key, and dealt with the Boring Door; moving beyond it into the next chamber and claiming the Single-Use Sword. This left only one card unrevealed in the dungeon, which was found to be another Rat Man by the A.I; which it also claimed as its trophy for this turn.
Turn 10: I got to start my turn off using another brand new item, the Launch Boots; which took me straight to the third chamber where I revealed a Laser Obelisk. Something that I had no hopes of beating with my current hand. So I pressed on into the next chamber, revealing a Shadow Door; which hid the Laser Obelisk. Luckily I had drawn my Key Sword this turn, so short work was made of the door and, I even had enough cards left in hand to move into the final chamber; where I encountered a Sticky Man. I slew this without difficulty, and retired a Crappy Sword into the bargain; but in hindsight it was a mistake to do this, as it left the Laser Obelisk as the card to the far right of the Dungeon - which the A.I claimed as its prize. Essentially I handed it 6 Gold. Bugger!
Turn 11: This was another turn I started off by playing a Tempo Sword to thin out my deck a little; in this case retiring a Crappy Sword. Next up I acquired a Sniffer Hound which I used to move to the center of the dungeon, where I encountered a Bat Man. This was easily taken out, before I used the last of my cards to move into the next chamber where I found a Puzzle Sword. It was bat men all around when the A.I took its action and revealed another Bat Man at one extreme of the dungeon, which it took as its prize for this turn.
Turn 12: After shuffling my deck, I found myself drawing my newly acquired Sniffer Hound, which I used to move to the center of the dungeon again, where I revealed a Locked Sword. Another lock and no key, but at least one I could pass. Moving into the next chamber I took the Puzzle Sword which had been revealed the previous turn, and ended this one. The A.I took a Corrosive Slime this turn, which was fine by me; not being either useful to me or valuable to them.
Turn 13: I started this turn by renting out the General Purpose Key, with a goal of snatching the Locked Sword. I did have a Key Sword somewhere in the little that was left of my deck to go through, and means to draw a card; but as there was no guarantee it'd be the card I needed, and seeing how thin the Dungeon Deck was getting I didn't want to take the risk. Key in hand the next thing I did was to play a Tempo Sword to get rid of a Crappy Sword from my deck. Whilst I couldn't be sure of the card I'd draw from my play of the Combo Sword I had in hand, I could at least stack the odds of it being something good in my favor! Moving into the second chamber of the dungeon, I encountered a Horn Warrior; and played my Combo Sword for both strength and the draw.. Which drew the Key Sword. Bugger!
Still, whilst I no longer needed its ability, its strength added to that of the Combo Sword was enough to take out the Horn Warrior; so I at least got a trophy out of it. Next I continued on to the Locked Sword, and took that into my hand by using the General Purpose Key. Lastly I used my newly acquired sword to slay the Tall Grass in the next chamber, leaving very little of the dungeon for the A.I to pick at; who had to settle for a pair of Launch Boots. Another low value trophy.
Turn 14: On the last turn I kicked things off by playing my own pair of Launch Boots to leap straight into the third chamber, where I found another Tempo Sword. Not a lot of use this late in the game. More of a hindrance in fact, but I took it none the less; if only for the Gold. It's ability for me to draw a card also helped, pulling a Decent Sword to my hand. The only problem was at this point that I didn't have much more that I could do with it, and the only card still in my path was the last one in the dungeon; and unless it was a very low value card I didn't have the resources to both get to it, and take it.
So, for no reason other than I could, I used the Torch Sword I had to reveal it.. And found it was the boss.. At the end of the dungeon. With nothing more I could do, I had to accept that the A.I was going to take it, and that would be the end of the game. Had I done enough to catch up?
Win, lose, or draw?
In a word. No. The A.I beat me 54 Gold to 49.. But what a come back! Given how lucky the A.I got so early in the game I think I can say without any hint of being prideful or arrogant that I played a damn good game. One that again was swung by whoever could claim the boss.
Afterthoughts
This was another tight game, which I feel just goes to show how well balanced this game really is. So far I have been able to combine any dungeon deck, with any DBS and still play a well matched game. One thing I did notice however was that this was a longer than usual game. Maybe that's what this DBS' gimmick is? It would make sense, as The Magic Computer's Dungeon Builder Set seems to speed play up; and there is a certain affinity in the design of the DBS' that I own for mirroring. Light (The Chroma Dragon's Dungeon Builder Set) and Dark (The Darkness Dungeon Builder Set), so why not fast and slow?
10 x 10 Challenge #12: 100 Swords - Game #6
Carrying on with my 10 x 10 Challenge, it was the turn of The Blue Mammoth's Dungeon to be plundered of its loot. A dungeon deck that despite owning as long as The Red Dragon's Dungeon, I had not yet broken out other than to sleeve the cards. Since picking it up I have read a few posts over at Board Game Geek however, which suggested that when comparing the two decks side-by-side; The Blue Mammoth's Dungeon should be considered the advanced deck, which may have been why I steered clear of it initially. Using The Red Dragon's Dungeon to learn the game, before venturing into the more complex aspects of gameplay.
Feeling that I had a solid grasp of the basics now though, it was time to take off the training wheels.
How well did that go?
Well, as far as I can tell there were no errors made during gameplay and, if I'm honest the advanced deck isn't anything I couldn't have handled straight out of the box. There were a few situations where you needed to think a little harder about what you were doing, due to the timing of effects; but nothing major, and certainly nothing to intimidate the novice.
The Game
In brief, the game went a little like this..
Turn 1: Nothing of any real significance happened, but the whole dungeon was revealed due to my trademark play style; making planning for the next turn a lot easier.
Turn 2: Planning is one thing, but when you draw 5 Crappy Swords as your initial hand, you pretty much know that you're not going to be doing much that turn. The A.I however took the Laser Obelisk for 6 Gold; putting me on the back foot, and playing catch up.
Turn 3: I managed to take 2 Tempo Swords in this round, which as the game progressed I found to be incredibly useful for thinning out my deck. Something that I always found the Wither Sword was particularly poor at. The dungeon was also stripped bare in this round, with only one card remaining; which had also been revealed.
Turn 4: Not much to report in this round, other than the dungeon being completely revealed again.
Turn 5: I accidentally retired one of Tempo swords in this round (when a Tempo Sword is played, it retires a card in your deck; and the only card left in my deck was my other Tempo Sword). It wasn't all bad in this turn however, as I acquired a Combo Sword which I used to top-deck a Key Sword that I had previously looted. This was critical as I had just revealed a door, and without my turn would have been over. Instead I found myself with an extra trophy! Score!!
Turn 6: Another turn with nothing worth writing home about, which when compared to the previous turn really stood out as an anti-climax.
Turn 7: Another slow turn, with the only event of note being the revelation of the Pink Eye; which in turn revealed the rest of the dungeon.
Turn 8: I quite literally couldn't do anything this turn due to a poor draw. Having nothing that could deal with the Pink Eye that was now blocking the way, or any of the other threats on the dungeon.. Which I think is actually a first! Usually you can do something, even if you have to use rental items. Not this time though.
Turn 9: This turn I managed to slay the Pink Eye in the dungeon, but that was about all.
Turn 10: This turn I acquired the Bow Sword, which looked to be a very powerful sword. Alas, I did not get to use it as my last reveal unveiled the boss; which the A.I promptly took, ending the game.
Win, lose, or draw?
I took a loss on this one, trailing 30 Gold to the A.I's 36. A difference exactly the value of the boss, so this would appear to be another instance where the player that slays the boss, wins the game. Something that I believe happened in an earlier play through of The Red Dragon's Dungeon.
Afterthoughts
I cannot deny that I am impressed with The Blue Mammoth's Dungeon. Whilst it doesn't make any groundbreaking changes to the system, the little things that it does add are done well. Cards like the Tempo Sword for example, which have a one-shot effect when you take them, but then do something else completely different for the rest of the game.
This and other subtle little tweaks combine to create a gaming experience that mirrors the other dungeon deck well, creating a feeling of consistency; whilst not mimicking it so closely as for it to feel like more of the same with a different paint job.
In short, good stuff!
Feeling that I had a solid grasp of the basics now though, it was time to take off the training wheels.
How well did that go?
Well, as far as I can tell there were no errors made during gameplay and, if I'm honest the advanced deck isn't anything I couldn't have handled straight out of the box. There were a few situations where you needed to think a little harder about what you were doing, due to the timing of effects; but nothing major, and certainly nothing to intimidate the novice.
The Game
In brief, the game went a little like this..
Turn 1: Nothing of any real significance happened, but the whole dungeon was revealed due to my trademark play style; making planning for the next turn a lot easier.
Turn 2: Planning is one thing, but when you draw 5 Crappy Swords as your initial hand, you pretty much know that you're not going to be doing much that turn. The A.I however took the Laser Obelisk for 6 Gold; putting me on the back foot, and playing catch up.
Turn 3: I managed to take 2 Tempo Swords in this round, which as the game progressed I found to be incredibly useful for thinning out my deck. Something that I always found the Wither Sword was particularly poor at. The dungeon was also stripped bare in this round, with only one card remaining; which had also been revealed.
Turn 4: Not much to report in this round, other than the dungeon being completely revealed again.
Turn 5: I accidentally retired one of Tempo swords in this round (when a Tempo Sword is played, it retires a card in your deck; and the only card left in my deck was my other Tempo Sword). It wasn't all bad in this turn however, as I acquired a Combo Sword which I used to top-deck a Key Sword that I had previously looted. This was critical as I had just revealed a door, and without my turn would have been over. Instead I found myself with an extra trophy! Score!!
Turn 6: Another turn with nothing worth writing home about, which when compared to the previous turn really stood out as an anti-climax.
Turn 7: Another slow turn, with the only event of note being the revelation of the Pink Eye; which in turn revealed the rest of the dungeon.
Turn 8: I quite literally couldn't do anything this turn due to a poor draw. Having nothing that could deal with the Pink Eye that was now blocking the way, or any of the other threats on the dungeon.. Which I think is actually a first! Usually you can do something, even if you have to use rental items. Not this time though.
Turn 9: This turn I managed to slay the Pink Eye in the dungeon, but that was about all.
Turn 10: This turn I acquired the Bow Sword, which looked to be a very powerful sword. Alas, I did not get to use it as my last reveal unveiled the boss; which the A.I promptly took, ending the game.
Win, lose, or draw?
I took a loss on this one, trailing 30 Gold to the A.I's 36. A difference exactly the value of the boss, so this would appear to be another instance where the player that slays the boss, wins the game. Something that I believe happened in an earlier play through of The Red Dragon's Dungeon.
Afterthoughts
I cannot deny that I am impressed with The Blue Mammoth's Dungeon. Whilst it doesn't make any groundbreaking changes to the system, the little things that it does add are done well. Cards like the Tempo Sword for example, which have a one-shot effect when you take them, but then do something else completely different for the rest of the game.
This and other subtle little tweaks combine to create a gaming experience that mirrors the other dungeon deck well, creating a feeling of consistency; whilst not mimicking it so closely as for it to feel like more of the same with a different paint job.
In short, good stuff!
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