Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Sunday, June 26, 2011

Dixit

I recently received a game that I previously did not know exist. I never saw the game played, but I was really excited about it. When I first played it with some friends, I was absolutely in love with the game. Its party game-style rules, beautiful and vaguely disturbing oversized cards, and the necessity for storytelling were all of great appeal to me. I therefore feel obligated to bring this great game into the eyes of my readers.

GAMEPLAY:

Dixit is, in a way, similar to Apples to Apples. The game can be played with 4-6 players, but I find that four is too few. The rules are simple. You are dealt six cards, like the ones below.


Then one person is designated the "Storyteller". The Storyteller chooses a card from his or her hand and makes a word, phrase, or sentence to describe that card. For example, the Storyteller could choose the card in the bottom left corner (The dice with the devil coming out of it) and say "Fate" to describe it. The Storyteller then puts the card face down in the center of the table. Then all of the non-Storytellers take a look at their hand and find the one that best fits "Fate" and put that card in the pile. The Storyteller then shuffles the cards and places them face up next to each other. The Storyteller then numbers each card. All the non-Storytellers then use their number tokens to vote for the card they believe is the Storyteller's. If he or she is correct, then he or she gets three points, and the Storyteller gets three points. However, if everybody chooses the Storyteller's cards, the Storyteller gets no points. If a non-Storyteller votes for a non-Storyteller's card, then the voter gets no points and the owner of the card that was voted for gets one point. The Bunnies representing the players then move an according number of squares. A new Storyteller is then chosen and the game continues in the same fashion until someone gets 30 or more points.

WHAT I LOVE:

 The best part of Dixit is its innovative storytelling design. You'll never have the same experience more than once. It's also a wonderful conversation-starter (Who wouldn't be interested in the reason for labeling such a card so-and-so?). Another great thing is that, because of the game's nature, it's hard to care about winning or losing, and even harder to win more than once in a row, as the game pretty much puts everyone who plays it on even terms. Therefore, when it comes right down to it, victory is mostly based on luck of the draw, but this is hardly a complaint. Most importantly, you can bring it into any situation, teach it in under five minutes, and play with a group of friends (Or strangers).

WHAT'S NOT SO GREAT:

It can be hard to get a game of four or more interested people together. Also, though this can be a good thing as well (Note that a similar sentiment to the one I am about to express is also in "What I Love"), players start on even terms. Those who like to have an edge through experience will be disappointed. The only real way to have an edge in the game is through a natural storytelling ability. Finally, after many plays through, players come to know the cards, and can sometimes even predict the Storyteller's card (I was able to do this successfully on multiple occasions). However, there is an easy way to solve this. There is a Dixit 2 expansion, which could presumably mix things up a bit.

OVERALL:

Dixit is utterly deserving of the awards it has received. It is my favorite game of all time, with something in it that should appeal to everyone. Even if you're not a big gamer, buy it. It's not terribly expensive, and the oversized images on the cards are wonderful even when they're not being used. Don't pass the game up. Ever. 

Friday, June 24, 2011

Dungeons & Dragons: Heroes of Shadow

I purchased The new Heroes of Shadow D&D Supplement before Christmas, and never got around to reviewing it until now. This may seem a bit really biased, but bear with me. Hopefully, it's analytical and coherent enough for you to glean something.

Heroes of Shadows is a great, interesting supplement that just oozes with flavor. Especially for all those who play an arcane class and/or wanted to see a class that could join the Assassin in Shadow magic, it's a wonderful purchase. As a heads-up, the book is heavily Essentials-based.

Let's begin with the beginning (A reasonable place to start, yes?). The book first gives an overview of Shadow, what it is, how to become a Shadow-user, etc. It also shoves a lot of Evard in your face. This can be a good thing, depending on your point of view, but I found that it became annoying to hear about Evard's Legendry of Phantoms and Ghosts all the time. With very few "excerpts" from other "books", it started to seem that the whole book should be written by Evard. This is a minor quip, however. In short, don't bother to read the beginning unless you REALLY want to.

Onto classes. The class section starts out with a bang by introducing the Executioner (It's pretty much the same as the release in Dragon). The class is largely basic-attacking, but this doesn't detract from it being possibly the most flavorful one in the book. The unique weapon proficiency, the choice of a guild (thus choosing a few guild at-will powers), Assassin's Strike, and poisons replacing daily powers make this a thoroughly unique class. It becomes even more interesting as it advances in level, with Death Attacks (The ability to instantly kill an enemy if it's at low HP), appropriately executioner-y utility powers (Most notably a utility power that essentially gives an assassin a jump speed equal to it's normal speed), and more poisons. It looks like a great class right out of the box, and has the potential to become a "super-striker" with good optimization. The only problem I can see occuring for the executioner is playing in a dungeon crawl. The class loses much of its special functions when placed in the middle of a dungeon. For example, many of the assassin poisons become much more useful when applied to food or stored in a container. There aren't many chances to pour a packet of dragon bile onto a villain's weapon when hacking away at hordes of minions. It's also worth noting that a utility power for the executioner is almost totally worthless in a dungeon experience. Thus, if you expect a dungeon-filled campaign, go with a rogue or the like. If you plan on city intrigue, murder, and covert operations, you can't beat the executioner.

Next up, we have the Blackguard. No question, it's the most resilient striker in the game, with plate and heavy shield proficiency, high HP, and a seemingly bottomless font of temporary HP-granting powers. Similar to the cavalier, a vice (Unlike the cavalier's virtue. Ha ha, Wizards) decides much of your power choices. The powers themselves are nothing that special, but they are effective. Just looking at the class, it looks like it can be a reasonably effective defender stand-in. It won't fill in the role entirely, but it is certainly capable of going toe-to-toe with monsters. I wouldn't want to play a Blackguard much, but it fills it's role and looks effective without any optimization. It's not much of a knock-my-socks-off class, but it works.

The Vampire is next up to bat. It's far and away the oddest class I've ever seen. This exclusive class seems much more like a monster template due to it's distinct lack of choice. It's lousy number of healing surges is made up with built-in regeneration, making it surprisingly resilient. This aforementioned regeneration reduces the need for healing surges, changing them into a sort of currency. The Vampire can use it's healing surges to "purchase" an extra punch for their attacks. Continuing with attacks, it's powers are also odd in a very cool way. harming, polymorphing, etc. are all in the vampire's repetoire. What jumps out at me most, however is the vampire's radiant weakness, made more deadlly by a feature that makes the vampire take damage when exposed to direct sunlight. The final and most flavorful piece of the bizarre class is the ability to drink blood. With a willing ally, it can transfer said ally's healing surges to itself. All in all, it's a great, flavorful class with the potential to have good toughness and dish out serious damage, but it's choices are few, so it doesn't seem like a class to play over and over again.

Finally, we have the Binder Warlock. It's... Okay. Sure, it can do some damage and has some nice area powers, not to mention a summoning power, but it doesn't really stand out. It's quite flavorful in terms of story, but the class just fell flat. Warlock's Curse is nowhere to be seen, which makes the class that much less warlock-y. It's boon is only kind of effective. The normal warlock can take some of the Binder's powers, making it that much harder to distinguish if a warlock is a striker or a controller. This class was a ho-hum bit.

Moving on. Now we move to additions to older classes. Starting off, we get a new hexblade, which is just as awesome as the rest.  However, it's pact weapon gave me pause. A HexBlade uses the Scourge of Exquisite Agony. Weapons mismatch, much? In fairness, most blades were taken by earlier types of Hexblades, but I think Wizards could have done better on that note.  Some new warlock powers are given, and they are all very effective and flavorful, especially the level 6 utility Mirror Darkly.We then come to death-themed Warpriest powers. Not much to say there, as I was never a fan of Warpriests. Last, but certainly not least, we get the necromancers and nethermancers. Both are great additions to the mage. The necromancer especially has flavorful, summoning-focused powers that would be a great addition to any party. Finger of Death especially stands out at me. It has the potential to be ridiculously destructive, a nice addition to the normally frail damage a wizard deals. Nethermancy is the more control-focused version of Necromancy. They are are sort of... Eh. I would've enjoyed a more in-depth write-up of Necromancers instead of two different schools of mage magic. Nevertheless, Nethermancers might be better than they look, though I would never want to try one out.

In the next chapter, races are described. To start, they have revenants, which are pretty much the same as their earlier release.

Next up, Shades are introduced. They have a compelling backstory, plus they look cool, but when it comes to hard game strength, they come up sadly deficient. Though they have automatic training in Stealth, Darkvision, a good racial power, and their racial utility replacements are nice, their surge penalty is a severe hit. Despite the serious drawback, I think the race will gather fans because of it's sheer story-related awesomeness.

Finally, Vrylokas take the spotlight. They are easilly the best race in the book, with a speed of 7 (Yes, seven), a conditional bonus to Bluff (Passing as a human), necrotic resistance, a great racial power, great utility replacements, and a compelling backstory. With all this, the small surge penalty seems negligible.

The book then moves to Feats, Equipment, Paragon Paths, and Epic Destinies. Some of the Paths are great, like the Shadowthief, while others leave something to be desired. The Epic Destinies are all mediocre. The Feats also are nothing special, and the equipment is all "storyline equipment" that's basically useless in a combat situation (There are no magic items to be found). In short, though some good elements do exist in the last chapter, don't buy the book for them.

To sum it up, Heroes of Shadow is a wonderful D&D supplement, not neglecting to add story and solid game functions to the mix. Though there are weak points, the book should not be ignored. For all those who wanted to see shadow elements or just wanted fresh new powers and classes, this is the book for you.




Whew. That kind of got rambling. Anyway, I hope you all like it.