Red Raven Games and Ryan Lauket are becoming known for producing some beautiful looking games from Eight Minute Empire and City of Iron to their previous kickstarted game Above and Below. Dingo’s Dreams aims to continue that and brings in designer Alf Seegert, the designer of Fantastiqa, to bring you what they are calling “a wily Australian cross between Bingo and The A-maze-ing Labyrinth.” In Dingo’s Dreams you will be sliding tiles into your own 5×5 grid of tiles (like A-maze-ing Labyrinth) in order to position you animal tiles to match your drawn goal card. This sounds easy but each turn you draw a card and you can only turn that tile over to the animal side, meaning where your animals show up is determined by a card draw, and with the addition of blocked tiles in the advanced game, it can become even harder. Couple this with Ryan’s amazing illustrations and you have a game that will appeal to a puzzler with an eye for beautiful games.
In addition to Dingo’s Dreams this campaign will be funding the 2nd edition of City of Iron. You can look at Tom’s review of the 1st edition on Youtube and the second edition is promising the usual, updated art and icons, new building cards and citizen cards, revised game board, new variants, and a revised rule book. Also in the comments of the campaign it has been mentioned that some cards from the expansion have been moved into the base game and vice versa. City of Iron in of itself is a city building game with some deck building mechanisms that has you conquering new lands, adding resources to you kingdom, and expanding your city. You can head over to BoardGameGeek to find out more information on the 1st edition and figure out if you want to join in with the 2nd edition.
The campaign is fully funded at this point and on it’s way to stretch goals with the first two upgrading Dingo’s Dreams and the next three upgrading City of Iron 2nd Edition. Head over to the campaign page to pledge for one, the other, or both.
Devise cunning armies to devastate your opponent, or deploy one of the suggested fifty-point armies from Hernfar Guardians or Warband of Scorn right out of the box. Take up an unassailable defensive position, or go on the offensive and sabotage your opponent from behind their lines. Once these new Daqan and Uthuk Y’llan units take the field, warfare in Terrrinoth will never be the same.
Fantasy Flight Games details the new unit types of the two upcoming army packs for Battlelore: Second Edition: Hernfar Guardians and Warband of Scorn and how to combine them with the core set. The Hernfar Guardians army pack includes two ranged units for the Daqan faction, the Greyhaven Battlemages and the Siege Golem. The Greyhaven Battlemages can attack from a distance and shield friendly units, and the Siege Golem has the longest range of any unit in Battlelore.
The Warband of Scorn pack includes new units for the Uthuk Y’llan as well, such as the counterpart to the Greyhaven Battlemages, the Blood Sisters, ranged caster units that drain the life from friendly units in order to harm the Daqan. What’s more, this pack adds the Doombringer, a terrifying new unit that burrows and reappears only to devour the unsuspecting enemy.
These new army packs will be available soon. For more information on these upcoming army packs, visit the FFG website here.
Much like G.R.R. Martin’s fantasy epic, Fantasy Flight Games’ A Game of Thrones: The Card Game has a long, twisted history of development. As with the Call of Cthulhu card game, A Game of Thrones started out as a collectible CCG. It then transitioned to a more sustainable LCG, serving as an example of how the LCG genre would function ahead of such LCG-exclusive games as Netrunner, Warhammer and Star Wars.
But that early CCG development left a lot of baggage under the hood, and co-designer Nate French (of the first edition LCG) has started to preview some of the changes fans can expect in the upcoming Second Edition.
The short answer is that A Game of Thrones: The Card Game is a great game with a strong player community, and we want to keep the game around for the long haul. The first edition has been in print for more than a dozen years, and it was really starting to show its age. As we discussed the possibilities, it became more and more evident that a new edition was the best way to go for the continued longevity of the game.
In Things We Do For Love, French detailed some of the stop-gap rules specifically used to combine the CCG with the first edition LCG. He noted changes to streamline play, simplify timing, and removing these stop gap rules were essential to the health of the game. And doing all of these things meant wiping out the existing First Edition framework.
As a game player familiar with Magic: the Gathering, I can fully understand the development pains both the designers and players are probably going through right now. No one can look at the tortured ruleset of Magic, examine the many cards from the early editions whose rules no longer match what is printed on the cards, and say “well, obviously Fantasy Flight should just push ahead and make the old cards work.”
One of the great things about the LCG format is the greater availability of cards. True it’s still a lot of money, but re-buying into the game is not the torture it appears to be at first examination.
As far as the new Second Edition Core Set, French notes it will be much better developed as well. Similar to later LCG releases, the core set will give you cards to start with any faction.
You get all eight factions, instead of just four. Because you can combine any two factions to form a pre-constructed starter deck, the variety of match-up options and the replayability right out of the box is beyond compare….finally, the cards themselves set this Core Set apart – it’s just a better cardpool. We worked hard to keep unnecessary complexity to a minimum, and also to focus on immersive foundational cards that can be a relevant part of the environment for years to come. I’m looking forward to expanding this cardpool and watching the game mature.
With the new Second Edition, Fantasy Flight Games is setting its sights firmly on the future. Who knows where the game will go…it’s a bright new day for expansion packs, that’s for sure.
At GEN-CON 2015, Fantasy Flight Games plans to run both First Edition and Second Edition events to assist in the transition. Which should make things very exciting for Game of Thrones players looking to stay on top of the metagame.
For more info, read Nate French’s preview here.
The kingdom of Saradyn lies in peril. After centuries without a ruler, an heir to the kingdom has arisen, but he is not the only one to lay claim to the throne. Lady Eliza Farrow, an immortal vampire and the wife of a renowned necromancer, has claimed Saradyn as her own. She is more than willing to slay anyone who may stand between her and the hidden kingdom. Only you and your fellow heroes can protect the true heir from a horrid death at Eliza’s hands.
Fantasy Flight Games has announced the first official campaign book for the hit strategy dungeon-crawl board game, Descent: Journeys in the Dark Second Edition. With thirty-two completely new encounters interwoven within two acts, Heirs of Blood allows Descent players to embark on a whole new major campaign using the Descent: Journeys in the Dark Second Edition core set.
This new content alone will likely be great news for Descent 2.0 fans. The more exciting news, however, is that this campaign is fully playable with just the core set, relieving any requirement for those who have not purchased the myriad of Descent 2.0 expansions and additional content to be able to purchase and play the game. The logical question that follows is whether the new campaign will scale well for those players who do own expansions and wish to add in all the various combinations of heroes, monsters, rules additions and tiles.
Much like previous campaigns in the Descent 2.0 realm of Terrinoth, the outcome of each encounter in Heirs of Blood has consequences for the entire campaign. Fantasy Flight’s website outlines the campaign plot summarily:
In the first act, you and your fellow heroes must foil Eliza’s initial incursions into the hidden kingdom. You may battle goblins to retrieve treasure from a hidden cavern, or attempt to keep Eliza Farrow from completing an unclean ritual. When the second act begins, Saradyn is launched into open war against the dark forces and machinations of the Farrows. You may battle a rival army amid a graveyard filled with undead or seek to infiltrate the haunted dungeon of Khinn! The Heirs of Blood campaign concludes with an unprecedented, three-encounter finale that brings Saradyn’s two claimants together in a magical showdown that will determine the fate of the kingdom. Your heroes are all that stand between the rightful heir and a grisly demise.
The scheduled release for the Heirs of Blood campaign book is the first quarter of 2015. For more information about Heirs of Blood or of the Descent 2.0 system, visit the Descent: Journeys in the Dark Second Edition pages on Fantasy Flight’s website HERE.