Kickstarter: Southlands New Fantasy Options for Pathfinder RPG from Kobold Press Enters Its Final Day
Fantasy Flight Games has not even released their nearly-$100 behemoth Star Wars-meets Descent board game Imperial Assault yet, but they have already announced the first wave of expansions. The expansion characters announced for Imperial Assault, to expand on the 34 figures included with the base game, by FFG include:
Han Solo ($9.95)
Rebel Troopers ($14.95)
Rebel Saboteurs ($12.95)
General Weiss ($19.95)
Royal Guard ($9.95)
From my review, it appears that the character miniatures themselves do not add any gameplay to Imperial Assault, instead serving as chrome-y replacements for tokens included in the base game. Each of the expansions includes includes a mission and each of the expansions includes one miniature except for the Troops and Saboteurs, each of which include three figures, as well as new cards to be used with Imperial Assault. From what I can tell from the official FFG write-up of the expansion figures, the sculpts look quite nice. FFG also did an overview of the gameplay in Imperial Assault, as well. For more information on Star Wars Imperial Assault from Fantasy Flight Games, you can always check out the official web page.
“An original campaign setting, inspired by Final Fantasy and common anime tropes, written with an eye toward social issues
Expanded commentary and campaign creation hooks
Conversion guides and system hacks for use in starting campaigns with non-Tenra systems”
So, what – exactly – is The Ruined Empire about, anyway? It is, as-mentioned, a system-neutral RPG setting set against the backdrop of two warring nations, and the three nations that lie between them (well, one of them was kind of ruined when the two nations fought the first time, but still). The major dichotomy in The Ruined Empire – from what I have read – is the pull between those two major empires: The Imperial Dynasty of Azumi, a nation built around machinery and technology, and Jahga Republic of Enlightened Peoples, a national built on magic and self-determination. There is tension in other parts of the world as well: Will melis and the Kugutsu in the Desecrated Lands rise up? What about the lower class in Horom, suffering under the Imperial rule, but powerless to stop it? Reading through the setting begs some interesting questions, and there do appear to be several different facets that a campaign could spark around. As mentioned, you can read the existing text of The Ruined Empire for free at the aforementioned link or check out the Kickstarter page, where the campaign has currently raised just over $2,500 (CAD), as I write this, of its $5,720 goal.
Cubicle 7, publishers of Victoriana, have released additional details regarding The Concert in Flames, a supplement for the aforementioned Victoriana. Victoriana (currently in its 3rd Edition) is a steampunk and sorcery roleplaying game set in a historically questionable Victorian era. The game itself runs on the Heresy Engine, a dice pool-based system where 1’s and 6’s count as successes (there is actually a five-page preview of Victoriana available from Cubicle 7 if you’re interested in more about the system). The Concert in Flames supplement, according to an update from Cubicle 7, will detail all of Victoriana Europe as well as including a five-part adventure of “continent-spanning conspiracy.” According to the update from Cubicle 7, The Concert in Flames will be available for pre-order soon. Although there is no price listed in that article, the War Store has the MSRP for The Concert in Flames listed as $29.99.
Out of Dodge – A four-player live action freeform RPG from Jason Morningstar about desperate criminals on a car ride to nowhere
First, I love the idea of Out of Dodge from Fiasco/Durance designer Jason Morningstar as a sort of weird road trip activity. Technically, I suppose, you could play Out of Dodge not in a car seated in four chairs in your boring living room, but that would seem to ruin the point. First, apparently, the game assumes that you will be in a car formation anyway, so you may as well be pretending that you are desperate criminals while actually going somewhere. Out of Dodge is a one-sheet, free-form RPG where you and thre close friends play the roles of three thieves on the run trying to divide up eleven treasures. Basically, someone is getting screwed. That’s just math. Out of Dodge costs $4.00 and is available from DriveThruRPG. As for what you get for your $4, well, according to the listing the game includes “a 6 page PDF organized for single-sided printing. One sheet explains how to play. Four sheets represent the individual character sheets which will be cut in half and attached to letter-sized envelopes for each player. The final sheet is the list of Bag Notes for use during the climactic reveal (when the loot bag is examined).” Out of Dodge also includes a sheet to customize the triggers in the game to make it more replayable. Intended to be played in one-to-two hours, Out of Dodge certainly sounds like a better way to spend a road trip than convincing your friends to listen to your early-oughts Ska mix CD. Which is awesome. And I don’t understand why they don’t get it.
I happen to be of the opinion that the Command & Colors system by designer Richard Borg is one of the neatest pieces of board game design anywhere. I have a ton of Memoir ’44 sets and also own a first edition copy of BattleLore, the fantasy-world take on that system where you use cards to activate different numbers of units across a board divided into three areas. Careful management of your cards is necessary because if too many of your units end up in a single part of the board you might end up with severely limited options to maneuver your troops. So it is to my great surprise and chagrin that I have somehow completely missed the announcement of BattleLore: Command for iOS, Android and PC that will bring the BattleLore: Second Edition experience to those platforms. Mercifully, from the trailrer above, BattleLore: Command appears to have quite a lot in common with its cardboard brethren (although I suppose that the trailer could just not show ways in which the game differs). Although there is no announced release date yet, apparently BattleLore: Command will retail for $9.95 and will, according to Fantasy Flight Games, include:
“All the army units and lore powers included in BattleLore Second Edition
A single-player campaign composed of multiple missions, each on a different battlefield
Multiplayer functionality allowing two players using the same wifi network to compete
A 360 degree view enabling players to see the battlefield from any vantage”
Man, add asynchronous multiplayer and I can’t imagine what else I could ask for. All told, it looks like it has some serious promise. I’m certainly keeping on eye on BattleLore: Command and I’ll let you know once there is a release date. In the meantime, Fantasy Flight Games has posted a preview of several of the units of BattleLore to tide you over.
I’ve been jazzed about Castaway Paradise from developers Stolen Couch for quite a while (in fact, I wrote an article about it more than two years ago when it was called The Village). Although it has been out in other territories for a little bit, it was finally released for iOS today (according to feedback from Stolen Couch, they would like to do an Android version, but there are no plans. It looks like PC and Mac may be a possibility down the line, though. Also, the feedback forum built into the game is great and Stolen Couch appear to be answering customer suggestions in real time). In any case, Castaway Paradise is, basically, Animal Crossing for your i-device right down the graphical style. This is not, mind you, a complaint. I’ve downloaded the game (it’s free on iTunes) and so far I’m thoroughly enjoying it. Like many free-to-play games, Castaway Paradise has two currencies: Gems and Pearls. There are lots of microtransactions for sale, including several character customization option, furniture, tiles and wallpapers. Given that I haven’t played the game very long yet, I haven’t gotten a good sense for how necessary microtransactions are to get the most out of the game. What I have noted is that my watering can has twenty uses before it needs time to refill and that things like building and planting crops take real-world time unless you pay to speed them up. Still, I can be patient so I have no reason right now to perceive the times as unfair (I’ve actually gotten several speed ups and gems just from doing some quests in the game). As you level up you gain access to more features and customization options, as well. It certainly seems like the Animal Crossing formula would work well in mobile format, so I’m definitely looking to getting more into the game over the coming days.
Wyrd Games, publishers of Malifaux, have announced that they have released their Through the Breach RPG, which was the subject of a successful Kickstarter campaign in early 2013. Through the Breach is a tabletop RPG set in Wyrd Games’ aforementioned Malifaux tabletop strategy game universe. If you’re not familiar with Malifaux it is a world that, according to Wyrd Games, mixes gothic, steampunk and Victorian horror into a single setting (they also publish a tactical game about puppets fighting in the same universe, so that’s a thing). According to the release, Through the Breach is an RPG where the gamemaster (here called the Fatemaster) moves the players “along towards the moment when they must choose between their fortune and their soul.” Through the Breach is a card-driven RPG, with the players sharing a Fate Deck, which is used to resolve actions during the game, and each having their own Twist Deck. I’m always rather drawn to the art of Wyrd Games’ products, and what has been posted from Through the Breach is no different. Just sharp looking stuff. In any case, they have released the Fated Almanac (the core book) for $40, the Fatemasters Guide (the GM book) for $40 and the Fatemasters Kit (GM screen) for $28. Since it is announced as being released, I expect that Through the Breach should start showing up in stores (including Wyrd Games’ own web store) soon. I was able to locate it for sale through The War Store, with each of the core books costing $32.99 (plus shipping, obvs).
One of the neat things about early access gaming is the ambition that small developers show in taking unique ideas for a game genre and executing them in, hopefully, interesting ways. In that vein, I recently got a copy of Calibre 10 Racing Series in a bundle from BundleStars and decided to see what the game was all about. If you haven’t heard of Calibre 10 Racing Series before, friend, you are not alone. Really, with the sheer amount of early access games these days, I’m amazed that any of us hear of anything. In any case, Calibre 10 Racing Series (Calibre 10 from here on) is an online racing game that pits four teams of two against each other. The twist? One member of each team controls a turret (really, multiple turrets) trying to gun down the other drivers. My early impressions? Well, there’s quite a lot to like about it, actually. When you start the game, you only have access to a single car and a single track, with multiple cars being listed as unlockable in the future. Calibre 10 actually lists four different vehicles, but you have to save money to buy the additional vehicles by playing games and each vehicle can be upgraded two times by moving up ‘calibres’ (hence the name of the game). It’s a good idea in theory but, as I understand it, players in different calibres do not currently play against each other, meaning that the rather anemic multiplayer population is further subdivided. The good news? Well, there is hope. First, although the game has been updated somewhat sporadically in the past (and not at all for over four months), the developers recently took to the Steam forums to discuss an update for Calibre 10. All of the stuff listed is good: making the drivers and shooters more dependent on each other, smooshing everyone into a single tier, adding a health power-up (before, the cars relied on the turrets using healing on them) and cutting the selectable cars down to a single vehicle (the basic KLOSS) in order to concentrate on fine-tuning a single vehicle at a time and introducing the additional vehicles and calibres over time. If the game can get a player base, the even better news is that it is already quite fun. I’ve not played in a full game yet and have struggled to find other players at times, but Calibre 10 reminds me a bit of the Rush series, including a few alternate tracks here and there (it is not nearly as gonzo as Rush, mind you). The shooting is pretty fun, too, especially once I figured out that I could shoot turrets. So, all-in-all, I’m glad to have Calibre 10 in my library and certainly hope that the playerbase builds in the future. There’s a promising game there, the racing is fun, the concept is good and the game looks darned sharp. But a multiplayer game without multiple players is a tough place to be. If it keeps getting developed in the future and manages to get a dedicated community, there could be good things in store for Calibre 10. Still, at its current $19.99 price tag, it’s hard to recommend for what is there (of course, with early access you are supporting development into the future, but still), but the developers seem to be taking the right steps to try towards making the game better in the future. In any case, I’ve enjoyed it for what it was. It would just be nice if there was a little more of it and some people to play it with.