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Showing posts with label Deck building. Show all posts
Showing posts with label Deck building. Show all posts

Eschaton, Cult Strategy Deck Building Game, Game Review

The time of the Dark One's rising is getting closer. As Armageddon looms, the factions are striving to gain the glory of being the true followers. Building the cult by gaining worldly and other worldly followers. Looking for artifacts. Battling other cults. Preparing for the day of reckoning where one cult will be raised above the others to be the chosen of the Dark One.

Eschaton is a deck building game, from Archon Games, pitting the players against each other in a dark fantasy world. Each player starts with a deck of seven cards and play a hand of five cards. Unlike some deck building games Eschaton does not rely on building connections between the cards. Instead, there are four attributes that different cult members represent. The hand is built, the scores for each attribute being played out in order.

Zeal allows the player to add more cards to their hand. No one starts with zeal. And certain cultist inspires more zeal in followers bring them out, in turn, making a player's hand bigger and adding to the scores of the attributes, if more zeal is added in the draw, then more cards are added.

Divination allows draws on the Arcana deck. This additional deck includes artifacts and other worldly followers that can be added to your deck. These build on your attributes, count for victory points, and affect play in other ways. In our game, my friend was able to add a card that every time it came into his hand he was able to curse another player, giving them a penalty.

Me taking some notes at the start of the game
Influence brings in more followers to your cult. The greater your influence the stronger the followers you can attract. This allows you to gain greater ability scores from a single card.

Aggression brings in the game board. The cults share the known world and it is through a player's aggression score that they are able to manipulate events on the board by adding and moving their own forces, or removing another person's markers from play.

Since the cards are score keeping your abilities, we found there is no reason to hide your cards when it becomes your turn. We started drawing the five and turning them over. This allowed for some quicker play because you weren't needing to look at the combinations that could be created. This was a great advantage also for learning the game.
A player can also shrink their deck. Along with building your deck you can sacrifice cultist and remove them from your deck. This is an interesting strategy that allows players to manipulate their deck to bring the stronger cultists into play more often by sacrificing the weaker ones needed earlier in the game. You don't have to sacrifice them and doing so doesn't count for or against any final scoring. It is a strategy move a player has to decide on doing to manage their deck.

The final deck used, the Event Deck, is the time keeper for the game. This is a semi-random deck that is built with Event and Omen cards. At the start of each round a card is turned over. Event cards effect play for that round. These can be random twists causing adjustments in strategy to cope with the event. Omen cards are longer term strategy changes that earns favor with the Dark One, victory points. Those stay in play until the next omen card, or Armageddon. Near the bottom of the deck, the Armageddon card announces the return of the Dark One, at the end of the round points are tallied and main cult is raised to glory while the rest are cast down.

Our game in progress
Two of us were able to sit down with one of the developers, Adam, to play Eschaton at Salt Lake Gaming Con this year (2017). The game was quick to learn and we were quickly into the full swing in the first round. Our event deck hit Armageddon on the seventh round, with two Omens going into play earlier. Our Seven round game went a few minutes over one hour. Our final scores were within seven points from high to low. And my friend came out on top of the developer.

Strategies

In our initial game three different strategies were being used. I was building world forces (aggression), my friend was building on divination, and the developer started out with zeal. As the game progressed I could tell there are other strategies that could be used. Strategies would also work differently with the number of players.

We had three players and there was limited contact on the game board. Eschaton is designed for up to 6 players, and the more there are the great the contact, and therefore, the aggression level. Strategy must take into consideration the number of people in the game.

Replay-ability

The variation in the artifacts deck and the event deck means that every game is going to have something different players have to deal with. Competition for the scoring from the Omen Cards will increase with more players. Personal decks will vary as different cards are added to reflect different strategies.

By changing the size of the Event Deck the length of the game can be varied, which will also impact strategy choices. We played 7 rounds, and the game definitely would have played out differently if we played with a deck that allowed for twice that number of turns.

Artwork

Some of the cards
The majority of art is done to match the theme of evil cultists. Most everything is done in black and white. However, the stronger cultists are done with more color, making it easier for them to be identified and advancing the feel of the theme presented. The art on the cards provides eye appeal during game play.

Overall

Eschaton is a good strategy game. It provides replay-ability and variations to the strategies used and how those strategies develop.

The setup and cleanup of Eschatonwas easy. The only constructed decks are the Event Deck and player decks. Cultist and markers are set out and the Divination Deck is shuffled.

The game is designed for ages 14+. I am sure this is because of the theme of the game. The rules were easy to learn and because you can play with an open hand on your turn, younger players can be helped without worry of over influencing their choices.

Eschaton is designed and produced by Archon Games (Web Page) (Facebook page)for 2–6 players, ages 14+. A game is designed to last 1–3 hours (and this is in controlled by how big you make the Event Deck).

Armageddon has arrived. Each cult bares themselves to the Dark One to see which one will be raised up. Fire blazes out consuming those judged unworthy while you and your fellow followers look on.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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Heroes of Darkwell, Game Review

Monsters are threatening the town of Darkwell. They are moving closer and it is up to someone from Darkwell to protect the people from the creatures that are attacking. There are no adventuring heroes, so it is up to some of the town folk to take up arms and battle the monsters before the town is overrun. And, if you succeed you will be known as the Heroes of Darkwell

Heroes of Darkwellis a fantasy themes cooperative board game. Two to four players must work together, battling the advancing monsters before the town is overrun, or the boss monster makes it into town.

Each player takes on the role of a character. The characters are all peasants of the town of Darkwell who accept the challenge of defenders. Battling the monsters earns the character experience and gold. Experience allows the player to advance their character into a hero (a choice between two options) and to improve their skills by buying cards to build a deck. Gold can be used by the individual, or more appropriately, used by the group to buy the equipment that best suits the each character.

There are several decks used to advance the game.

Individual player decks are built by defeating monsters, which earns treasure and experience. There are also side effects that can occur which make situations harder. Each player builds a deck of from the skills they buy, by spending the experience they earn, and side effects they are enduring.

Equipment, which is purchased with the gold collected as treasure, goes into play. Equipment and gold can be passed around (in our game it was mentioned that some groups combine their gold and we did that, which made it a lot easier to track) so it is on the right player, or, for ready use to remove those problems, like poison or fear. Since each player is building their own deck, consideration needs to be given on which player should be purchasing the skills to get the card into the right deck. Also, strategy needs to be developed to allow the person to be able to defeat monsters so everyone is earning experience to buy the skill and advance to hero. In our game we had to set a monster up so our cleric would be able to defeat it and earn the experience to become a hero.

Our game in progress
A monster deck times the game. The monster deck is built so as the game progresses the monsters become stronger. Somewhere near the end of the deck is the monster boss. The monsters win if three lower level monsters or the boss inhabit the town. The players win if the boss is defeated. The boss requires cooperation between the players to be able to defeat it.

The strategy through the game is to build the characters in a manner where they all are equivalent to each other. The more heroes fighting the boss gives you a better chance of defeating it. It is about preparing for that last major encounter.

I can see where there could be some added variation to the game by mixing up the monster deck or making it shorter, giving some harder challenges at different times which would require the players to change up their strategy.

We were able to play Heroes of Darkwell at the Salt Lake Gaming Convention this year (2017). We had three players and the game took about an hour and forty-five minutes. Heroes of Darkwell was easy to learn and the only questions we had after the first turn was some minor clarifications on some of the cards.

Me on the left and Rob "the photographer" on the right
The time frame is 60-120 minutes, roughly a half an hour for each player in the game. Our first game was close to this scale.

The designer wanted to create a board game with the flavor of early role-playing games. The artwork reflects that desire and is fun.
Heroes of Darkwellis designed for ages 12+ and I think that younger players would be able to be involved because of the cooperative nature of the game.

Heroes of Darkwellis from Exalder Games (Facebook Link) and is schedule for a Kickstarter for mid to late October 2017.

The monsters have been defeated and the citizens of Darkwell are cheering their new heroes.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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