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Showing posts with label Tabletop and Board Games. Show all posts
Showing posts with label Tabletop and Board Games. Show all posts

EXCEED Fighting System - Shovel Knight Hope Box - Tabletop Review

EXCEED Fighting System - Shovel Knight Hope Box by developer and publisher Level 99 Games—Tabletop and Board Game review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 8 minutes

Good morning everyone and welcome back to our Tabletop and Board Game review series! For your pleasure this morning we have one of the latest box sets from Level 99 Games with their latest inclusion into their EXCEED Fighting System with Yacht Club Games’ Shovel Knight.

For a bit of background into the EXCEED Fighting System, it’s a 1v1 tabletop fighting game in which two players draw cards for moves instead of mashing controllers at insane speeds like you would see in the global Street Fighter and Dragon Ball tournaments. Being provided with the Shovel Knight Hope Box and Shovel Knight Table Mat by Level 99 Games, the main box contains four fighters with Shovel/Shield Knight acting as one, Mole Knight, Tinker Knight and Propeller Knight.

Each character has their own uniqueness which makes trying them all out paramount if you're planning on both winning with and against them. Having opened the box with my brother, and our unboxing video is right below, what we both appreciated is that there are cards provided in each deck to be exchanged with the opponent so that they can see all of the special moves that a character has as part of their deck. Also part of that video are our first two hands as we worked to figure out the rules, buuuuuuut, let's just say that we over complicated it so while our video is right below, we also included a link back to Level 99 Game's website with the 8 Minute video quickly explaining the rules. Basically we just had to realize that we were only allowed to do ONE thing at a time, not try to do multiple... once we had it going though? Damn it was fun.

For the main Shovel Knight Hope Box itself, everything comes in a hard box in which there's no fear of this thing collapsing if something is put on top of it. Inside of that box are the four main decks that each represent a character, four boxes for each of those decks in order to store them individually, spacers for a field if you don't have a table mat already, the rule book, an erratum and an advertisement flyer for other products.

Also given to us was a Shovel Knight themed table mat to use instead of the provided spacers which itself has the spacers built in. Alongside the playing field are both the player's total amount of possible hit points and a space for each character's gauges that increase once specific objectives have been met. The mat is fairly high in quality and is made from the same material as those really nice large mouse pads that you put between the table and your keyboard / mouse.

Taking it from the top in regards to the gameplay and the cards though, the cards are all fairly solid so there's no fear of them tearing from being used a few times. If anything, these are the types of cards that you may not even need to look into putting into plastics until many gameplay sessions down the road. In regards to each deck, what’s really neat is the cohesiveness of the designs in relation to one another. What I mean by this is that all of the standard moves all have “standard art” of a golden and silver knight dueling while the character specific cards feature that hero. These are the abilities that appear on the swappable hero ability cards so that you can work some sort of counters into your possible strategy.

For the gameplay itself, the “board” is set up with nine spaces in which one player starts on space #3 while the other starts on space #7. From there, you’ll be moving back and forth, or even past your opponent to land hits, block hits, dodge hits or prepare for your next moves by drawing more cards. You can only have seven cards in your hands, but it's easy to go through them so it’s good that in your list of things to do in a turn you can draw at least two more.

Turns play out fairly quickly. Going in turn of advantage, which can be switched around through certain actions, each turn player decide what they want to do:

  • Prepare (draw a card)

  • Move (forwards or backwards on the battlefield)
  • Change Cards
  • EXCEED (name of the game and unlock more powerful hero abilities)
  • Reshuffle (can only force this one a game, the rest are naturally done once the deck is empty)
  • Boost (Use a card’s boost ability which is generally a temporary stat boost), and finally
  • Perform a strike (attack)

Where Marc and I got confused at first is we thought there was an order. Nah, you just pick an action and do what is required, then your opponent does the same. The only time that you’re both truly involved is during a strike in which your opponent can defend which has its own set of interesting rules.

To perform a strike, you simply need to place a card face down and be able to perform the actions such as your target being in initial range. From there, both players flip their cards for the attack and the defense and it goes in order of which card has the higher speed. This means that even while you were launching an attack, it could backfire spectacularly. On each card, there are a possible combinations of Range, Attack Power, Armor and Guard. Range for some is brutal being able to hit anyone with an attack from two to four spaces away. If your opponent is up close though? It won’t work. Attack Power is the amount of damage that will be dealt to an enemy’s health bar. Amor reduces the amount of damage taken but it isn’t always present. Finally, there’s guard and this can make or break a Strike.

The Guard stat is a number that if the Attack Power is higher than, there’s a guard break and then the defending character will not be able to perform their move. With a total of thirty hitpoints on the line, this can go by quickly if you’re not dealing what you’re receiving, especially if you’re taking damage on both your turn and your opponent’s turn. It’s honestly very well designed and I would be surprised if it didn’t eventually make its way over to the video game realm where the game would take care of a lot of the math as it has an amazing base for it.

Now here’s possibly the biggest thing about the EXCEED Fighting System that makes it so damned cool. Not only does each character have their own abilities, but they have their own very uniqueness that makes them different to play while on the board. For Shovel Knight, Shield Knight can be moved forward in order to block moves or reduce damage but Shield cannot be attacked personally. For Propeller Knight, they can deal extra damage in accordance to specific range distances from their opponent.

Mole Knight has a burrow ability that allows them to retreat back to their burrow which works very well for guerilla tactics as a lot of the abilities have a fair amount of range too. Finally, as part of the Hope Box, Tinker Knight starts with half health but once it’s over they can get a new set of health and become three spaces large and use their boost abilities alongside their normal ones. What’s really nice as an addition for Tinker Knight is that you can either play with two cards that go side by side to your character, or, use an already pre-assembled trifold so you only need to move one card instead of three.

And this is just one part of the Shovel Knight season. There’s also the Shadow Box with Plague Knight, Polar Knight, Treasure Knight and King Knight. Add in two extra solo fighter sets for both the Specter Knight and the Enchantress and there’s plenty of 1v1 versus that can be had at the same time with plenty of people at the table or simply by two people for different combinations of fighters from one game to the next. Finally, as Shovel Knight is Season 4 for content and the upcoming BlazBlue is Season 5, every set is designed to work together so Shovel Knight can go up against Ryu from Street Fighter if you want to. It’s a series that is designed to work together and make the first sets just as useful as the latest sets.

So overall the EXCEED Fighting System is a well designed table top experience. Adding in that the quality of the boxes, cards and instruction manual being durable and nice to look at and the Shovel Knight Hope Box was more than a pleasure to play through multiple games. Now? Now it’s time to go pick up a few other sets while waiting for the BlazBlue season later this year!


Score: 8.5 / 10





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RPG Mat for DnD/D&D - Tabletop Review



Every party regardless of where they are sitting around the table knows that a map is often the best approach to a campaign or a hectic time limited one-shot where you have a literal two hours to storm the castle and obtain what you are there for. The map puts things into a visual perspective so that there is no real argument on distances when a fireball torches your party.

Enter this mat to draw maps on. A lot of us have been gaming for years and as time has gone on we've purchased Mega and Mondomats in order to visually see our campaigns. Now as good, and as durable as they are, they are both expensive for their size and take time to set up as the harder material they are made out of will keep the shape of it being rolled up for the first part of the gaming night requiring coasters or large minis to hold down these edges. 

What impressed me the most about seeing this mat for the first time wasn't even the mat, but the package that it came in. Shouldn't it have been bigger? Opening the package and seeing it folded up caused me to worry for a few moments as mats should never be folded as those creases will NEVER come out. This was very far from the case.

The mat is made from a very soft silicone that easily lays itself out leaving no creases and no need to weight it down while it retakes its original shape. Drawing on it and erasing it are just as easy as wiping off the coffee from that one clumsy player that you always have to worry about. It's ok, we love you all the same!  

The only possible downside that we've seen is if you have pets. Cat and Dog hair love to stick to it so having a cloth on hand is a must but since you're wiping marker off anyway, there shouldn't be an issue.

Overall it's a great mat for the price and several of us on the team are happy we picked a couple up for our individual campaigns!

Mat Information


Platform(s)
Tabletop Role-Playing Game
Publisher(s):
Ergon Games

Source:
Purchased after a reach out from Publisher
You can find it on Amazon.com



Article by Pierre-Yves
Article by Marc L.
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Tokyo Ghoul - Tabletop Review


Tokyo Ghoul: The Card Game is an excellent deck-building game based on the equally excellent Tokyo Ghoul anime. Recreating a turf war between players, Tokyo Ghoul is about recruiting allies, taking on your enemies through combat, or through controlling a number of locations. With art straight out of the anime and easy-to-follow instructions, Tokyo Ghoul is an excellent addition to any board gamer's library, fan of the anime or not.

The primary goal is to control three Wards (locations) in Tokyo and in order to do that, one must gather and spend influence. Influence is gained via the Allies that you have on the board every turn and each Ally has a number of influence that they provide. The higher the influence the better the chances to win. Allies will stay on the board until they are wounded, so targeting an enemy's highest value influence is a good way to stunt their growth. When you have enough influence you can then buy newer, better allies but rather than purchasing those cards from a shared deck, like most deck builders, you purchase them from your own hand/deck. Once you purchase an ally, it will be immediately placed in your discard pile, for use later (similar to how Xenoshyft works).

Allies are not the only thing influence can be used to purchase and if you are daring enough, you can gun straight for spending influence on the winning conditions, which are to control multiple Wards/locations. Though difficult and risky, it may be a worthwhile tactic if you are a veteran player and are playing with new players (though that is a cheap move). That said, there are boons to controlling locations as the controlling player will get a bonus (listed on the location card itself).


A nice little feature is that a location can be stolen from the controlling player if the controlling player has no allies in play. This can introduce an interesting dynamic, forging temporary alliances between players as they try to steal, or prevent others from stealing, a particular player's locations. Eventually though, it will become a free-for-all and a race to gather the most influence to purchase the victory condition. There were a few times that there was something of a windmill effect happening, where player on the left would attack the player on the right to reduce allies / steal locations and the behavior would go around the table a few times before someone is unable to move forward; it was fun, if tense due to tempers.

The other players are not the only threat though, as there are enemies that will be drawn. Those enemies, though recruited similar to Allies, will instead be placed into the play area and before that player can take any other actions, the enemy must be defeated. Once defeated it rolls back into the discard pile which means you have the potential to redraw that enemy in a later hand, thus halting your advance. This dynamic ensures your games last more than 15-20 minutes and once you draw an enemy card, adds an additional layer of tension (the good kind).

Tokyo Ghoul is, once you get through the rulebook, an excellent deck-builder. Though it is no Clank!, XenoShyft, Dominion, or Legendary Encounters, it is worthy enough to be mentioned in the same paragraph. Fun gameplay, excellent art, easy to get into, and based on an ultra-popular anime property, Tokyo Ghoul: The Card Game has everything one would want out of a quick deck-builder. A worthy addition to any anime fan or avid card-gamer, Tokyo Ghoul: The Card Game is available from most major boardgame sites for preorder (you can find it here: https://www.coolstuffinc.com/p/249531 and here: https://www.miniaturemarket.com/njd440201.html )

Game Information


Publisher(s):
Ninja Division
Genre(s):
Fantasy
Horror
Players(s):
2-4

Source:
Provided by Publisher




Article by Robert
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Starfinder Core Rulebook - Tabletop and Board Games Review


Calling Starfinder "Pathfinder in space" is a massive disservice to both Pathfinder and Starfinder; I believe that James Sutter, creative director of Starfinder, had it right when he said "It's a game filled with space wizards and laser ninjas." Pathfinder is an amazing fantasy-based franchise that has been around for years and Starfinder, though set in the same universe, is a perfect evolution of the Pathfinder system. Far from being a reskinning of the beloved franchise, Starfinder makes some much needed changes to the source material to such a degree that it could easily be seen as its own identity, and it should be, as Starfinder is far superior to its inspiration.

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Verti-Go - Tabletop and Board Games Review


Vert-Go is a wonderful, if flawed balance game that acts as the perfect filler at your next board game night while its larger, more complicated brethren are being set up. With games lasting only a few minutes at a time, Verti-Go is a balancing act not all dissimilar from Jenga, but with far more color. Few games in your repertoire will need more house rules, but once you set up the basics, Verti-Go will be enjoyable no matter your age.

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Pathfinder Roleplaying Game: Adventurer's Guide Review - Tabletop and Board Game Review


Pathfinder has been getting a lot of well-deserved buzz lately; with the release of a card game adaptation on PC, not to mention the recently released Bestiary, Paizo is really on a roll here. Today's review brings you the Pathfinder Roleplaying Game Adventurer's Guide, which is chalk-full of rich factions in incredible detail so Game Masters can bring the most exciting content to bear in their games. The Adventurer's Guide is less about factions and more about characters in the fact that all factions, with their own unique functions, are treated like fully developed characters complete with detailed back story and their own special beliefs. With its incredible attention to detail, the Adventurer's Guide is a must-have for any Pathfinder Roleplaying Game GM.

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Pathfinder Roleplaying Game Core Rulebook and Bestiary - Pocket Editions - Tabletop and Board Games Review


Pathfinder is one of those tabletop RPGs that has appealed to me for a long time now, and we have been fortunate enough to get our hands on several of the different books over the last two years and review them. Paizo has released a new version of some familiar tomes with the new Pocket Editions of both the Core Rulebook and the Bestiary, providing gamers another option for the reference needs.

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Pathfinder Adventure Path #109: In Search of Sanity (Strange Aeons 1 of 6) - Tabletop and Board Game Review


Pathfinder has a huge following, and with very good reason. Over the years, the series has managed to cultivate a large and loyal fan base due in large part to Paizo's focus on the actual adventures. Campaigns can make or break any tabletop RPG, and he recently released In Search of Sanity that serves as the introduction to Strange Aeons gets this series off to a spectacularly strong start.

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Pathfinder Roleplaying Game: Horror Adventures - Tabletop and Board Games Review


Having recently had a chance to play and review another Pathfinder product that had a focus on making actual heroes, I find it fascinating to now delve into a book focused on monsters. Not hobgoblin, enemy fodder types of monsters, but the kind that have psychological weight to them as well. From start to finish, I found this to be an excellent tool for GMs, though perhaps less handy for the actual players.

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Pathfinder Roleplaying Game: Ultimate Intrigue - Tabletop and Board Games Review


Admittedly, it has been a bit since we last reviewed a Pathfinder expansion, but I have to say that right off of the bat I was intrigued by this one because it was offering a bunch of new roles to the core line of Pathfinder rules. By and large, I liked what Pathfinder Roleplaying Game: Ultimate Intrigue has to offer, though there are a few weak points in the formula that hold it back from being one of the best core rules books in the series.

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