Of heroes and monsters

Hey folks!
It’s not Tuesday, but I wanted to write a bit about the Hero and Monster Collections that have been put out for Descent: Journeys in the Dark today, as I recently had two of them delivered and think they’re amazing 🙂

Descent Journeys in the Dark

Now, I’ve only briefly mentioned Descent on here before, back when I played the POD scenario Forgotten Souls, but the game is so good that it’ll make it here before long. I haven’t gotten to play the game as often as I’d like, so you can take this blog with a pinch of your favourite condiment. However, I want to share some impressions with you all…

Descent has seen a whole load of expansions to support the line since the base game was released in its second edition back in 2012. The state of the game right now is:
– core game (plus six associated Lieutenants)
Lair of the Wyrm expansion (plus associated Lieutenant)
Labyrinth of Ruin big box expansion (plus four associated Lieutenants)
The Trollfens expansion (plus associated Lieutenant)
Shadows of Nerekhall big box expansion (plus four associated Lieutenants)
Manor of Ravens expansion (plus associated Lieutenant)
Forgotten Souls co-op scenario (print-on-demand)
– 3 Hero and Monster Collections

A little history
Descent was originally produced in 2005, and quickly became popular as one of the archetypal dungeon-crawler games. Set in the same universe as Runebound, which was released in its own second edition the same year, the two games seemed to evolve together, sharing heroes and the like, with four promo heroes released that could be used in either game. This was all back when board games like this were seen as a little odd, shall we say, and didn’t have the need to appeal to mass-markets. I’m not trying to be snobby when I say this, it’s just a fact: games like this didn’t try to break out into general markets back then. You had to either stumble across a very specialist shop, or else do all your shopping online, usually importing, to get your hands on such things.

Gradually, however, this has changed, and Descent is one of the more famous examples to see this, I would say. For second edition, its price point was lowered and the coffin-box was thrown out in favour of a square thing. Components were redesigned and the core set came with all-new heroes and monsters.

Of heroes and monsters
This is where the Hero and Monster Collections come in today. See, back in 2012, the second edition core game was released almost alongside a “conversion kit“, which featured second edition cards for all the heroes and all the monsters that could be found among first edition. So, owners of the previous game suddenly had a massive amount of options when confronted with this, and people like me, who had always shied away from Descent but threw their money at Runebound regardless, could at least use the hero cards to add more variety.

The Hero and Monster Collections, however, come with cards and miniatures for the first edition stuff. The first box, Oath of the Outcast, was announced back in January of this year, with the following rationale:

Hero and Monster Collections are a new type of expansion for Descent: Journeys in the Dark Second Edition. Each one contains four heroes and three or more monster groups, updated for the second edition of the game with completely new art and figure sculpts. Every Hero and Monster Collection also includes two quests, to be played individually or as a Rumor quest in a campaign.

The quests, more than anything, really intrigued me. As a lifelong thematic player, I’m always looking for new things like this to excite me. It’s the quests, in my view, that really elevate these expansions beyond the mere ‘new toys for an old game’.

Oath of the Outcast

Oath of the Outcast (above) landed in May, and was followed by Crown of Destiny in July:

Crown of Destiny

The third pack, Crusade of the Forgotten, was then released in October:

Crusade of the Forgotten

A fourth pack, Guardians of Deephall, has also been announced, with an expected release by the end of the year.

For someone who doesn’t get to play much Descent, you might be wondering just why I’m so excited by these things. Well, the answer is simple: because of Terrinoth. Fantasy Flight Games has invented the world of Terrinoth as a fantasy realm wherein Descent, Runebound, Runewars, Rune Age and DungeonQuest all take place, with BattleLore having recently joined in the fun. On the one hand highly derivative of other fantasy lines, the setting is nevertheless classic for me due to the association with one of my all-time favourite board games, Runebound. It’s a setting that I cannot help but enjoy, and always get a rush of good feeling whenever I see anything new for this universe. I always nurture the hope that I will get to play more Descent soon, of course, but in the meantime I just enjoy building up my collection with these things.

As another point, they’re also amazing in terms of quality. I mean, did you take a look at those chaos beasts – and the giants! – from Crown of Destiny?! To illustrate the point, take a look at this side-by-side comparison:

Descent Journeys in the Dark

Here we have Shiver, Jaes the Exile and Tahlia – miniatures from the Runebound games (Frozen Wastes, core game and Sands of Al-kalim) with their counterparts from the new Collections. The new sculpts are pretty awesome, but the level of detail they’ve not got is pretty amazing, to say the least! Jaes’ robes are now just awesome! The hero cards also have brand-new art (and, in some places, some tweaks) compared with those available in the conversion kit:

Descent Journeys in the Dark

And of course, the same thing is true of the Monster cards:

Descent Journeys in the Dark

Added to this are the new Quests and such, and we’re really getting an awesome little bundle right here! In the UK, these packs retail for around £25-£30, and they’re definitely worth every last penny. The expansions for Descent seem to have calmed down for the moment, with nothing new on the horizon beyond the fourth Collection, presumably as we wait for Imperial Assault to hit. But these packs are an excellent way to keep the game going, in my opinion, and hopefully we’ll be seeing plenty more of them as time wears on!

A weekend round-up

Evening all!
There was a bit of a glut of new games released towards the end of the week. Aside from Warhammer Conquest, there’re a few expansions coming out that I’m excited about!

The third Hero & Monster Collection for Descent has come out, Crusade of the Forgotten, which has a fantastic Golem miniature that looks really nice. I’m quite excited by them:


I only have the first, Oath of the Outcast, and have been meaning to get Crown of Destiny for a while, predominantly because of those Chaos Beasts! But anyhow…

The new version of DungeonQuest has also come out – not that I’m going to get it, given that I already have the thing, though the new rules are potentially worth trying out at some point.

The Sleeper Below and The Road Darkens have also been released, for Call of Cthulhu and Lord of the Rings respectively. Another preview has gone up for the upcoming expansion to Eldritch Horror, which is something I’m really looking forward to. That’ll be Christmas sorted, then! And on the subject of Lovecraftian awesomeness, the announcement about a new expansion for Elder Sign, which I featured here earlier in the week. Very much looking forward to this one, I must say!

In addition, there’s also been a look at the upcoming Forever Evil expansion for the DC deckbuilding game, which looks to be in a similar vein to Marvel Legendary’s Villains expansion.


I do quite like the DC game, anyway, though it does feel quite simple in comparison with other deckbuilders. I’m sure it’ll feature here at some point, anyway…

There’s also been an update on Fallen – apparently it’s all-systems-go once again, so I’m hoping I’ll get to see this game by Christmas once again – at laaaaaaaaaaaaaast!

It’s been another exciting weekend of Necron-building, with a squad of Deathmarks and Lychguards being made up.



Wonderful stuff, though I am faced with twelve models that need painting (I also made up a Necron Overlord). Well, that’ll be an adventure for another day!

Dark Eldar

So the Games Workshop site is once again Dark Eldar-crazy this weekend, as the Codex came out yesterday. More kits have been announced to supplement this, along with a Codex supplement (already!)…

Now, as you might know, I’m not a Warhammer player, yet, but I’m intending to remedy that soon. When I do, I’m intending to play Necrons, because I think they look amazing, and to that end I have been amassing a sizable force!

However, while my heart belongs to the Necrons, the Dark Eldar do still have a pull for me, primarily the wonderfully gothic Wracks, a kit of which I bought upon release. While I don’t think I’m going to go down the route of getting the Codex, I am planning on getting this new Haemonculus Covens book, as I’m thinking that, as I get more involved in the game, I may start using Dark Eldar as allies for my Necrons, and to that extent will be fielding a Wrack squad, potentially with Urien Rakarth involved somehow, as well!

The new Archon and Succubus models look really cool, I must say. It seems Dark Eldar models have a really awesome dynamic to them, and I have been tempted quite a lot to get some of the other unique characters and stuff. I’m not currently looking to build up a Dark Eldar army, though, so I really ought to save my money!

I doubt it will, of course, but I hope that the Necrons get a similar love when their new Codex comes out…

Dark Eldar

I do feel like I’ve, well, not over-done it as such, but like I’ve spent too long with Warhammer 40k lately, and need a bit of a break. So I think some boardgames will be on the menu (though they might still be Warhammer-themed, of course!) – variety is the spice of life, I guess!

Rune Age

Hey everybody!
Tuesday is once again game day here at spalanz.com, apologies for missing it last week! Today, therefore, I’m doing something a bit special (for me, at least), and taking a look at the first card game I ever bought for myself: Rune Age.

Rune Age

I’d played card games before, of course, but after splitting up with my ex, I’d stuck to just the one board game, Runebound. After a few weeks of indecision about investing in the Lord of the Rings LCG, I eventually decided to try a smaller card game from FFG first, thinking I’d see what they’re like and whatnot. As I love Runebound so much, Rune Age seemed like the logical choice so, taking the plunge, I bought a copy. I still remember sitting down, having set up the cards as described by the manual, and feeling a little nonplussed by how to start. However, that didn’t last long, and away I went! The game was fantastic, and the rest is history!

Rune Age is a deck-building game from Fantasy Flight Games, designed by Corey Konieczka, who is, at the time of writing, the Executive Game Designer at FFG. Set in Terrinoth, the same universe as Runebound, the game is in what I have been referring to lately as Stage 2 of the company’s Terrinoth games, the post-Runewars phase. In case you don’t know, Runebound and Descent (1st edition) were set in the universe, where heroes battled monsters as they went up against various threats, such as Vorakesh and High Lord Margath. Runewars came out at the end of 2009 and changed the world significantly – while there were still heroes, the predominant feel was now of warring factions, as the game universe was blended with that of Battlemist, a game from the late 1990s that was somewhat derivative of Warhammer/D&D. Battlemist was designed by FFG’s CEO Christian Peterson, so it’s perhaps understandable that he would want to reintroduce some of his earlier ideas into his current games line-up. Runewars brought four factions to the table: the Daqan Lords, the Latari Elves, Waiqar the Undying, and the Uthuk Y’llan (each one derivative of the Empire, High Elves, Vampire Counts and Chaos Daemons from Warhammer, respectively).

Rune Age came out in mid-2011, and translated much of the sprawling wargame of Runewars into card-game form. The same four factions were featured, using the same four unit types in each, and the card game even included one scenario called Runewars. The choice of a deck-building game is perhaps a little odd, but overall the format really works well. Looking back, I’m still really impressed with it, and would say it’s one of the best non-collectible card games that I own.

Rune Age Rune Age Rune Age Rune Age

So what’s it all about?

Players take command of one of the four fantasy races and compete in one of four scenarios while building their deck. Unlike, say, DC or Street Fighter, where the goal is to acquire victory points – and, even, unlike Thunderstone, where you build your deck to delve into a dungeon, but you’re still competing for victory points – Rune Age has different victory conditions depending on which scenario you play. It’s this aspect that makes it truly a breed apart from the other deck builders out there, and really makes the game fresh each time you come to it.

If you didn’t want to watch the video, or you just like to read my rambling discourse, then continue!

Rune Age

Each of the four scenarios is different, ranging from all-out war to fully co-operative. Each one also uses different cards from which the players build their decks, leading to different gaming experiences in each scenario. So let’s have a look at each one.

Rise of the Dragonlords

Rune Age

This scenario should be familiar to anyone who has played the base game of Runebound. Players are trying to defeat the dragonlords as they appear, including Kalladra (of DungeonQuest fame) and Margath himself, before defeating one final card, the scenario objective itself. The dragonlord cards can give you bonuses when you come up against the final objective, so that you stand a better chance, and the person who does so is declared the winner. I play most of my Rune Age solo, and this scenario is fine for that, as you’re fighting the event deck itself.


Rune Age

This is an all-out war scenario, and Runewars fans will no doubt appreciate the nods to the wargame here and there. Basically, players are fighting each other, besieging each others’ home realms and friendly cities, in order to eliminate each other from the game, with the last faction standing declared the winner. At the outset, the players receive one random Dragon Rune card each (the two cards at the bottom-left and -right of the above picture), which provide varying bonuses to the players throughout the game. When you eliminate a player, you also take control of his Dragon Rune, and you can use it instead of your own. I haven’t played this much, as I’m not a big fan of player elimination games like this. Plus, if I want to play Runewars, well, I’d play Runewars!

The Monument

Rune Age

Another race game, in The Monument the players are trying to build their faction’s beacon of power. As you can see in the picture above, each faction has a unique Monument card that has a gold cost in the bottom-right corner. The object of the game is to get enough money that you can build your monument with one hand of cards before your opponents do. The “evil” factions seem to have the upper hand here, as their monuments are cheaper than the “good” factions. There is less player interaction than in Runewars, with each player trying to gain enough gold while the event deck itself messes with everyone. While some cards will provide gold bonuses, much like the dragonlords in the earlier scenario, there are also cards that force the discard of gold-providing cards throughout the game. I quite like this scenario, as it has the right amount of competitive play for me. And, as you’re trying to build your monument while the event deck tries to stop you, it also works reasonably well solo.

The Cataclysm

Rune Age

And finally, we have a fully co-operative scenario. Again, fans of Runebound will no doubt be pleased to see this one, which utilises a similar mechanic to The Cataclysm adventure variant to that game. While in previous scenarios the players have been fighting against the event deck to varying degrees, here the event deck is really out to get you. The object of the game is basically to survive against it, and if the players manage this, they all win – however, if anyone is eliminated, the players as a whole lose. Now, I really liked the Runebound adventure, and I do quite like this one, too – however, I must say that this scenario can be brutal if you’re not focused on it. I’ve played it a few times, but I believe I’ve only managed to outlast it twice. Really good one, this one!

As I said before, each scenario brings with it its own cards. Now, players obviously have their own ‘barracks’ of cards to buy that make up their particular faction, but there are also neutral cards for purchase, which can often really help you. These cards are divided into two types, units and tactics:

Rune Age Rune Age

The unit cards are similar to the unit cards in each faction’s barracks, but the tactics cards are similar to event cards in other card games, providing a one-time benefit when played. As you can see, each card has an icon in the bottom-left corner, which denotes to which scenario it belongs; the scenario objective cards show these icons on their reverse, allowing you to build up the central play area for each scenario. This is a really impressive way of going about things, I feel, and one of the ways the game is kept fresh each time. The only other game I’ve played that comes close to this is Thunderstone, but without any specific rules, that game all becomes a little random.

Anyway. The other feature that is available in the central play area, besides the money cards, are the Neutral Cities. These correspond to the eight Free Cities on the original Runebound board, and a proportionate number of them are available for each game at random. They provide bonuses for the players, but they must first be won! They also have some of the best artwork in the entire game:

Rune Age

This brings me on to the currency of the game, something that I also really like about it. Gold is obviously a currency, but you also have Strength, denoted by a shield icon, and Influence, denoted by a jewel icon (that last also a nod to Runewars). A card’s cost is displayed in the bottom-right corner, and the bonus it provides is shown in the top-left. This used to confuse me no end, and indeed, whenever I introduce new people to the game, it confuses them, as well, because most people (myself included) automatically assume the cost is in the top-left. Anyway, it’s a small point, but still. The city cards shown above also have a number below their Influence value, which is their auto-defense bonus. I’ll get onto that shortly.

Rune Age

We’re ready to begin!

As is usual with deck-building games, players begin with some money and some comparatively weak-powered cards, and try to refine their deck as they go. Usually, it’s rare that you can take on one of the enemy cards within the first couple of rounds, as you’re mainly building up your deck. Players can, however, use their low-powered units to build up their home realm by buying Stronghold cards (shown in the bottom left of the above picture), which have a Gold and a Strength cost. These cards provide Influence, which is used to buy the neutral cards in the centre, either units, tactics or gold. Influence is also used to keep cards in your hand – ordinarily, players discard their hand and draw back up to 5 cards at the end of their turn, but if you have a particularly useful card, you can exhaust an Influence card to keep it in your hand.

When you go up against an Enemy card, you play your units down and compare the strength of your army with that of the Enemy. Some Enemies will force you to roll the attrition die, which will possibly subtract strength from your army depending on how many skulls you roll. If you equal or exceed the Enemy’s Strength, you defeat it, and either claim it as a Reward, or else place it in the discard pile.

Rune Age

Unit cards have various effects that often lead to some wonderful synergy, and my favourite faction to play for this is the Uthuk Y’llan. Above, you can see that my total army Strength is 13; however, I have also played the Battle Cry tactics card, which adds 1 Strength to each unit in my army. 17 is still not enough to go against the Rise of the Dragonlords objective itself, but this is where the synergy comes in – my Chaos Lord has an ability that lets me wound one participating unit, which I have used on my Berserker (hence he’s slanted a bit), whose own ability allows me to add 2 Strength to that unit, giving me 19 in total. I rolled one skull on the attrition die, which leaves me with 18, meaning I have defeated the objective and won the game!

The mechanic of wounding cards reflects the bloodthirsty nature of the faction. It basically means, at the end of the combat, that card is ‘destroyed’ – put back where it came from, either the barracks or the central play area – rather than discarded.

In addition to attacking the event cards, players can attack each other throughout the game by conducting sieges. When doing this, the besieging player declares his target and lays out his army, while the defending player lays out his. If the besieger is going after one of the Neutral Cities, that card’s auto-defense bonus is added to the defending player before the siege is resolved and, if the siege is successful, the city changes hands. If the besieger is attacking a player’s Home Realm, however, he deals as much damage to that Realm as the defending player didn’t block – all Home Realms can take up to 20 damage before that player is eliminated.

Rune Age

I’ve had a lot of fun with Rune Age, but was overjoyed when, in April 2012, an expansion was announced for the game: Oath and Anvil.

Rune Age: Oath and Anvil

This expansion offers a whole host of awesomeness to the original base game. Foremost among this are two new factions, and two new scenarios.

Rune Age: Oath and Anvil Rune Age: Oath and Anvil

The scenarios reflect what I have now taken to calling Stage 3 of the Terrinoth games, which coincided with the release of Descent 2nd Edition, which was released shortly before Oath and Anvil. One of the scenarios, Ascent of the Overlord, is basically the game of Descent brought under the Rune Age formula. One player is the Overlord, against whom at least two Allied players are fighting. The Overlord is trying to eliminate these players, with help from the event deck, which provides a series of boons to him that the Allied players will need to work towards to defeat.

Rune Age: Oath and Anvil

The second scenario is called The Quest for Power, which replaces the Neutral Cities from the base game with eight Landmark cards, including such notable places as the Obsidian Library (as seen in Runebound: Island of Dread), as well as the Empyreal Vale, the home of the Latari Elves. The scenario is called “complex” by the rules sheet, but isn’t really all that difficult to grasp. Players are competing for Power in a similar way to competing for Gold in The Monument scenario. Power is represented by an icon on each Landmark card, and players collect this Power on their Home Realm in the shape of damage tokens. Players receive Power tokens at the start of their turn equal to the Power provided by the Landmarks he controls. Players can besiege each other and either steal the Landmark or steal 2 Power tokens, and the first person to 20 Power wins. Marvellous!

Rune Age: Oath and Anvil Rune Age: Oath and Anvil

The Quest for Power is definitely my favourite of the new scenarios, as I enjoy the jockeying for Power than results from the game. It’s also somewhat less confrontational as, while you are besieging other players, you’re not trying to eliminate them in the same way as you are in Runewars, so for me this is an improvement on that earlier scenario.

Rune Age: Oath and Anvil comes with an absolute slew of cards, however. Obviously, both the new scenarios also come with new neutral cards you can buy:

Rune Age: Oath and Anvil

There is also a new group of cards called Mercenary cards, which I was really excited about when I first read about them. Basically more neutral cards, these guys can be added to any scenario following a nicely-executed system. Where the scenario icons are located on the usual neutral cards, mercenaries have a wax seal with I or II in it – you take two different I cards, and one II card, and add them to the set-up along with the scenario specific cards.

Rune Age: Oath and Anvil

Most of the mercenary cards tend towards player-vs-player play, so as I play mostly solo I don’t get an awful lot of use out of these guys, but there are nevertheless some really good cards here, and the entire mercenary mechanic is something that I really like. As you can see, with cards like the Flesh Moulder and the Shadow Dragon, we’re seeing a lot more of Descent in this game than ever before.

Finally, but by no means the least, Oath and Anvil gives the core set factions and scenarios new cards. You may have noticed that the two new races have six unit cards rather than four? Well, with two new units apiece, the core races aren’t forgotten:

Rune Age: Oath and Anvil

Oath and Anvil introduces a new unit type, Mythic units. These Mythic units are represented by a golden shield in the top-left corner, and are extremely powerful members of your faction’s army. In addition to their effects, Mythic units are discarded when they are destroyed, meaning you only have to buy them once (which is a good thing, considering their price!). Something that I thought quite interesting at the time was that the new units introduced in this expansion corresponded to the Runewars expansion Banners of War, which was released shortly after the core set for Rune Age. The new scenario cards are a nice feature, as you can often cycle through these cards quite a lot, depending on how well the game is going, so it’s nice to introduce some fresh blood like that. (There is also the option of playing Rise of the Dragonlords fully co-operative with a variant introduced here).

Rune Age: Oath and Anvil is, quite simply, a required purchase for any fan of the base game. The vastly increased gameplay options presented by the box contents can lead to even more hours of fun, and I can highly recommend getting it if you haven’t already. The new races have a wonderful, distinctive feel to them, and the new scenarios add a nice twist to the whole.

Rune Age

I’ve often seen Rune Age in comparison with the other Terrinoth games from FFG. When it was released, it was highly comparable to Runewars while retaining strong links to Runebound (which wasn’t as dead back then as it is now). Oath and Anvil has brought a big portion of Descent into the game, while retaining the original feel. While Descent remains at the forefront of FFG’s Terrinoth line-up, the recent news from GenCon that we’ll be seeing more for Battlelore has got me wondering whether there will be a move to integrate Rune Age more fully with that game. There are already strong ties, of course, but those are more by accident than design, as Battlelore drew as strongly on Runewars as Rune Age itself originally did. Whether there will be further integration when we see the new Battlelore stuff will, I suppose, remain to be seen.

Indeed, it’ll be interesting to see if there’ll be anything new coming for Rune Age. Christian Peterson did say at this year’s In-Flight Report that, unless they categorically say so, no game on the FFG roster is actually abandoned or dead. I have previously contacted the company suggesting the use of Print on Demand for new scenarios, rather than generating a whole new box of material, but while they thanked me for my input, nothing has yet appeared. We’ll see what happens next year I suppose, when Battlelore has had its new stuff.

Until then, get yourself a copy of this game, and bask in its excellence!



Buy it from amazon:
Rune Age
Rune Age: Oath and Anvil



Excellence in the Dungeon


I’ve had an excellent morning of gaming, and cannot wait to spread the word! Indeed, I’ve already started, but anyway…

Descent is, for me, the archetypal dungeon-crawler game. Currently in its second edition, I’ve been steadily collecting it for a couple of years now, but due to lack of interest, have only played it two or three times in total. Very disappointing!

Then, Fantasy Flight announced a few months back that they would be adding Descent to their organized play roster, which meant production of a game night kit. But how would organized play be implemented for a game where one person takes on a group of people? Well, the answer was to level the playing field and make the game co-operative, rather than one-versus-many competitive. Genius, and for me, very handy, as it meant there was now a way I could play this game by myself when I had the itch!

The quest that was released as part of the game night kit is called Forgotten Souls, and is pretty amazing! Whether I feel that way simply because I’ve not had a real chance to appreciate Descent in its true form is, naturally, up for debate, but I have just had one of the best mornings gaming of my entire life! Seriously, it’s like I’ve had a whole new vista of gaming awesomeness opened up for me!

Descent Forgotten Souls Descent Forgotten Souls Descent Forgotten Souls Descent Forgotten Souls

The quest is print-on-demand, and can be ordered here, with the rules available for download here. At some point, I guess it’ll be available over here, but I always like to get my POD stuff directly from the publisher, just to support them a bit more and such!

Descent Forgotten Souls

Descent has suddenly become a game I want to play more of, so expect to see a full blog on the core game (at least) before very long!!!

New Games Round-up!

Happy Saturday, everyone!
Yeah, I’m back for another Saturday evening ramble! Oh, you love it. I want to talk about some new games that are either on the horizon or else just new to me, as I feel that I haven’t talked about new games for a while. Being off work invariably means I go out and look at history stuff, hence the promulgation of history blogs lately! So to restore balance, let’s go!

First up, some really left-field news from Fantasy Flight came on Monday, with the announcement that Dungeon Fighter is back in stock. What now? I didn’t even know what that game was, much less that FFG had published it?! Reading through the pages on their site got me desperate to play it, as I love a good goofy game like this every so often. So I snapped it up on amazon, and it arrived yesterday. So far, I’ve not actually played it, but hopefully that will change in the coming days…

Dungeon Fighter

And then they announced two expansions to it on Wednesday! How very FFG, to throw out expansions so quickly! The game looks amazing, as I said, and the expansions look equally hilarious, so I’m pretty sure this will be lots of fun!

DF expansions

And then, we have this!

Descent Heroes

Descent is a game that I haven’t really talked about at any length yet, but it is nevertheless a really nice game. Set in the Runebound universe of Terrinoth, it pitches a group of heroes against the Overlord, who kind of acts like a much more antagonistic Game Master in a RPG. I’ve barely played this game, but am nevertheless kinda hooked on it because of the fantastic fantasy setting. The game is currently in its Second Edition, which has streamlined a lot of the rules from what I can gather, and since January, FFG have decided to release heroes and monsters from the first edition game in these Hero and Monster Collections. A really nice idea, that, as the Conversion Kit to allow folks who already own First Edition to re-use their minis in the new game only has the cards, people who only own Second Edition can run with classic monsters in their games! However, these collections aren’t simply re-prints of existing miniatures, but there is also new content to be used in your games! A really fantastic idea, and yet more proof that the company is really supportive of this game. The fourth collection, Guardians of Deephall, has got some really cool stuff in it, and I’m looking forward to this one lots!

Warhammer Conquest

Onwards to the latest addition to the LCG stable, Warhammer: Conquest! Announced back in March after furious speculation as to the next LCG’s theme following the demise of Warhammer: Invasion last November, I was initially torn about investing into this, largely because of the theme. I’m a huge Warhammer Fantasy fan, but have never really been all that interested in Warhammer 40000 (despite owning Horus Heresy, the most expensive game I’ve ever bought!). I think the whole sci-fi theme it appears to have just doesn’t suck me in all that much. However, I have recently decided that I would, if nothing else, buy the core set of the new game, and see what it’s like.

I was, however, quite surprised by this week’s announcement of the first War Pack – I mean, the core set isn’t even out, yet! I suppose it goes to show the confidence that Fantasy Flight has in their LCG model, they don’t need to wait to see how sales of the core set do before deciding to expand the game. While, as I said, I think it’s a pretty foregone conclusion now that I’ll be getting the core set, I’m not as-yet sure I’ll be purchasing the expansions. Of course, I said that about Call of Cthulhu, then ended up buying every single thing for the game, so anything is of course possible!

Speaking of LCGs, a preview went up this week for the next cycle for Android: Netrunner, too. The game did phenomenally well when it was released nearly two years ago, and is currently looking at its third cycle of Data Packs. This was another LCG that I told myself I would limit myself on – this time, to the core set and first cycle – and have so far been snapping up the releases in fairly short order. The third, Lunar cycle has yet to actually be released, however, but I’m fairly sure I’ll be snaffling these guys as they come out, too…

Moving away from strictly ‘new’ games, now (and, indeed, from FFG), I’ve had a massive order of Pathfinder stuff delivered this week. I’ve been banging on about this for ages now, but I really find myself sinking quite easily (and heavily!) into the setting! My library of the things is looking pretty impressive now, so I’m very pleased for that, but even if I don’t find myself launching into a game anytime soon, it has been of tremendous help in inspiring me for my fantasy story that I want to start writing!


Ah yes, the fantasy story. It’s slowly coming together! Rather than my usual modus operandi of just lurching headlong into writing something, I’m actually taking the time to plan things out this time, and have the ‘rules’ for my world written down before I actually put fingers to keyboard and type. But it’s getting there, and hopefully soon I shall be sharing some wonderful stuff with you all!

Finally, I thought I’d share with you some hilarious news: I am a Prince of the Forest!

Flying Squirrel

The Flying Squirrel game I mentioned to you a long time ago, in case you’re wondering!