Mansions of Madness

Hey everybody!
Happy Halloween! While I don’t really go in for all the spooky stuff personally, I always try to feature a thematic game here on my game day blog, and today’s offering is something I’ve been wanting to get round to for a long time – let’s enter the Mansions of Madness!

Mansions of Madness

(This blog is about 1st Edition, which is currently the only edition that I have played).

Mansions of Madness is an utterly fantastic game. I need to tell you this right at the top, because this entire post will be coloured quite significantly by my love of this game. It was released back in 2011, I picked it up a year later, and had my first game with it around Christmastime. As usual, I played with my regular gaming buddy Tony, and we played through the first scenario, The Fall of House Lynch. While we were certainly enjoying playing the game, despite taking time to actually learn the ropes as we went, once the game was over we had a sort of joint moment of awe at what we’d just experienced. Despite the fact that this game took place almost five years ago now, I can still remember, quite vividly, both of us sort of leaning back from the table when it was over, and letting out a simultaneous “whoa” at how good this game is. Immersive just doesn’t seem to cover it. The game was spectacular – it was incredible, in the very truest sense of the word!

Okay, so enough with the rhapsodizing, let’s take a look at the game.

Mansions of Madness is a one-vs-many game that has its closest parallel (for me) in Descent, where one player takes on the role of the Keeper, while the rest of the group play as the standard stock of Arkham Investigators. The Keeper is an interesting role because, unlike the Overlord of Descent, he is part antagonist but also part DM, and I feel sometimes that people might miss the subtlety of this. Sure, as the Keeper you’re trying to defeat the Investigators, but there is a responsibility to ensure that the story that the game is trying to tell is told. If you play as the Keeper and sit there brooding evilly all game, then it’s not going to be a great experience. I’ve always played this game as the Keeper, so I guess I have more to say about this part than that of the Investigators.

Mansions of Madness

Let’s start with the board. Mansions of Madness is a scenario-based game, and you get five of them in the core set. The board is modular depending on each scenario, with room tiles placed as shown in the set-up guide. It is then the Keeper’s responsibility to “seed” cards in the rooms according to his own set-up guide. Each scenario has up to six distinct parts where the Keeper can make a choice – does he pick choice A, B or C for part one? These story choices determine which Clue cards are seeded into the rooms. The rooms also include items that the Investigators can claim, but many also have traps or locks to overcome before they can be discovered. The set-up guide is crucial for ensuring the cards are placed so that they are encountered in the correct order – locks are no good on the bottom of the pile, after all!

Mansions of Madness

Once the cards are placed, the Investigators set about exploring the Mansion. They’re trying to solve a mystery that is read out by the Keeper at the start of the game, and Mansions of Madness is one of the relatively few board games where flavour text simply must be read during the course of the game! It certainly helps with the theme, and relates to what I was talking about earlier, where the Keeper is part-DM in his role. The Investigators don’t actually get to know ahead of time what they need to do to win, so it’s critical to pay attention to the story, and not just charge about trying to gather up stuff. Though, like any good RPG, it’s always good to get stuff! It’s really cool how the Investigators get to actually make real-time choices about what to do, based on the story being told, and not just some random whim.

Something that really blew me away when I first played this game was the fact that the Investigators will often come across some locked item, either a door or a suitcase, and in order to overcome this obstacle, they need to solve a real, actual puzzle. Normally in these sorts of games, a player would just roll some dice and add a modifier to determine this, but no! There are a variety of different puzzles that you have to physically solve, such as the wiring puzzle shown above. Harvey Walters can have an Intellect of 7 (more on this shortly), meaning that he has up to 7 moves in this puzzle. Moves include rotating a piece 90º, swapping adjacent pieces, or removing a piece entirely and drawing a new one. In the above example, I actually managed it in 5 moves, which is fine for Harvey, but other characters might not fare so well!

Mansions of Madness

When you set up your Investigator character at the start of the game, you take the character’s card, then choose one of two Strength cards, and one of two Intellect cards, which give you the total stats for that character in the game. It’s an interesting way of mixing things up and, while you can’t alter your stats over the course of the game like Arkham Horror, it’s still a nice way of ensuring Investigators don’t always feel the same right out of the box.

The Keeper can interact with the Investigators in a variety of ways, using a currency of threat points. Over the course of each round, the Keeper gets a number of threat counters equal to the number of players, and he can use these to pay the costs on a number of different cards, such as the Mythos cards or Action cards. These can be played to either slowly increase the madness, or to suddenly go all-out and really spring the traps of the mansion!

Several of these cards do direct damage to the Investigators, and in true Arkham Horror-style, the Investigators can be both physically and mentally crippled over the course of the game. However, it’s not all shadowy-Keeper versus the Investigators, as there are a variety of monsters lurking in the dark places of the mansion, and the Keeper can use these to attack the Investigators head-on. Unlike in other Arkham-universe games, the monsters in Mansions of Madness are actual miniatures, though they also come with cardboard chits that slide into their bases for that classic Arkham Horror feel.

Mansions of Madness

The combat system in the game is card-based, which I seem to remember was somewhat in vogue around this time, with a few big games featuring cards rather than dice to resolve attacks. Dungeonquest has a similar kind of system, off the top of my head…

Mansions of Madness

So, rather than simply rolling dice and adding modifiers for strength, you determine what class of monster you’re attacking – humanoid (blue), beast (brown) or eldritch (green) and determine what weapon, if any, you’re using to go at it. You then draw cards from the appropriate deck until you find a card you can resolve – that is, a card that describes an attack with the type of weapon you’re using. There is still a dice element involved, as the cards will often ask you to test your Strength or something, but it’s overall a very different implementation of playing a board game.

You’ll no doubt notice that the cards above are split in two – this is because the same cards are used if an Investigator attacks a monster, or a monster attacks an Investigator. In my experience, it can be quite common for these decks to cycle through at least a couple of times over the course of a game, though subsequent expansions brought out more of them to add some variety!

Mansions of Madness

In addition to all of this, there is also an Event deck going on irrespective of what both Keeper and Investigators are up to in the mansion. This Event deck consists of five cards, one of which is drawn after a set number of turns has elapsed, and its effects are resolved by the Keeper based on the story choices he made during the set-up. In the Fall of House Lynch scenario, the Objective card is revealed when the fourth event card is drawn, and this Objective then determines what happens. It’s an interesting way to keep something of a timer on the game, ensuring that you don’t end up just endlessly wandering about durdling, but in all of the games that I’ve played, I have never felt like these cards got in the way of the flow of the game.

Indeed, the whole game in general just flows very smoothly. For sure, it flows much better if you have experienced players – particularly an experienced Keeper – but despite the weight of stuff in the core set box, it does actually feel quite streamlined and, dare I say, intuitive when you start playing. Don’t get me wrong, there are a bajillion moving parts in this game, and it can be something of a nightmare to deal with, but if you just sit back and immerse yourselves in the story, you will be rewarded beyond your imagination!

I hear that Second Edition has streamlined the game somewhat, not least by relegating the role of Keeper to an app. I thought it surprising the new edition finally added actual new Investigators to the pool of Arkham Horror denizens – Agatha Crane, Carson Sinclair and Father Mateo join the ranks of Harvey Walters, Jenny Barnes and “Ashcan” Pete! I was initially dismayed to learn that the Keeper had been removed, and it strikes me that the app feels more like playing a video game than a tabletop board game. I haven’t actually purchased the new edition, but I’m nevertheless intrigued as to whether the new Investigators will make the shift into those Arkham games that I do follow!

Interestingly, there was an article published on the FFG website earlier this year that talked about Mansions of Madness – and more broadly about Arkham games in general – and their family-friendly theme. It’s not something I’d thought about before, but these games can actually feel like a horror movie when done right. Is that the sort of thing you want to play through with your kids? Mansions of Madness has a rating of “ages 14+”, while Arkham Horror is 12+, which I’m really surprised by. Though I suppose the threat in the older game is somewhat more magical, whereas games of Mansions often involve blood-crazed maniacs trying to hack off your leg with an axe, and the like. There’s something more visceral, I suppose, and it can be quite terrifying to younger children if you have a good Keeper…

At any rate, I cannot recommend this game enough, certainly at this time of year!!

No longer Standard: Innistrad

Hey everybody!
There’s a distinctly horror-filled theme to game day blogs this month, as we approach ever-closer to Halloween and, today, I thought I’d share with you all a deck that I’ve built for Magic the Gathering that sees a lot of stuff I never thought I’d use in a deck! We’re headed to the plane of Innistrad, where vampires and werewolves prowl the night, and it’s all the people can do to invoke the angels to keep them from harm!

Innistrad

Innistrad block came out across 2011-12, and features the expansions Innistrad, Dark Ascension, and Avacyn Restored. As per usual, we had several new mechanics featured in the block, the most famous of which being the double-faced cards. These cards have no card back, but instead feature a day and night side, with text that describes the conditions under which the card turns from its day to its night side (and sometimes, night to day). The card never leaves the battlefield, so any auras or counters remain on that card after its transformation. The mechanic was predominantly used on human cards that transformed into werewolves, though there were a couple more instances (including a knife that turns into a demon).

This really serves to highlight the gothic horror theme of Innistrad, which is perhaps one of the most flavourful sets ever released for Magic the Gathering. There are predominantly five tribes explored over the cards in the set, each tribe belonging to an allied colour pair: the aforementioned werewolves in red and green; vampires in black and red; zombies in blue and black; spirits in white and blue, and humans in green and white.

Innistrad

Innistrad, as a horror-themed set, also featured graveyard mechanics such as Flashback (first seen back in Odyssey), as well as wider graveyard strategies in general. Morbid was a mechanic that granted creatures benefits if another creature died this turn. Dark Ascension continued the horror theme by giving us Undying cards, which triggers when a creature without +1/+1 counters on it dies, bringing the creature back with such a counter. Fateful Hour is an ability that triggers if your life total is 5 or less, often providing a last-minute boost for creatures in some way. Despite often being overlooked, I think this mechanic is one of my favourites purely for the theme!

Finally, Avacyn Restored brought more new mechanics, including Miracle, a card that could be cast for its Miracle cost if it is the first card drawn that turn – the card frame was changed slightly to show that the card was a Miracle card, and led to players doing that weird sliding the card across the playmat towards themselves to ensure the card didn’t hit their hand before they cast it. Soulbond allows you to pair a creature with another creature, and both of them get a specific ability as a result. Both mechanics featured across all colours except black, which saw a return of the Undying mechanic and an emphasis on controlling just one creature (as the opposite of Soulbond).

Innistrad block is widely said to be one of the best in Magic’s recent history, with many people praising the theme as well as the play environment. There are a lot of notable cards from the set, though perhaps overwhelmingly worth mentioning here is Liliana of the Veil, the second Liliana planeswalker card, and a card that is widely agreed to be the second most powerful planeswalker in the game.

MTG Liliana of the Veil

Sadly, I don’t have enough kidneys to sell to afford a Liliana of the Veil, so the deck I’ve been tinkering with for a while is centred instead on one of the Angel cards from Avacyn Restored: Bruna, Light of Alabaster.

Bruna, Light of Alabaster

Bruna is a blue/white angel who can draw all of the auras to herself from across the battlefield, graveyard and your hand whenever she attacks or blocks. It’s an interesting mechanic that I had originally given some thought to much earlier in the year – back when I was in my Commander phase, as it happens! I do like auras, despite the fact that you risk losing them all if the creature they’re stuck to dies, and have collected up quite a few across my collection. In addition to this, I wanted to try out making a deck that focuses on Humans, a tribe that I usually don’t bother with as I prefer the more fantastical creatures on offer! So, looking through my Magic collection at the Innistrad-block cards specifically, I came up with this deck as a sort of Angelic Humans blue-white aggro thing:

Creatures
Alabaster Mage
Bruna, Light of Alabaster
Captain of the Mists
Elgaud Shieldmate (2)
Goldnight Commander (2)
Goldnight Redeemer (2)
Gryff Vanguard (2)
Herald of War
Lunar Mystic
Nearheath Pilgrim (2)
Tandem Lookout
Thraben Valiant (2)
Veteran Armorsmith
War Priest of Thune

Enchantments & Artifacts
Angelic Accord
Call To Serve (2)
Divine Favor
Holy Strength (2)
Tricks of the Trade (2)
Scroll of Avacyn (2)

Instants & Sorceries
Break of Day (2)
Ghostform (2)
Glorious Charge (2)
Inspired Charge
Mass Appeal (2)
Skillful Lunge (2)

Land
Forbidding Watchtower
Glacial Fortress
Island (7)
Plains (8)
Seraph Sanctuary (2)

Bruna, Light of Alabaster

It’s nothing special, but there are some fun things going on there that make me happy, so I can’t complain too much! I do want to look at the mana base some more, and there are a few cards I’d like to include to further help the strategy (Champion of the Parish is top of that list!) But I thought I’d play with this thing first, and see where it takes me from there!

Innistrad is definitely one of those sets that has stood the test of time, with plenty of flavourful cards that I find myself coming back to time and again. Well, I do love me some vampires!!

Netrunner Rotation

Android Netrunner

Last week, Fantasy Flight put up a very interesting article that explained the way that rotation is going to work for their Netrunner LCG from October, and I have to say, I was utterly fascinated by it – to the point that it’s the subject of this week’s game day blog, in fact!

For the uninitiated, rotation is the definition of an organized play environment for the game, where older sets have been moved out of the pool to prevent that pool from growing prohibitively large. For me, it’s synonymous with Magic the Gathering, where sets rotate out of Standard at set points in the year to ensure the environment is manageable for tournament play. FFG first put up an article about this in 2014, which described how Netrunner would see the first two cycles of data packs rotate out of organized play when the first pack of the eighth cycle was released. That cycle has now been announced as the Kitara cycle, and takes the game to Africa and the Sub Saharan League. As this cycle comes into play, the Genesis and Spin cycles will rotate out, meaning that none of those cards can be used in decks for organized play from this point on.

But it’s not all doom and gloom!

See, FFG are releasing a Revised Core Set, which isn’t just a core set with errata’d cards or something, but is essentially the next way to buy into the game. It doesn’t merely reprint cards from the current set, but rather includes a new mix of cards that features some from the Genesis and Spin cycles that are rotating out, meaning that you may not need to deconstruct those decks, after all!

They have released a card list for the Revised Core Set already, just to help further!

I find this somehow fascinating, and it makes me think that the game is expanding at a sensible rate. It is somewhat similar to the way that Magic works, by having a core set come along with those all-important cards, but the rotation here is so much more leisurely that it doesn’t feel like there’s going to be a mad scramble to keep up. At its smallest extent, there will be five cycles of cards that will form the current meta, which represents a good number of years with which to play these cards. I mean, Netrunner has already been out for what, five years now? That’s a five-year Standard season that allows you to really get a decent amount of play out of your card pool!

Back when they announced rotation originally, I was all for it, and I remain so. The fact that it took almost a year longer to get going than they’d initially thought notwithstanding, I think now that we’re here, and seeing how they’re handling it, I’m really impressed at what’s happening.

Will I be getting a copy of the new core set? Probably not. While I have taken part in Netrunner tournaments in the past, I don’t think it’s something I’m planning to do in the future, so it’s almost irrelevant to me. I’m really pleased to see that the game is being supported so well, however, and I’ll doubtless be buying the data packs as they come out anyway, as casual play is really all I get into these days!

Getting into 8th Edition

Hey everybody!
I’ve talked a lot about Warhammer 40k 8th Edition on my blog this summer, as I was increasingly excited for the new edition of one of the most popular wargames around. Well, I’ve been playing quite a bit of it now, as well, so wanted to come back here and give some general thoughts and ramblings about what I think of the new experience!

I talked about my first game of 8th back in the middle of July, and have since played three further games, for a grand total of four: two with Necrons, and two with Dark Eldar. Three of those games were against the same guy and his Orks, and I’ve also played against Blood Angels. So!

Warhammer 40k

First of all, I have to say that the game is just so much better than it was during 7th. 8th Edition has been out only a couple of months, and already I’ve played more games of it than I had during the entire run of 7th. In part this is due to my circumstances changing, as I finished with my degree course right when 8th came out, so never really had the time in the last edition – but then, I still had some time, but could never really fathom the complicated rules set in order to spend an entire day playing through a game. So there is that to consider.

8th Edition also just flows much more smoothly. I’m still very new to the game, with just 4 games to my name right now, so I can’t pretend to be some kind of expert, but I have to say, it’s a lot easier to just get on with a game rather than going through the endless, “What does this do again?” sort of book-keeping. So I do enjoy that.

Warhammer 40k

I think the way that combat has been streamlined, it has led to a lot more cinematic moments being achieved. True, it was always possible to get exciting times during 7th, but the fact that you’re not consulting endless charts and trying to remember stats and equations means you can focus instead on what is happening in the game. Such as my Necron Overlord swooping down onto a group of Boyz and a Warboss to avenge the savage beating of a phalanx of Lychguard. There wasn’t a lot of, “Now, this is an open-topped skimmer, so it can go so many inches, and the guy inside can still do his thing…” and all the rest of it. You just move, shoot, charge and smash face! I like that a lot.

I never played Dark Eldar in 7th, but I have been enjoying them tremendously so far in 8th. Only had two games with them, but I think they definitely feel like the kind of army I like. There’s a lot going on with them, and trying to find a good balance within that army has been causing me some head-scratching as I write up list after list of potential musters, but I think it’s the sort of army that I’m going to enjoy trying to get to grips with, which is the main thing for me!

Warhammer 40k

I had my most recent game with the army just last Friday, which is part of the reason why I wanted to write this blog for today. I’d been going quite heavily into the Kabal route from the start with these guys, but as I’ve managed to bring them to the table, I’m enjoying the Covens units so much that I feel I may begin to slant my build more towards the flesh-sculptors. Wracks are a unit type that I never thought I’d enjoy having as much as I currently do, being really quite a diverse bunch. We were talking on Friday about how they’re basically a close-combat orientated unit, yet the Acothyst can take what is essentially a sniper rifle, which just seemed to blow a lot of peoples’ minds. Getting into close combat, with a haemonculus nearby to buff their toughness and a Cronos to allow for re-rolling failed to wound rolls, it can be very useful!

I’ve yet to try out any Wych Cult units in my army, so I think the Reavers and Wyches may be making an appearance next time, just to see what happens!

Of course, as I said before, there is a lot going on with them, and I don’t ever seem capable of remembering Power From Pain for these chaps! Turn 1 shrugging off wounds on a 6 is stupidly useful, yet can I remember I can do that? Of course not! I definitely need to get more games in where I can try to remember these things!

So all in all, 8th Edition has done something that 7th never could, and gotten me wanting to play 40k with more regularity than I ever thought possible. I’m definitely pleased to be in the hobby right now, but more than just for the artistry of building and painting minis, but for playing games with them, too!

Vampires!

Hey everybody!
So this weekend, I had one of the Commander 2017 decks delivered, Vampiric Bloodlust, and have spent a couple of days thinking about mixing it up a little with some of my favourite Vampire cards from recent memory!

Commander 2017 is the tribal-themed set, and while previous years have seen five preconstructed decks released around November time, this year we’ve got just four decks, and they’re out three months early! Colour isn’t a thing, so we have two-colour Cats, three-colour Vampires, three-colour Wizards, and five-colour Dragons! I kinda wanted them all, of course, but settled just on the Vampires right now.

Vampires is probably the tribe I feel most at home with out of all of them, having made a couple of decks that I’ve featured on this very blog with the bloodsucking brutes (you can see those decks here and here!)

Vampiric Bloodlust

There are five Legendary Creatures in the deck, two of whom aren’t actually Mardu-coloured so don’t really lend themselves to the deck as it stands. I wanted to use the front-man of the deck, Edgar Markov, as my Commander. The vampire theme is really strong with him, after all, and as I knew I wanted to go really into that here, I think he’s the best man for the job. His abilities, anyway, are rather marvellous:

Eminence – Whenever you cast another Vampire spell, if Edgar Markov is in the command zone or on the battlefield, create a 1/1 black Vampire creature token.

First strike, haste

Whenever Edgar Markov attacks, put a +1/+1 counter on each Vampire you control.

So not only do you get to create tokens, you also get to buff your entire team! Wonderful stuff. I say “entire team”, of course, because pretty much the whole damn deck is made up of Vampires! I’ve got a couple of cards in there from Tarkir block that will help to keep the theme going. So let’s take a look at the cards I’ve been fiddling about with!

Vampiric Bloodlust

First of all, I wanted to go with my old favourite of lifegain-and-drain, along with some of my favourite Vampiric buffs around right now. Stoneforge Masterwork is a particular favourite from Oath of the Gatewatch, which gives the equipped creature +1/+1 for each Creature type you control that shares a Creature type with it.

Drana, Kalastria Bloodchief is included in the deck, though for this particular deck really bounces with her latest incarnation from Battle for Zendikar, Drana, Liberator of Malakir. Suited up with Stoneforge Masterwork at the head of an army of Vampires, she could be doing some pretty decent damage! At least, I hope so!

Vampiric Bloodlust

Battle for Zendikar block, and Shadows over Innistrad block have both got some really terrific cards to use in a Vampire deck, of course, so I’ve been plumbing some of those depths! I mentioned it in a previous Vampires deck blog of course, but Stensia Masquerade is a really great card for this. The deck also comes with Rakish Heir, another favourite of mine for this kind of deck. Putting the counters on these cards is good and all, but then what, right? Well, that’s where Mer-Ek Nightblade comes in, making the counters count. Heh.

Edgar Markov is, of course, Sorin’s grandfather, so it’s pretty flavourful to get one of the Sorin Planeswalkers in there. I quite like Sorin, Lord of Innistrad, though Sorin, Grim Nemesis could be useful, and his -X should work well with the included Sanguine Bond. It’s quite annoying that we have Sanguine Bond but not Exquisite Blood, which would perhaps have been the more appropriate card to include. Not to mention, that card needs a reprint!

So anyway, I’m going to be taking a bit more time to go through the deck and sort it out so that it plays a bit more how I’d like. Stay tuned folks, it should be glorious!

Attack on Titan

Well, Cryptozoic have been churning out quite a few Cerberus-engine games since I last took much significant notice of them! Enjoying DC as much as I do, though, I’ve not really felt the need to take too much of a look. But at a recent games night, my usual gaming buddy brought over Attack on Titan, and we gave it a whirl. Both of us are old hands at the usual Cerberus stuff, so I wasn’t expecting too much to change – boy, was I wrong!

The game is superficially the same, with a main deck of cards, a basic deck that you start out with, and a currency system based on power. However, this game is based on the anime of the same name by Hajime Isayama, and deals with the idea of humanity living behind massive walls as defense against the roaming Titans, who eat humans at will. As such, the game is set out with five districts, and cards are revealed from the main deck into each of these districts at the start of the round. This idea essentially replaces the line-up, anyway. Furthermore, there are four Archenemy Titans stacked into the deck at the start of the game, timed to appear at specific intervals – these Titans are placed into a district and must be fought before they destroy the walls. If the heroes defeat all four Titans, they win; if the Titans destroy all of the districts, or if they manage to kill three heroes, or if the main deck runs out, the heroes lose.

So it’s a co-op game, which I quite enjoy anyway, but I was especially grateful for that this time around as it was a difficult game! There are regular-style Titans throughout the main deck, as well as good stuff for the heroes to buy, and these things will also attempt to knock the walls down. At first, the game felt a little bland, as we weren’t really doing all that much, but once the first Titan showed up, followed swiftly by the level-one Archenemy Titan, the game escalated quickly. Archenemy Titans have a hit-points level that needs to be reached before they can be dealt enough damage to be defeated. To add insult to injury, they’ll also regenerate lost hit points if you can’t defeat them there and then! Brutal!

It was a really fun twist on an established formula, and one that I definitely enjoyed as a change. Co-op games are always a lot of fun, and while I wasn’t familiar with the source material, having Tony on hand (who is a massive manga fan anyway) certainly helped there. But I don’t think it’s particularly important to know the story to enjoy the game – as usual with theme, it did lead to some cool moments, such as the idea of Titans being on the outside battering walls down, and the like, but it was still a tense game without any prior knowledge.

Attack on Titan

Star Wars RPG, Fantasy Flight style

Hey everybody!
Game Day is upon us once more here at spalanz.com, and today I’m taking a brief look at the Star Wars role playing game system from Fantasy Flight Games, which is kinda involved, so this blog may get a little sprawling! I’ve previously looked at Star Wars RPG systems from West End Games (here!) and Wizards of the Coast (here!), so this is just the latest in the illustrious line of such products! Let’s get to it!

Star Wars RPG

The Star Wars license has been held by FFG since 2011, though they had a few problems with both their card game and the X-Wing miniatures game, so they didn’t actually publish any games for roughly a year after procuring the license. At GenCon 2012, they unveiled the RPG system as a tri-part thing, three distinct books that would focus on three distinct aspects of the galaxy far, far away, but all of which would be compatible with each other. The first of these to come out was Edge of the Empire in 2013, which dealt with the galactic fringe. It was followed by Age of Rebellion in 2014, which dealt with the military of the rebellion, and finally Force and Destiny in 2015, dealing with Force users and the Jedi remnant.

Each of these core rulebooks also came with a Beginner Game, which featured maps and tokens, as well as a slim beginner adventure that teaches you the game as you play, and of course the dice you need. The Star Wars RPG was designed by Jay Little, who had previously been behind the Warhammer Fantasy Roleplaying series, and is a huge lover of custom dice.

But before we get into that, let’s take a look at the character stuff!

When you play the RPG system from Fantasy Flight, you create your character as is standard for such things, picking a species and career, the latter giving you a choice of three specializations. For example, using the Edge of the Empire book, you might choose to be a Twi’lek Explorer, which will give you a choice of following the Fringer, Scout or Trader specializations. Each of these three has a unique talent tree in the book that describes the arc your character can expect to follow. The way that character creation works in this system is quite closely driven by story, and the book constantly asks you to think about this when you go through to make your character.

In addition to this, there is a further level added to the creation of your character that is somewhat unique to each strand of the RPG. For Edge of the Empire, that level is called Obligation, and represents “a debt, nemesis, duty or other motivating factor that drives your character’s efforts on the fringes of galactic society.” (The mechanic returns as Duty in Age of Rebellion, and Motivation in Force and Destiny). A lot of RPGs use this story element to help propel the story forward, and a good GM will be able to weave these sorts of strands together as a part of his or her overall narrative to tell a truly immersive story.

Star Wars RPG

So, what about the dice?

There are a number of different dice in the game, which all help to tell the narrative of the game you’re playing. Narrative dice? Yep, you heard that right. As a player, you have a pool of these dice that you roll when specified by a particular task. Dice can be added to or taken away from your pool by the GM to help reflect the narrative better.

The blue and the black d6 are boost and setback dice, and are added to the pool to reflect the fact that your character might be particularly good at what he or she is doing, or might be trying to accomplish a task under fire.

The green and the purple d8 are ability and difficulty dice, and reflect the core of how good or bad at accomplishing a task your character may be.

Finally, the yellow and the red d12 are proficiency and challenge dice, and act as modifiers to the d8 versions, either reflective of just how good or how bad your character may be.

There are, of course, a whole bunch of symbols on these dice, and the way they interact can appear a little daunting at first. However, once you get into it, the dice are actually fairly straightforward to deal with. Adding and subtracting dice, cancelling one result with another, it all becomes fairly straightforward. The beauty of the system, however, lies in the real narrative possibilities of these dice – they don’t just tell you if you succeeded or failed at a task, but help to tell the story by telling you how well or badly you did:

The dice do take some getting used to, don’t get me wrong, but they’re certainly one of the most interesting aspects of this game system!

While the Force can be used in Edge of the Empire, it didn’t really come to the fore until 2015’s Force and Destiny. Force powers work much like any other skill, of course, and you roll the white d12 to see how many Force points you roll to use on powers. Force and Destiny brought the Heal, Misdirect and the classic Battle Meditation powers to the fore, with each power following a tree akin to the career options, and as your character advances through the game, he or she can essentially level up within a chosen discipline.

The RPG has had a fair number of expansions for each of the three strands at this point, with adventure modules and sourcebooks for many of the career options available to help immerse yourself in the Star Wars universe. Naturally, Edge of the Empire has seen the majority of these, though the others are catching up. The interesting thing to note about the way these expansion books work is how specialized they are. While there have been a handful of sourcebooks on locations (such as the Corellian sector’s Suns of Fortune), and of course, adventure modules, the sourcebooks are predominantly focused around a career path, meaning that you won’t want to buy every single book if you’re playing a Colonist, for example. I find this interesting because it’s a much more consumer-friendly way of expanding the game than previous editions, which have usually incorporated rules that everybody would want to get their hands on within all manner of different books. Unfortunately, I haven’t had a RPG group for a while now, so I don’t know if this is still the case, but I’ve heard of groups where the GM buys everything and lets the group make use of it, as well as people picking and choosing what they get. If you’re heavily invested in just one player character type, then, you could feasibly get away with just buying one book, plus the core rules.

FFG have also released The Force Awakens beginner game, which has so far not led into a fourth branch of the RPG, but rather felt more like a bit of a cash-grab. It’s a good way to introduce people to the game system who may have only jumped in once the film was released, of course, though the system is otherwise flexible enough that I would imagine you could set your games wherever you liked in the timeline. Notably, while some mention of now-Legends stuff has been made, there aren’t any “Knights of the Old Republic sourcebook” style products; instead, the system feels a little bland by giving you all the tools you need to create an adventure entirely of your own choice. I say “a little bland”, because I think I’d prefer to tie my adventures more firmly into the narrative – certainly, that’s how I’ve run campaigns in the past – but by structuring the game in this way, FFG have actually left the universe pretty wide open. I mentioned in my Saga Edition blog that WotC ended their run on the RPG with a sourcebook that provided you with all of the tools you would need to forge a narrative entirely on your own; well, FFG started at that point, and have continued to provide books that are more along the lines of helpful nudges than hard-line stuff.

Star Wars RPG

All in all, I have strangely mixed feelings about the FFG role playing game. I want to like it – heck, I want to love it – but I’ve never quite been able to truly dive in. I think I enjoyed my time with Saga Edition so much, I just want to keep a hold of my d20s and never let go! That is my idea of a Star Wars RPG. Strangely, then, I think I’ve become the crazy old guy who shouts at the kids with their new fancy dice (though I’m not as bad as the guys who still play the West End Games version…)