Author Archives: Kevin McFadyen

About Kevin McFadyen

Kevin McFadyen is a world traveller, a poor eater, a happy napper and occasional writer. When not typing frivolously on a keyboard, he is forcing Kait to jump endlessly on her bum knees or attempting to sabotage Derek in the latest boardgame. He prefers Earl Gray to English Breakfast but has been considering whether or not he should adopt a crippling addiction to coffee instead. Happy now, Derek?

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I Typed a Thing

Here’s a first for me. I’ve only recently been aware of how little writing I actually put up on what’s ostensibly a writing blog. Je m’excuse. Also, after our spate of related technological and logistical issues I don’t really have anything super special to publish.

So, instead, here’s a rare look into the writing process! As I’ve been without Internet over the last few days and didn’t back up my work on a physical drive while I was travelling, I’ve had to just plug away at something small and new instead of continuing the editing of my third novel.

Now, I’ve had a number of people ask my about “The Writing Process.” Outside of the stock explanation that it’s different for everyone, I explain that I’m not really a planner. I have an idea of what I’d like to cover in a story or maybe a general theme or interesting character. Then I just sit down and see where things go from there. The magic doesn’t really happen for me until I do an edit on that first draft. Then I have massive overhaul of plot and structure, rewriting of characters and events and often cut half or more of the original work. Seriously.

Perhaps I have more skill at editing than not. I’ve tried using a more structured format for organising my work and while I’ve had some success, there’s still that element of discovery and exciting in not know what’s going to happen next that I love. It’s sort of the enjoyment of reading a book. You learn about your characters while the pages unfold.

I don’t really know if this style is more work or not and I’ve certainly learned a few tricks to cut back on wasted pages but it’s what works for me. Besides, I do get a perverse pleasure from editing because I’m an enormous weirdo.

Anyway, no one’s here to listen to my ramblings so this is the start of… something. It’s not even titled and I have no idea what it’s about yet.


Accessed from http://www.wga.hu/art/b/bega/tavern.jpg

Tavern Interior by Cornelis Bega (1631-1664).

“The site lies approximately fourteen days travel hence across the Thorselkin Hinterlands and nestled in the Alfather’s Cradle – a stretch of foothills beneath the Twin Pike Mountains and the traditional hunting grounds of the Walden Sabreclaws. These ferocious critters are nearly the size of two full grown men and capable of splitting a thick cord of wood in half with just one swipe.”

His hand slashed the air, dirty nails catching flickering candlelight in their cracked and stained shell. One such nail landed upon the crinkled and faded map filled with jutting trees shaped more like spears beneath a mountain range as jagged and sharp as the maw of a Low River wingless drake.

“Some of the hills are said to not be mere dirt but ancient burial mounds. Beneath the thin soil jut the remnants of some bygone settlement. Travellers speak of riches lying a mere spoon’s worth of earth beneath one’s foot. Who these ancient people are none can agree. I’ve heard talk that they are lost Pitmen, their cyclopean monoliths and gaping cavern entrances to underground dwellings left untouched for generations. Others swear that it’s the site of the mythical Alfr and the last of the Vaenir’s kinsmen. So ancient are these forgotten hallways that the very land itself has wrapped them in an eternal blanket to shelter them from the ever vigilant eyes of the vengeful Aenir.

“Then there is talk that it is the Forbidden Trelleborg of the High King hidden away near the teeth of the world and the final resting place of the Virgil King’s spirit until the Final Days whence he will rise to strike down the Sunderer of Worlds in the War of Wars.

“Either way, it’s supposed to be really old, really untouched and really ready for some adventuresome spirits to come and plunder. What say you? Are you such a spirit who wishes to hear the bards and skald sing your name in the greatest feast halls until the final nights? Shall you grab fate and fortune by the neck and seize upon your destiny? Will you dare to achieve that from which all others balk? Will you turn the fanciest dreams into the greatest realities?

“What say you?”

Silence greeted him. He looked at each soul gathered about the edges of the round table as shadows played across their faces. He seized upon each in turn, searching for a response to his proposition.

With a crack of ambergum, one spoke.

“Aren’t you a little old for this?”

“I beg your pardon?”

“You know, the whole travel two weeks bit. Digging in the ground bit. Fighting wild creatures bit. Hauling supposed treasure bit. Really, all of it. Isn’t it a little… you know.”

“No.” Teeth ground audibly. “No, I don’t think I am.”

“You sure? You kind of look it.”

His shadow drew long across the table as he stood erect. The others appeared unperturbed.

“You do have a bit of gray up there,” another spoke, raising a hand to her own hair.

“I am more than capable. Look, do any of you want to get filthy rich or not?”

“It kind of sounds like the ramblings of a crazy old man if you ask me.”

“Lors has the right of it,” a third spoke, reaching across to pull the daggers pinning the corners of the map free. “You’d probably have difficulty with the trek. Or break something while there. Like a hip.”

“I can assure you my hips are just fine.” A hand crashed down on the table, preventing the map from being rolled. “I’ve made worse treks than this and in less time. The fourteen nights was to not exhaust you before the real work began.”

“Are you certain? Or do you mostly need us to carry your prune juice?” Her hand plucked the plain wood cup from the table’s edge and gave the liquid on its bottom a gentle slosh.

Dark eyes fluttered amongst the cowls at the edge of the candlelight. This wasn’t a pleading look now but one of cold calculation.

“You’re making a mistake,” came the low growl.

From cloaks emerged the leather garbed hands to wrench his arm from the table. He was pulled back into the shadows, his spine striking hard the central post. He strained against his captors while frayed rope wound around his wrist.

“You’re washed up, old man. You’re outdated. You’re just as much a relic as those you wish to retrieve.” The rolled up map was waved in the candle’s fading glow. “Search him.”

One of their number moved to check his pockets. He pried an arm free, striking knuckle against unsuspecting cheek. Boots stumbled upon the stained wood. A fist greeted his stomach, freeing the wind from his lungs. As he hunched beneath the blow, his arms were wrestled behind the pole. A rope bound them tightly together.

He lashed with knee and boot but several more strikes to his ribs quelled further resistance. Gloves patted down shirt and pant alike while removing a thin leather purse from his belt and two worn but tarnished rings from his fingers. A blunted dagger was also liberated and held up as spoils before the flickering light.

“You will rue this decision.”

Laughter assaulted him.

“Go home, grandpa. Leave the adventures to those capable of them. This rusty junk won’t even fetch a few copper scrapes on the market. Best take his boots too. They look like they have good soles.”

 Cold rage burned in his eyes. “I won’t forget this.”

One conspirator turned to the other. “You’re already forgotten to us. What was his name again?”

She said, “Keirn. I think.”

“Fare-thee-well Keirn, I think.”

The lantern was retrieved and only the haunting echo of their laughter stayed for company as the darkness filled in their wake.

Keirn sighed against the post.

Was this to be his morrow? To be found by the tavern keeper bound to his hearth post by cheap rope with not even a copper shave to his name?

“I’m not that old. Am I?”

The question hung about the dark rafters and rattled in the empty fire pit. It kicked about the overturned chairs resting on tables. It hounded the faded footsteps of the brigands and his dearly departed footwear.

When last it bounded back it was with a dry, chthonic chortle. “You’re not as young as you used to be.”

“Who asked you anyway?”

“You’re still a mere mewling babe to me.” The earthy chuckle skittered in the dark. “Not half as cute as one though.”

Keirn thumped his head against the wood with a grimace. His arms worked in pained revolutions, turning muscles too sore and protesting to properly slip his bonds.

“I knew this was a mistake.”

“You still went through with it.”

“What choice had I?” Keirn hissed. His wrist skinned against the coarse fibres. “I alone can only handle one cart.”

“At best.”

“Considering rations for the trip there and back, not accounting the actual excavation, plus tools, tent and supplies – most of which would be needed for the return – I would hardly have any room for transporting a profit in relics. I need two extra carts for a good return in the investment at a bare minimum. And the fewer hands I have at the site, the longer I must invest in renting said supplies.”

“If only you had three dependable souls.”

“Quiet yourself.”

Keirn cried as he twisted his wrist. He heard a distinct pop as joint slipped from proper alignment. The familiar streaks of pain tickled his arm as he twisted to gauge the damage. Darkness clutched his eyes so only a faint outline of a limb was perceptible against its atramental backdrop. Even with such hindrances the unnatural angle of hand to forearm made distinct the separation between the pair. Such damage should have produced a crippling pain to all but the most shock drunk victims. But even still, he felt little more than the slight sparking beneath his flesh.

With a sickening grind of bone and muscle, he wrenched his hand free. Absolved of half its duty, the rope fell limp against his remaining wrist and Keirn stumbled from the post and slumped against the round table. His skin brushed against the wood’s fresh splinters from the many traitorous points of his departed knives. At last elbow tapped against wooden vessel and with his good hand he lifted the cup.

His nostrils flared at the smell.

“It has great restorative properties.”

“You needn’t tell me.”

“Helps keep a healthy lustre to the skin,” Keirn said before shutting his eyes and letting the thick liquid wash down his throat. He then immediately raised the cup in the dark and blindly pounded it against his raised wrist. Each strike stoked a rising fire within his flesh and his heart beat a terrible rhythm while he chewed on his voice. After several violent swings, he finally felt a cracking of realignment and he raised his limb before his unseeing eyes and turned it on the weathered tendons.

He dabbed at the skin. It felt puffy and bloated. But the swelling would certainly be down by the time the sun dared peek the horizon.

“You wouldn’t need such drastic measures if you treated yourself better.”

“It’s not my fault good help is hard to find these days.”

“I meant the drink. I half suspect you do this to torture me.”

“You wished to live again.”

“You needn’t try and make me regret that desire. I bear enough of your pain.”

“I know you relish it,” Keirn said, rolling up his shirt. He prodded at the tender spots no doubt sporting rather garish bruising. His skin was a canvas of horror etched as it were with scars, cuts and contusions. It was more than any corpse would carry on its thin frame. Keirn tucked in his shirt and adjusted his cloak.

He made no effort to navigate the gloom on his way out. Several stubbed toes and banged knees later and he eased the door into the dying twilight.

The air was cold and tinged with regret. It clawed against his bare feet and Keirn wiggled his toes attempting to ward it off. The steps nipped his skin as he stepped down unto the unyielding ground. He searched the abandoned road but no signs of opportunistic turncoats betrayed their path. Only deep gouges of departed carts carved their way through the frozen mud leaving mighty furrows which tripped at the traveller’s steps.

“You know where they are headed.”

“Assuming they decide to act immediately.”

“They will.”

“You say that with certainty.”

“Wouldn’t you?” Keirn did not reply. “They left you alive. They will go in comfortable haste.”

Keirn sucked on the bitter air. It scratched his throat as it scraped its way down to his lungs. He exhaled a long breath. The fog of chill air was a bundle of tiny needles as it climbed his pinking face.

It was as much as he had deduced. It had been hard enough cajoling a group to entertain him in the first place. They were invested enough to investigate his claim. Those that had no interest – those not full of deceit – had already laughed him off. That they had not slain and dumped him suggested they were as inexperienced as they were young. He had hoped to harness that youthful energy.

He had not accounted for youthful foolishness.

Dead Decaying States of Death

Alright, here’s something I don’t normally do. This is a review for a game I haven’t finished. Gasp! Shock! The indignity!

Truth is, being abroad means my time is pretty limited and I’d rather get a post out now before my month long silence than have a more encompassing review that might not even come out by the end of the year. I’m looking at you, Shadowrun: Hong Kong!

But anyway, not to long ago was the oft lauded Steam Summer Sale in which I had the chance to partake. It was, regrettably, less exciting than previous years. Perhaps for the best since I am not getting younger and the blissful days of copious free time have sadly fled me. I did, however, have a steam gift card from a birthday present and – by God – I was going to use it!

So I bought Derek a present. Then I bought Kait a present. Then I thought it was silly I hadn’t bought myself something. When I realized that Xcom 2 simply was not going to run on Kait’s rather beleaguered laptop I decided that I would buy myself a present. And thus, I became the proud owner of Dead State by Double Bear Studios.

In short, the game is… meh?

Sadly, this isn’t the sort of review where I’m going to bat for an overlooked underdog and try to convince you, the wider world, that it is worth your time and money. Personally, I don’t regret my decision. As an Xcom replacement that doesn’t chug a lower end computer as much, it’s actually quite enjoyable. Outside of this rather narrow entertainment need where I couldn’t even replace with dreary television programming and the desire to play the game would certainly diminish.

So what is it?

Accessed from http://pcgames-download.net/wp-content/uploads/2015/06/deadstateskidrow.jpeg

Dead State and its rights belong to DoubleBear Productions and Iron Tower Studios.

Well, Dead State is “Yet another zombie game” in a market that is filled to the brim with that sub-trope. One could cynically think it’s a shameful attempt to cash in on a mainstream craze before public opinion wanes and shifts to some other fleeting distraction. I, however, don’t think that would be a fair assessment. I feel that Dead State actually taps into its zombie elements even more fully than a game like Left 4 Dead and I really love Left 4 Dead. Just ask Derek.

But what kind of game is it? The easiest way to describe Dead State is a less realized version of Xcom. There are two primary phases of the game. One is a base maintenance where you need to perform some rudimentary worker management in order to balance the needs of your small but ever growing band of survivors. The main game elements on this end are morale and hunger. At the end of the day, every survivor will degrade both food stores and a general morale statistic. Get too low on either and (I can only assume) bad things start to happen.

In order to prevent this, you can assign your survivors to different tasks. So having a person work the kitchen to produce more appetizing meals than a can of Coke and twinkie bar will give you a slight global morale boost. You can set survivors to farm in order to produce additional food, nurse injured survivors back to health, unclog toilets so people don’t complain about the stink and several other tasks. Needless to say, the more survivors you have at your shelter, the more tasks you can accomplish. However, the more people you bring into your sanctum the more moods you need to manage and mouths to feed.

Furthermore, there are also upgrades you can build for your shelter. These can introduce more food production, more mood improving activities or simply keep those pesky, moaning undead from shambling up to your cot in the middle of the night and nibbling your brain. Upgrades are rather limited and important improvements (barring that damn chicken coop) and so take a significant amount of man hours to complete. Once again, the more survivors you have working on them, the fast you can get those improvements up and potentially avoid some negative events.

And this brings me to one aspect of Dead State that I like but feels like it’s a bit underdeveloped. Your survivors can approach your character on any day (though always when you first wake up like they’re awaiting to address the glorious emperor) and make some minor requests. Sometimes this is for you to fetch an item out in the world for them. Sometimes it’s to plead that you don’t a loved one of theirs into the field and potential risk against zombie attacks. Usually it’s to nag you to repair the damn wall.

I like the idea of having random events to throw a bit of a wrench into your plans. It’s an element of roguelikes that I enjoy and I would have liked to see more of them. I’ve put in about twenty hours into the game and I’ve only had one crisis and several people come to me with the flu. A crisis is an interesting event where some major issue has come up and you have to choose how to resolve it, usually while mediating between two quarrelling “sub-leaders” – influential members of the community who aren’t in charge of making decisions (no one talks out outside of these random events behind a handful of generic lines). I had a crisis about a potential system failure in our water purifier. I had the choice to either ignore it which would make my sheriff happy or allow my shelter organiser to look into it which made everyone angry. I presume there’s a third option but I suspect that it’s resource dependent and I’d already spent most of my scrap upgrading the fence.

It’s a neat system when it comes up it just seems to be far too infrequent to be of any real interest. Partly, I think this springs from the fact that there are so many survivors and the development team had way too few writers to address the enormous amount of text required to pull it off.

Speaking of the writing, it’s pretty bad. Part of this is due to the nature of the game. Since a number of events are randomized, it isn’t feasible to pace the action properly since you don’t know what has already triggered. The other problem is that whoever wrote this wasn’t great. There some spelling and grammar mistakes in the first few days’ tutorial and the characters are fairly bland and generic. That said, given the nature of the game it’s not nearly as detrimental had this been a narrative focused RPG. And, really, most people in real life are boring so having a cast of characters that reflect that is pretty accurate. If I were to pinpoint the most unforgivable crime of the writing is that the player’s responses to NPC interaction are absolutely dreadful.

PressKit_ss005Anyway, that’s the base portion of the game. The other component is scavenging. This involves a party of up to four survivors braving the greater world beyond to loot and pillage supplies for the shelter. This is necessary in order to accumulate the scrap needed to build shelter improvements and feed your band of merry apocalypse survivors.

The scavenging portion is basically two parts. You have an overmap that you wander around looking for points of interest. These are abandoned check points, malls or old churches. You then click on your little locale and are loaded into a map. Here, the game is quite similar to Xcom in that you have a grid layout and you advance your characters through a turn base system, bludgeoning the undead and shooting looters in the face. In between your humdrum acts of gratuitous violence, you’re rifling through strangers’ homes in order to steal their white shirts and coffee grinds.

As a whole, it’s serviceable.  The weapons you find have various attack options which can provide a bit of tactical variety. Perhaps my favourite mechanic is that use of noise. The undead in Dead State are not attracted by blood or brains like land bound sharks but go towards the places of greatest sound. So when you’re in a map infested with the walking dead, you are encouraged to pull out your bats and knives to try and kill them one by one to avoid attracting a whole horde on you at one time. This gives the ponderous dead a chance to swipe at you in combat and make you worried any of your scavengers will get infected.

The NPC looters however, don’t give a fudge about zombies. They see you and they’re going to go out with guns blazing. This makes interactions with the living even more tense. On the one hand, guns deal far more damage than crowbars. Plus every shot a looter pulls off is one less bullet you can pull from their cold, dead pockets. Finally, after even one round of gun exchange, you can generate enough noise to start spawning zombies at the edges of the map who will then begin to shamble forward, attacking looter or NPC alike in their mindless march.

Accessed from https://hydra-media.cursecdn.com/deadstate.gamepedia.com/6/6d/PaulRainier.png

Paul Rainier just happens to be the most badass survivor out there. Though it is weird that the player has to be a member of every scavenging party especially when you decided to make them non-combat focused instead of just letting Paul do all the work.

It works and I really like the system. What doesn’t work, however, is the shallowness of your adversity pool. You really only ever fight looters and zombies and it does turn combat into a bit of a “rinse/repeat” situation. For instance, when taking on zombies, I always have Doug lead the charge since his police baton can cripple the undead. And an undead that is cripples loses enough AP to be unable to retaliate against your survivors. This then turns the encounter into a whack-a-mole as we surround the corpse and pummel it into after-afterlife. Personally, I would have liked to see a greater variety of enemies and undead. One of the interesting additions Left 4 Dead provided was the “special infected” who were unique zombies with abilities wildly different from the horde. Dead State could really do with a greater breadth of the infected that could, say, spit puddles of acid to threaten your survivors at range or who can charge from a great distance to prevent you from sneaking around and clearing the map one body at a time.

Likewise, some greater variation in looters and their abilities would be nice. Also, it would be wonderful if there were more interactions that didn’t immediately descend into gunfights. You can basically tell if a person on the map is an enemy or recruitable NPC by hovering over them and looking for the dialogue icon to pop up.

And I haven’t explored the game but I’d have liked there been a greater emphasis on random factors influencing areas. For instance, it would be wonderful if some maps were relatively empty if you went to them within the first couple of days or so after the disaster but are overrun if you delay too long. You could have recruit NPCs only able to “survive” in certain maps for so long until either wandering away and closing the window to snag them for your shelter or they are killed outright. And, of course, having random amounts of enemies in maps and random spawn locations would make replay far more enticing but that also feeds back to the argument that we need more varied enemies.

I’d also liked if the “story” of the game progressed through time. The radio, which has a new broadcast every day, could have been used as a vehicle to organize the greater narrative without having to worry about player interaction affecting the progression of important events. In an idealized version of this game, you could have some significant time sensitive events that occur regardless of player decision. For instance, some of the other shelters could be running just fine within the first couple of weeks and allow the player to visit and trade with them. Then, on certain days, they could become overrun leaving the player to discover the tragedy only when they set out to trade with them on another day as if nothing has changed.

Overall, Dead State has a lot of good ideas going on that never really reach their potential. They are developed enough to be enjoyable though the lack of depth to its systems and world keep me from investing large amounts of time into the game in single sittings. I’d have liked there to be more pressure on the player in the shelter and scavenging phases, needing to balance the problems and worker placement at home while figuring out optimal exploration sites and priorities with just enough randomization to prevent a “perfect route” from being charted.

Overall, I’d give it around three festering wounds and one terrified infected out of Do the Necronomicon and Cabin in the Woods.

History in the Making

Well, it’s crazy hot, I’m suffering from jet lag and my current residence has no food. Sounds like a good time to post on the blog if I don’t say so myself!

Astute observers will probably notice that I’m now posting at a very peculiar time. That’s because I am back in Japan. Which is to say, I only have a couple more posts before I’ll be whisked away into delightfully foreign wildernesses with hardly a wi-fi hotspot in sight. So don’t expect to hear much from somewherepostculture during the sweltering months of August. We’ll be absent.

Perhaps Derek will post (a first for this year!) but other than that glimmer, there’s going to be oppressive silence for the rest of us.

A pity, then, that I don’t have something more worthwhile to write today. However, fatigue, hunger and grumpiness has decreed that today shall be a rather dry day. I apologise.

There is another matter, however, that feels like it deserves some mention on here. We don’t discuss politics much in this space. Which isn’t to say that we don’t talk politics. Even the most staunchly apolitical individual cannot avoid the topic. By choosing to ignore it is, in fact, a political statement in itself. We all are part of this social species and politics is merely the word we use to describe the interactions between individuals which we simply cannot unwind from our existence.

And with that lead in, I want to mention Brexit.

Accessed from http://www.wga.hu/framex-e.html?file=html/c/camuccin/caesar.html

The Death of Julius Caesar by Vincenzo Camuccini (1798).

I can’t imagine there exists a single soul out in the world that hasn’t heard of this yet. For archival posterity, I’ll clarify that Brexit is the United Kingdom’s decision to part ways with the European Union. This is a momentous event. It’s one of those rare actions that will be a cornerstone of study for historians that look back at our generation. Just like 9/11 had, essentially, changed the entire face of day to day life, the Brexit stands as another action which will have far reaching consequences that no one can predict.

To not say anything on it seems more a disservice. It is such a shame that we, as a civilisation, have determined to give it such a ridiculous moniker. Seriously, UK. You couldn’t come up with anything better? As though future generations really need to know about our stupid obsession with making contracted names of things. It was bad enough when we were doing this to celebrities. That it’s not spilled over to something like this referendum is embarrassing.

Anyway, I have no great insight to add further to Britain’s decision. I’m neither an economist or a resident of the isles. I am merely a spectator – a single voice standing upon the sidelines and watching a magnificent catastrophe and simply marvelling at the insignificance of myself against such leviathan entities.

It’s awe-inspiring if you were to remove the modern connotations that carry element of goodness or respectability. I find myself simply fixated on this beast and can’t help myself from seeking daily updates on the ever progressing shit show that is the United Kingdom’s politics throwing the greatest tantrum the world has ever seen.

And, at this point, I don’t feel any problems calling it a childish tantrum.

There is an added shade to this separation vote for me, as a Canadian. Its parallels to Quebec sovereignty are hard to ignore and as I watch the world’s economy shake while citizens tear their country apart, I can’t help but wonder to myself, “What if?” Our own provincial vote had come achingly close to the numbers that the United Kingdom drew. We seem most fortunate to have spared ourselves the self-destruction. But on the other hand, perhaps if Quebec had voted to split, the collapse of Canada might have cooled Britain’s attempt of following suit.

Not that the factors which pushed the Quebec referendum are shared in any amount with the motivations of the United Kingdom’s citizens.

But to at least steer this post somewhat to the topic of this forum, there is a wealth of information to be mined from this catastrophe. I have always been fascinated with political machinations and watching the most bumbling of ploys sunder one of the world’s mightiest nations is definitely of use for my own fictional worlds. The power plays within the Tory ranks are the stuff of literature’s best dramas and had this referendum simply been an episode of A Game of Thrones, I can’t imagine any fan would be capable of tearing themselves away.

Cameron’s stupidity, Boris’ duplicity, Gove’s betrayal and Corbyn’s stubbornness could fill out an entire trilogy of books if not carry a George R. R. Martin narrative of their own. It’s these sort of events that inevitably provide the fertiliser for some fantastic ideas.

At the very least, trying to understand the psyche of these bumbling players can only help enhance my own writing when I go to tackle the next train-wreck of power and intrigue in my novel.

In short, I still can’t believe that the United Kingdom voted to leave the European Union. It’s about as unbelievable as Donald Trump being made President of the United States.

A Life in the Dice

So, I played a fun little game the other day.

I don’t often review boardgames on this blog despite the amount that I play. I’m hardly a board game aficionado so I hardly feel like the most authoritative voice on the matter. But, hey, there’s not much else to discuss so here we go.

It’s a little game called CV that has you, shockingly, create a fictional curriculum vitae. To accomplish this, you roll dice and try to match up your results with targets on the cards. Of these Yahtzee like games, I’m a big fan of Elder Signs if only because it has the best thematic element of the ones I’ve played. However, CV is a fun and light little number that, while not as challenging as Elder Signs, is still fun in of itself. There’s quite a few differences between the games, however, that make a direct comparison between these two a little less useful. For one, CV is more competitive (oddly enough) while Elder Signs is entirely cooperative. But CV feels competitive in the sense that The Game of Life is competitive. You’re competing against your fellow players in order to accrue the most “points” throughout your life. But there aren’t a lot of avenues for you to actually interact with your opponents on the board.

There are a bunch of interesting ideas wrapped in the game’s mechanics that I do enjoy, however. Particularly, I’m a fan of how the random elements of our lives are tied intimately into the randomness of the game itself. For starters, each player begins the game with three “childhood” cards. These are small bonuses you can use at any point in your turn. Most of them either provide you a specific die result that you can use if you really want a card but can’t seem to quite roll what you need or allow you to purchase a card for one die less than it costs (essentially the same effect). These small advantages have their own little theme, of course. So a free knowledge result is titled Top of the Class. A cheaper purchase of a relationship card is called First Love. In fact, all these “action” cards have some flavour that lets you build a little story to explain all the elements of your CV that you accrue.

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CV is designed by Filip Milunski and published by Granna.

But this isn’t a resume and you’re not looking to just land a whole bunch of jobs. In fact, the game splits most the cards over three categories: Relationships, Health and Activities. The more of a category you obtain throughout your life, the more they are worth at the end of the game. So there’s a touch of strategy to the game, between randomized “game goals” that give extra victory points for certain achievements (the game I played included bonus victory points for each extra job you had and for each pair of relationships and activities you obtained) plus a hidden random goal unique to each player (I got additional victory points for collecting more items at the end of the game).

Thus, there’s lots of ways to achieve victory points so even if one player is constantly buying up all the items when they appear, you can still get more jobs or relationships than him to potentially make up the difference.

Course, life isn’t that simple and there’s a number of things that can stop you from obtaining the goals you want. We all know we should take up running as a healthy activity. However, many of us often find we simply lack the time or motivation to do so. On your turn, you get four dice to roll and each side has a different symbol to correspond with an item’s requirements. You have the aforementioned health, relationship and knowledge but you also have good luck, bad luck and money. Money, obviously, is used to buy items. Good luck and bad luck, however, work slightly different. Few cards actually interact with those results. Instead, if you manage to get sets of three of them then something special happens in the game. Get three good luck results and you can buy any card on available without having to match any of the symbols. Get three bad luck, however, and some misfortune strikes your life and you lose one of your top cards in your CV. Thematically, this is fantastic as we are naturally able to come up with reasons why a double major magician/scientist might have lost their child in some tragic misfortune.

Misfortunes are doubly worse, however, because when you roll them they’re removed from that turn’s dice pool. See, while you start with four dice to roll, some of the cards you can purchase will increase the number of dice that you roll. This is important as the cards later in life require more results in order to purchase and since there’s no downside to having as many cards as possible, you want to buy your max two per turn. However, the more dice you roll, the higher the chance that you get a misfortune. It’s a fun, if minor, little cost-benefit analysis as you consider whether you really want to roll your leftover two dice to try and qualify for starting your business at the risk of getting two more bad luck results and losing your precious bike in pursuit of your dream startup.

Unfortunately, while I love how a story of your life is woven through the random interaction of your dice results and card purchases, I’m really disappointed with how passive the game feels overall. I would have really liked if there were a greater thematic tie between the players in the game. If there were some sort of mechanical way to incorporate each player into each other’s lives, I think the game would have really shone. For example, there’s one card called Friend from Work that lets you “borrow” a result produced by another player’s job. Clearly, if they keep taking your money, then the explanation is that they’re that mooching friend that you’re constantly buying things for. I would have liked even more cards that “crossed boards” so to speak and for the game to have the premise that all the players were childhood friends charting how their lives diverge and intersect over the three phases of the game.

As it stands, without that interaction between players, the game does come across as being a bit simplistic and shallow. While it’s really fun for that first game, I can see how it would get boring after a few more. The strategy doesn’t truly grow beyond “get what’s valuable” and balancing whether you want to roll more dice or buy more result producing cards. The best part is building a story of your life but once you’ve really seen all the cards and a lot of the combinations, it would probably become very “samey”.

It’s cute and lends to good stories though. My life ended up being a little generic though oddly consistent. I was a young athlete who excelled at running and fitness training who married my first love. Sadly, that devotion to physical activity left me a little unknowledgeable about the world (with my only knowledge card purchased at the end being a little blog when I was a senior citizen). However, I was gregarious and made lots of connections which let me later snag a lucrative managerial position at the presumably fitness centre I worked at. From there, I was able to create a valuable pension fund for my later years as well as financially support the twins which I had shortly after my promotion. After that, I spent the rest of my life pursuing my materialistic goals while sailing the world to hike the tallest mountains. I can only assume I produced a fitness line of videos with my acquisition of a factory that turned out to be a huge success and I got a mansion so I didn’t have to live in my friend’s apartment anymore.

My God, I lived Tony Horton’s life.

End of an Era Part 2

Summoner Wars and its art belongs to Plaid Hat Games. Find the last summoners at their website http://www.plaidhatgames.com

Summoner Wars and its art belongs to Plaid Hat Games. Find the last summoners at their website http://www.plaidhatgames.com

Last week we saw the first four of the last eight second summoners for Summoner Wars. Those were my “bottom picks” for who is and isn’t the best. I ran some clarifications on how I do my ranking but one thing I didn’t mention is that I also focus on general utility. I show preferential treatment to decks that are capable of facing off against multiple different opponents in Summoner Wars than those that are tooled to deal with specific match-ups or playstyles. So, while I ranked Natazga of the Swamp Orcs rather poorly, I think her cards can be really good against certain foes. For one, she can do well against her Swamp Orc brethren. Her units are obviously unimpeded by the walls of her foes and her Swamp Archers will be fantastic at sniping Mugglug’s Hunters or getting hits on Glurblub that likes to use his as blockers. All her units hit hard enough to tear down any walls that crop up from her opponents and she can halt Mugglug’s growth if she gets some early Erosions on his starting walls. Finally, her Fury of the Fen can shuffle around her own walls to corner off Mugglug’s growth if he does manage to grow beyond his confines.

So it isn’t like she’s complete rubbish. Likewise, I’d expect Brath to do better against opponents that want to play slow and defensive. And Farrah certainly fares a lot easier against factions she already has faction symbols of in her deck.

But the thing about the tip top tier decks is that they have very few tough opponents. Their gameplan is either powerful enough to dictate the pace of the game or they possess enough tools that they can adjust their strategy on the fly. And I think these last four really cover both of those options.

4. Get out of my head, Charles. (Benders – Shiva)

These middling decks I’m the least certain about. I like a lot of what Shiva is doing but she has one glaring weakness that holds her back and that I find a bit troubling. Not because it isn’t insurmountable but that it seems so uncharacteristic of her faction that I have to question how it came to be. Generally, factions are designed around certain core concepts. The Cave Goblins, for example, are cheap expendable units that basically rush zerg-like towards their enemies and try to win through sheer numbers and audacity. A four magic common with a high health pool would seem very out of character for the faction.

Likewise, you’ll notice that the Mountain Vargath are pretty hurting for ranged units. Same for the Filth.

Thus, I was a little taken aback by the sheer proliferation of melee units in Shiva’s deck. Tacullu had all ranged and laid claim to the “fragile but strong” archer archetype. Sure, parasites are a thing but not one anyone really paid much attention to. A few melee units I could live with as I can imagine continuing to make only ranged units would get difficult after awhile. But for the majority to be shirking the design space of the original seems a little… odd.

Plus it makes Shiva worse. Had she one or two more really strong ranged units, I’d feel far more comfortable ranking her higher.

For, you see, Shiva has a really strong ability. She can forgo her own Movement Phase to move her opponent’s units around instead. It’s only one space each but the board’s small enough that even one space can ruin your opponent’s formation. You can pull weaker units out of cover. You can expose enemy summoners to your attacks. You can separate units boosted by each other’s abilities, be it Moyra’s Defenders or Brath’s Gem Golems. And, of course, you can draw them to your side of the board where you can slaughter them amongst your own forces all within the safety and comfort of your walls.

Unless, of course, your units are tripping over themselves because they are all close range. I definitely think Shiva’s potential will raise when she puts several of the powerful ranged units in the Bender’s arsenal into her deck. Deceivers, Geopaths and Controllers all benefit from Shiva’s Influence. And Shiva’s units themselves are all quite powerful in their own right. Puppets are a magic cheaper than their statistics. Their negative for this discount is offset by Shiva’s strength but even if you don’t Influence that turn, Puppets can take an attack to move adjacent to a nearby friendly Bender. They can cover for Shiva if she moves in to leverage her powerful 3 ranged attack. Shiva can command them with an event and even the Puppetmaster can move them around into position. Shiva does seem locked into including the unit because of all the support she has for them so it’s fortunate that the unit has a fair bit of flexibility and use. They cover the weakness of the parasite by sporting both more health and attack so summoning them doesn’t feel much like a waste.

Fun fact; Shiva is a male deity of the Hindu pantheon. While there are androgynous or composite representations these are usually combined forms of two deities. Final Fantasy has a female Shiva, though.

Fun fact; Shiva is a male deity of the Hindu pantheon. While there are androgynous or composite representations these are usually combined forms of two deities. Final Fantasy has a female Shiva, though.

We also have the Siren that has one of the best abilities revealed. It’s like a mini Influence that targets only one Common or Champion near the Siren but it doesn’t require the expenditure of a movement or attack action. We saw Brath’s champions eat attacks to pull of their abilities but the Siren can just sit on the field and do nothing but lure victims towards (or away) from her. And with two attack, she also makes for a strong and cheap offensive option.

Unfortunately, with both her two main commons being melee, Shiva falls into the same problem as Tacullu. She wants to play on her side of the board but doesn’t include anything natively in her deck to encourage opponents to come at her. This can be addressed through deck building whether through Endrich’s Geopaths or Owl Gryphon but it’s troubling to see a defensive deck created without some lure to avoid stalemates. Maybe the designers thought she would be more aggressive but that seems unlikely. I can only think that Influence was meant to force opponents into Shiva’s defensive position though I imagine it’ll work only to encourage her opponent’s to hunker down on their side of the board and not summon things. Even worse, Shifters encourage your opponent to not play commons as you can simply steal them with the Shifter then Wither it to get some of your magic back. It’s a neat idea to adapt Tacullu’s mind control element and is very similar to a faction I had designed.

Shiva breaks the Bender mould even further by providing some decent champions to the faction as well. I’m not convinced of Lem’s power as it feels too inconsistent and chance based for my tastes. But both Puppetmaster and Haku are fantastic units. Haku in particular deals with champions pretty well or any unit with a low number of attacks (hi Bladed Mutant).

Finally, I should mention that Hinder is a great event for stalling a game which adds more credence to the idea that Shiva is expected to play passive and boring. Sadly, without any late game advantage, I don’t see Shiva doing well against the stronger defensive factions. Even other stalling decks like Brath can probably do some damage to Shiva as she needs to twiddle her thumbs and hope for her opponent to be drawn close enough into her trap. Which is unfortunate because even just one ranged common unit could provide her with the pressure Shiva needed to move forward and force the fight to her. Which is a pity that she has such a glaring flaw since her deck looks incredibly fun otherwise. This is why I’m uncertain about Shiva’s placing. I could see her performing worse than both Farrah and Brath though I think the general strength of her individual cards keep her from being the absolute bottom of the releases.

3. Moo, I say. (Mountain Vargath – Malenatar)

If first Summoner Wars summoners were deemed strong and had weaker second summoners, then it stands to reason that the inverse would be true. At the very least, Malenatar makes a compelling argument.

Like Shiva, however, there’s a peculiar design decision that has left me scratching my head. Granted, at first I was skeptical of Malenatar’s direction. His revealed ability required discarding cards from hand to fuel it. We’ve seen this before in the Mountain Vanguard Korbolden and I ranted about it to no end. So here we see the ability crop up again and I was readying my pitchforks. I have gently tucked them away because it seems my prior complaints were heard. While personally I thought that units with costed abilities should receive a built in discount, Plaid Hat did the opposite approach and provided renewable resources to keep paying for the ability. We saw Little Meda get her Amoeba last week. Malenatar has Battlefield Procurement. So at least these summoners aren’t starting from a weaker position than their non-costed companions.

Renewable economy, Malenatar’s got it.

The part that confuses me, however, was the lack of a discarding mechanic amongst Malenatar’s commons. Considering that Malenatar has more than Battlefield Procurement to help refund these costs, it seemed strange to devote so much of his event suite to discounting these abilities when they’re only on three units. And for Ossa in particular, her discard mechanic is really unnecessary for her power.

Personally, I would have liked to see the Commander need a discard in order to trigger her ability. Then she wouldn’t need to be so expensive. We’ve already seen two factions get a melee unit that has two attack and two health for one magic. Malenatar instead gets one at three. Oh well, she does not so Malenatar has some events that he can always build for magic. It also makes these commons more exportable to Sunderved who is more than happy to have a unit that will allow him to attack with powered up Cherubim more than once per turn. And, of course, it improves Malenatar’s damage output by squeezing in additional attacks.

Multiple attacks – Malenatar’s got it.

mv_ossa

Ossa claps after every meal.

But while we’re on strange design decisions, the Aspirant also breaks the Vargath design space by providing a low health unit to their pool. I do like the two attack with one health for one magic option but, once again, it just seems strange for it to show up in a faction that doesn’t really support that kind of design. I get that Malenatar lacks the attack boosting power of Sunderved and having a higher attack option was necessary to bump him up into these higher predictions. Probably the best thing about Aspirants is that they provide a turn by turn use for Battlefield Procurement. Malenatar can move the Aspirant with his Strategic Positioning, allowing the Aspirant to move another nearby unit one space. Then the Aspirant can take a normal move and move the other unit or a different one an additional space. It’s a quick way to get four movement a turn – a necessity for any faction that wants to play aggressively. Also, that Malenatar can move up to five units (why do you have five units out?!) is also pretty crazy for making a strong rush down deck when you consider that any freshly summoned unit can move at least four spaces on the turn they appear. This also helps his all melee common troupe get in position to pull off their attacks.

Mobility – Malenatar’s got it.

And, of course, there’s the guard which is a fantastic unit that is pretty close to one I designed for a custom faction so I’m obligated to love it. I’m a little saddened its ability wasn’t called Light Cover so it could benefit from the Crusader’s Shining Aura but that would have been a bit too cheeky.

Additional heath – Malenatar’s got it.

Probably the biggest change Malenatar brings to the table over Sunderved is an event suite that actually benefits from containing Superior Planning. Sunderved’s events were pretty mediocre but Unify on its own gives Malenatar something to dig from his discard repeatedly. It may even be worth pulling from the Draw Pile if a good opening presents itself. Malenatar also brings some good champions to make-up for the rather disappointing options traditionally offered the Vargath. Varden offers the rare ranged attack and gives you something to play with Superior Execution. As mentioned, Ossa is fantastic and can single handedly halt a Cave Goblin rush.  Kadros is… an option if you make it to late game and have lots of magic lying around.

Powerful champions – Malenatar’s got it.

There’s really nothing more to say about Malenatar. He’s got a deck full of good units with good events. He has good attack and maneuvering making him an excellent aggressive summoner. When all your stuff is good, it’s hard to not expect a deck to do well. Basically, Malenatar addresses all my criticisms for prior aggressive summoners and why their strategy fundamentally underperformed compared to others.

Victory – Malenatar’s got it.

2. Follow the leader. (Sand Goblins – Scraven)

Malenatar provides his troops some really great movement options but Scraven takes it to a whole new level. He can grant three units free movement at the start of every turn. Even better, he automatically pulls them back as blockers at the end of the turn. It’s a mixture of Maldaria’s Save the Queen and Jexik’s Brilliant Strategist – both of which are excellent abilities in their own right. I can, however, see Scraven being hard to pick up and play if you’re not familiar with your enemy’s options. There are some units that would make you really need to change your strategy, like the Jungle Elves Archer which can shoot through Scraven’s loyal protectors to wound him directly.

But Scraven has a few of his own tricks up his sleeves. First, he’s packing a couple of Event Abilities which opens Marek’s cards up to some interesting deck building options. And some of those abilities are really wonderful. Strong Wind is perhaps the stand out, giving a unit a sort of “taunt” movement that lets you pluck enemy commons from their defenses while working your own troops into the midst of combat. Flingers also see past blockers and walls alike to throw their dice around. Once again, we’re seeing the refinement of aggressive deck design here. And Scraven really focuses on the common play, with Cyrus, Hunters and Scraven himself benefiting in multiple ways by flooding the field with goblins.

And speaking of Cyrus, it wouldn’t be a Sand Goblin deck without some truly stand out champions. I love scaling attack power. Hester is one of my favourite champions and can consistently get up to six dice on attack. I’ve had games where he’s throwing twelve on the attack. Cyrus… isn’t going to be getting that high but he can certainly build up to a respectable attack power in a hurry. And having extra bodies on the field doesn’t hurt Scraven who is happy to get more units to use with his Esteemed Leader. And even if it’s just Hunters you’re throwing down, at least they’ll be getting stronger whilst bolstering Cyrus strength. Cyrus even comes with the Sand Goblin discount to boot even though his ability isn’t really a negative and definitely not to the same level as Kreep or Biter.

sg_wraith

We ignore albinoism so much that you can pass them right by without a problem. This neglect of a serious medical condition must stop. I stand with the unpigmentated!

Then there’s Dinky. Here’s a champion that the opponent always has to keep in mind and that absolutely punishes champion play. Even better, you have control over Dinky’s weakness and can decide to hold off summoning him until the battlefied has cleared a little. He may seem like he’s anti-synergistic with Scraven’s common deluge but more likely he’s the answer to when your little guys inevitably die. And he’s probably the best late game champion in Summoner Wars, not to mention a fantastic wall breaker. And there really isn’t any other champion that can rival him. Little Meda better watch out because Dinky is just going to squish Nanny if he ever gets a swing on them. He’s such a large threat that likely your opponent is going to be required to spam commons in anticipation of the oaf arriving. Which works just fine for Scraven who has such cheap and strong commons that he’s apt to win the exchange.

Finally, there’s the Wraith. I don’t think you can make any comment on Scraven without talking about this guy. He’s like a super Shaman. He’s only harmed on die results of 6 though he vanishes after he makes his attack. But that’s a ranged two attack that is incredibly hard to prevent. Better yet, he’s immune to abilities that directly apply damage, absolutely ruin units with Precise and doesn’t care about events that destroy other lesser units. All of that for one magic. And that’s magic that’s never going to your opponent. He doesn’t combo with Esteemed Leader’s return ability, so there’s that to keep in mind. And he can be destroyed with enough dice thrown his way but the more attacks he eats, that’s less attacks coming at the rest of your forces. And if the enemy doesn’t attack him, well that’s fantastic too because you want him to disappear from your attack.

All of that said, I’m not sold on Hunters or the Sand Drake. Their combination seems a bit too “best case scenario”. Sand Drake itself is rather expensive, cutting into your common economy and really needs to get some units sieging with it to be scary. But it has such a slow ramp up of damage that I feel like it’ll die before it’s truly a threat. And the staggered summoning platform element is a touch too slow for my tastes as it allows the enemy to respond. As for Hunters, their strength is in their zero cost but if you have more than one they immediately lose that strength. And improving health is the weakest statistic to improve in the game. Their one attack is underwhelming as well. That said, you can set up a good Barrage turn with them and in this regard they are a “fixed” Scavenger.

Overall, it’s a powerful package and apt to really ruin players that aren’t used to opponents rushing their face from the first turn. Suddenly, the Summoner Wars battlefield got a whole lot more crowded.

1. Watch you don’t cut yourself on all this edginess. (Shadow Elves – Saturos)

And then there was Saturos.

Scraven and Malenatar might be fantastic examples of aggressive design but Saturos embodies it. This deck is filled to the brim with murder. Too bad it’s also covered in Lycra and teenage angst.

Saturos himself, however, is terrifying. He’s slightly weaker than Selundar but packs more of a punch at range. Better yet, his Blood Summon is like a beefy Glurblub Vinemancer Sow. Instead of punting two health vine walls across the board, however, Saturos is kicking enraged Blood Drakes. Any enemy unit he slays on his opponent’s side is a free summon for him. That’s a crazy amount of tempo swing. It grants you a magic for the kill, denies the board position that unit was in, gives you up to a two magic discount on a unit, gives you the board control and potentially places a unit in position to chain attacks on cowering summoners. Saturos even dodges the Burning Skeleton issue as his Blood Drakes can shift a space when they appear. And if you don’t happen to have the sanguine drakelings in hand, Vindicators are quite happy to take their place as two ranged attacks is also hard to avoid.

And holy smokes, Shadow Warriors are bloody fantastic. They’re Swordsmen replacements or, better yet, supplements. Honestly, I think they’re better than the much lauded Selundar Swordsman as Blood Step can give you far greater range once you take control of the middle board with Saturos. To clarify, they can blood step to a wounded unit before taking their regular movement so when you get some champions in play with a few scratches, the Shadow Warriors can leap immediately to the fray from them as though they had been woven from Melundak’s shadows. And you can do it with all three of these guys too.

Beside, look at that attack spread – 3 attack with a blood summoned Blood Drake, 2 attack with stationary ranged Vindicators and 2 attack off those hopping Shadow Warriors. Saturos comes swinging out of the gate hard and none of this is taking into account his events. Relentless Assault is insane, granting a free full movement to all your units. Sure it wounds Saturos in the process but this can be advantageous if you’ve been doing a good job of keeping him safe as it now makes him a jump off point for Shadow Warriors. Greater Blood Summon is plain nuts allowing you to not only Blood Summon off any unit that manages to destroy an enemy common but also to trigger on your side of the board if you manage to get overrun. Note, this occurs whenever a unit destroys an enemy – it doesn’t specify an attack. Are you thinking what I’m thinking? If you’re thinking Satara then good, because she is love and live the dream of bouncing three units in for free before your attack phase.

But what about that defender’s advantage that I’m always talking about? How does Saturos deal with that problem? We saw Scraven pulling his troops out to prevent them from falling into the enemy’s better positioning. And Malenatar can simply reinforce his frontlines like it’s nobodies business assuming his guarded units are even falling to the counter attack in the first place. Aren’t the Shadow Elves suppose to be brittle? Those Shadow Warriors still only have one health, after all. And it’s not like Plaid Hat is going to reprint Shadows.

se_uriel

New Summoner Wars drinking game: take a shot every time Saturos mutters something about blood or darkness. Try not to get alcohol poisoning.

Well, they didn’t. Instead, Saturos has Revenge. It’s like Shadows if you cared about clearing the board of enemies. Two free wounds is great against units especially tough ones like, say, Baldur who is otherwise going to be unphased by the large attack pools of the Shadow Elves. But wait, the biggest issue with Sunderved was that he had to put himself in danger in order for his aggressive force to benefit from his ability. Glurblub at least had Spore Carriers to take over the duty of growing his swamp after the first couple of turns and he had to pull back. Well, have no fear aggressive Saturos for Vanquish is here to help you. When a common strikes Saturos you can simply knock that unit back to your opponent’s hand while ignoring whatever damage he’d have done. Mugglug may have thought he had a clever flank with a Savager. Now he realizes that he’s gained nothing and is out 3 magic for his trouble. Should he try it again? What if Saturos has his second Vanquish waiting for that exact scenario?

It’s a hilarious way to both protect your summoner while also doing significant damage to the opponent’s position and economy. If Saturos is already wounded and it was a blocker that took the strike, that could mean the enemy is now exposed to your Shadow Warriors.

And all of this without considering Saturos’ champions. Zhant gets you some extra movement and attack though his range is pretty small so he’ll be tough to position properly. Uriel is there if you’ve completely overwhelmed your opponent and he’s fled to a back corner and walled himself in. Congratulations, you’ve just played yourself as Uriel can sit on the opposite side of the opponent’s battlefield and simply choke him out of the game. Finally, there’s Shiiq who brings a lovely 4 attack while also giving you some tricky swapping options at the end of the enemy’s turn. This means any common carelessly left alive can become this frightful woman or, if she’s on the enemy’s side, it can give Uriel an immediate attack on the summoner the first turn he’s summoned.

Yeah, you can basically pluck a card at random from Saturos’ deck and realize how great it is. He’s the definitive example of just making everything great to be effective. It’s telling for a Summoner Wars deck when I think Zhant and Uriel are the least impressive elements when they’d be considered highlights in others.

This doesn’t mean that Saturos is invincible, mind you. He seems oppressive from his preview but even the match-up between him and Scraven would be interesting. While Saturos can Blood Summon Scraven’s loyal guardians, Scraven has Wraiths and Dinky to deal with the fact that commons are going to be vanishing faster than cupcakes at a six-year-old’s birthday.

What I’m most happy to see, however, is that Plaid Hat finally took off the kiddie gloves when it came to designing aggressive factions. I’ve always felt they’ve been holding back either through concern that a too strong aggressive deck would utterly dominate Summoner Wars or that most people didn’t really play defensively to see just how much it hurt their prior offensive decks. Well, our complaints have not fallen on deaf ears and it seems that we have some really great standout decks for all three archetypes of the game.

So while Summoner Wars may be coming to a close, the battles have only just begun.

End of an Era Part 1

Well this sort of crept up out of nowhere.

So I’ve rambled quite a lot about Summoner Wars on this blog. Mostly because it’s an easy thing to ramble about on a day when I don’t know what else to write. So when I’m neck deep in work I can riddle off several paragraphs about this fun little board game and not have to worry too much that I’m making a lot of sense. Well, these simple, lazy days will soon be coming to a close. Plaid Hat Games have revealed the last of their second summoners for the game. This rounds out the product (to my knowledge) and caps off the game with its myriad of rules and characters. Most of these last summoners are the second options for the Master Set – the natural jump off point for new players – so it’s good that they’re finally releasing additional deck building options for the armies that most players are going to own.

There’s also eight of these little guys and gals coming out which, conveniently, happens to be the exact same amount that was in the large Alliances box that came out last year. So, you know what that means. Baseless speculation ahead! And just like Alliances, I thought I’d give my initial impressions based off the previews Plaid Hat put up and try and rank them in order from best to worst.

A few keynotes should be stated, however. Firstly, I am judging these decks solely on their base components. Much like Alliances, these second summoners have definitely been designed with deck building in mind. Farrah in particular stands out as a remarkable example of a deck created around the entire game’s release line. However, it has been and continues to be my opinion that base decks should stand on their own partly because it feels a little disingenuous to tell new players that a deck is good only for them to go out and purchase it and realize they need supplementary purchases to get it to work. Also, the way the game is designed with its very restricted deck building rules makes it feel more natural to judge decks by their initial release. A good third of the deck is unchanging and the parts that can change are pretty narrow.

This isn’t to say I won’t make mention of deck building but that my ultimate opinion is derived from what you get out of the box.

Secondly, these decks are being judged amongst themselves. As an overall observation, they are much better designed than earlier releases. Nothing appears to be as poor as Vlox, for example. Or Melundak for that matter. So even the worst ranked deck does hold some potential, just not nearly as much as its brothers and sisters.

Finally, I haven’t actually had any chance to sit down and try these decks so I don’t know how they actually play. I may overestimate how bad certain negatives are and not give enough credence to the positives. See my early speculation on Endrich in the Alliances for that. While my early assessments of his drawbacks were dead on, it turns out that the things that were good in his deck were really, really good that they made up for his short comings. Consequently, I undervalued the weaknesses of Hogar and conservatively ranked him higher based on my uncertainty.

That is to mostly say I’m not a soothsayer and it’s mostly fun to see how my early impressions line up with some experience. And we are, after all, here for some fun, right?

Summoner Wars and its art here and below belongs to Plaid Hat Games. Find the last summoners at their website http://www.plaidhatgames.com

Summoner Wars and its art belongs to Plaid Hat Games. Find the last summoners at their website http://www.plaidhatgames.com

So as an overview, here are the last eight Summoner Wars decks being released:

  • Shadow Elves – Saturos: Selundar has been a rather inconsistent and underestimated deck in our experience. Focusing on quick engagements and striking with lots of weak but strong units, Selundar shows a flawed approach to assassination and being aggressive. Saturos takes this design of aggression and ramps it up to eleven while drawing heavily on Melundak’s Shadow Weave ability and the Shadow Elf Hunter design.
  • Swamp Orcs – Natazga: The often horribly named Swamp Orcs are a rather disheartening faction to face. Their vine walls slowly dominate the battlefield, choking out avenues and options from their enemy before they can overwhelm them from the safety of their swamp. Mugglug has proven quite effective in his games with his high attack Hunters and Savagers being able to appear right on his enemy’s doorstep. We’ve seen just about every manner of vine wall generation from killing units beside walls to killing enemy units with Glurblub and now Natazga gets them for attacking enemy walls themselves.
  • Mountain Vargath – Malenatar: The goats have had an unfortunate run in Summoner Wars. Sunderved was meant to be the counterpoint to the Cave Goblins: a rush down aggressive common focus deck that had more survivable units at a higher cost than the swarming goblins but hit like no other. Sadly, it has been a struggle for Sunderved to cinch victories combating the natural defensive advantage of enemy walls, though Moyra did offer him a number of tools to overcome his weaknesses. Malenatar returns with strong, aggressive units but brings with him something the Vargath desperately needed: good champions.
  • Sand Goblins – Scraven: Krusk had some of the best commons in the game with some of the cheapest champions. He’s a pretty solid deck whose biggest weakness has been a mediocre to poor event suite and a really horrible common with few options to replace it. The Alliance deck had very little for the original Sand Goblin faction with Marek introducing a new type of event and having most her forces based around them that made exporting into Krusk’s formations pointless. Scraven builds upon some of the ideas that Marek introduced while also bringing to the table an ability that outshines Krusk’s situational Sandstorm.
  • The Filth – Little Meda: The Filth are a fun but weird faction that rely on a special type of common known as mutations. The Demagogue has been a consistently strong opponent with a weakness to early game rushing but an absolutely dominating late game with his not quite champions but far stronger than commons deck composition. Prior second summoners for very strong performing decks have always seemed to err on the side of caution towards making their original release even stronger. Does Little Meda simply make Demagogue impossible to handle? The Warden skirted that issue by utilizing a Prison mechanic but Little Meda is pure filth chicanery.
  • The Benders – Shiva: Like the Filth, Tacullu has also been a rather dominant force on the Summoner Wars board. He even benefited strongly from Endrich’s Alliance, giving the passive Bender summoner some defensive pressure to force his enemies to his side of the board – exactly where he wants them. Are the Benders simply destined to win the wars or does Shiva take the faction in a different direction that is both effective and fair?
  • Deep Dwarves – Brath: And the last of the big summoners, Tundle of the Deep Dwarves has done very well for himself with a strong common unit, a powerful ability, great events and some of the best champions in the game. All his units require additional magic to use but Tundle can generate magic like no other – assuming he gets enough space to create this advantage. Magic generation seems a core concept of the Deep Dwarves but a powerful one too. Brath certainly tries to take it in a different direction but will it be as good?
  • The Mercenaries – Farrah Oathbreaker: You don’t see much talk about the Mercenaries. I absolutely love Rallul but he is a peculiar nut. He’s sort of passive, sort of aggressive with an equally strong economic game and strong units to support his style. I think his strong ability and events were overshadowed by the fact that everyone could poach his very good, if oddly internally incoherent collection of commons. So, in a sense, Rallul was the quintessential mercenary in that his forces quickly abandoned him for higher bidders. Farrah turns this on its head and instead restricts her commons from other summoners but gets to take whatever she wants from her enemies’ ranks. The possibilities are truly endless with the Oathbreaker.

After showing our highly trained team of analyst monkeys and promising them an endless supply of bananas, we at somewherepostculture.com have determined the “Very Most Reliable Ranking of Last Second Summoners.” It’s taken us months, mostly as we figure out to chain monkeys to desks, to produce this ranking. Our data is both mountainous and incomprehensible so I’ll spare you most of the details. I have sifted through their mad ramblings to produce a short blurb on why they are where they are and what to possibly expect when these decks hit the commercial shelves. So here we go!

8. Get off my lawn! (Swamp Orcs – Natazga)

Yeah, we’re doing it in reverse order this time.

I feel that Natazga suffers from a rather disjointed direction. Her ability is the least reliable of the three vine wall conjurers. She needs to score at least two wounds against a Wall without destroying it to make a vine wall. This, inherently, is a less efficient manner of generating a swamp. Both Mugglug and Glurblub can kill enemy units and earn magic on top of getting their wall out. They gain far more board presence through creating their wall while also (potentially) eliminating an enemy unit. Glurblub can be stifled slightly by the opponent not playing any commons for him to kill – though the opponent will invariably have targets at the start of the game for him to murder. Mugglug can always resort to killing his own units.

Natazga, however, needs to ignore the enemy’s forces to get her walls out. Granted, she gets advantageous walls immediately – they’re both on the enemy’s side and cutting off a summoning point – but she misses out on that magic and board positioning. It also reduces the number of attacks she can use against her opponent’s units. Consequently, misses  seem like they’re even worse for her than normal especially since it’s unlikely you could position multiple attackers on walls and not put your own forces at a monumental risk. To compensate, Natazga been given a number of units that can produce vine walls on their own but at a cost. Skrub poops vine walls intead of attacking. Zur Lak bleeds vine walls while he’s dying. Zealot’s both eat an attack and die to make their wall. That’s three different units devoted to something that Natazga’s brothers did on their own. Her events for producing vine walls – Erosion and Quagmire – are likewise less efficient than Mugglug and Glurblub’s events. Quagmire requires you to pay two magic to produce one vine wall and only if you’ve already got one that’s about to be destroyed. Erosion only works against generic walls and gets better the more you devout your units to attacking the walls and nothing else. So both Erosion and Natazga’s Overgrowth have anti-synergy with Skrub and Zealots.

A scrub is a man who can get no love from me.

A Skrub is a man who can get no love from me.

Sklursh and Zur Lak returned to Swamp Orc champion form of being incredibly expensive. The Skull Taker/Battle Champion combo to get them out “cheaper” isn’t actually any cheaper. It produces the champion at cost assuming you have all the pieces of the combo and your Skull Taker survives a round of being worth extra magic when killed. And while the Skull Taker is nice for being a strong, deadly unit that’s cheap his drawback of preventing you from generating magic off his kills is a rather significant drawback.

All that said, Fury of the Fen is an amazing event if you manage to get your vine walls to the board. Unfortunately, Natazga is a common focused deck so the Fury is most efficient when you have no other units on the board. Otherwise, you’re angling it for a surprise two or so attack on an entrenched opponent.

And while Swamp Archers are the unit that Mugglug has always wanted, I have to wonder how effective they will be in Natazga’s more sparse swamp.

There just seems to be a lot of anti-synergy amongst Natazga’s cards and a deck that is more focused on trying to shore up her lackluster Overgrowth that it stagnated her potential overall.

7. Children are disease factories. (The Filth – Little Meda)

Here’s a controversial opinion, I think Little Meda is nicht zehr gut. I do think there’s a lot of interesting design going on with her. I simply feel the execution results in something a little too chancy and inconsistent. Specifically, I recognize the problem of designing a second summoner that doesn’t simply make Demagogue a demigod. Demagogue can use Mutagist to recycle mutations endlessly, creating an infinite economy so long as he possesses things to spend his money on. It’s a late game engine where he can put out mutant after mutant until he overruns his enemy with super commons. But it comes with a negative and that’s the Demagogue’s weakness to early game pressure while he tries to get his little money printing machine working.

Little Meda appears to twist this Filth tempo on its head. With three ranged attack and a champion on the board at the start, she (probably) has the strongest first turn setup in the game. My guess is that Little Meda is a powerhouse in the early to middle game with painful events (3 wounds from Daddy Doesn’t Like You!) and a large health pool to soak the initial retaliation the opponent can cobble together. Her ability drains her economy, however, but lets you react to an opponent’s counter play immediately instead of requiring the prediction from the Demagogue. Her magic generation options are, however, limited. She has a single “magic drain” and a mutation that feeds her ability and early game pressure.

Cthulu horror is best horror.

Cthulu horror mutation is best mutation.

Unfortunately for Little Meda, her commons are worse than the Demagogue’s. This isn’t usually an issue since Filth commons exist solely as mutation platforms but with Little Meda’s focus on that early game, having 0 cost units that could support her aggression would have been wonderful. The Herald is way less consistent than the Zealot though if you’re lucky he is better. But good luck getting doubles. Deathseeker is poor since she’s ranged but her ability is meant to be used for blocking. Even worse, she only stops movement so she can’t even block a ranged unit from getting into position. Then she dies without even eating an opponent’s attack.

Then there are the mutations. Nearly half of them are… well… not that great. Gas-Filled Mutant is cute but a worse Barbed Mutant and really expensive for a girl that doesn’t have the spare money that her kin possess. Leech Mutant is a high priority target with little health and a melee attack which makes him easy to hunt down. Blade Mutant is a more niche Claw Mutant. Drool Mutant is niche and expensive with an ability essentially under the opponent’s control. It at least has four attack.

That leaves Springy, Tusk, Amoeba and Bloodspray Mutant. Little Meda has poor options for tutoring these cards from her deck, however, and is reliant on the luck of her draw. As her opponent, I’d see any moment she plays Daddy Loves Me for card draw as an opportunity to try and murder Nanny since Little Meda is going to be hesitant about putting those wounds on herself. It also means that when these guys go down, Little Meda has few options left to close out a game. Though Amoeba does give her some magic generation like the Demagogue, I see this more as a way to off-set the cost of her Gifts from Daddy ability than a true economic engine. It is great that he can keep coming back to the table again and again (assuming you have Deathseekers and Heralds to mutate) so long as your opponent spends their magic.

I feel like Little Meda is under her own pressure to close out a game within five turns or so. After that, her effectiveness looks like it drops off rapidly as she accumulates wounds on Nanny and your enemy can pull out answers that can deal with her mutants. But it does look like she can make those first five turns pretty terrifying.

6. They dug too deep! (Deep Dwarves – Brath)

Yeah, there’s a trend appearing. The second summoners to strong first summoners look like they’re less powerful. Brath, like Little Meda, has an ability that is much weaker than her colleague’s. Deep Magic pulls a card from your Draw or Hand at any point in your turn, turning it into magic now instead at the end of that turn or the next. To me, this suggests that Brath is – once again – a deck that wants to leverage her immediate advantage before she burns out by the end game. Unlike Little Meda, however, I don’t feel like her early game is all that great.

But let’s rewind a little and talk about Tundle. The Deep Dwarves are known for two things: being defensive like hell and crazy combo turns. With units that all require magic to activate, Tundle needs to build up a bank of money to summon his units and pay for their abilities or drop a Wake the Father Gem. He then wins with powered Gem Mages striking at targets beside Scholars while Kynder and Lun wreck havoc on the opponent’s formations. Tundle’s biggest fear is getting overrun before he has all his units on the board and in position but he can rely on Magic Stasis, Summoning Surge and Illusionary Warrior to alleviate some of that pressure.

Is that a skin tight halter top or is she wearing just straps?

Is that a skin tight halter top or is she wearing just straps?

Brath is similar in that she has some crazy combination potential. Her ability to survive until those perfect moments, however, look like they’re less powerful. Her pieces revolve around Gem Golems and Gem Archers. Both of these are pretty uninspired units on their own. The archer is a basic one attack with one health. The golem has no attack unless Brath risks burning an important card from the top of her deck to empower them. Consequently, Brath’s power is the opposite of Tundle’s. Tundle wants to meditate as much as possible until he’s under pressure and has to perform. Brath doesn’t want to touch Deep Magic until she has her important cards on the field and in her hand. So it isn’t even an early game power but one that’s mostly for improving her golems.

That said, if you manage to pull off Brath’s combination, it is far scarier than Tundle’s. Gem Archers in position and strengthened through Call of the Mother Gem are hitting for two ranged attack and allowing the Gem Golems to shift one space and make a free 2 melee attack. With just two archers and a golem in a good position, you can get 8 dice with two attacks. With three gem archers, that can turn into 12. With a single Gem Mage, that can be 12. If you somehow work a Scholar in there somewhere, you can roll 17 dice! Throw in a Magic Strike to place wounds on anything within two spaces of your golems to soften them first. If you have a Will of the Mother Gem you can have your golems attacking diagonally too! Use Back to the Deep to recycle those Call of the Mother Gems to repeat the process multiple times. You can blow up walls, vapourize champions and blast summoners hiding in positions they originally thought unassailable.

Sadly, without the preparation, Brath is a lot less threatening. Gem Golems are rather pricey for their base statistics and until you have your pieces, you’re risking a lot to get them to attack with a pathetic one attack. Drek can stall but he isn’t hitting hard either. Aurora can substitute for a Call of the Mother Gem but she’s rather an expensive back up compared to an event plus eats into your attacks. Noa’s there to try and fix the Gem Golem cost. Finally, Geomancers are a poor man’s Gem Mage since they’re trading the potential for a third attack in order to assure a second wound on their target. Good against Baldur though.

And the more you have to use your units prior to getting your combo, the more you risk burning yourself out with that complete lack of economy engine. If the stars align, Brath looks frightening. But consistent pressure should see her draw reliant strategy fold more often than not. Perhaps the best she wants to see is a passive summoner that’ll dither and let her build up to her crazy potential.

5. United we stand. Divided we fall. (Mercenaries – Farah Oathbreaker)

I… don’t know what to think about the Oathbreaker. Mostly because she’s so weird. So, she’s built all around the whole faction symbol that’s been on cards but has done nothing for years other than be pretty.

So, let’s get it out of the way. I think Farah has some severe weaknesses in her design. I think she also has some insane overpowered elements in there as well. She’s a combination of extremes. First, let’s talk about the good because everyone likes good.

Undercover Agent. Wowzers. That’s an event. Assuming you can meet its requirements, Farah gets an invulnerable unit that reveals her opponents hands. First, the revealing is pretty minor. It may seem strong and powerful and whatnot. People will talk about the advantages of a whiffed Mimic giving you insight into your opponent’s hand. However, unless you’re Rallul, hands change pretty quickly in Summoner Wars. Deck knowledge is better than hand knowledge as most opponents will burn through their hands the turn they draw them. Barring combo decks (like Brath) or insistent champion play, the reveal isn’t likely to spoil too much that you wouldn’t know. It’s good – I’m not saying otherwise – but it’s hardly a gamer changer.

But that invulnerable unit? Phew. That’s a blocker your opponent can’t remove. That’s a summoning spot you can just stuff for as long as you want. That’s an assassin that the enemy summoner can’t escape! Slap this on a three attack unit and just stalk Elien all around his house scaring the living daylights out of him. There is literally nothing that the enemy can do about this. That’s a game changer.

The best little free card in all the game. Great art too.

The best little free card in all of Summoner Wars. Great art too.

Now, unless you’re one of the original six factions, getting that Undercover Agent is going to require some work. You either need Mingle or Disguise which means that Farrah is a bit of a combo deck herself. No accelerated draw, however, so you’re going to have to dig for those events.

And now we get to the massive negative of Farrah: 3 commons. That’s huge. One of the largest problems with Selundar is that he only has 3 swordsmen in his deck. I make mention about consistency and draw luck and Farrah is at its mercy. You don’t put six of a common into your deck because you plan on summoning all of them. You put in six so you can build most when they wouldn’t be helpful and summon the ones when they will be. Farrah…. can’t. Not really. Every unit she builds as magic is decreasing her chances of getting use of that unit. On top of that, she starts with a whole mitt full on the board which means she only has 2 of those commons in her deck. Really need that Heavy Knight now? Too bad you built one and lost the first one. The final is probably the last card in your draw. Good luck!

One way Farrah combats this problem is by having a whole whack of commons worth summoning. So you may only have 3 Rune Smiths but at least the Heavy Knights aren’t that bad of a draw. Farrah’s commons are pretty great across the board. The only one that seems lacklustre for Farrah is the Augur who would mostly serve as an Undercover Agent against the Fallen Kingdom for her than using its ability. One magic to save one wound is meh for having to keep him beside Farrah. Otherwise, Heavy Knights, Rune Smiths and Invaders provide a decent stock of attack in the deck. Changelings are perhaps the best 0-cost common in the entire game though for Farrah the cost of transforming them is a bit of a hit. Lurkers are meh but at least they’re free. And the more junk Farrah throws to the ground, the more her Unity improves her attack value. And Rune Smiths can make a really awkward economy engine between returning disguises and recovering undercover agents but it’s not really great.

Sadly, there’s not a lot of attack in Farrah’s base deck. Fortunately, her champions are relatively cheap. I didn’t expect to see another Khan and his ability can be nice given Farrah’s numerous 0 cost troops. Lukestor provides a bit of ranged fire power too and Soar is a decent survival ability. Pity you have to pay extra for it. So while I think invulnerable units are likely to be really good, the generic attack spread of Farrah’s deck means she’s reliant on that trick in order to get her victory. Getting your agent looks like it’ll be a bit of gamble, however, especially against the Alliance or Master Set factions. And Inside Information can be pretty crazy if you’re lucky and snatch a strong event or champion from your enemy’s deck.

There’s a lot of cutesy tricks Farrah knows. But like Vlox, I don’t know how often those tricks will lead you to success.

Style and Substance

Alright, so Overwatch is releasing tonight and there’s excitement in the air. Blizzard has been rolling out its marketing machine in celebration and we’ve been treated to several comics and video shorts in order to flesh out the game a bit more before the mayhem of players flood the servers.

Overwatch belongs to Blizzard and all the wonderful people who make it. Check it out at www.playoverwatch.com

Overwatch belongs to Blizzard and all the wonderful people who make it. Check it out at www.playoverwatch.com

Sounds a bit familiar right?

Here’s some background. I’m a Team Fortress 2 player. I didn’t jump on board when the game was released but I was certainly playing it when you had to purchase the Orange Box in order to get it. Lovely game that I’ve sunk way to many hours to post here. Was it perfect? Of course not. But over nine years it was interesting to see the evolution of design and for Valve to hone in on the content they wanted to release. There were many bumps and, personally, I don’t hate the cosmetic and shift to free to play like a lot of other stodgy old guards.

I’m more annoyed by the drop/craft mechanic for items and I still hate item set bonuses though it looks like Valve has pretty much patched those out now. There’s still some balance issues but at this point, I feel they’re inherent in the game’s design. It’s one reason why I’m way too ready for a Team Fortress 3 if Valve ever decides to get around to making it.

But I don’t want to discuss game mechanics and I especially don’t want to compare game mechanics with Overwatch. I don’t have enough time in the second game to have really great arguments yet and if you want to see my initial impressions from the open beta, I wrote a rambling blog post the other week.

No, instead I want to discuss something that is far easier to compare between the two games and that’s its marketing.

Team Fortress 2 belongs to Valve. It's old as dirt and can be got on Steam.

Team Fortress 2 belongs to Valve. It’s old as dirt and can be got on Steam.

Mostly, I want to rant against Blizzard’s bizarre direction for their supplementary material.

First, let me just get this out of the way. The videos are pretty. They look like a Pixar animated short and capture that cartoon aesthetic perfectly. The animations are top notch and it is brimming with detail and liveliness. But this Pixar element also seems to be it’s biggest problem.

Namely, I don’t know who on earth Blizzard is marketing to with these videos. I’m not sure they do. When I say the shorts look like Pixar mini-movies, this extends well beyond its appearance. For instance, there’s a surprising number of children in these things with two of them – the latest Hero video being a prime example – that the shorts focus on. The action within them is comically juvenile as well. Here we see people shot with rockets, sniper rifles, automatic pistols and sawed off shotguns with nary a scratch. More often, individuals are just punched or kicked – superhero fashion – with there being nary any damage done to them as though everyone in the Overwatch world is made of rubber.

Contrast this with Team Fortress 2’s videos. Meet the Pyro is a fantastic comparison, not least because it walks this very tight line between comedy and carnage. It simultaneously leans on its cartoon style to excuse the excessive amount of violence within it while also managing to turn that very element into one of horror. TF2 doesn’t ever present itself with any resemblance of realism. The dismembered heads of a soldier’s enemies are line up on a fence while he lectures them is a rather grotesque concept but because it’s visuals are so unrealistic it’s easy to disassociate from any real sort of inhumane behaviour. The Pyro walks away from a street filled with the charred and chopped up corpses of his enemies whistling a little tune and it works within the style and world that Valve have crafted.

bx32wbpuape1okkdjusoSoldier 76 doesn’t. It’s hard not to see the parallel’s between Blizzard’s shorts and Valve’s Meet video series. And it’s equally hard to not see the finesse that one executes them and the bubbling issues of the other. We don’t know anything about Soldier 76 at the end of it. That’s because the emphasis is entirely on the little girl who is neither a character within the game or even what Blizzard is attempting to market. In Hero, the cartoon style is used to create a juvenile world attempting desperately to overcome it’s unrealism to mimic reality as close as possible. A robot is being beaten by a group of thugs, the framing clearly meant to communicate how great an injustice this random act of cruelty is. The aforementioned movements and animation are all trying to make it seem like these are real, sympathetic characters. Because so much effort is breathed into making these characters seem real it makes the moments like when Soldier 76 is beating a thug’s head in with a burning pinata even more jarring. Despite the thug seemingly being unharmed by the assault, it comes across far more distressing than the Pyro driving a fire axe into the face of the Heavy.

It’s weird. It makes the audience feel weird. There’s this directional conflict between playful violence and serious real world consequences. Soldier 76 beats the shit out of a group of thugs who all seem to be “Batman puts people to sleep” sort of unconscious mixed with moments where he’ll blow a gunman up with rocket fire or others who fall from rooftops seemingly dead.

Alive2-600x400Alive – perhaps Blizzard best short so far – struggles with this issue as well. That video is following Widowmaker – an assassin for hire contracted to kill a religious robot – who has seemingly no excuse for being so gentle with her foes. Whenever it shows Widowmaker combating the hired security, she’s politely knocking them out but at the height of the video’s climax she takes a shot at the protagonist’s heart which – when the character zips out of the way – turns out to have been a headshot against her mark. The video offers no explanation for this sort of extreme behaviour and, once again, grounding the video in real life like moments as a religious rally for a robot-human civil rights activist makes the juxtaposition between the two tones stand out even more.

Basically, the content of the videos appears as though Blizzard is targeting children. But the framing of the videos is entirely adult.

And I can’t tell if Blizzard is attempting to avoid some sort of controversy over their videos or if they simply can’t decide on a direction for them.

I mean, it can easily be argued that Team Fortress 2 desensitizes its players to extreme violence. Rockets will explode characters into blood giblets that bounce across the ground. In Meet the Sniper, we see the titular character headshot his mark and for the bullet to pass through and strike the bottle of a Demoman behind him wherein glass fragments shatter into his one good eye. The Demoman then stumbles around bleeding profusely and blindly firing off his grenades until he falls into some canisters and dies in an explosion.

It’s hyper violence but it’s meaningless because the characters themselves are so exaggerated. This isn’t just in their form – which features over sized hands, diminutive legs, broad torsos and they like to create vivid and distinct silhouettes between the characters – but also in their behaviour and personality. These characters couldn’t possibly exist within any world striving for an ounce of realism. They entirely consistent within the Team Fortress world but that world is so far removed that the violence is hardly analogous to anything anyone would ever experience in reality.

Overwatch, however, sanitizes its violence. Kills – if they even seemingly occur amongst the hail of bullets, machine gun fire, rockets and grenades – always happen off screen. If something were to actually be violent and in your face it has consistently happened to robots which, conveniently, don’t emote in any real fashion and certainly can not bleed, bruise or otherwise communicate any real pain. When violence is enacted on a human, they always appear to survive through some magical superheroic constitution. Necks or limbs aren’t broken from falls from tremendous heights. Characters are shot at but never actually hit. Explosions make targets simply vanish.

overwatch5The worst a character can seemingly accrue is getting several cuts in their jacket and a light dusting of carbon. It is, once again, the way one would treat violence in a mindless children’s show.

However, this is a game which players are tasked with actually eliminating their rivals via the same bullets, rockets, swords and whatnot. I can understand not taking Team Fortress’ cartoon approach where, even if someone has a hole blown through them the most you might see is some undetailed bone shape and an over-exaggerated emote of pain. But despite TF2’s desensitization there’s no question or ambiguity that these individuals are dead.

It feels more honest than Overwatch’s “everyone pretend to fall asleep.” More importantly, TF2 demonstrates that you can have a lighthearted and fun tone without resorting to juvenile cheats that talk down to its audience. Honestly, if Overwatch keeps shooting for these emotional vignettes, they have to start including some actual stakes to the characters. Have your characters bleed. You don’t need the over-the-top cartoon gore like TF2 and, honestly, that wouldn’t work in the first place.

MeetPyroBut having Yakuza run around with arms flailing like a Sunday morning cartoon comic panel then thirty seconds later attempt some grave conversation about sacrifice, honour and familial obligation just comes across as incredibly tone deaf. It speaks more to a creative team afraid to commit to a direction and instead flops between the two. If you want realism then make the consequences of your violence real. If you want cartoony consequences then make your stories cartoonish narratives like the Sniper trying to explain the difference between assassin and crazed gunman to his parents over a pay phone.

It just goes to show that even if you’ve got a good style it doesn’t immediately equate to having good substance. You need to pair the two and ensure your style, tone, atmosphere and character are in line.

Happy Overwatch launch!

Cheers, love! First impression’s here!

So, apparently there’s this thing called Overwatch. You may have heard of it. Maybe you haven’t. Either way, there was a beta recently and I got in on it. So did a bunch of my friends. They all loved it. Now I’m left with a question of whether I should buy in on it or not.

Thus, I get to make a blog post as I talk my way through it!

Let’s start at the beginning. What is Overwatch?

Overwatch belongs to Blizzard Entertainment and all rights and such are theirs.

Overwatch belongs to Blizzard Entertainment and all rights and such are theirs.

Well, it’s a team based, class based, competitive online first person shooter. That’s a lot of tags. Shortening it down, it’s essentially Team Fortress 3 made by Blizzard instead of Valve.

It’s hard to shake the comparisons between Overwatch and Team Fortress. Both games are colourful shooters. Both games require players to compete in teams to claim objectives on the map. Both games allow you to choose which character you’re going to play with each character possessing different weapons that make them suitable for different roles in your strategies. You have snipers who sit on the back lines eliminating key targets. You have front line soldiers that engage the enemy head on with their overwhelming firepower and health. You have medics that keep your team mates healthy and contesting objectives.

But even with the similarities go beyond the game play and into the design itself. Valve spent a lot of time creating unique characters with grand personalities and visual designs that made them easy to stand out amongst a crowd. These characters have unique dialogue for greeting each other or slaying certain opponents. They’re fun and well-developed which is certainly beyond the faceless soldiers of games like Halo or Battlefield.

Course, what really makes this a spiritual successor is that Blizzard essentially lifts Team Fortress elements wholesale into their version. Take Mercy, the Overwatch support. Though she’s rocking a strange sort of futuristic angel aesthetic, her weapon is a staff that projects a beam to her allies to heal them. The Medic from TF2 has the Medigun that projects a beam to his allies to heal them.

Where the two games diverge is that TF2 is a bit closer to a classic shooter. Each class has three weapon slots: a primary gun, a secondary and a melee weapon. In Overwatch, every character has a melee attack but they all do the same damage and most Overwatch characters don’t have a secondary weapon. Overwatch also pulls a bit from Dota-like/MOBA design in that every character has two abilities and an ultimate.

The ultimate, however, works essentially like the TF2 ubercharge on the medic. Each class charges their ultimate, typically by dealing damage (though supports like Mercy can charge on healing – much like the Medic) before the ultimate can be deployed. The other abilities work on a cooldown system with a number of them being mobility related.

That’s the gist of the game and, as you can see, there’s a reason I call it “Team Fortress 2 with more bullshit.” But let’s quantify that last bit of my impression.

Team Fortress 2 only has nine classes – three in the assault, defence and support category. Overwatch has 21 as of this article split over four categories of attack, defence, tank and support. How Overwatch reached its large number, however, was by basically splitting the TF2 classes into multiple separate heroes.

This leads to one annoyance of mine with Overwatch. The heroes are more limited than TF2 classes because they’re stripped of options.

overwatchThe easiest comparison is to compare Overwatch’s Pharah with TF2’s Soldier. They both serve the same function of being a frontline fighter for the team equipped with a rocket launcher and possessing superior mobility compared to the other classes. The Soldier, however, is a fairly skill intensive class who utilizes his rocket launcher to perform a manoeuvre called the “rocket jump.” This is accomplished by shooting your feet with your rocket launcher while you are jumping in the air to provide yourself with a significant vertical and speed boost at the cost of taking splash damage from the explosion of your rocket.

In comparison, Pharah has an ability called Jump Jet that propels Pharah into the air before going on an eight second cooldown.

On one hand, I recognize that the rocket jump is both unintuitive and difficult to perform for new players. I’m not even certain it was part of the original TF2 design so much as it was discovered by players and then incorporated by Valve. There are jump maps for practising and honing the rocket jump ability and the mobility around the map that a very skilled Soldier has is unparalleled.

For Pharah, it’s mostly a liability. She has far less mobility from her jump jet and it provides very little horizontal coverage not to mention you don’t have any sideways control. You can use her concussive blast to give you a bit of a faster push but that’s it. I may be bad at rocket jumping but I can get around faster than this. Even worse, it makes Pharah really easy to hit and track in the air. Which is awful in a game that possesses a sniper that can shoot her out of the sky like a clay pigeon. To add insult to injury, Pharah’s rocket launcher doesn’t even have the knockback that the Soldier’s rocket launcher has so it’s near impossible to rocket juggle your opponent.

To add insult to injury, Pharah doesn’t have any secondary weapons to swap to. She just has her rocket launcher. As a Soldier, it’s very common to swap to your shotgun especially when dealing with multiple enemy engagements or if you’re facing a Heavy. Pharah simply has to reload and hope she doesn’t get blown up like a chicken. And this isn’t even covering the issue that there is far more health floating around in Overwatch than in TF2 on heroes and Pharah’s rockets have much smaller splash radius.

This is a long-winded way of saying that Pharah is kind of bad in Overwatch. But it also addresses one of the issues I have with Overwatch. The way the game is designed is for a rock-paper-scissors between heroes. Pharah is countered by Widowmaker. Widowmaker is countered by Winston. Winston is countered by Reaper. Reaper is countered by McCree. McCree is countered by… well…

The idea is that you need to swap your hero to match what your opponents are running. There’s this element in TF2 in that if you’re facing Engineers, you grab a Demoman. But that sort of hard countering was more a criticism against the game than not. Competitive play revolved around really only Scouts, Medics, Demomen and Soldiers (with the odd Sniper). People wanted the other classes made useful but it’s just the nature of design that those four rose to the top.

Outside of competitive play, you could certainly get really good with Spy, Pyro, Engineer and Heavy. Their weapons just simply didn’t have the flexibility and power of the others. Partly because of the role they filled but that didn’t stop Valve from trying to release a bunch of different weapons in an attempt to elevate those classes. It’s the reason I’m excited for an actual TF3 because I’m curious to see how Valve would design a game from the ground up knowing what they know now about balance.

But, Overwatch is made by Blizzard and we’re already seeing some of the mistakes that Valve made. While we have this rock-paper-scissor design which encourages a rotating class swap during a match, the reality is that some heroes simply end up being better than the others and those are the ones you see on teams again and again. Widowmaker, Lucio, Winston and McCree have taken over the early strategies. You can see this in public play as well. Widowmaker is such a powerful class that she shows up in nearly every match. McCree is perhaps the best solo character with a stun and incredible burst damage.

My concern is that the design space of Overwatch is going to exacerbate this inequality. Because heroes are restricted to a single weapon and their abilities have such narrow application, if they don’t have answers to the popular hero choices then they’ll simply not be played. McCree’s kit is so good in a general sense that his only real counter is to not engage him. But that basically leaves Widowmaker as the best way to fight him, assuming maps allow sightlines that put him in the open. But there’s not a lot of ways to really counter him and you can’t really change his abilities because he was designed to keep other heroes from having no answers and running out of control (Genji and Tracer).

If there isn’t a good answer to McCree then either he’ll be seen everywhere and a vast swathe of heroes will basically shrink from play. Or, he’ll be weakened and the prior heroes that were running out of control will squeeze out the others. Or they have to design yet another hero to counter McCree and hope that hero doesn’t spiral out of control.

game_overwatch_bg.0nVQq.0.0I also think that there’s far too much emphasis placed on accessibility. I don’t say this as some elitist “git good” competitive player. I mean that there’s a number of heroes designed to be played by basically someone who has never picked up a game in their life and still be effective even against the high skill heroes. How this achieved, however, is by making the new player friendly heroes with a really low barrier of entry but a really high performance. It’s the Engineer problem if the Engineer were actually made even stronger than he is in TF2. Bastion and Winston are the two heroes that stand out. Bastion has some of the highest damage output without any real effort. You put yourself in sentry mode and mow down enemies with just the click of a button. Winston doesn’t even need to aim, possessing a lightning gun that hits everything on your screen assuming you’re close enough.

Bastion is essentially playing the Engineer’s sentry gun. His immobility provides a weakness but, just like the sentry, he can ruin beginners who aren’t coordinated. And the best counters to Bastion require more skill to execute than the Bastion play meaning that new players are going to have to face the inevitable “get good” comments before they can get past the issue with Bastion.

Winston, currently, is just really good which is why he shows up in competitive so frequently. His leap and gun will do about half the health of most heroes that aren’t tanks in a few seconds. Two Winstons will kill them outright if coordinated. There hasn’t been a good counter to this yet. There could very well not be a good counter to it.

In TF2 the beginner classes were Pyro and Engineer and, as I mentioned, while they had a low barrier of entry they also had a low skill ceiling so the better you got, the less you saw of them.

My other big concern is that a lot of the Overwatch maps are awful. TF2 had awful maps at the start (Hello 2Fort) but I’m sad that Overwatch didn’t learn any of the good map design lessons that Valve did by studying the later releases. Overwatch also doesn’t have dedicated servers so there’s currently no way to avoid the worst maps and you simply have to play through them when they come up in rotation. And I don’t know anyone that likes Hanamura.

So this has been 2,000 words of griping. What’s the issue? Clearly it’s bad.

Well, the game is fun. There are some heroes that are quite entertaining, even if I have far more complaints that I can’t put into a short blog entry. And all my complaints come back to a single point – this isn’t TF3. Overwatch makes me want to play a game that doesn’t exist. So I’m left with an unfixable issue. Do I pass on this because it’s not perfect enough? Or do I explore it more because at least it’s willing to start exploring the concept of a sequel. Or do I just stick with TF2?

I mean, I still like TF2. But it’s core issues are still present on top of the fact the game is nine years old. It’s a little bloated and at this point it’s a bunch of bandaid solutions piled on top of each other. I think a TF3 would be fantastic but there’s no sign in sight that Valve has any intention of doing it.

So… yeah. I don’t know. Overwatch is fun. Flawed but fun and I don’t know what to do.

Getting Bogged Down

Here we are at the end. Our king of the Master Set round of Summoners is none other than the green menace himself, Mugglug. Oddly enough, Muggles hasn’t actually won a single tournament. But he’s come close each time and that top four finishing is consistent enough for him to come out on top after weighting results.

And if there is one way to describe the Swamp Orcs is that they are consistent. They’re a good faction and I’ve seen numerous players able to pick them up and do well with them. They’re not crazy but they are fairly intuitive. And their base mechanic – getting walls on the enemy’s board – is strong. Mugglug in particular is the defensive approach to spreading the swamp through the poorly named vine walls. But that isn’t to say that he doesn’t have any teeth to his side while he’s poking around his garden.

For one, Mugglug has always been a common focused deck even back when the game revolved quite strongly around champions. This mostly grows from the issue that the Swamp Orcs have, for the longest time, really bad champions. Their reliance on their commons was bred more through necessity but it helped that they had really good commons.

Accessed from http://www.plaidhatgames.com/

Summoner Wars belongs to Plaid Hat Games. It can be found at www.plaidhatgames.com/games/summoner-wars/

And there really isn’t anyway to discuss the Swamp Orcs without talking about Vine Walls. Walls are really important in Summoner Wars as they give you unprecedented board control. The high life value of walls is key to keeping defensive summoners alive and thwarting early attacks with kill lanes and creating pockets of inaccessible territory to hide your precious summoner. Then, of course, is the need to have walls on the board in order to summon your forces. Staggering walls is an important tactic to leave as many summoning spots open as possible to prevent the disruption of timely wall crowding. And anyone that has lost their starting wall and had the misfortune of their deck placing the last two on the bottom know just how important preserving summoning spots are.

So, being able to spam walls is an incredibly powerful ability and no other faction really does it quite like the Swamp Orcs. Of course, their walls are a meagre two health compared to the nine of a standard wall. This would be a weakness – and is in a select number of matchups – but isn’t quite the problem you would normally expect. Due to the restriction on the number of attacks a faction can perform a turn, a round where your enemy is attacking your wall is a round they have less attacks to throw at your forces. A lot of the game, it’s simply ineffectual to deal with the spreading swamp and the opponent is simply left being overrun. Only in the late game, when the threat of summons are reduced due to diminishing magic piles or empty draw piles, can an enemy really handle these little thorns in their side.

Accessed from www.plaidhatgames.com/games/summoner-wars/

Yes, I’m going to bang this drum again: swamps have roots, jungles have vines.

As such, it’s quite common for Mugglug to slowly plod through his deck, not building or playing more than he needs to keep the swamp spreading and the harassment on his enemy flying. The enemy has to respond since Vine Walls are just as effective as units as choking summon points – more effective really since they give the Swamp Orcs new avenues to summon and attack. Oh, and they block line of sight and potentially wound and stop enemy units that try to crawl over them.

Unfortunately, the major stumbling block for Mugglug is that there are simply a handful of decks that really make his match-up very difficult. The Guild Dwarves are masters as wrecking walls and destroying the hard earned swamp with one or two event cards. Rallul, the other master of wall destruction, can rip down vines while fuelling his draw power or churning out even greater economic advantages. And without vines, the rest of the Swamp Orc forces are simply not the terrors to handle as they normally are.

Accessed from www.plaidhatgames.com/games/summoner-wars/Mugglug (3M-7W-Rampant Growth)

Mugglug sports the standard orc high health and attack value. You’d think from his statistics he’d be a good bruiser summoner but he actually sees very little combat. His high attack value is simply good for crushing little attempts to assassinate him and not much else. The extra health means that there’s still a bit of bite if you manage to grind the Swamp Orcs to the late game as he fulfils the champion slot of his forces once there’s no threat of an instantaneous counter assault. When it comes down to summoner versus summoner, that extra little durability will give him the push through a ranged summoner’s first salvo to get up and crush his face.

Granted, that’s never the real end goal and Mugglug’s route to victory is pretty clear. Rampant Growth necessitates that his swamps are constantly fertilized and you will be providing them plenty of blood to really hydrate that soil. He is capable of sprouting roots from any body – whether it be friend or foe. During the early game, it’s going to be mostly your own forces giving their life to grow forward. While the classic example is a full regiment of imported Apprentice Mages so Mugglug can develop his economy while sowing his weeds, Shamans work well in a pinch from the base deck. The goal isn’t to make all your units grass seed. You’re just getting close enough that your opponent will have to respond to your actions and once they start stepping beside your vines, you’ve got the growth you need.

As such, Mugglug has three Vine Growth to give a free wall to push forward. Vine Guard and Ambush both grant an ability from one of your commons to the rest of your forces and are really great for it. Ambush is the least useful of the pair since you can’t stack the abilities on your Hunters and they form the backbone of your army. However, it’s fantastic for giving your Savager a surprise boost and – more importantly – the ability to extract himself from the swamp should he get overwhelmed himself.

Finally, there’s Ensnare. It’s a bit of a non-combo since it places enemies on your walls which means they can’t get you more vines but it does rip blockers away from your opponent’s summoner as well as put vulnerable archers right in the middle of your swamp where they will be surrounded and eliminated.

It might not be the sexiest collection of events but they’re all pretty solid. And, for the most part, if you aren’t playing them when you draw them they’re not so vital that pitching them immediately for magic is an issue.

Accessed from www.plaidhatgames.com/games/summoner-wars/Hunter (1R-2W-2M-Vinemancer Ambush)

These guys are good. For Mugglug, they’re essentially a 2 range, 2 health unit for 2 magic since you’ll almost never attack with them without dancing on or off a vine wall. For those stats, they’re pretty economic. That they’re ranged as well is just icing on the cake. The best part is, since they need to be on your swamp to get their ability, they’re really hard to surround. A lot of the time, they’ll only have one unit to return fire and that two life can get them to last an extra round or two. It’ll allow most of your exchanges to be in your favour and if you’re winning exchanges, then you’re winning the economy game.

Accessed from www.plaidhatgames.com/games/summoner-wars/Savager (3M-3W-4M-Fear)

The Savager is a rather fearsome unit, coming in with stats that are comparable to cheap champions. Three attack is a pretty big threat for champions and summoners alike and their Fear ability makes it a tricky proposition for melee units to retaliate. Fear is more likely than not to fail, so if you’re facing these brutal shock troopers, it’s often in your best interest to go for the attack anyway. Especially if the alternative is letting the Savager rampage through your forces. Course, ranged units are able to attack without the worry of running away in fear but Savagers also eat ranged units if they managed to catch up to them.

A point of interest is that the Savager doesn’t natively have any way to traverse the vine walls so is at mercy of getting stuck in them and picked off by ranged units as the enemy is. Course, you can rescue them with Ambush or, typically, just summon them on the edge of the swamp and run these guys into your enemy’s ranks. Savagers definitely make up for the lack of champion play on the Swamp Orc side so their prohibitive cost isn’t nearly as problematic in other decks that want to play their champions.

Accessed from www.plaidhatgames.com/games/summoner-wars/Shaman (1R-1W-1M-Vinemancer Guard)

I feel like Shamans are a little underrated. Partly because they’re competing with Hunters and Savagers for your precious magic and, in comparison, the greater damage output from the other two are hard to pass up. Shamans mostly live to die and grow your swamp further, however they’re a pretty resilient unit in their own right. Requiring a 5 or 6 to hit is no insignificant amount and these guys can hold a flank like no other common. Unfortunately, there aren’t a lot of situations where you need to stuff a flank especially since you’ve got Vine Walls to accomplish the same and Vine Walls don’t give magic when they’re destroyed.

As a third common, they’re not the worst and you can get the odd one to hold up a champion longer than he’s worth. Mostly, though, these guys will be going to your magic pile for fuel or summoned for a vine wall instead. Ultimately, that 1 attack just holds them back too much like most single attack range units.

Accessed from www.plaidhatgames.com/games/summoner-wars/Blerg (2M-6W-7M-Adaptive)

And here we have a prime example of why you don’t play Swamp Orc champions. Blerg is overpriced for his stats, offering you the same threat as a Hunter but at melee and for more than three times the cost. Adaptive is certainly not worth the extra two magic that Blerg is priced beyond expectation, especially since it takes additional magic to use. If you’re looking at giving him 3 attack, you’ve now sunk 8 magic into the guy – and made him more valuable to kill to boot.

That said, his heal does trigger without spending the magic but at two attack, you’re likely looking to have other units set up the kill or he’s killing commons. Issue is, the Swamp Orc commons are already good at killing commons.

Blerg is nearly the cost of two Savagers and chances are those two Savagers would probably get you further than this Swamp Orc that trips over vines.

Accessed from www.plaidhatgames.com/games/summoner-wars/Glarg (2M-6W-5M-Vinemancer Reach)

Glarg is the exception to the rule. He is fantastic. For one more magic you can have twice the health of a Savager. He’s a super hunter and you should play him as such. Glarg is certainly the champion I try to get out every game and is the other reason that Mugglug at 5 magic is so scary. At a moment’s notice, a Glarg or Savager could emerge from those vine walls and start wreaking havoc.

Glarg is less exciting without Vine Wall support, however. He certainly isn’t as good in the Swamp Orc bad match-ups or reaching around walls you haven’t fully enveloped. He is the first in a line of Swamp Orc champions that work really well in the vines and so long as you’ve grown a good swamp, he’ll help you secure a victory. Also, he does stack with Ambush for scary 4 range attack turns assuming you’re standing on a Vine Wall.

Accessed from www.plaidhatgames.com/games/summoner-wars/Splub (3M-6W-7M-Vinemancer Sow)

Splub is, yet again, a little too expensive for what he does. Seven magic is a large investment and all Splub brings to the table is more Vine Walls. Mugglug, however, isn’t really in need of help in that department. His events and ability give Vine Walls readily enough and having an ability strictly for growing the swamp means that in champion versus champion engagements, Splub will likely lose out to those that are geared more towards the killing.

He does have three attack, however, which is a good base. And if you were ever in a situation where you need to generate Vine Walls, Splub is definitely adept at it. He just fills a niche that Mugglug doesn’t need to fill. I’m not even certain I’d deck build him because it seems more cost effective to work around the Swamp Orc summoners’ abilities for generating walls than spending lots of magic on it.

For the most part, the Swamp Orcs are pretty straightforward. I think this really lends to their popularity and their success. There aren’t unintuitive tricks you need to master with this deck. You aren’t handicapping yourself by focusing on commons and cheap champions while throwing out your events and marching your forces towards your enemy. That you get such strong units for your magic makes each summon a threat as well.

Mugglug is simply a good, well-rounded summoner. His weak base champions are easily ignored. The only blemish are those handful of decks that just ruin his swamps with hardly any effort. But if he isn’t facing his arch nemeses then chances are he’ll be playing with defenders advantage even if he’s halfway across the board.

And it’s really easy for enemies to get bogged down and drown in Mugglug’s murky waters.

What the Shadow Knows

The Shadow Elves are a bit of an enigma. They consistently do well in tournaments, grabbing a double fourth place finish in both. Outside of tournaments, they consistently lose matches. It’s like lady luck has a soft spot for the albinos and keeps providing them the benefit of her touch whenever the matches count. They’re a faction which we constantly underrate and under appreciate. And they’re the type of faction that can capitalize on an opponent’s lapsed judgement.

Of all the Master Set releases, the Shadow Elves are the only real faction that encapsulates the assassination style of play. They have, in general, high attack but low staying power. However, they have several tricks and movement options up their sleeves that can worm their units past defences to strike unprepared summoners. An enemy can’t really know where or how the Shadows Elves will strike next and it’s easy to forget just how far their reach can extend.

Unfortunately, they’re not the most adept as assassins. Along with playing aggressively, the assassination style has always been the hardest to perform. On one hand, it’s the most effective way to win the game. Wherein playing defensive you’re trying to create an economic advantage to turn into battlefield superiority and playing aggressive involves applying more pressure than an opponent can withstand, assassination goes right for the jugular.

Granted, because “assassinating” is kind of an easy concept to understand, your typical player is wary of leaving their summoner in easy reach. For most factions, a player is going to skulk their summoner on their back and furthest row from their enemy. That means an assassination ploy is going to involve getting a unit across the board in order to be in position. Walls and defenders will litter the way so you’ll need better movement to get around them. But unless your opponent is susceptible to assassination, like having a low starting health, then the match-up can be very difficult. You’ll have to work multiple units onto the summoner, or somehow get them to stick for a few turns. As such, it’s easy for a failed assassination plan to hand your opponent the match if you’ve got too weak an economy to defend against the inevitable counter attack.

evt-ShadowsSo why would you want to play this dicey style? Well, outside of making a match very tense, the threat of assassination never really disappears. Depending on how the opponent can deliver their damage, defending against several attempts can lull your enemy into a false sense of security. If their army moves forward to crush you, your opponent may find himself quickly missing the defenders he had before to protect himself. And, since assassins generally use high attack values, their summoned defenders are still a threat to those would be avengers.

More likely, however, a player will switch styles throughout a match. You may be playing defensive, building up a decent economic pool while looking for an opening to strike your opponent. When that happens, you might throw a few assassins out before committing to a full aggressive push. Being flexible and keeping your opponent guessing is the best way to keep the threat of assassination open.

So what does this mean for the Shadow Elves? Well, they have to be adaptive in order to address their opponent’s style. If your enemy is going defensive, you can try to move a few key units forward to pull out extra defenders. If they keep hiding, you can probably pick of stragglers or draw forward walls until you get a good opening or they turn to an aggressive counter. Then you can pull back, lure them into your territory and slaughter their units. It’s much like a fencing match, with all the strikes and ripostes. A few hits on their summoner should dissuade a complete commitment to passive play and frustrate their plans.

This also means that my sister can be effective with the Shadow Elves since rushing your enemy, while not as strong as with an aggressive faction, can still have some teeth to it. I’m still not convinced that the Shadow Elves base deck is as strong as it appears – their only large victory of note in the Big Tournament was against the Swamp Orcs – but hey, if you can’t be skilled, you might as well be lucky.

Summoner Wars belongs to Plaid Hat Games. It can be found at www.plaidhatgames.com/games/summoner-wars/

Summoner Wars belongs to Plaid Hat Games. It can be found at www.plaidhatgames.com/games/summoner-wars/

Selundar (2R-7W-Out of Shadows)

Selundar is interesting in that he has a bit more health than normal for a ranged summoner. This is partly because if you’re going to get use from out of shadows you’ll probably be in place to be counter attacked. But a 2 range that can shift to a 4 melee is impressive for a summoner. He has some real potential to turn eager champions into mince meat should they blindly come after him. He’s a very dangerous assistant to your assaults. But he’s also more apt to play in the mid board position, looking for moments when he can use that four dice in effective but safe manners.

Learning when to advance and when to retreat is important for Selundar because the last thing you want is to be surrounded and “assassinated” yourself. Keeping tabs on the enemy’s magic pool is vital in order to predict what they’ll summon. If you get some units deep into enemy territory, they will naturally draw your opponent’s attention. But it won’t last long. All the Shadow Elf commons are pretty brittle so they won’t stand up to any abuse.

Selundar does have some tools to help him, however. His event Shadows is so representative of his style that it spawned an entire unit in the Alliances box. The event lets you claim a loss of one of your troops as magic for yourself. Get these early and a quick rush on your opponent can really leave their economy crippled as the money from your deaths are denied. If they had to summon a defender themself, this could leave your enemy with an additional turn or two without magic (outside of what he builds). It even lets you refund the cost of your own troops, to an extent.

And if your enemy gets emboldened by your early loses, you have Into Darkness to punish a fool hardy counter assault if they drop a hasty common retaliation. Unfortunately, Into Darkness discards the units instead of giving you the magic but if your two targets are both 2 magic, then you’ve done a significant tempo hit. Yeah, it’s a catch up event but I find it’s too situational to try and set up the conditions for it yourself. Its requirements are more apt to appear through natural gameplay and, given that the ability is almost half as effective as the other big catch up events, it isn’t as problematic for the game in general.

Stalking Advance is the Shadow Elf aggression event. It gives you as many single space moves as you have units on the board so it also doubles as a surprise event to extend the reach of your assassins. It’s a very good if incredibly unexciting event. I can understand why a new player may not be blown away by it on first blush. But after repeated games, Stalking Advance is certainly the event that can ruin your opponent.

Finally, there’s Summon the Night. Between this and stalking advance, you can create a very terrifying turn for your opponent. This event can really cinch a match. If you manage to have a strong board position and throw this out, it’s possible to get essentially “an extra turn” as your opponent stumbles in the one space restriction unable to strike anything. And it neuters ranged factions, forcing them to stumble into melee range where they are more vulnerable. This can really extend the life on your champions in particular as they and Selundar are the most susceptible to a fresh trio of summoned defenders surrounding and overwhelming them. That’s near impossible in the night. It’s also great on the defence, letting you quickly retreat Selundar from assassins or a strong attacking force while out-manoeuvring them with your defenders. It’s an all around fantastic event.

It’s a good but tricky suite and takes some practice to use well and to defend against.

com-RangerRanger (1R-1W-1M-Shadow Arrows)

Eh, rangers. I’m pretty unimpressed with them. They’re your only ranged common but they’re not particularly grand. One ranged attack is as disappointing as you get since they aren’t much of a threat against their similarly priced melee units which generally come with two health.

As such, they’re more effective when you’re on defence. Especially since Selundar’s board set up is so awkward. I mostly build them for magic more than anything else but something has to fill that role. As for their shadow arrows, they rarely ever work. First, they have to get a kill which is a tall task for one attack. They also have to be killing something that is within three clear spaces of another juicy target. And it eats up the magic that you get for the kill. Unless I can score a cheap shot on the enemy summoner or take out a more expensive archer of theirs, I usually ignore it. It is your “extra attack” for an aggressive faction however.

Scouts are chosen from only the clumsiest of ballet hopefuls from the Shadow Elves school of dance and balance.

Scouts are chosen from only the clumsiest of ballet hopefuls from the Shadow Elves school of dance and balance.

Scout (1M-1W-0M-Scout)

Scout’s scout scouts scouts. I can see some of the flavouring took a real long time.

I like the scouts if only because they’re free bodies. They provide the Shadow Elves a chance to always have just one more unit despite the state of their magic pile. Their ability is really good but don’t expect it to ever really trigger. The problem with it is it’s attached to a single health unit and that scout is going to chew up one of your movements in order to crawl onto your opponent’s board. Your opponent will likely then move a lone defender to go and claim the weak girl as magic.

I mean, you could protect it with a hardier target but that would mean you’re protecting a 0 magic unit with a champion or your summoner. And those are things you don’t want to be attacked either.

They’re basically a second magic fodder though it doesn’t hurt to keep a few back to assist with protecting Selundar or to attack anything that comes near your walls. With any luck they can kill things that cost more than them and you can just shoot the girls in the back with a ranger or two to deny their magic.

com-SwordsmanSwordsman (2M-1W-1M-Swiftness)

Swordsmen are hands down the best common in the Shadow Elves. I’d argue they’re one of the best commons in the game. At least they were before Alliances came out and significantly enlarged the common pool with much better units. I, personally, prefer 2 attack instead of 2 health on my melee commons if only because two health doesn’t provide that much more in terms of survivability in a game with plenty of two and three attack options in most factions. And 2 attack is twice as threatening to champions and summoners. Three of these guys springing from your walls and surrounding a newly minted champion can really ruin your enemy’s day.

But that brings them to their largest weakness. You only have three of them in your deck.

For some inexplicable reason, the Shadow Elves start with half their best units on the board. Not only does this effectively force Selundar to roll for first turn but it also means that the Shadow Elf player can’t get much use out of them. Likely, you’ll be attacking at least one because there is little chance all three of them will survive a turn and so, one turn into the game and already your best forces have been reduced significantly.

It’s one thing I haven’t mentioned but another large problem with some of the earlier summoners is that their starting line-ups really cut them off at the knees. Selundar is perhaps the worst offender of the bunch. You need to have these units in your deck so you have the chance to draw them throughout the game to gain the advantage and surprise of being summoned from your walls. Unfortunately, this is denied to the Shadow Elves unless they purchase a second box and deck build in extra swordsmen. I would have really preferred if only two or (preferably) one started on the field and there were seven or even eight of these guys in the deck. The Shadow Elves can stand to lose extra rangers and scouts.

Having so many fragile units on the board at the beginning really kills the Shadow Elves ability to field an efficient common focused force. And going first with so many melee units also hurts because you are reduced to only moving two. It’s so unnecessary to make the Shadow Elves first turn so difficult. They must stumble before through those first few rounds before they can gain the proper momentum and board state to run the clean and surgical strikes they want.

chm-HydrakeHydrake (3M-8W-8M-Assault)

Granted, the poor setup of their commons just pushes the Shadow Elves towards a champion focused game. And they have some pretty decent champions.

Hydrake is the most terrifying on appearance. This fearsome lizard single handedly won the match-up against the swamp orcs. Three melee is good. Able to strike everything around it really discourages the natural tendency for opponents to crowd a champion when it comes stomping into their home. And since high strength range units are rare, this typically translates into an extra round or two of the Hydrake running around than any other champion.

Sometimes, the strongest defence is a ridiculous offence.

That said, eight magic is a tall order to achieve and if you draw him early he’s probably not worth holding onto since you’ve got all your events that you’re trying to time properly. There is a certain satisfaction when the enemy takes casualty after casualty until they finally bring the dreaded Hydrake down and as they reach to claim their prize you drop a Shadows to the board.

Delicious.

chm-MalidalaMalidala (2R-3W-5M-Shadow Dancer)

Malidala is just plain bad. Just like the Sand Goblin scavenger, she’s a card that is rendered useless because of the grievous absence of a necessary “may.” Maybe if she had the elusive 3 range stat I could recommend her. However, she just isn’t worth the investment when you can get the Hydrake for three more magic. Three wounds is absolutely pitiful but that her ability is so easy to negate is hilarious.

All the opponent has to do is attack Malidala with a one attack common and shadow dance is completely voided. Sure, it forces an additional attack on her but if she’s in a fisticuffs with another champion she’s just going to outright lose. You can squeeze a bit more usefulness with summon the night to save her skin and this isn’t bad if you have other units benefit from the reduced attack range. Course, in that situation, any ranged champion would have been good too. I’d take just about any other option over the weird double skirted cheerleader. But I don’t have anything so straight to the magic pile for you, girl (unless you happen to be my last champion in the deck)!

chm-XaserbaneXaserbane (3M-4W-4M-Sneak)

Xaserbane, however, is the real deal. When you’re first learning to play as and against the Shadow Elves, this guy is going to get so many good stabs. With stalking advance, he’s a total of five movement. Off a forward wall, you’ve got a good chance of striking the enemy summoner and forcing her to deal with bob cut albino. But he’s the definition of an assassin, easily folding in one round. But he’s cheap as dirt so it’s not too great a loss.

As always, summon the night can extend his life expectancy but even then, chances are you’ll only get one more turn since he’ll be receiving a minimum of two dice attacks. But the threat of Xaserbane can really affect your opponent’s behaviour. Expect your opponent to keep hawkish attention on your magic pool to know when she is or isn’t safe of a sudden stalking advance from this guy. And if he manages to get on an opponent and she fails to kill him on her turn, you’re practically golden for the rest of the match.

On the other hand, there’s nothing more disheartening than getting the perfect sneak with this guy and watching all three dice come up as misses.

So, yeah, I’m still surprised by the Shadow Elves performance. Even after doing an long write-up I still can’t really see how great they are. They have a few tricks that are decent, a few cards that are decent but nothing that is outright scary. And perhaps it is this acknowledgement that they aren’t some sort of “over powered” or “broken” faction that makes us far more exacting in how we play them. Knowing that we have to squeeze every last ounce of strength we can from each card perhaps makes our strategy all the better than when my sister or I have a faction we feel will win without a challenge.

Like I said, it’s almost this idea that the Shadow Elves unimpressive deck lulls you into carelessness. All you have to really do is kill their swordsmen and keep an eye out for that sneaking Xaserbane and you’ll be fine, right? And then, you remember summon the night only as the Hydrake is chowing down on the opponent and Selundar is sliding forward with a stalking advance and striking out of the shadows in a desperate play that pulls you into the grave.