Category Archives: Criticism

Silver on the Road – Book Review

Confession, I have been a little lax in my posts. Well, here is a review of a book I read a little while back. The review was written at that time too.

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That said, I still managed to find time to read a book (or two). Unfortunately, I have not had the good fortune to read anything amazingly good. And much like my last book review, this one was a bit of a long awaited disappointment.

silver-on-the-road

Cover for the book Silver on the Road. Picture borrowed from the internet. Not my own picture.

I found Silver on the Road by chance while pursuing the online bookstore. Fortunately, my home library had a copy. Unfortunately, I had to wait over two weeks upon my return to borrow the book. The fact that it was out, should have meant it was a good read, right? Well, Silver on the Road by Laura Anne Gilman was not terrible, but it was not terribly good either. Just to get it out of the way, I would give Silver on the Road the same rating as Uprooted – a solid 7 out of 10.

Let us start with the positives. Because there were things about this book that I really liked. I liked the Wild West feel of the world. I liked the respect shown the Natives of North America. This was carried through to the magic system, known as Medicine in the Territory. I liked the way the Devil was not mustache twirling in the least. I liked the way the relationship grew between the two main characters into something warm and friendly and not the least romantic. Now I am sure some could read it that way, but considering their age difference, it could just as easily be read as familiar instead. Indeed there were several good things about this book.

Sadly it was weak in the actual writing department. Well, it was either poorly written or I am a complete idiot. It felt like the story arc of the novel was a long time coming. What was only supposed to be a few weeks on the road, felt like months from my perspective. I had a nagging feeling like I was missing something, which became shear irritation when I realized the author just didn’t say anything.

p1210215And then of course there was the ending. Once more it seemed as though the author reached their word count and suddenly realized something needed to happen in order to complete the story. Out of nowhere we have evil Spanish Monk-Magicians sending a curse to wipe out the Territory and then conveniently chasing after that curse to reverse it (well, a different subsection of Monk-Magicians, if I understand properly). It was a good thing this religious men bothered to sully their feet by entering the Devil’s Lands, otherwise, our main characters would never learn what was happening and have a chance to stop it.

The action beats leading up to this inexplicable climax were muddy and confusing. The defeating of the curse was even more muddy and incomplete. The female protagonist recognizes the curse has split into many pieces and the one piece she is currently facing has adapted to its current environment, so she tells it the rules and walks away. I am guessing it is more like a stray puppy that just needed a good scolding and reminder that it is not allowed to eat people. Then with a pat on the head the puppy is left to its own devices, while our heroes walk off – possibly to find and scold more curse-pieces. It was not a strong conclusion.

p1210207And before anyone starts in with the argument this was a character driven story, not a plot driven one, I will say yes, I realize that. I also realize that all the revelations the character makes are kept from the reader. For example:

“Understanding filled her, a comprehension so intense that she couldn’t remember not having it a heartbeat before. That was why she had to try to stop Farron, why –

The creature didn’t care whatever revelation she was having.” – page 268; Silver on the Road, 2015

It literally then goes into a fight scene and a poorly described one at that. There are many such instances of characters evolving or things happening that are not revealed to the reader. This is such a cheap and frustrating way to drag out an already plodding story. I was sincerely unimpressed.

p1210175As much as I love books with no action (Pride and Prejudice is one of my favourites!), this was a dragged out telling of an imprecise narrative. It was successful in showing how dull and repetitive life on the open road was. It was not successful in building a complete world with interesting and fully developed characters. Yet for all its faults, I have read worse, so I will defend my overall rank of 7/10.

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Overwatch’s Oversights

We interrupt our regularly scheduled story posting for a very important public service announcement.

Now that my life has calmed down a bit, I’ve been able to put more time into that little game I mentioned several months back. Apparently it’s been real popular or something. It’s hard to say. I missed a good two months following it’s launch due to being a traveller and international man of mystery (stealth brag, not sorry). At the time, I didn’t feel like doing a full review of the game because I felt I hadn’t put enough time in it to definitely say much on the matter.

Now I have.

Overwatch and all its associated media, characters and bad decisions belong to Blizzard Entertainment

Overwatch and all its associated media, characters and bad decisions belong to Blizzard Entertainment

Overwatch won’t last.

I should put up some disclaimers. First, I loved Team Fortress 2. It’s probably the game I’ve put the most time in and that’s saying something since I play Firaxis’ Civilization series. So comparisons to TF2 are not only happening but I can already tell you that Blizzard has remarkably fumbled the formula despite only needing to copy what’s already proven to work.

Second, I hate Widowmaker but thankfully she won’t feature in this little review.

Finally, I’m not a competitive player. I have other things to do in my life and that’s including a mild Steam backlog. I have no interest nor design to devote hours of my day to treating my past time like it’s a second job. The draw of TF2 was its casual atmosphere. After plugging tons of personal hours in it, I then felt like upgrading to a more competitive level to keep the game interesting. Starting in a highly competitive level while learning is merely stress and ego, neither of which are great ways to play a game that I haven’t mastered.

With that out of the way, let’s get into it.

I’ll start off by saying that Overwatch isn’t bad. It’s a fun little game that clearly has a lot of work put into it. I’ve discussed some of its design previously (and where it missteps) but there’s no denying that its visual, audio and mechanical components are solid. I think I’ve experienced one crash. It looks pretty. Too pretty for Derek to play. It sounds nice so long as you can tune out Reaper’s voice lines. Care has been taken to give each individual hero character to separate them from the others and Blizzard’s designs have been improving since launch. The maps are very colourful and detailed. And Blizzard has been prompt in address small bug fixes and balance changes.

Also, there’s a clear schedule to address one of the valid and critical negatives of the game at launch: it’s lack of content.

It’s the very lack of content that has led to this post today and to my proclamation that Overwatch will – despite checking all the right boxes to have a long lasting game like Team Fortress 2 – have very short legs in terms of replayability. Playing the same heroes and maps over and over again isn’t too bad for a multiplayer game, though certainly having a steady stream of content is great to keep retention rates high. But the glaring issues with Overwatch is built into the foundation of the game that ultimately cut these additional content additions off at the knees. And there appears to not only be no foreseeable effort to address these shortcomings but that Overwatch is, essentially, designed to fail.

For, you see, Overwatch is this odd blend of team based, competitive gameplay with casual and mainstream design philosophy. It hopes to capture the Dota/League of Legends/Heroes of Newerth crowd while also luring in the bulk of Team Fortress 2 players. It achieves neither a strong competitive environment nor a friendly, casual online community. In the end, it just ends up alienating both.

It’s the worst aspects of Dota and Team Fortress 2 while grossly under delivering on their best qualities.

How did this happen? Well, simply, it lacks one small yet critical element that kept bringing me back to Team Fortress 2: dedicated servers.

But first, what is a dedicated server? For these games, it’s a standalone server that does not require parent company to own in order to run the game. In TF2 when you logged on, in order to actually play with others you’d need to open a list of available servers and manually join them. Certainly, this is an additional step between the player and their play. I can see how it would be confusing or intimidating for new players to learn this system since it’s not just a matter of finding the server which offers you the best ping. Since these dedicated servers were run independent of Valve, they also had a tendency for operating under their own rules.

last_bastion-0-0-1024x576There were Valve dedicated servers too, of course. Depending on where you lived, however, you likely had moderate latency connecting to them at best. Every online game runs better when you reduce latency as much as possible. Team Fortress 2 shone when you also found great servers nearby.

Since the owner of the server could dictate the rules of the game, there were numerous factors of which to be wary. Some servers would offer benefits to the owner or his friends through the use of game cheats and the like. Some would give preferential treatment to donors or the like. Some preferred certain maps and play modes. As such, the players each server attracted were different and it was rather natural for communities to sprout up. Over the years, I’d cultivated a list of places that I especially enjoyed. These were usually friendly servers with a certain level of moderation to keep cheaters and trolls banned while also emphasising a certain average skill level. They mostly favoured capture point maps too, because that was my favourite game mode, but there were usually voting options to determine the next map and this function was found on most servers including Valve’s official ones.

And here we get into the crux of my issue with Overwatch.

Leaning more on the competitive angle, Overwatch tracks players skills to formulate a player skill score. Since the game is reduced to such a low team size (6 players), finding a good balance of skill between teams is more important than Team Fortress where one or two poor players can often get lost in the chaos of the game. Having one poor player in a team of twelve is less disadvantageous than one poor player in a team of six.

However, Overwatch couldn’t possibly develop a player skill rating from private dedicated servers especially since Blizzard wouldn’t be able to account for mods or cheating. Thus, everyone is forced onto Blizzard’s servers. This is similar to how Dota 2 works and for Dota 2 it is a system that serves the players best. Unfortunately, it’s led to some severe issues with Overwatch.

For one, there’s absolutely no control over the map selection in Overwatch. You hit the “Quick Play” option in the menu and then you wait for Blizzard to shuffle you around with the other players in the area before cramming you all into a server to duke it out. As such, you have no idea who you will be playing or where you’ll be playing going into a match. For Dota 2, this isn’t an issue because there’s only one map and one game mode. But in Overwatch there are four game modes (King of the Hill, Attack and Defend, Payload and a hybrid of Attack and Payload) and three different maps per mode. I say three because the fourth Hybrid map, Eichenwalde, was released on August 1st and in the two months since I’ve played it three times.

But, ho boy, have I played Ilios and Hanamura a lot in the meanwhile!

Overwatch basically makes it a gamble every evening as to what you want to play. If someone had introduced me to Team Fortress 2 and informed me that there would be a chance every time I logged in that I would have an entire evening filled with Arena type maps mixed with the odd 2 Fort rotation, I’d have given it up on the spot.

Seriously, Team Fortress 2 has amazing content because it’s received many years of updates but also because its design team have learned from their mistakes. I can happily enjoy TF2 without worry I’ll ever step on the stalemate prone and incredibly poorly laid out boards of 2 Fort. And even if against all my desires it happens to come up in a server rotation I could simply quit and find another server that wasn’t playing that map.

Course, Valve updated its server options so you could have a “Quick Play” option and then you simply pick which game mode you’d like and you’d be shunted into a Valve server that only played those maps. Of which you could still vote on what ones will load. Needless to say, I pick capture point every time.

But with Overwatch, I simply have to wait until the random number gods deem me worthy of playing a decent map all the while I pay my dues in the grindfest that is Hanamura. And I’m not certain entirely convinced the Overwatch hero gameplay is suitable for king of the hill. At the very least, Ilios Lijiang Tower and Nepal do not make compelling arguments for it. But we’ve seen with the Arena mode in TF2 that some game modes are not suitable for some shooting design. Thankfully, Valve was able to remove Arena (though still leave it for any masochists who may truly be devoted to it). I’m not certain Blizzard have that luxury with Overwatch. Most certainly they don’t now when there are so few map variations in rotation.

ana-screenshot-004And this is the sort of problem that will only continue to compound as the game receives more content. If in two months I’ve only played Eichenwalde three times, how often can I expect to play a new release? What if they make a game mode that I really love? I could go a whole weeks without seeing it and must throw myself into the well of Ilios in the meanwhile. This is the exact opposite goal of releasing more content. You want the player to be excited for fresh gameplay, not annoyed that they’re held against their will in your old maps.

But even if Blizzard adds a queue option for only certain game modes (a highly dubious direction considering their player base is already split between Quick Play and Competitive Mode) there’s the other issue that irks me. Queue for matches. It happens way too often.

Once again, it has the Dota 2 system where, after every match, you’re returned to the title menu and await matchmaking to find you a new game. And yet again, for Dota 2, this works. But Dota 2 matches are anywhere from thirty minutes to an hours. Having a one to five minute wait between games is actually a much needed break. As such, when a match is found, there is a heavy incentive to stay in the game and harsh leaver penalties.

But Overwatch matches are closer in length to TF2. Rarely do these go over ten minutes. You can have them as short as two or three. In Quick Play, there is no punishment for leaving and you’ll be shunted back to the queue if teams become unbalanced. Typically this is from players leaving. Sometimes, you’ll have a few back and forth matches with the same teams (or even players rotating between teams) and you’ll be thrown back into the queue again anyway.

And my average wait for a match is at least forty five seconds. You can wait up to several minutes for a game. So, imagine sitting down for a night of Overwatch and your first match ends up as Lijiang Tower. You get steamrolled in the first match of the King of the Hill and it’s done in two minutes. Three members of your team quit from frustration. You’re thrown back to the queue. You wait a minute and are matched into Nepal. You stomp the first map, move to the second and manage to drag it out for five minutes. Your team gets frustrated when you lose and two drop so you’re down a player in the third map and it’s over immediately since you can’t contest the point and by the time you get a full team the enemy is already entrenched. You’re thrown back to the queue. You wait two more minutes for a map. You’re back filled into Lijiang Tower as the final members of a team getting beaten badly and don’t have the time or position to change things. You’re thrown back to the queue.

It can feel like a quarter of your time in Overwatch is waiting to play. And there’s no way for Blizzard to address this. Even if they make separate queues to address their map rotation problems, they’ll just be extending the wait time for the next match. You can’t get rid of the waiting for matches because the game only functions if you have two teams of six players each all of relatively same skill level.

In comparison, Team Fortress 2 you can have half empty servers and it’s fine. You can have maps repeat several times, put them on 20 minute timers, have map change votes in the middle of matches and be spending all this time fighting back and forth. And, funny enough, you still get the sense of progression that people love from competitive modes because you still have scoreboards at the end of the match. You can tell when you’re improving whether by taking down that really skilled server regular in a one versus one or by pulling obviously strong plays.

And as for Dota, waiting five minutes for a match is actually nice for a break if you’ve been playing for forty minutes in a tight back and forth game. You’re committed to a long game when you get in so waiting for an even match is that big of a problem.

This doesn’t even touch the benefit of seeing regular faces in the same place and forming friendships online. Your team in Overwatch, unless you are entering the queue with someone from your friend list from the start, are just faceless nobodies who mostly don’t communicate with you anyway. They’re little better than bots. And I can’t really argue with people being quiet. What’s the point in being friendly and interactive with individuals that you’re only going to see at most for ten minutes before the game forces you to shuffle up and play with others.

It’s funny, because I’d picked this game up because my friends were playing it. But as they slowly stop playing (and I keep at it because I’ve paid money and want to get my value’s worth) I dreaded going into solo queue. I’d done that in Dota and it’s absolutely dreadful. But solo queuing in Overwatch isn’t that bad since no one talks. Sure, you’ll get the odd asshole that you have to mute but then he’s shuffled away after five or so minutes replaced with another muted nobody with some lame battletag referencing a Blizzard product. It’s a rather soulless exercise that makes you feel you’re just running the hamster wheel in order to get better for no real gain.

You’re grinding but there aren’t any rewards to grind for. You’re mostly returning again and again for the chance that maybe, just maybe, you’ll load into Eichenwalde this time and be able to push to the third half and actually explore the castle for once.

But instead you launch into yet another Hanamura meat grinder.

Uprooted Expectations

The cover of the book Uprooted by Naomi Novik

The cover of the book Uprooted by Naomi Novik

So, we have been home for two weeks now – hard to believe. In this time, I have fought the wild weeds over-running the garden, visited with relatives, started watching The International (Dota 2), and read a few books. Truthfully, there are only two worth mentioning and both of them were rather meh in the end.

I was so very excited to read Uprooted by Naomi Novik. I waited almost an entire year to borrow this book from the library. I read the teaser trailer on several different webpages, always looking for the version that included a few more paragraphs than the last.

The author, Naomi Novik, is not knew. I had read the first three books of her Temeraire Series before becoming bored. But this, this new book looked different. It looked exciting, new and yet with the comforting feel of classic fairy tales. I was excited to read it when I picked it up. I was underwhelmed by the end. It wasn’t bad. It was mostly good. It was just … not as engaging as I had hoped.

So, here is the thing. The book starts in the Valley surrounded by the magical and slightly evil Wood. The Valley is protected by a Wizard known as the Dragon, who requires a sacrifice of one village (a young female) once every 10 years. The Sacrifice serves to take care of chose in the Tower where the Wizard lives, then after their period of servitude is give a small fortune and moves out of the Valley to the City. This is all poorly understood by the villagers in the Valley and thus feared. Our story naturally starts with the selection of a new female Sacrifice.

P1190730I liked the opening premise the girl chose was not the prettiest or most special (not the one the Dragon was expected to select). I liked the struggles of the main character as she learned more about the mysterious Wizard. I even liked how you learned more about the Wood and its evil minions.

I also liked the fact this was not an old, established fairy tale. There are definite elements from the classics. The opening feels very beauty and the beast. Baba Yaga makes an appearance of sorts later on. There are witches, magic spells, and evils leaking from the wood.

Everything moves along from the beginning in a rather interesting fashion until almost halfway when suddenly our main character is sent off to the City and the entire plot feels like it slides sideways. The ending seemed to come – if not out of nowhere, then it was rushed and a bit forced. It was not the smoothest transition from start to finish.

The Valley had started as an interesting and developing setting. Which was pushed to the side as the Wood came to life. Then the reader was sent to the City, which never felt real to me. It was underdeveloped. The City was home to the Royal Court, a place of politics and intrigue. But our heroine was not savvy in the ways of Court Politics. She never fit into the location and that entire section of book felt like a tacked on side trip that wasted more time than served to develop the key characters.

We are finally told that betrayal caused one ancient woman (of questionable race – magical and perhaps humanoid) to seek revenge thus poisoning the Wood. Only, this seemed to be an explanation tacked on at the climax of the story with very little setup. Why could we not have skipped the whole City and focused on how one angered female could turn a massive forest into a dark and evil place (and then be defeated so easily by one half-trained witch after existing for hundreds of years)?

P1190682In conclusion, it was a mediocre to good book, made disappointing through high expectations and a long wait. If you like Naomi Novik’s other books, you will likely enjoy this one. If you are a huge fan of fairy tales then I would mildly suggest trying Uprooted. If you want something with snappy writing and cleaver dialogue, then I wouldn’t bother. This is an atmospheric book with a plodding plot and a main character that spends most of the time explaining and far less time showing.

Fairy tale Book Review: A Stolen Kiss by Kelsey Keating

Image of the book cover found on the internet.

Image of the book cover found on the internet.

I was perusing the online bookstore looking for things to read (preferably free) when I came across ~. I opened the digital book and scanned the first few pages posted online. I like this aspect of online book stores. You can get a lot of information from the first few pages of the book, though sometimes they can be deceiving. This time they struck a cord and I decided I really wanted to read this story. Only it wasn’t free. So I dithered over spending a whole $1.28 on the purchase. Since I am writing this review, I obviously did buy the book.

A Stolen Kiss by Kelsey Keating was exactly what the opening pages promised. It was a fairy-tale. Only, it didn’t stick just two one specific story. Instead it took elements of witches and wizards, of dark forests and magical creatures, of spells and curses and wove everything together into something new with a comfortable familiar feeling.

In this story we had a swan princesses and a newly wakened sorcerer. The story focuses on Princess Maria and apparent stable hand Daniel (also known as Derric, the son of the evil sorceress Gilda). They travel on a quest to free Maria of her swan-transformation curse with Prince Humphrey and Sarah. Humphrey is Maria’s betrothed. He is the younger prince of another kingdom with dreams of becoming an actor and marrying the girl he loves (who is not Maria). Sarah is Maria’s lady’s maid and Derric’s younger sister.

Only, as things are never quite what they seem, it turns out that Derric is not at all related to Sarah. Further, Sarah’s mother is not her biological parent (though her father really is her father). Yes, it is complicated, but the very best part is the strength of the relationship between the siblings. Even when they discover the truth of their bloodlines, Sarah states quite clearly that family is more than just blood, it is the people you love. And that doesn’t change. They are still siblings at the end of the story, fond of each other as close siblings can be.

P1170380I was also fond of Humphrey and his mysterious girlfriend. Who, in a surprising twist, was with them all the time. Well, sort of. Actually, for all the twists and reveals that came at the climatic end, it worked. Everything had been appropriately foreshadowed throughout the story so that nothing came from nowhere, even though much of it was a surprise.

A Stolen Kiss was a well written youth novel. I like the fairy-tale elements, which in the end support the strength of all the characters. For all the princess starts as the quintessential damsel in distress, she ends the story as her own strength and power. She returns to her kingdom, not to be married off to another prince who will then rule, but to rule herself. In fact, the author does a rather good job of marrying classic fairy-tale elements with modern ideals of equality.

P1170474The only drawback is the intended audience. This is clearly a young person story for ages 12 – 16 years old. Everything is spelled out neatly (and rather blatantly). But it is well done as a story. It is clean, crisp and engaging. While I might prefer a mode adult version, this is a good book and one I could easily recommend.

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.

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.

An Explosive Finishing

Gail 2Manners and Mutiny marks the fourth and final book in the Finishing School Series by Gail Carriger. It is a brilliant read! I still love Carriger’s style of writing. Sure the naming is a bit silly, the plots are ridiculous, and the characters are not the most real (some are dead after all!), but it is wonderfully well done. She is a perfect example of good writing. It is quirky, inventive and set in a world that is detailed and internally consistent. As a result I love her work.

I started with her first series, the Parasol Protectorate. While I might not love the name of the series, I did like the title of the first book: Souless. I was drawn to the strong female lead, the slightly odd manner of description (which is endlessly entertaining to read and reread), and the fantasy/steampunk world Victorian world. So, the undead and shapeshifters are not always my thing. And there are definitely elements that I am not fussed over, but when faced with great writing that draws you into the world and the characters, well nearly all else is forgiven.

Gail 4I would have expected writing a new series, with even more mechanicals, set a couple decades before the author’s original series would be problematic at best. Not only was there more technology, but the leads were younger and the writing was more for YA than adults. I confess I might have had my doubts at the beginning (stated in previous post). Fortunately the author had a plan, one that came to glowing fruition in this final installment. Manners & Mutiny neatly concluded the story arc of that had been started four novels earlier with Etiquette & Espionage. It cleaned up all the necessary loose ends and it hinted (or blatantly explained) a number of connections these characters have with those in the Parasol Protectorate. It was remarkably well done.

So, what was it all about? Well, in Etiquette & Espionage, young Sophronia is shipped off to an unusual, floating (dirigible) finishing school for young ladies. A school where they learn to … well, finish. They are being trained as intelligencers – spies, assassins, that sort of thing. At school they learn how to take out, or at least take down, humans, werewolves and vampires alongside other important subjects like correct dress, dancing, flirtation, and of course code-breaking. All the important traits any young lady of good Gail 3breeding ought to know when she is presented to society. Sophronia is a headstrong, resilient and very active girl. She easily gets herself into trouble, and nearly as often gets herself back out. But she is not without friends (from various parts of society), and those friendships help to define her and her choices. Manners & Mutiny sees Sophronia through the end of her school and sets the table for her future happenings.

Manners and Mutiny is simply another excellent example of superb writing. Gail Carriger has a strong, clear voice. She as a wonderfully quirky style of writing that is never boring to read. Her characters are alive with strengths and failings. The relationships are real and relevant in modern times. She does really well with the constraints of her Victorian society and doesn’t use this as a lazy reason to keep with the perceived status quo of fantasy writing. There is a discussion of skin colour and sexual orientation – it is masterfully handled and neither glaring nor so subtle to be missed.

This is an author whose books I would recommend – highly!

Cover of the book. I do not own this image or the other book covers in this post.

Cover of the book. I do not own this image or the other book covers in this post.

 

Forever TV

This promotional poster is not my own image, all rights belong to its creator.

This promotional poster is not my own image, all rights belong to its creator.

Forever is the title of a 2014-2015 American police procedural TV show. It lasted for one season and I am currently two episodes from the end. I think if the show had continued I would still stop around the end of the first season.

It is a cop show were the two leads are a female detective and a male coroner. Dr. Henry Morgan is blessed or cursed with seeming immortality. He has been alive for the past 200 years. Not to say he doesn’t die, he just keeps coming back at the same age and apparently in the same physical condition. He doesn’t appear to age either. It is kind of a cheesy concept, that I found a little interesting – at least to start. Unfortunately, I don’t think they made very good use of the two hundred year old history. While the plots are filled with lots of twists that sweep you through the 50 minute time frame, I have several problems with the program.

I think a lot of the problems stem from the nature of TV. It is episodic. Further, to exacerbate this characteristic, it has different writers working on each episode. This leads to a number of inconsistencies which become even more numerous and glaring as time progresses.

With the coroner being detailed oriented and very intelligent, it was very noticeable when he contradicts his own words between episodes. One example of this occurs when a murder victim is slashed across the throat. He points out, that the killer was smart enough not to pull back the head as that action pushes the cartilage supported trachea (the windpipe) forward thus protecting the main arteries in the neck. By titling the head forward the cut is easier and more effective in killing the victim. A couple of episodes later, the good Dr. himself is killed with a knife to the throat. Again he comments on the ruthless proficiency of the killer who pulls back his head and slices his neck open. Obvious contradiction to earlier information.

FOREVER - ABC's "Forever" stars Judd Hirsch as Abe, Ioan Gruffudd as Henry and Alana De La Garza as Detective Jo Martinez. (ABC/Bob D'Amico) - image is not mine and belongs to the appropriate creator.

FOREVER – ABC’s “Forever” stars Judd Hirsch as Abe, Ioan Gruffudd as Henry and Alana De La Garza as Detective Jo Martinez. (ABC/Bob D’Amico) – image is not mine and belongs to the appropriate creator.

The side characters are constantly changing opinions. Abe, the Dr.’s adopted son from WWII could have been an interesting character with such a long shared history with Henry. Unfortunately, the writers struggle to know what the relationship is, how to develop it and more importantly how to keep Abe’s character consistent. He is always flip-flopping between pushing Henry to keep his secrete and share his secrete. It doesn’t make sense. The relationship they do have is clichéd and worse very shallow – mostly because there is no single writer to properly showcase the complexities of a 65 year old son living with a 200 year old father who appears to be 35 years old.

Lucas is the assistant M.E. He is best written as smart and capable with a strong regard for Henry. But again, the writers are not always consistent with him. Occasionally he is treated like an nerdy, idiot that no one wants to associate with. It is just so muddled that I find it frustrating.

Then we come to the biggest issue I have with the program, Adam. He is another immortal having been alive for some 2,000 years – or so he claims. I understand and even appreciate the desire to have some greater arc to a TV series. Sure each episode is a new crime to be solved, but watching characters change and evolve; learning about their histories can in theory be a strong draw for a program. If it is done well. Unfortunately, Adam, much like Red John in the Mentalist, is more of an irritating and jarring addition to the set. He doesn’t fit. His desire to taunt Henry is more off putting than engaging. For a man who is supposedly 2,000 years old he is shockingly bland as a character. He is also, surprise, surprise, Henry’s nemesis (mostly). Why? For reasons is the best I can discern.

I do, sincerely appreciate the idea of Adam. It is good in many ways to have another character who is also in the same predicament as the Dr. If done well, it could be used to show how people would view immortality differently. How they would live their lives differently. But I don’t feel that is accomplished. Adam is tossed in for the cheap, meaningless moments of stress for Henry. He attempts to challenge Henry’s views and actions only work to show how shallow of a character our 200 year old man is.

Caste of the series - image is not mine. Characters from the left: Lucas, Abe, Dr. Henry, Detective Jo, Detective Hansen, and Lt. Reece.

Caste of the series – image is not mine. Characters from the left: Lucas, Abe, Dr. Henry, Detective Jo, Detective Hansen, and Lt. Reece.

And if that wasn’t enough, the series has started to fall into the main trap of shipping the two leads. Really? Why does Detective Jo and Dr. Henry have to be in a relationship with each other? Why can’t they have relationships with other characters? The program teases you with such possibilities, but in the end (literally the third last episode) we have Jo trying to express her feelings for the Dr. who has only shown interest as a friend. It is such an over done cliché that I cannot properly express my utter disappointment in the series for doing this. Completely Disappoint.

In the end, I am glad Forever didn’t last. It really couldn’t in my mind. Not with the shallow characters and standard plot. There are dozens of police procedurals on TV. Even within a program you can only kill a person so many ways before things start to become repetitive. Multiple writers might bring new and crazy ideas for the cop part of the show – different killers and methods of crime – but they also reduce the opportunity for the main characters to develop. You can’t have character or world growth in a consistent world with different people writing each episode. With the change in writer you change the voice of the characters on screen, because what most people fail to realize is how important a good writer is to a movie or TV show. Writers are important, but writing for TV seems to create some obstacles that cannot be overcome. At least, I haven’t seen it done well yet.

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.