Caster | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Tue, 26 Apr 2022 13:45:54 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Caster | Nerdologists https://nerdologists.com 32 32 Edgeguard by Mangy Goblin Games – Crowdfunding Preview https://nerdologists.com/2022/04/edgeguard-by-mangy-goblin-games-crowdfunding-preview/ https://nerdologists.com/2022/04/edgeguard-by-mangy-goblin-games-crowdfunding-preview/#respond Tue, 26 Apr 2022 13:44:11 +0000 https://nerdologists.com/?p=6947 Is Edgeguard by Mangy Goblin Games going to be the crowdfunding cooperative campaign game that you're looking for?

The post Edgeguard by Mangy Goblin Games – Crowdfunding Preview first appeared on Nerdologists.]]>
Recently I’ve been given the opportunity to checkout Edgeguard on TableTopSimulator in order to do a preview of it. This is a game that is coming to Kickstarter, today by Mangy Goblin Games. Edgeguard is going to be a big campaign adventure game where players go through RPG elements of leveling up characters, buying gear, and preparing to go out into dungeons or maps and fight bad guys. All of this while unlocking a story.

Since I have only played on TTS (TableTopSimulator), I am not going to do a full breakdown of how the game works. Plus, it’s a prototype so things are subject to change, though the module on TTS is very solid. And the rules, hopefully shared immediately at launch are pretty good. So instead I’m going to jump into what did and didn’t work. I do talk about that some in a video below, though.

Edgeguard Preview Video

What Didn’t Work?

This is going to be a massive box game. Now that’s not a massive negative for me. Granted, I’d likely need to find more space on my Kallax by clearing out even more games. But when I see a big campaign game, I fully expect that it is going to take up a lot of space. For some people, who maybe don’t have a dedicated gaming space, that might make this harder to get.

Also, this is going to be a game where there is a fair amount of housekeeping to it. Set-up of finding the tiles will take time, finding the enemy tokens, minis and cards, and pulling out everything for your character. I am waiting on the Kickstarter to see how much of a big deal I think that will be. Mainly because I hope they are thinking about storage and how to make it as fast to the table as possible. Because, compared to other dungeon crawl games, this one can get you into and through a scenario pretty quickly.

Neither of these things are a big red flag for me though. In fact, both are issues that I expect for most campaign games. Especially if a game is going to have minis. And I don’t know, maybe there will be a standee version, but I suspect that most people would go with minis anyways.

What Works?

The Characters

Let’s start with the characters, the characters are very generic, and now that sounds like a negative. I actually maybe should mention that in there, but I’ll say it here now, they could be more exciting. But how the characters play, and I’ve only messed around with the different ones while I’ve played true solo, is different. The warrior does what they are supposed, same with the caster, the healer, the rogue and the ranger. Everyone plays in their archetype.

And to make that work, each class is going to have their own cards that build out your hand. What I really like about the cards is that they are powerful. For a caster, for example, you play a card that uses resources to blast everyone in a row, column, or diagonal from where you are. That is a great ability, but it costs when you do that, it costs to get it back and it costs to use it again. That is very fun, and when you level up, you unlock new card abilities to add to your hand. And you have to pass on others, though you can pay to swap them in.

The last with with the characters that is fun is that you can multiclass. In a lot of dungeon crawl games, or RPG like board games, you pick and class and go with it. In Edgeguard, you can change up the class you are playing. Granted, they can never overtake your main class, but it allows you to customize your character more so. The only other one I can think of off the top of my head is a light boss battler or dungeon crawler in Adventure Tactics. This one gives you more than that seems to.

Edgeguard Map
Image Source: Mangy Goblin Games

The Enemies

I also really like how simple the enemies are to operate. There are campaign games where it takes a lot of work to get the enemies up and running. And while you do need to find the minis, place out tokens, find the cards for the enemies, their actual turns are pretty simple. And the enemy AI doesn’t change that much, except for when it does.

The enemies, like the players, have a chance to get a critical success. For the players that just means more damage, but for the enemies, that changes their behavior. The Shadow, Assassin, for example, if you get it’s third critical hit option has a shot to immediately take a character down to one hit point. Granted, that takes a little bit of luck. But if you are being swarmed by a number of bad guys and get hit by that, you are in big trouble.

Combat

As for combat itself, I appreciated how fast it went. When I play solo, some games can bog down in combat and set-up. Now, the game is going to take a chunk of time to set-up. And I’ll miss being able to click a button on TTS and have it do that for me. But at the same time, the combat itself is nice and straightforward. The game is simple to play, but has depth in the decision making space it gives you. So a nice sweet spot for me.

Mainly, going back to the cards, I appreciate how good the decisions are for what you do with the cards. The resources that you need to spend to do a more powerful spell or attack off of a card, that is a good choice. I know when I play RPG’s on the computer, I try not to be the person who just hordes every ability or potion just in case there’s a time I need it more. This game could run into that issue, but only because of players, with the cards that you play. But you can get them back, it just costs. So you don’t use them randomly, but also, you don’t want to horde them.

Who Is It For?

Edgeguard is going to be a game for people who love their campaign games. If that is what you play, and you have a dedicated space for it, it’d be a nice one to keep on the table for a while. I think that most people know if they are that, especially if they are looking to back a game on crowdfunding.

From my time with the game, and remember it’s been on TTS, I think that Edgeguard is probably more accessible than some dungeon crawlers. Yes, there is a fair amount going on with all the different stats that make it feel like more, but overall it was easy to follow what was going on. For that reason another group it’d be good for is the person introducing new people to dungeon crawlers. There will be some RPG elements that take a bit to learn, but the core dungeon crawl game play should be easy to pick-up.

My Thoughts On Edgeguard

I always like to finish up a little bit with my opinion. When I do what I don’t like and what I do like, I try and give detailed reasons for that or explain more of it. My thoughts, on the other hand, are going to be more of my opinion.

Edgeguard is hitting a pretty crowded market, and a crowd of games that are on my shelf. Now, that isn’t a bad thing, because I know I love the campaign genre of board games. And I know that I get to playing them. Whether it’s on Malts and Meeples YouTube Channel or with friends.

What drew me to Edgeguard is the epic look at that it had. But that isn’t always going to be enough to keep me looking at it. What is going to keep me checking this one out on Kickstarter is the simplicity of the game in the dungeon crawl. I know what groups I play campaigns with, and a little bit simpler one will be better for some groups. And even for groups who might not play campaign games with me normally.

So is it one for you? Well, if the card play sounds interesting and you are looking for your next big epic adventure, join me in checking out Edgeguard on Kickstarter.

Send an Email
Message me on Twitter at @TheScando
Visit us on Facebook here
Support us on Patreon here

The post Edgeguard by Mangy Goblin Games – Crowdfunding Preview first appeared on Nerdologists.]]>
https://nerdologists.com/2022/04/edgeguard-by-mangy-goblin-games-crowdfunding-preview/feed/ 0
TableTopTakes: Perdition’s Mouth: Abyssal Rift by Dragon Dawn Production https://nerdologists.com/2022/04/tabletoptakes-perditions-mouth-abyssal-rift-by-dragon-dawn-production/ https://nerdologists.com/2022/04/tabletoptakes-perditions-mouth-abyssal-rift-by-dragon-dawn-production/#comments Tue, 19 Apr 2022 14:20:05 +0000 https://nerdologists.com/?p=6914 Perdition's Mouth by Dragon Dawn Productions is a horror themed cooperative dungeon crawler. How does it compare to other Dungeon Crawlers?

The post TableTopTakes: Perdition’s Mouth: Abyssal Rift by Dragon Dawn Production first appeared on Nerdologists.]]>
Delve into a dark world of horror, magic and survival. That is the promise of Perdition’s Mouth: Abyssal Rift by Dragon Dawn Production. This is going to be a big dungeon crawl game that has a number of minis, a Rondel action selection, action points, and a dungeon crawler without that much luck to it. Does it live up to that hype? To see, we need to look at how the game plays.

How to Play Perdition’s Mouth: Abyssal Rift

There is a lot going on in this game, and I want to do it justice, but there is just too much to talk about everything that is going on. So let’s just go over the basics of what happens. Perdition’s Mouth is a cooperative dungeon crawling game. Players take on the roles of heroes, from tanks, to spell casters, rogues, and more trying to get through either a campaign or one off scenario.

Players, on their turn, use action points to move around a Rondel and select the action that they want to do. This can be move, charge, attack, a special action, rest, defend or a combination of those or variation on those. And that is the characters action for the turn. It means you can really plan out everything that you are doing, and you know how much you can do because of how many action points you have. Those are what you spend to move around the Rondel or move across terrain.

Then after the players go, the insectoids and cultists go. They also have a Rondel which determines what action they take. And unlike the player characters who activate a Rondel action, the cultists and insectoids activate all of them they pass over. So you can get some really big turns of spawning monsters, them moving and attacking.

In the end, the players goal is to get their characters off of the map and ready to move onto the next scenario, if you are playing the campaign version.

What I Didn’t Like?

The rule book for Perdition’s Mouth: Abyssal Rift is just okay, and this is the revised edition. The issue with it is somewhat that there is a lot to it. And there is a lot to it without there being an index at the end. Give me an index to find things quickly while I’m playing and learning the game. The game itself is pretty easy to follow when you play. But the rules could be done better for learning.

That’s my main negative. I do think for some, the darkness of the theme will be too much. It leans into that Kingdom: Death Monster thing where it is dark and shocking for the sake of being dark and shocking. For me, it doesn’t bother me that much, I get that this is supposed to be a grim and dark world. But at times, it seems like a bit too much.

Perditions Mouth Board Set UP
Image Source: Board Game Geek

What Did I Like?

I really like that all the characters are different in the game. In my campaign I ran a tank and a caster. The caster has less defense, less healthy, but some more powerful abilities, especially with movement. And in a game where you want to get out of the scenario, not always kill everything, movement is good to have. And of course, a caster can attack from range. The tank needs to get in there and take those hits when they can. And it feels like a good balance of characters.

I also like how simple the enemies are to activate. You flip a card and see how many spaces they move on their Rondel. And then you activate them pretty easily. So even though they might move a random number of spots on the Rondel, you can kind of guess what they might do. And then a card flip for an attack modifier makes it simple to play them. You don’t need a ton of rules to figure out what each enemy does.

I also like that characters use cards to boost their actions. And you play them out from your hand. But the enemies use a modifier deck. It means as a player, I can pick precisely what I am doing. But as the enemies attack me, I don’t know what they are going to do exactly. It is the right level of randomness. I know mainly what the enemies will do, but sometimes they’ll get through and do more than expected.

But, you can see more thoughts on Perdition’s Mouth: Abyssal Rift in the video I did on it below:

Who Is This For?

Dungeon crawler fans and euro fans. I think if someone is looking to move the more perfect information Euro style games, this might work very well for them. Because Perdition’s Mouth is a game where you do know almost all the information.

I also think this will work well for people who want that darker game like Kingdom: Death Monster, but don’t want the massive commitment. The fact you can play a one off for Perdition’s Mouth is nice. And then if you want a campaign, you can have one, but it isn’t hundreds of hours to get through it.

Final Thoughts on Perdition’s Mouth: Abyssal Rift

I do have quite a number of things I like about the game. But one negative, and it’s not a negative of the game, but more so of the space, which I haven’t mentioned. Perdition’s Mouth is a dungeon crawl game. So when I look at it, I need to compare it to other dungeon crawl games. And I do think this one is good, but it isn’t upper echelon for me.

On the flip side, it likely will stick in my collection for at least a while, because of one big thing. I can play it as a one off. It is nice for a few reasons, you don’t have the randomness, but the big one is I can pull it out and play without committing to a big experience. If I want to, I can play a short campaign. Gloomhaven was 150-200 hours of my time, Perdition’s Mouth will be less to play a campaign.

Finally, and this could be in the things I like, I do like the no dice. That’s one thing that I’ve found is that something like Sword & Sorcery compared to Perdition’s Mouth, I don’t miss the dice at all. I don’t strongly dislike dice, but it offers a more interesting long term puzzle for the game.

My Score: B-
Gamer Grade: B
Casual Grade: C-

Notes:

Generally for casual gamers, I am going to rate these bigger and heavier games lower. I think a casual gamer learning this would be a difficult experience. I also think that Perdition’s Mouth with an experienced teacher and casual gamers wouldn’t be too bad. But purely everything being done by a casual gamer, it’d be hard for them.

Also, Thank You to Dragon Dawn Production for sending me a copy of the game to review.

Send an Email.
Message me directly on Twitter at @TheScando
Visit us on Facebook here.
Support us on Patreon here.

The post TableTopTakes: Perdition’s Mouth: Abyssal Rift by Dragon Dawn Production first appeared on Nerdologists.]]>
https://nerdologists.com/2022/04/tabletoptakes-perditions-mouth-abyssal-rift-by-dragon-dawn-production/feed/ 1