You may remember a that some time ago we attended UK Games Expo and during that time, we came across quite a few Kickstarter projects that were due to launch this year. Snitch is one of those projects I found, where I was lucky enough to play it with the creators. It’s a fast-paced social-deduction style game, that now has been released on Kickstarter and at time of writing, is well underway to getting funded.
Happy Spooky Season!
The witches brew, fruit of the cauldron, magic in liquid form, bottled and corked, and ready for mass distribution. They can be medicinal, toxic, empowering, destructive, or just plain weird. Sometimes it’s important to just randomly drink bottles you find on the ground especially if they glow, because it could be any of those adjectives, or all of them, and you’ll only know if you try.
Hold your nose, down the hatch, and hope this one isn’t poison. It’s the Top 10 potions. (more…)
Among the many weapons in the DMs arsenal, often we overlook the idea of curses. Monsters and traps aplenty, puzzles and challenges, sure, but a curse is something wholly other. Disease is frequently too random, we rarely use disease because it is not something earned through foolish action, but a curse can be laid upon a player who does something foolish, or stumbles across something terrible.
These curses broadly use Dungeons & Dragons 5th edition rules, but can easily be adjusted for other systems and settings.
Right, where were we? Travelling companions eleven through twenty. Here’s one through ten if you missed them.
The softly spoken halfling dresses in soft leathers and expensive looking silks, but without much by way of ornamentation or showy colours. Her hair is a thick bundle of dun dreadlocks tied with a chord, and she goes barefoot most places while travelling. She’s hard to hear in the midst of heavy conversation, but happy enough to listen and participate only when she feels it’s her “turn” to speak, waiting for lulls where she might be heard clearly. (more…)
Back in August 2017, I backed this product on Kickstarter as an early birthday present, under the impression it would’ve come in time for December that same year. A handful of delays with design and printing eventually led the EU fulfilment to happen this September.
Was it worth the wait?
Ahhh… this may have to be a two-parter. This is going to be a two-parter. Having hit 1600+ words with only half of my wandering NPCs written, I shall save another ten for next Thursday.
Here below I offer you ten NPCs who may travel with your party. Some may help, others may hinder, all were created using random tables and generators for race, gender, jobs and roles, although the names and details are all my own. Thanks to the Hyper Halfling’s Book of Lists, Xanathar’s Guide to Everything, and Fantasy Name Generators for giving the bare bones of the characters brought to life below.
Allow these fine folk to join the party for their next journey to help bridge the gaps between civilisation and adventure. If nothing else… it’ll be memorable. (more…)
There are days when the grind of combat becomes a simple matter of pointing and declaring “I hit that one” or “I cast this spell”. Sometimes what is required is a combat so utterly challenging that players are forced to think outside the box, get creative, and push themselves to the very limit. It need not be the bigbad, the final villain, the single enemy to which all other narratives have been merely a pursuit. It might be something stumbled upon in the course of exploration, something rumoured, but never sought, or something simply in the way of something else…
The raid boss, or nemesis villain, is more a staple of the hack-and-slash style RPG than the narratively driven tabletop role-play, but it’s fair to admit sometimes that we’re gamers of a new generation, who want a break from talking around a campfire, and just want the deadly thrill of facing a foe designed to kill. (more…)
Jamie Noble Frier, also known as The Noble Artist, is a digital artist hailing from Sussex and is now turning his hand to board game design, with his first major foray: Hero Master. I met Jamie at UK Games Expo and he very kindly offered to give me a personal tour through the game as it stood, using Tabletop Simulator. After much time wrangling between the two of us, we finally got it scheduled in and I asked Nathan to join us digitally. The result of this is over two hours of video taken from that playthrough that we need to condense, do a voiceover for and release on our YouTube channel. Video aside, Jamie’s Kickstarter is now up and running and we thought it would be a great time to do a little overview of the game, which in my opinion is well worth buying.
What is Commander?
Commander is one of the most popular formats for Magic the Gathering and, like most good things in Magic, it started because of bored judges.
That’s not entirely true, but it’s an amusing thought.
Commander – or Elder Dragon Highlander, named after the early ‘Commanders’ being creatures with the “Elder Dragon” type – is a format thought up of within the Magic community. It quickly spread to being played by judges after officiating a Grand Prix or Pro Tour, which soon spread to staff at Wizards of the Coast (WotC) themselves.
Despite this popularity, official Commander pre-built products weren’t created until 2011, and it wasn’t until 2013 where these pre-built decks became an annual fixture in the release schedule.
How is Commander played?
Commander follows specific deck building rules compared to regular constructed play:
- Your deck must have a Commander/General, which has to be a Legendary Creature (2 Legendary Creatures if both cards have the “Partner” ability) or a Planeswalker containing the specific line of text “*this Planeswalker* can be your commander”
- All the cards in your deck must be within the colour identity of the Commander (colour identity is determined by the colours in the card’s mana cost and rules text)
- The deck can only have one copy of each card (besides basic lands)
- The deck must be 100 cards total, which includes your Commander card(s)
- The only non-specific rule is that cards from all of Magic’s history can be used, aside from the ban list
Commander is traditionally a multiplayer format, with games between 3-4 people, though 1v1 Commander is popular in some circles. Players start on 40 life (30 for 1v1 games) and if a player is dealt 21 damage by a single commander, they lose automatically.
The commander card(s) themselves are kept in a separate zone of play called the “command zone”, which can be cast anytime you could cast a creature. Each time a commander is cast from this zone, the next time it is cast from the command zone it costs 2 colourless mana more (an effect often referred to as “commander tax”.)
Why do I like Commander?
I started playing Magic seriously about a year ago, but never started playing constructed formats until the start of this year, where Rivals of Ixalan ignited my passion for Standard Merfolk and Commander Dinosaurs. Due to time and motivation the Commander deck didn’t get taken out that much and was eventually de-sleeved.
However, a few months passed. I had grown tired of Standard and had more cards at my disposal with which to build a deck (thanks past Murray!). So I invested in some Eclipse sleeves with which to start this project, and my Dinosaur deck was revived alongside a completely new creation, taking after my Standard deck: the Axolotl Paradox (named after a card which I didn’t have at time of construction).
Playing with these decks with friends and at my Local Game Shop (LGS) managed to revitalise my spirit for playing Magic, as well as igniting my spark for wanting to build for Commander more often. I have kept a full list of deck ideas hidden amongst .txt files on my laptop and my brain seeing cards thinking “That could work really well in Muldrotha/Asmadi/Shu Yun”
I will admit as well…
I kinda like playing politics in Commander?
A large aspect of a multiplayer format, like Commander, is being able to make deals/pacts with people in exchange for immunity from effects, or attacks. This can sometimes draw scathing looks from the rest of table if you side with someone already in a good position.
Personally, I like making a deal with someone not to attack them… and then just cast burn spells and removal on them! Because that’s not attacking them, I never said anything about casting stuff.
How easy is it to get into Commander?
As mentioned in the intro paragraph, WoTC offer pre-constructed commander decks on a yearly basis. Debates about quality aside, these are the easiest way to get into the format. Just unbox, sleeve, shuffle and you’re ready to go.
If you’re a pre-existing Magic player, it’s likely you already have the components to build a pretty good deck, so you could go down the pre-built route, or you could make your own custom creation.
Struggling to make choices? EDHREC has your back. In my opinion this is the best resource for anything relating to Commander, from card choices to theme ideas and in some cases finding out about cards you never realised existed, but would be perfect for your deck.
If your LGS has singles for sale and a Commander community, go pay a visit. Not only will you be doing an important service by supporting the store, you’re also going to find out more about potential deck ideas, possibly from someone who plays a similar deck to your concept.
A huge thanks to Murray for his contribution today – And if you’re a fan of EDH/Commander, or if you’d like to share your experiences, then let us know in the comments. Are you a fan of the format, or do you prefer a different Magic format? Share yur thoughts and opinions below, or over on Facebook and Twitter.
Let us suppose a variation of magic that does not manipulate a natural force ever-present in the world. Instead let us consider a school of magi who pull their power from the realms beyond the material, reaching into the turning gears of Mechanus, the glorious light of Celestia, the feral twilight of Ysgard, or – as presented here – the twisting tunnels, the ever blowing gales mingled with the howls of souls as they shred and dissolve into the headwaters of the Styx, Pandemonium.
The spells here are selected with a view to their aesthetic relation to Pandemonium, which borders the roiling chaos of Limbo and the demonic halls of the Abyss. Pandemonium itself is predominantly home to demons, a handful of damned souls that endure the winds, and a few evil or mad gods who have come to build their realms within. The spells are heavy on necrotic forces, death, madness, and eternally howling winds. (more…)