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    Fuji Koro

    Fuji Koro

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    Tabletop Game

    Japan Hōsei 4 (1707). Mount Fuji is on the verge of erupting. Red hot lava will soon consume the...

Sorrim
Sorrim
2020 | Card Game, Fantasy, Fighting
Head to head competitive games are great, especially during the current lockdown situation. My wife and I could play 1v1 games all the time and be quite happy. That’s why we really enjoy abstract games so much. However, head to head fighting card games are something that my wife and I can kinda get heated over. How did Sorrim do for us? Keep reading.

Sorrim is a competitive 1v1 (or 2v2 or 3v3) card game for two players. A player wins once all of their opponent’s fighters have been knocked out. Fighters are all of differing magic (element) types and therefore can only be equipped with sigils (spells and attacks) of matching type. Whittling the opposing fighters’ health to zero will award triumphant players victory!

DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are retail copy components, and all copies will have components matching these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to order from The Game Crafter directly, your FLGS, or purchase through any retailers stocking it after it is released. -T

To setup the game, separate and shuffle the fighter deck and sigil deck. Deal each player a set of colored chips to keep track of values for each fighter. Fighter cards will be flipped and revealed at the beginning of the conflict. Roll the die to determine starting player and the game can begin! Note: this preview will be using the introductory 1v1 setup, though games can also be played on 2v2 and 3v3 modes with slightly different rules.

Each fighter will have their own stats to track as shown on their cards: Might, Altruism, Trickery, Health. Fighters will also possess special abilities printed on their cards to be used during the game.

Sigil cards will show either the word “Passive,” which will be active throughout the game or triggered by a special event, or they will show a group of numbers to indicate the required rolls needed to launch a successful attack.

On a player’s turn they will consult the fighter’s passive abilities to see if they will trigger. Next, the player will roll the die and compare with their cards to cast a sigil (spell). If the rolled result matches a sigil it may be cast. Opponents will check any passive abilities and adjust Health by amount of the fighter’s Might. Play continues in this fashion until one player’s fighters are all reduced to zero Health. That player loses and the winner must then mock the loser until the next game played.

Components. This game consists of some cards, a die, and some translucent chips. Each copy will be provided a link to the designer’s document to print off the rulebook and the stat sheets to track fighter stats as they change throughout the game. The cards are acceptable quality, the die is just an entry-level normal d6 (we were sent green with white ink), and the chips are TiddlyWink style. Everything is… fine. The art leaves some to be desired, especially in this era of gaming where art can elevate a good game to great, and a great game to amazing. This art does not help Sorrim. It’s not terrible, but it’s not wonderful either. Not my style.

All in all, the game is actually pretty decent. It is very quick-playing, especially the 1v1 mode, and after playing one game you kinda want to try some of the other fighter and sigil combinations. Any time a game makes you want to play more, that’s a great thing.

With Sorrim, my final thoughts are that it is a good game. I wouldn’t call it great, but there are several interesting mechanics and the variability/replayability built in is quite good. There are lots of two player battle card games, and Sorrim brings something a little different. The theme is enjoyable, and the gameplay is fast. There isn’t a ton of strategy involved as turns are dependent on rolling a number that matches your sigil cards, but it does deliver an easy-feeling, low-stress battle game for two. For some reason you just don’t feel annoyed when you lose, as can be the case with other PvP games. If you are looking for something in your collection that gives you this quick gameplay and is relatively rules-light, head over to The Game Crafter and give Sorrim a try.
  
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Dpaint43 (16 KP) rated Keyforge: Call of the Archons in Tabletop Games

May 31, 2019 (Updated May 31, 2019)  
Keyforge: Call of the Archons
Keyforge: Call of the Archons
2018 | Card Game, Fantasy
Every deck is yours. Unique. No one else has it. Cheap entry point. (0 more)
Some decks will be more powerful but that is the fun of the draw. (0 more)
Welcome to their world and become their god
Fantasy Flight and Richard Garfield have fixed the problem with Magic (Richard's other design and maybe the biggest money maker ever) and every copycat collectible card game that came after. Mr. Garfield's original plan for Magic the Gathering was to have a competitive card game that people can enjoy and buy a pack of cards for, say "wow" this is an awesome card and can make a deck more interesting. He did not expect thousands of dollars to be spent to create decks that are full with nothing but "wow" cards, but not fun, that win every time. The talent and fun was replaced by the more money you spend, the better your deck. Keyforge is a two player game that everyone can get into and enjoy. For $10 you can buy a single deck and only play that deck forever against any other deck and have fun. Every deck of 36 cards is made up using an algorithm to make sure no one has the same combination of cards. You get a unique deck name, unique deck sigil and a one of a kind combination of fun you can truly call your own. Of course you won't want to stop at just one deck because they each open up a new world. Your goal as a god (Archon) is to ascend to a higher level of being by opening 3 keys. Each key needs six aember to open. This aember is collected each turn by choosing one of the 3 houses that follow you (there are 7 in the game but only 3 per deck) and using the creatures, spells, items and crazy concoctions of that house of followers to reap and fight your way to victory. The rules are simple but the strategy is deep. There aren't many key words to remember nor rules to memorize. Young kids can play as easily as adults. The flavor text on most cards give a great synergy with each family and cards actions. It won't take long to have a favorite house or creature to play. And play. And play.
  
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    Games and Entertainment

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