<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
	>

<channel>
	<title>Homefront Wargame Center</title>
	<atom:link href="http://wargamecenter.wordpress.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://wargamecenter.wordpress.com</link>
	<description>...supporting our hobby!</description>
	<lastBuildDate>Thu, 20 Jun 2013 02:26:24 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.com/</generator>
<cloud domain='wargamecenter.wordpress.com' port='80' path='/?rsscloud=notify' registerProcedure='' protocol='http-post' />
<image>
		<url>http://0.gravatar.com/blavatar/c298f500219b682d4e3ff84481d20391?s=96&#038;d=http%3A%2F%2Fs2.wp.com%2Fi%2Fbuttonw-com.png</url>
		<title>Homefront Wargame Center</title>
		<link>http://wargamecenter.wordpress.com</link>
	</image>
	<atom:link rel="search" type="application/opensearchdescription+xml" href="http://wargamecenter.wordpress.com/osd.xml" title="Homefront Wargame Center" />
	<atom:link rel='hub' href='http://wargamecenter.wordpress.com/?pushpress=hub'/>
		<item>
		<title>Remembrance Day &#8211; The Longest Day</title>
		<link>http://wargamecenter.wordpress.com/2013/06/06/remembrance-day-the-longest-day/</link>
		<comments>http://wargamecenter.wordpress.com/2013/06/06/remembrance-day-the-longest-day/#comments</comments>
		<pubDate>Thu, 06 Jun 2013 14:07:08 +0000</pubDate>
		<dc:creator>Andreas Ludwig</dc:creator>
				<category><![CDATA[HFC]]></category>
		<category><![CDATA[Consim]]></category>
		<category><![CDATA[historical conflict simulations]]></category>
		<category><![CDATA[Remembrance Day]]></category>
		<category><![CDATA[wargaming]]></category>
		<category><![CDATA[World War II]]></category>

		<guid isPermaLink="false">http://wargamecenter.wordpress.com/?p=895</guid>
		<description><![CDATA[June, 6th How can you &#8220;play war&#8221;? All members of the wargaming community are sometimes facing trouble when explaining their challenging hobby to others &#8211; and there are often questions like &#8220;how can you &#8220;play&#8221; war&#8221; and &#8220;how can someone enjoy such a brutal and nasty event, turning it into something &#8220;funny&#8220;.&#8221; Especially in Germany, [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=895&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<h3 style="text-align:justify;"><strong><span style="color:#800000;">June, 6th</span></strong></h3>
<div id="attachment_961" class="wp-caption alignleft" style="width: 250px"><img class="size-full wp-image-961" title="normandy_1" alt="" src="http://wargamecenter.files.wordpress.com/2010/05/normandy_1.jpg?w=240&#038;h=193" width="240" height="193" /><p class="wp-caption-text">June 6th, 1944 &#8211; D-Day &#8211; was the startingpoint for the liberation of Europe</p></div>
<h3 style="text-align:justify;"><span style="color:#339966;">How can you &#8220;play war&#8221;?</span></h3>
<p style="text-align:justify;">All members of the wargaming community are sometimes facing trouble when explaining their challenging hobby to others &#8211; and there are often questions like &#8220;<em>how can you &#8220;play&#8221; war</em>&#8221; and &#8220;<em>how can someone enjoy such a brutal and nasty event, turning it into something &#8220;funny</em>&#8220;.&#8221;</p>
<p style="text-align:justify;">Especially in Germany, the need of explanation and lack of understanding for the hobby &#8220;wargaming&#8221; and &#8220;historical conflict situation&#8221; is significantly higher than in the US or UK, at least for games dealing with WWII or WWI, while other historical eras, for example Napoleonic or Ancients, are at least tolerated, but nevertheless frowned upon.</p>
<p style="text-align:justify;">Of course nobody would be playing these games if there wasn&#8217;t any fun in playing them, but such debates often don&#8217;t end very satisfying because it&#8217;s very difficult to explain &#8220;wargames&#8221; to folks who are strongly opposed to violence in general and war in particular. The fact that these games are &#8220;about war&#8221; makes it difficult to explain to &#8216;outsiders&#8217; what the fun actually is we see in playing them:</p>
<p style="text-align:justify;">That it&#8217;s about<strong> understanding tactics and strategy</strong>, understanding <strong>historical decisions</strong>, that we use it as a sort of &#8216;<strong>educational tool</strong>&#8216; to get some insights you don&#8217;t get by simply reading a book or watching a movie. That we love the chess-like competition and the challenge of tense decison making in an interesting and historical setting. That you can use historical consims to answer &#8220;<strong>what if&#8221; questions</strong> (&#8220;why didn&#8217;t they do this and that historically&#8221;, keyword: Operation Sealion) and to understand historical situations better, for example battles for seemingly useless hills or other positions. Last but not least, &#8220;those who fail to study history are doomed to repeat ist&#8221;.</p>
<h3 style="text-align:justify;"><span style="color:#339966;">A counter today was a real soldier then</span></h3>
<p style="text-align:justify;">But of course there&#8217;s also some truth in the allegation and we in the HFC think that we should from time to time <strong>aknowledge </strong>that we are playing something on our maps which was a real battlefield years ago, and that our little counters were indeed real men who did hope to survive, fought bravely and often lost their lifes under terrible conditions. To remember that what is today just calculating maths on the CRT was a real bullet those days. To lose a scenario today is totally different from losing one&#8217;s  life in the real thing&#8230;</p>
<div id="attachment_962" class="wp-caption alignright" style="width: 177px"><img class="size-full wp-image-962" title="d-day" alt="" src="http://wargamecenter.files.wordpress.com/2010/05/d-day.jpg?w=167&#038;h=152" width="167" height="152" /><p class="wp-caption-text">Our maps and counters were real battlefields and real soldiers once</p></div>
<p style="text-align:justify;">But we also think it&#8217;s not necessary to <strong>excuse</strong> ourselves for loving this hobby &#8211; and it is well known that one can get interesting insights into some battles, which is leading to a<strong> better understanding</strong> of the whole picture. This way wargames can help to provide a better understanding for the real men fighting in those battles &#8211; and dying.  If you read in a book that men died while taking a seemingly useless dirty hill somewhere in nowheres land may sound absolutely crazy and like a damned waste of life, but to set up the battle yourself may change your view about it entirely.</p>
<p style="text-align:justify;">Sure, it&#8217;s still a hill and war as such is a crazy thing and everybody dying in a war is indeed a tragedy &#8211; but the consim you are playing about this specific battle might give you a better idea of how difficult it really was what these soldiers accomplished by taking the hill. And it might also become clear what the reason behind the assault on this hill was and how it affected the &#8216;bigger picture&#8217;. You might understand that it was a keypoint in a supply line and that by taking it other soldiers could be supplied with necessary stuff to stay alive. Or you might see that the whole situation was doomed to failure right from the beginning when generals thought it to be a good idea &#8211; giving you the necessary background to judge certain responsibilities of those who were in charge of a certain operation.</p>
<p style="text-align:justify;">If you play a military strategy game about certain battles or operations, you come much nearer to it than by any other means. Wargamers &#8211; at least those who play historical conflict simulations &#8211; usually don&#8217;t just &#8220;play games&#8221;, but they use a whole bunch of &#8216;tools&#8217; to understand and evaluate historical situations and learn about certain aspects of military doctrine executed in a historical battle. Reading books, watching documentaries, visiting historical battle sites, discussing with others, playing consims&#8230; all this is done in order to understand military thinking  and to learn from history.</p>
<p style="text-align:justify;"><span style="color:#800000;"><strong>Because of this, we consider it a good idea to hold a </strong><strong>special day in memory and honor of all those soldiers who fought for the freedom we enjoy today.</strong></span></p>
<p style="text-align:justify;">It is because of those lads who died for liberating the world from dictatorship that we are allowed to  play these games today &#8211; in times of freedom and peace &#8211; and that is something we should at least be conscious of once a year.</p>
<p style="text-align:justify;">We have chosen the Longest Day, June 6th, D-Day, as<strong> our Remembrance Day</strong>, because this brutal battle was the beginning of the end of WWII and therefore seems to be a very good choice for representing all other battles in that war.</p>
<p style="text-align:justify;">On that day, in that battle, all soldiers fought for what they thought to be good reasons to fight for &#8211; and in our opinion that&#8217;s true for the entire war. The real bad guys those days were the politicians that were in charge and not the average, common soldier who was as abused in this war as he is in any war.</p>
<div id="attachment_963" class="wp-caption alignleft" style="width: 317px"><img class="size-full wp-image-963" style="border:0 none;" title="03_Remagen_Denny_Brueckenrest" alt="" src="http://wargamecenter.files.wordpress.com/2010/05/03_remagen_denny_brueckenrest.jpg?w=307&#038;h=230" width="307" height="230" /><p class="wp-caption-text">Remembrance Day is a perfect opportunity for visiting historical sites, for example Remagen Bridge</p></div>
<p style="text-align:justify;">Thus, the Longest Day is held in remembrance of all participants of WWII in particular, but in honor to all soldiers that fought in other wars as well.</p>
<p style="text-align:justify;">We suggest that those involved in THE HOBBY either do not play wargames on this particular day or do so with a heightened awareness of being in a lucky situation today. Maybe you choose to read a book instead, watching a movie about that time or visiting specific warfields, war-museums, taking a look into old family photos portraying those who perhaps lost their life in WWII etc..</p>
<p style="text-align:justify;">If you choose not to play any games on this day (or any other day that you find a better choice for such a personal Remembrance Day) consider it a sacrifice of possible playing time, of having fun, once a year as a symbolic sacrifice to those who didn&#8217;t have the opportunity or choice to play it all out on some maps with a few counters, and were forced to take part in the brutal events on June 6th, 1944 that nevertheless finally gave us back &#8211; freedom!</p>
<p style="text-align:justify;">So in a certain way this day was indeed the Longest One because the freedom it brought to us still continues today&#8230;</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/wargamecenter.wordpress.com/895/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/wargamecenter.wordpress.com/895/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=895&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://wargamecenter.wordpress.com/2013/06/06/remembrance-day-the-longest-day/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/f255e5da0bca5354fec7ff6f2c2dec5d?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Andreas Ludwig</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2010/05/normandy_1.jpg" medium="image">
			<media:title type="html">normandy_1</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2010/05/d-day.jpg" medium="image">
			<media:title type="html">d-day</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2010/05/03_remagen_denny_brueckenrest.jpg" medium="image">
			<media:title type="html">03_Remagen_Denny_Brueckenrest</media:title>
		</media:content>
	</item>
		<item>
		<title>Cat-Proof Wargaming!</title>
		<link>http://wargamecenter.wordpress.com/2013/06/05/cat-proof-wargaming/</link>
		<comments>http://wargamecenter.wordpress.com/2013/06/05/cat-proof-wargaming/#comments</comments>
		<pubDate>Wed, 05 Jun 2013 10:02:06 +0000</pubDate>
		<dc:creator>Denny Koch</dc:creator>
				<category><![CDATA[Wargaming in general]]></category>
		<category><![CDATA[Cats]]></category>
		<category><![CDATA[counters]]></category>
		<category><![CDATA[protection]]></category>
		<category><![CDATA[wargaming]]></category>

		<guid isPermaLink="false">http://wargamecenter.wordpress.com/?p=3521</guid>
		<description><![CDATA[If you have a feline housemate (no cat would approve of being described as &#8220;owned&#8221;), and are a dedicated wargamer, you know the problem: counters, blocks, and miniatures are irresistible to them! So, what can you do if you want to play a game which extends over several weeks, don&#8217;t have a dedicated, lockable gaming [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3521&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<div id="attachment_1983" class="wp-caption alignleft" style="width: 186px"><a href="http://wargamecenter.files.wordpress.com/2010/03/troja_spiele.jpg"><img class=" wp-image-1983 " alt="HFC cat Troja and her favorite place in front of our games collection!" src="http://wargamecenter.files.wordpress.com/2010/03/troja_spiele.jpg?w=176&#038;h=180" width="176" height="180" /></a><p class="wp-caption-text">HFC cat Troja and her favorite place in front of our games collection!</p></div>
<p style="text-align:justify;">If you have a feline housemate (no <strong>cat</strong> would approve of being described as &#8220;owned&#8221;), and are a dedicated <strong>wargamer</strong>, you know the problem: counters, blocks, and miniatures are<strong> irresistible</strong> to them!</p>
<p style="text-align:justify;">So, what can you do if you want to play a game which extends over several weeks, don&#8217;t have a dedicated, lockable gaming room and share your house with a cat?</p>
<p style="text-align:justify;">Today, we reveal our secret of<strong> cat-proof wargaming</strong> to you!</p>
<div id="attachment_3522" class="wp-caption alignright" style="width: 310px"><a href="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_01.jpg"><img class="size-medium wp-image-3522 " alt="Katzenschutz_01" src="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_01.jpg?w=300&#038;h=189" width="300" height="189" /></a><p class="wp-caption-text">&#8220;Wow, this table looks irresistible! Look at all these nice little playthings, it would be great fun to catch them and hide them!&#8221;</p></div>
<p style="text-align:justify;">First of all, when we play a consim which will take several weeks to finish, we set up the map board on top of a large and solid wooden panel (about 5.9 feet x 3.2 feet or 1,80 m x 1 m).</p>
<p style="text-align:justify;">At the end of the day, when we have to store the game until the next gaming session, we take our special hand-made protection lids, cut from strong boxes and (for aesthetic purposes only) decorated with red fabric. These lids are high enough to cover counters, blocks, and even miniatures.</p>
<p style="text-align:justify;">We made two lids, where one is slightly larger than the other, so the size of the entire construction can be adapted to different game sizes.</p>
<p style="text-align:justify;">First, we turn the panel with the mapboard sideways, then we put some solid stuff like cups on empty map spaces &#8211; these will support the lids later, when the cat jumps or lays on top of the lid.</p>
<p>Then, the first (smaller) lid is placed on one end of the mapboard. Then the larger lid is placed on the other half, slightly overlapping the first lid.</p>
<div id="attachment_3523" class="wp-caption aligncenter" style="width: 280px"><a href="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_02.jpg"><img class=" wp-image-3523 " alt="Katzenschutz_02" src="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_02.jpg?w=270&#038;h=222" width="270" height="222" /></a><p class="wp-caption-text">The two lids, made of strong carboard boxes. Each has one open side.</p></div>
<div id="attachment_3524" class="wp-caption aligncenter" style="width: 280px"><a href="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_03.jpg"><img class=" wp-image-3524" alt="Katzenschutz_03" src="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_03.jpg?w=270&#038;h=241" width="270" height="241" /></a><p class="wp-caption-text">Then, the first lid is placed on one end of the map. Be sure to support it with some cups or other things, so that the cat will not press it down on the map.</p></div>
<div id="attachment_3526" class="wp-caption aligncenter" style="width: 280px"><a href="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_04.jpg"><img class=" wp-image-3526" alt="Katzenschutz_04" src="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_04.jpg?w=270&#038;h=221" width="270" height="221" /></a><p class="wp-caption-text">Then, the second lid is placed over the first lid. Since the system is modular, you can adapt it to various map sizes.</p></div>
<div id="attachment_3527" class="wp-caption aligncenter" style="width: 280px"><a href="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_05.jpg"><img class=" wp-image-3527 " alt="Katzenschutz_05" src="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_05.jpg?w=270&#038;h=221" width="270" height="221" /></a><p class="wp-caption-text">Finally, the panel with the protection lid is pushed near the wall where it will remain until the next gaming session.</p></div>
<div id="attachment_3528" class="wp-caption aligncenter" style="width: 253px"><a href="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_06.jpg"><img class=" wp-image-3528  " alt="Katzenschutz_06" src="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_06.jpg?w=243&#038;h=190" width="243" height="190" /></a><p class="wp-caption-text">&#8220;Mmh, where have all these tasty blocks gone?!?&#8221;</p></div>
<div id="attachment_3525" class="wp-caption alignleft" style="width: 280px"><a href="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_3.jpg"><img class=" wp-image-3525" alt="Katzenschutz_3" src="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_3.jpg?w=270&#038;h=203" width="270" height="203" /></a><p class="wp-caption-text">Cat-proof wargaming &#8211; HFC tested and approved!</p></div>
<p style="text-align:justify;">This construction is absolutely cat-proof, the box is strong enough to endure the weight of a heavy cat without giving in and burying the game below.</p>
<p style="text-align:justify;">In addition, there are no attractive counters, dice, or other game pieces visible, which could attract the cat, so over the course of time, the lid becomes just a boring object on the table and is mostly ignored.</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/wargamecenter.wordpress.com/3521/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/wargamecenter.wordpress.com/3521/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3521&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://wargamecenter.wordpress.com/2013/06/05/cat-proof-wargaming/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/070d5cde708a17dcd5adc323f781005a?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Denny Koch</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2010/03/troja_spiele.jpg?w=294" medium="image">
			<media:title type="html">HFC cat Troja and her favorite place in front of our games collection!</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_01.jpg?w=300" medium="image">
			<media:title type="html">Katzenschutz_01</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_02.jpg?w=300" medium="image">
			<media:title type="html">Katzenschutz_02</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_03.jpg?w=300" medium="image">
			<media:title type="html">Katzenschutz_03</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_04.jpg?w=300" medium="image">
			<media:title type="html">Katzenschutz_04</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_05.jpg?w=300" medium="image">
			<media:title type="html">Katzenschutz_05</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_06.jpg?w=300" medium="image">
			<media:title type="html">Katzenschutz_06</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/06/katzenschutz_3.jpg?w=300" medium="image">
			<media:title type="html">Katzenschutz_3</media:title>
		</media:content>
	</item>
		<item>
		<title>W40k Armageddon! Licensing agreement between Games Workshop &amp; Slitherine/Matrix Games</title>
		<link>http://wargamecenter.wordpress.com/2013/05/20/for-the-emperor-licensing-agreement-between-games-workshop-slitherinematrix-games/</link>
		<comments>http://wargamecenter.wordpress.com/2013/05/20/for-the-emperor-licensing-agreement-between-games-workshop-slitherinematrix-games/#comments</comments>
		<pubDate>Mon, 20 May 2013 16:30:49 +0000</pubDate>
		<dc:creator>Andreas Ludwig</dc:creator>
				<category><![CDATA[News and Releases]]></category>
		<category><![CDATA[Games Workshop]]></category>
		<category><![CDATA[Matrix Games]]></category>
		<category><![CDATA[Slitherine]]></category>
		<category><![CDATA[strategy games]]></category>
		<category><![CDATA[Warhammer]]></category>

		<guid isPermaLink="false">http://wargamecenter.wordpress.com/?p=3434</guid>
		<description><![CDATA[Armageddon invasion starts in 2014 Slitherine and Games Workshop® are pleased to announce Warhammer®40,000®: Armageddon™. Having announced an exciting partnership with Games Workshop a few weeks ago, Slitherine are delighted to release further details. Slitherine have acquired the exclusive rights to Games Workshop’s “Battle for Armageddon” setting in order to create a series of amazing [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3434&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p style="text-align:center;"><a href="http://wargamecenter.files.wordpress.com/2013/03/936877_527249624002433_1759658748_n.jpg"><img class="aligncenter  wp-image-3513" alt="Warhammer Armageddon_1759658748_n" src="http://wargamecenter.files.wordpress.com/2013/03/936877_527249624002433_1759658748_n.jpg?w=674&#038;h=252" width="674" height="252" /></a></p>
<blockquote>
<h2 style="text-align:center;">Armageddon invasion starts in 2014</h2>
<p style="text-align:justify;"><em>Slitherine and Games Workshop® are pleased to announce Warhammer®40,000®: Armageddon™.</em></p>
<p style="text-align:justify;"><em>Having announced an exciting partnership with Games Workshop a few weeks ago, Slitherine are delighted to release further details. Slitherine have acquired the exclusive rights to Games Workshop’s “Battle for Armageddon” setting in order to create a series of amazing multiplatform, turn-based, hex-based games. Warhammer 40,000: Armageddon will make full use of Slitherine&#8217;s expertise in creating compelling and challenging strategy gaming experiences. The initial game is set&#8230;See More™ in great detail, from the initial Ork landings to the final liberation of the planet;</em><br />
<em>It contains a large branching campaign with 30 major scenarios, plus additional 5 tutorial scenarios that explore the story in detail;</em><br />
<em>A complex plot, which can develop during a mission, right in the middle of battle, creating an engaging story line with unexpected twists;</em><br />
<em>Players lead Imperial troops of the Armageddon™ Steel Legion, with supporting assets from a number of Space Marine chapters against the ferocious Orks;</em><br />
<em>Fight alongside Commissar Yarrik and Commander Dante against the cunning Ork Warboss Ghazghkull Thraka;</em><br />
<em>Carry over battle-hardened veterans from scenario to scenario, using their experience and upgrading their equipment;</em><br />
<em>Detailed combat model with terrain, weather and morale effects;</em><br />
<em>Extensive modding options delivered through a powerful and easy-to-use game editor.</em><br />
<em>Some numbers:</em></p>
<p><strong>Over 35 scenarios;</strong><br />
<strong>Over 100 unit types, with unique roles, stats and special abilities;</strong><br />
<strong>20 different units stats;</strong><br />
<strong>A separate set of maps are designed and balanced specifically for multiplayer via Slitherine&#8217;s PBEM++ system.</strong></p></blockquote>
<p>&nbsp;</p>
<p style="text-align:center;"><span style="text-decoration:underline;"><em><strong>Original news:</strong></em></span></p>
<p><strong>Slitherine links with Games Workshop® on new licensing agreement</strong></p>
<p><em>World leader of tabletop wargaming joins forces with strategy video gaming expert</em></p>
<p>Slitherine (<a href="http://www.slitherine.com/">www.slitherine.com</a>) and Games Workshop (<a href="http://www.games-workshop.com/">www.games-workshop.com</a>), two giants in their respective specialist markets, have signed a deal to produce a strategy video game set in the popular Warhammer® 40,000® universe.</p>
<p>&#8220;<em>This deal represents yet another testament to our continuous aim to reach new audiences, without losing sight of who we are and what we do best</em>&#8220;, said JD McNeil, Chairman of the Slitherine Group. &#8220;<em>It&#8217;s all about creating strategy games that are targeted to a particular audience and addressing a very specific need in the market. The Warhammer 40,000 setting is a perfect fit for the style of strategy games that we make and will be very popular with fantasy and science fiction fans alike. Joining forces with Games Workshop will allow us to bring an wonderfully deep and appropriate IP to the Turn Based Strategy genre</em>”.</p>
<p>Details of the deal including the content and features of the game have not yet been announced, but development is already underway on multiple platforms, involving the best talents in design and development available to the Slitherine Group.</p>
<p>Jon Gillard, Head of Licensing at Games Workshop said: “<em>Slitherine are clearly established and successful masters of their genre of games, and there are many fans of their work here at GW. It’s a pleasure to work with such like minded individuals who share our passion for strategy games of all types</em>”.</p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/wargamecenter.wordpress.com/3434/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/wargamecenter.wordpress.com/3434/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3434&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://wargamecenter.wordpress.com/2013/05/20/for-the-emperor-licensing-agreement-between-games-workshop-slitherinematrix-games/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/f255e5da0bca5354fec7ff6f2c2dec5d?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Andreas Ludwig</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/936877_527249624002433_1759658748_n.jpg" medium="image">
			<media:title type="html">Warhammer Armageddon_1759658748_n</media:title>
		</media:content>
	</item>
		<item>
		<title>&#8220;Worlds of Magic&#8221; &#8211; the spiritual successor to the classic &#8220;Master of Magic&#8221; announced!</title>
		<link>http://wargamecenter.wordpress.com/2013/04/05/worlds-of-magic-the-spiritual-successor-to-the-classic-master-of-magic-announced/</link>
		<comments>http://wargamecenter.wordpress.com/2013/04/05/worlds-of-magic-the-spiritual-successor-to-the-classic-master-of-magic-announced/#comments</comments>
		<pubDate>Fri, 05 Apr 2013 14:21:31 +0000</pubDate>
		<dc:creator>Denny Koch</dc:creator>
				<category><![CDATA[News and Releases]]></category>
		<category><![CDATA[4x]]></category>
		<category><![CDATA[Master of Magic]]></category>
		<category><![CDATA[Wasteland Interactive]]></category>
		<category><![CDATA[Worlds of Magic]]></category>

		<guid isPermaLink="false">http://wargamecenter.wordpress.com/?p=3493</guid>
		<description><![CDATA[Wasteland Interactive recently announced the spiritual successor to the classic turn-based fantasy strategy game &#8220;Master of Magic&#8220;, a DOS game by Microprose, published in 1993. Since Master of Magic is one of the classic turn-based 4x games of all time (there is a lively fanbase and an active community even today!), we were happy to [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3493&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p style="text-align:justify;"><strong><img class="alignleft size-medium wp-image-3494" style="border:0;" alt="WoM" src="http://wargamecenter.files.wordpress.com/2013/04/wom.png?w=300&#038;h=162" width="300" height="162" />Wasteland Interactive</strong> recently announced the spiritual successor to the classic turn-based fantasy strategy game &#8220;<strong>Master of Magic</strong>&#8220;, a DOS game by Microprose, published in 1993.</p>
<p style="text-align:justify;">Since <strong>Master of Magic</strong> is one of the classic turn-based 4x games of all time (there is a lively fanbase and an active community even today!), we were happy to learn that Wasteland Interactive plans to publish a new game in the tradition of the good old Master of Magic: <strong>Worlds of Magic</strong>. The game will combine classic elements of the original games (for example the randomly generated world maps and the heroes) with many new elements, an enhanced and revised game mechanics and rules set, and many expanded features. Technically speaking, Worlds of Magic will be an entirely new game, but the designers promised to hold true to the essence of what made Master of Magic great.</p>
<p style="text-align:justify;">The turn-based 4x strategy game is set in a fantasy universe. Players will be able to rule over 6 factions, master 300 spells, and explore 7 planes of existence. The game will be available for PC, Mac, Linux, and iOS.</p>
<p style="text-align:justify;">The game is launched as a <strong>Kickstarter</strong> project. If you want to support it, here is the<a href="http://www.kickstarter.com/projects/304725524/worlds-of-magic-a-new-classic-4x-fantasy-game" target="_blank"> link to the official World of Magic Kickstarter website</a> where you can learn about the new game features in detail! More information, together with a video, screenshots, and wallpapers is also available on the <a href="http://myworldsofmagic.com/" target="_blank">Worlds of Magic website</a>.</p>
<p style="text-align:center;"><span style="text-decoration:underline;"><strong>Update</strong></span><strong>: </strong><strong> <span style="color:#008000;">Successfully Funded!</span></strong></p>
<p style="text-align:justify;">
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/wargamecenter.wordpress.com/3493/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/wargamecenter.wordpress.com/3493/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3493&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://wargamecenter.wordpress.com/2013/04/05/worlds-of-magic-the-spiritual-successor-to-the-classic-master-of-magic-announced/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/070d5cde708a17dcd5adc323f781005a?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Denny Koch</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/wom.png?w=300" medium="image">
			<media:title type="html">WoM</media:title>
		</media:content>
	</item>
		<item>
		<title>Review: Sentinels of the Multiverse (Enhanced Edition, Greater Than Games, LLC)</title>
		<link>http://wargamecenter.wordpress.com/2013/04/02/sentinelsotmultiverse/</link>
		<comments>http://wargamecenter.wordpress.com/2013/04/02/sentinelsotmultiverse/#comments</comments>
		<pubDate>Tue, 02 Apr 2013 16:36:03 +0000</pubDate>
		<dc:creator>Denny Koch</dc:creator>
				<category><![CDATA[Fantasy Games A-Z]]></category>
		<category><![CDATA[Games A-Z]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Sentinels of the Multiverse]]></category>
		<category><![CDATA[cooperative card game]]></category>
		<category><![CDATA[fixed deck]]></category>
		<category><![CDATA[Greater Than Games LLC]]></category>
		<category><![CDATA[Multiverse]]></category>
		<category><![CDATA[Omnitron]]></category>
		<category><![CDATA[superhero game]]></category>
		<category><![CDATA[superheroes]]></category>

		<guid isPermaLink="false">http://wargamecenter.wordpress.com/?p=3310</guid>
		<description><![CDATA[Game: Sentinels of the Multiverse (Enhanced Edition) Publisher: Greater Than Games, LLC Published in: 2011 Designers: Christopher Badell, Paul Bender, Adam Rebottaro Game Type: Cooperative, fixed-deck Card Game Topic: Superheroes vs. Supervillains Contents: 578 cards (63 x 88 mm): - 10 Hero Character Cards- 10 Hero Decks of 40 cards each - 8 Villain Character and Game Text Cards - 4 Villain [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3310&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://wargamecenter.files.wordpress.com/2013/02/sotm_box.jpg"><img class="alignleft size-medium wp-image-3305" style="border:0;" alt="SotM_box" src="http://wargamecenter.files.wordpress.com/2013/02/sotm_box.jpg?w=204&#038;h=300" width="204" height="300" /></a></p>
<p style="text-align:justify;"><strong>Game:</strong> <a href="http://wargamecenter.wordpress.com/games/games-a-z/sentinels-of-the-multiverse-greater-than-games-llc/" target="_blank">Sentinels of the Multiverse</a> (Enhanced Edition)</p>
<p style="text-align:justify;"><strong>Publisher: <a href="http://greaterthangames.com/" target="_blank">Greater Than Games, LLC</a></strong><img class="alignright" style="border:0;" title="Review" alt="" src="http://wargamecenter.files.wordpress.com/2010/05/review.gif?w=180&#038;h=98" width="180" height="98" /><br />
<strong>Published in:</strong> 2011<br />
<strong>Designers:</strong> Christopher Badell, Paul Bender, Adam Rebottaro</p>
<p style="text-align:justify;"><strong>Game Type:</strong> Cooperative, fixed-deck Card Game<br />
<strong>Topic:</strong> Superheroes vs. Supervillains<br />
<strong>Contents: </strong>578 cards (63 x 88 mm):</p>
<p>- 10 Hero Character Cards<img class="alignright size-full wp-image-3311" style="border:0;" alt="OFFTOPIC_rund" src="http://wargamecenter.files.wordpress.com/2013/02/offtopic_rund.png?w=177&#038;h=119" width="177" height="119" /><em>- 10 Hero Decks of 40 cards each<br />
- </em>8 Villain Character and Game Text Cards<em><br />
</em><em>- </em>4 Villain Decks of 25 cards each<br />
- 4 Environment Decks of 15 cards each</p>
<p><strong style="text-align:justify;">Number of Players</strong><span style="text-align:justify;">: 2-5 (meaning: 3-5 hero characters)</span></p>
<p><a href="http://wargamecenter.wordpress.com/about/game-o-meter/" target="_blank">HFC Game-O-Meter:</a><strong><span style="color:#339966;"><strong> E</strong></span> <img class="size-full wp-image-392 alignnone" style="border:0;" alt="bullet2" src="http://wargamecenter.files.wordpress.com/2010/03/bullet2.png?w=46&#038;h=66" width="46" height="66" /></strong></p>
<hr />
<h3><span style="color:#993300;"><strong>Our Rating (1-10):</strong></span></h3>
<p><strong><strong>Graphic Presentation: </strong></strong>8<strong><br />
<strong>Rules:</strong></strong> 9<strong><strong><br />
Playability: </strong></strong>8<strong><strong><br />
Replay Value:</strong> </strong>9</p>
<p><span style="text-decoration:underline;"><strong><strong>Overall Rating:</strong></strong> 8.5</span></p>
<table width="507" border="1" cellspacing="2" cellpadding="2">
<tbody>
<tr>
<td bgcolor="#e4e4e4" width="22%"><strong>PRO</strong></td>
<td width="78%">Very thematic; perhaps the most &#8220;superheroic&#8221; superhero game out there; unlimited combinations of super heroes, super villains, and environments ensure a very high replay value; easy to expand; cool universe; very diverse heroes (tanks, supporter, damage-dealer, deck controller&#8230;), villains and environments offer much variety; very simple rules but demanding gameplay; almost no setup time; well thought-out gamebox (deck dividers provide a perfect storage system)</td>
</tr>
<tr>
<td bgcolor="#e4e4e4" width="22%"><strong>CONTRA</strong></td>
<td width="78%">Hard to win with certain hero / villain / environment combinations; two players are required to take 2 heroes each or the game will be unbeatable; storage system doesn&#8217;t work with sleeved cards; some important info counters are not included in the game but have to be crafted by the players themselves</td>
</tr>
</tbody>
</table>
<hr />
<h3><span style="color:#993300;">Introduction: What is &#8220;Sentinels of the Multiverse&#8221;?</span></h3>
<p style="text-align:justify;">&#8220;<strong>Sentinels of the Multiverse</strong>&#8221; is a cooperative, fixed-deck card game based on a (non-existent) Comic book universe &#8211; it&#8217;s not Marvel, it&#8217;s not DC, but nevertheless &#8211; it conveys the authentic feeling of a rich, living, complex <strong>Comic book</strong> world.</p>
<div id="attachment_3313" class="wp-caption alignright" style="width: 310px"><a href="http://wargamecenter.files.wordpress.com/2013/02/sotm_quote.jpg"><img class="size-medium wp-image-3313" alt="SotM_quote" src="http://wargamecenter.files.wordpress.com/2013/02/sotm_quote.jpg?w=300&#038;h=72" width="300" height="72" /></a><p class="wp-caption-text">Uttering the inspiring quote while playing the card is fun!</p></div>
<p style="text-align:justify;">Players take the role of a <strong>super hero</strong>. Each super hero has his or her unique back story, super powers, and own agenda. The &#8220;character card&#8221;, which shows the image of the player&#8217;s chosen character, is drawn like a comic book cover, and you can easily imagine that your hero is the hero of their own comic book series. In addition, you can even find different drawing styles for different heroes.</p>
<p style="text-align:justify;">The hero&#8217;s <strong>fixed 40 cards deck</strong> consists of special powers, items, equipment, instant actions and you can find inspiring quotes from &#8220;Sentinels Multiverse&#8221; fictional comic books on the lower half of each card, together with a fictional reference to a non-existent comic book &#8211; which is quite nice and strongly reminds of references to other issues in Marvel comics.</p>
<div id="attachment_3453" class="wp-caption alignleft" style="width: 220px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_divider.png"><img class=" wp-image-3453 " alt="Ra" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_divider.png?w=210&#038;h=177" width="210" height="177" /></a><p class="wp-caption-text">Egyptian Sun God Ra is a damage dealer</p></div>
<p style="text-align:justify;">In other words &#8211; <em>Sentinels of the Multiverse</em> (SotM) does a very nice job in &#8220;simulating&#8221; a Comic book universe. This works so good that it actually feels very <strong>thematic</strong>, very superheroic (it soon became for us the most atmospheric superhero game currently out there!). The fact that it isn&#8217;t based on Marvel or DC characters has one additional advantage: the designers are absolutely free in designing the characters. There are no limits, no restrictions on how to develop a certain character. That makes it much easier to design a &#8220;damage dealer&#8221; character, or a &#8220;deck control and support&#8221; character than in creating a Captain America or Green Lantern deck, where players have certain expectations what this character does &#8211; and does not. If you are a comic book fan, you will even recognize some of the most famous comic book heroes in SotM characters &#8211; some are obviously influenced by their &#8220;real&#8221; counterparts, but they are never a cheap copy (for example, we discovered aspects of Iron Man, the Punisher, Batman, or the Flash) .</p>
<p style="text-align:justify;">Each SotM character, each Super Villain is very distinct and strongly differs from the other characters in the game. So playing a different character is an entirely new experience each time and you have to adjust your teamwork and tactics according to this character&#8217;s traits, strengths and weaknesses. Trying out a new deck without knowing what to expect, and finding out what it&#8217;s about, is really exciting.</p>
<div id="attachment_3452" class="wp-caption alignright" style="width: 217px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_character_bunker.png"><img class="size-medium wp-image-3452" alt="Hero &quot;Bunker&quot; has a special armor which can switch between various &quot;modes&quot;" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_character_bunker.png?w=207&#038;h=300" width="207" height="300" /></a><p class="wp-caption-text">Hero &#8220;Bunker&#8221; has a special armor which can switch between various &#8220;modes&#8221;</p></div>
<p style="text-align:justify;">The rule book tells the background story of &#8220;Sentinels of the Multiverse&#8221;. You will learn about the &#8220;Freedom Five&#8221; and their mission, about the Super Villains who plan to conquer or destroy the world. In the Core Game, there are four different arch enemies (varying in complexity levels). You can choose to fight <em>Omnitron</em>, the sentient robot factory, an Alien Warlord, <em>Baron Blade</em>, the mad scientist (who is somewhat inspired by Marvel&#8217;s Doctor Doom) or <em>Citizen Dawn</em> (with some similarities to Magneto and the Brotherhood of Evil Mutants). In addition, you can choose among four different environments where your game takes place, for example a hostile Mars Base, the Ruins of Atlantis, or Insula Primalis, an archaic tropical volcanic island with dinosaurs!</p>
<p style="text-align:justify;">In addition, <a href="https://greaterthangames.com/" target="_blank">Greater Than Games</a> began to publish little comic book episodes (the &#8220;Freedom Four annual #1&#8243;) in addition to the character biographies on their <a href="http://sentinelsofthemultiverse.com/" target="_blank">official Sentinels website</a> which add some spice to the background story. If you want to learn more about the characters, the environments, and the back story, this website is highly recommended. After a while, you begin to believe that SotM is an existing, fully fleshed-out comic book universe. The<a href="https://greaterthangames.com/forum" target="_blank"> official forum</a> on the same website is also recommended; here you find in-depth strategies for all characters and a lively fan community.</p>
<p style="text-align:justify;">The game can be <strong>expanded</strong> <strong>very easily</strong> by adding new decks, villains, and environments. Since all decks are fixed, you have to learn to play with what your hero has at his or her disposal. There is no deck building, no collectible element, and each character can (and <em>must</em>) be played out of the box. There are several expansions available which bring more complexity to the game by adding characters with very synergistic dynamics, who need much preparation time and optimized play.  New special rules can be included in decks very easily without inflating the very lean rule book.</p>
<p style="text-align:justify;">In the Core game, the 10 super heroes play very<strong> differently</strong> and their decks offer <strong>varying complexity levels</strong>. Some characters are easier to play because they work quite straightforward. Other characters require preparation and the combining of various effects &#8211; <em>Absolute Zero</em>, for example, who had an accident in a sub-zero atomizer, has the special power of dealing fire or ice damage <em>to himself</em>. At first, this doesn&#8217;t make much sense, because a hero is incapacitated once his Health Points have reached zero. But over the course of a game, <em>Absolute Zero</em> learns to deal damage others whenever he suffers fire damage or to heal himself by suffering ice damage, so this leads to very nice synergistic effects.</p>
<p style="text-align:justify;">Villains (handled by the <strong>game&#8217;s AI</strong>) also play very differently. They have a personality created by their special rules (elegantly included into their character cards and deck), and are all very dangerous and very serious opponents which are quite hard to beat.</p>
<p style="text-align:justify;">Last but not least, each Environment (also handled by the game&#8217;s AI) is generally hostile (both to the players and to the villain), and surprises the players with dangerous<strong> events</strong> and interruptions which can&#8217;t be ignored and have to be dealt with while fighting the super villain, adding another danger level to the game.</p>
<h3><span style="color:#800000;">Graphic Presentation and Component Quality</span></h3>
<div id="attachment_3470" class="wp-caption alignleft" style="width: 310px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sentinels_11.jpg"><img class="size-medium wp-image-3470" alt="Unboxing the Basic Game" src="http://wargamecenter.files.wordpress.com/2013/04/sentinels_11.jpg?w=300&#038;h=212" width="300" height="212" /></a><p class="wp-caption-text">Unboxing the Basic Game</p></div>
<p style="text-align:justify;">Sentinels of the Multiverse is shipped in a<strong> solid box</strong> with a plastic inlay which is optimized for<strong> storing</strong> all decks (even the first two expansions!), separated by their <strong>deck divider cards</strong>.</p>
<p style="text-align:justify;">The cards are standard-sized, so they can be <strong>sleeved</strong> quite easily with default card sleeves. But watch out, if you sleeve your cards (as we did), you cannot use the storage system provided by the game box, because your cards become slightly too large. It would be perfect if the designers would have added just a few millimeters to their plastic holding inlay to satisfy all players who prefer to sleeve their card games.</p>
<p style="text-align:justify;">The cards are strong and glossy, but since they are black, they are more prone to tear and wear than white cards (this was the reason why <a href="http://www.fantasyflightgames.com/index.asp" target="_blank">FFG </a>printed their LCG cards on a white background as opposed to the black CCG predecessors). So sleeving the cards is highly recommended, regardless of the fact that the overall card quality is very good.</p>
<p><span id="more-3310"></span></p>
<p style="text-align:justify;">Nothing to complain about the card print, though. Each deck has a distinctive backside and can be separated easily from the other decks. The counters and markers are sturdy. The printing quality of the cards is good, full color, and the pictures on the cards are atmospheric and modern. Each deck has a slightly different art-style and presents their super hero and their abilities, items, and powers in a very comic bookish style. The illustrations for Egypt sun god <em>Ra</em>, for example, who is one of the super hero characters, are very Egyptian while angelic Templar <em>Fanatic</em> has an almost Manga-like art style (reminding me of the Berserk comics). All in all, the art design is <strong>very fresh</strong>, very modern and very dynamic. Not all people like the art style (I read reviews where the author disliked the drawings on the cards), but we think they are very cool and very thematic. A matter of taste, surely.</p>
<h3><span style="color:#008000;font-size:1.17em;">Initial preparations</span></h3>
<div id="attachment_3476" class="wp-caption alignright" style="width: 221px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_storage_01.jpg"><img class=" wp-image-3476 " alt="The box is a storage system for the main game and two expansions; unfortunately, this doesn't work with sleeved cards" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_storage_01.jpg?w=211&#038;h=240" width="211" height="240" /></a><p class="wp-caption-text">The box is a storage system for the main game and two expansions; unfortunately, this doesn&#8217;t work with sleeved cards</p></div>
<p><span style="color:#000000;">There is almost </span><strong style="color:#000000;">no setup time</strong><span style="color:#000000;">. You don&#8217;t need anything else to play the game, just a table, your deck of cards, a villain deck and an environment deck, and some counters which serve as reminders, and you are ready to go.</span></p>
<p style="text-align:justify;"><span style="color:#000000;">For your first game, you have to unwrap the shrink-wrapped decks, sort them into the 10 hero, 4 villain, and 4 environment decks, and then you can begin to play the game.</span></p>
<p style="text-align:justify;"><span style="color:#000000;">If you play a new game, simply take your character deck of choice, choose (or randomly select) a villain and an environment, put the counters within easy reach of all players, and start playing. Setup time is under 1 min.</span></p>
<h3><span style="color:#800000;">Rules</span></h3>
<p style="text-align:justify;">The box includes a<strong> full-color rule book</strong> which is also available for download in <a href="http://sentinelsofthemultiverse.com/system/files/downloads/Sentinels%20of%20the%20Multiverse%20Enhanced%20Edition%20Rulebook.pdf" target="_blank">PDF format on the official website</a>.</p>
<p style="text-align:justify;">The rules comprise the smallest part of the rule book, since the core mechanics of the game are very easy and <strong>understood within minutes</strong>. The complexity and toughness of the game comes from the various decks and synergies and special card effects. The Core mechanic is very lean and elegant, and the game and even game depth can be expanded endlessly without inflating the rule book simply by adding more decks that have their own rules printed on the cards.</p>
<p style="text-align:justify;">The rules are well illustrated and written in a<strong> clear fashion</strong>. We never encountered any ambiguities or questions we couldn&#8217;t solve on our own. The core rules are straightforward and if you take them literally without interpreting what a rule &#8220;doesn&#8217;t allow&#8221;, you will be fine. The card texts are also very clear. In contrast to the LCGs by Fantasy Flight Games (for example, <a href="http://wargamecenter.wordpress.com/2010/05/31/review-call-of-cthulhu-the-card-game-lcg-core-pack/" target="_blank">Call of Cthulhu</a>), there isn&#8217;t any need for including special rules, exceptions, and what-ifs into the rule book. The SotM rule book includes the most basic rules (sequence of play, card anatomy), and that&#8217;s it. The rest is explained on the cards and only there, and there are no special rules to remember or to keep in mind. Everything is detailed right in front of you if you play a card, and if you take the wording of a card literally, nothing can go wrong.</p>
<div id="attachment_3474" class="wp-caption alignleft" style="width: 221px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_omnitron1.jpg"><img class="size-medium wp-image-3474" alt="One of the villains, Omnitron, in all his glory" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_omnitron1.jpg?w=211&#038;h=300" width="211" height="300" /></a><p class="wp-caption-text">One of the villains, Omnitron, in all his glory</p></div>
<p style="text-align:justify;">SotM certainly is one of the <strong>most accessible games</strong> with very easy core rules that can be learned (and explained to other players) within 5 minutes. Despite this, the game <strong>isn&#8217;t simple</strong> or one-dimensional or &#8220;light&#8221;, but a very <strong>tough challenge</strong> and with a certain <strong>tactical</strong> impact, especially since it is a coop experience where players win or lose together.</p>
<p style="text-align:justify;">Most pages of the rule book (which is printed in a comic book style) are filled with hero and villain biographies, lists of the various complexity levels of all decks, a glossary which explains the most important key words, small boxes explaining basic concepts like combat, damage and hit points. One important aspect of the game is that, whenever ambiguous situations arise, the players choose the outcome &#8211; no random determination is required.</p>
<p style="text-align:justify;">In addition, there are several examples for all core rules which help to illustrate the game mechanics. If you are still unsure how to play the game (which is unlikely after reading the rule book), there is also a <a href="http://sentinelsofthemultiverse.com/gameplay" target="_blank">slide show in the gameplay section</a> of the official website explaining the rules.</p>
<p style="text-align:justify;">The rules are exemplary in their simplicity and<strong> unambiguity.</strong> They really help to concentrate on gameplay and defeating the super villain instead of struggling with the wording of certain rules. We were delighted when we learned the game, and one of our co-testers in the HFC test lab (who didn&#8217;t read the rule book but was taught by us how to play the game) was excited about the fact that the game was understood within minutes without any questions left.</p>
<p style="text-align:justify;">Only some very, very rare game situations could not be explained by consulting the rule book (mainly with regard to synergistic effects between villains and heroes under certain conditions when several conditions and effects happened simultaneously), but everything could be solved with common sense.</p>
<p style="text-align:justify;">The most important rule of thumb is certainly that effects are resolved in <strong>chronological order</strong> from &#8220;oldest&#8221; to &#8220;youngest&#8221;, so cards which were played first resolve first; the longer a card lays on the table, the earlier its effect resolves within a sequence. This helps to clear most situations. So if you play new cards on the table, don&#8217;t place them randomly or separated by type, but place them in a chronological order. This makes things much easier.</p>
<div id="attachment_3458" class="wp-caption alignright" style="width: 219px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_incapacitated.png"><img class="size-medium wp-image-3458" alt="Most heroes are even useful assets when they are incapacitated" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_incapacitated.png?w=209&#038;h=300" width="209" height="300" /></a><p class="wp-caption-text">Most heroes are even useful assets when they are incapacitated</p></div>
<p style="text-align:justify;">In addition, there are &#8220;advanced&#8221; optional rules which increase the difficulty (but actually the game is difficult enough even on the normal settings).</p>
<p style="text-align:justify;">One minor complaint, though. The &#8220;advanced rules&#8221; section also mentions the option that &#8220;two experienced players&#8221; could play with &#8220;two characters each&#8221;. This is somewhat misleading; if you are playing with two players, it is absolutely <strong>mandatory</strong> that each player chooses two characters each. The game is next to unwinnable with two characters, we tested this with all kinds of combinations against the &#8220;weakest&#8221; villain Omnitron (one story AAR of a two-character game <a href="http://wargamecenter.wordpress.com/2013/02/19/sentinels-of-the-multiverse-aar-no-1-machine-slaughterhouse-on-mars/" target="_blank">can be found here</a>). The game is sold as a game for &#8220;2-5 players&#8221; but actually, the game is meant to be a game for &#8220;3-5 hero characters&#8221;, regardless of the number of players involved.</p>
<p style="text-align:justify;">So two beginners, taking one character each (because the rule book mentions the advanced rule only for &#8220;experienced&#8221; players) will likely be frustrated during their first matches, and even begin to question game balance. The game <strong>scales</strong> according to the number of heroes in play, nevertheless we don&#8217;t see how two players can ever win the game with only one character each. So we highly recommend that, if you are only two players, to play one test game to get a grasp of the rules (it won&#8217;t take long, you will be beaten within a short time), and then to start fresh with two characters each. This also allows for a much more balanced team because you need a good combination of damage-dealers, supporters, deck controllers, healers, damage-takers/tanks to have a chance against the very tough villains and hostile environments.</p>
<h3><span style="color:#800000;">Gameplay and Playability</span></h3>
<div id="attachment_3448" class="wp-caption alignleft" style="width: 310px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_atlantis.png"><img class="size-medium wp-image-3448" alt="The locations are diverse, interesting... and generally hostile..." src="http://wargamecenter.files.wordpress.com/2013/04/sotm_atlantis.png?w=300&#038;h=205" width="300" height="205" /></a><p class="wp-caption-text">The locations are diverse, interesting&#8230; and generally hostile&#8230;</p></div>
<p style="text-align:justify;">As mentioned before, the game is very easy to learn, but the various hero decks are hard to master and the villains are strong opponents. Some decks are easier to play and recommended for beginners, other decks should be played only when you have more experience under your belt. But testing the various decks and the <strong>synergies</strong> between different heroes is part of the fun.</p>
<p style="text-align:justify;">The hero decks support different styles of play and you can <strong>experiment</strong> a lot to find out which decks suit you best. Then, if you learned which your favorite heroes are, you still have to master their decks to play them to their fullest potential. The decks are fixed and consist of 40 cards each, but nevertheless you have to optimize your gameplay to get the best out of your specific deck.</p>
<p style="text-align:justify;">Some heroes are really tricky to play and require a lot of attention and concentration in order to get the full potential out of their decks. In addition,  certain villains and environments are more dangerous to certain heroes while others are not too affected by their attacks and effects. To know which hero is suited for combat in a certain environment and against a certain villain is important, but to figure it out is very cool and offers much replay value.</p>
<p style="text-align:justify;">Last but not least, it&#8217;s always a challenge to pick a difficult hero against an especially dangerous villain and try to defeat them. This is a typical &#8220;one more try, I won&#8217;t give up!&#8221; game which is highly motivating. We discovered some <strong>addictivity</strong>, and felt motivated to try again, even if we got our asses kicked again and again&#8230;</p>
<div>
<h3><span style="color:#008000;">Sequence of Play</span></h3>
<p style="text-align:justify;">The game is played over a number of turns. The game ends if <strong>a</strong>. The Super Villain is defeated (=reduced to zero HP, but some have an additional victory condition printed on their cards) or<strong> b.</strong> all super heroes are incapacitated (=reduced to zero HP). There is no other victory condition; once decks are empty, they are reshuffled and the game continues (in contrast to many LCGs). All in all, the game portrays the epic battle between a super villain and super heroes, and this doesn&#8217;t end until one side goes down.</p>
<p style="text-align:justify;"><a href="http://wargamecenter.files.wordpress.com/2013/02/sotm_sequence.png"><img class="alignright  wp-image-3318" alt="SotM_Sequence" src="http://wargamecenter.files.wordpress.com/2013/02/sotm_sequence.png?w=208&#038;h=299" width="208" height="299" /></a>The Sequence of Play is simple and very easy to memorize. Nevertheless, the back of the rule book includes a nice player aid sheet which summarizes the sequence. In addition, there is a detailed summarization of the sequence in the rule book, and also a quick summary at the start of the rule book, just in case you didn&#8217;t play the game for a while and want to jump right back into it without re-reading the rules. Exemplary!</p>
<h3><span style="color:#339966;">Villain Turn</span></h3>
<p>Each turn starts with the <strong>Villain Turn</strong>.</p>
<p style="text-align:justify;">First, all actions on all current cards on the table which read &#8220;At the beginning of the Villain turn&#8230;&#8221; are resolved in chronological order.</p>
<p style="text-align:justify;">Most Villains have an &#8220;at start&#8221; action which is triggered at the beginning of each new turn. In addition, over the course of the game, several cards will be placed on the table and remain there for a while (&#8220;Ongoing cards&#8221; or equipment or other characters, for example minions, drones, or soldiers).</p>
<p style="text-align:justify;">After all actions &#8220;at the beginning of the Villian turn&#8221; have been resolved, a Villain card is played from the <strong>villain deck.</strong> In our games, one of the players assumes the role of &#8220;managing&#8221; the villain (which is handled by the AI of the game, but nevertheless, cards have to be drawn and actions have to be resolved). So, the player responsible for managing the villain deck draws the top card of the villain deck and reads out loud the card text (and inspirational quote <img src='http://s1.wp.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> ). Since many cards contain a lot of text, and some players sit further apart from the center of the table and cannot read all texts on all cards, this helps to keep all players informed about what is going on. When decisions have to be made, and a player wants to know what&#8217;s currently on the table, the villain appointee recapitulates all ongoing effects and cards which are currently active and points out certain dangers, for example, &#8220;this device will heal the villain in his next turn&#8221; or &#8220;this bomb is going to explode with 12 damage if we don&#8217;t reduce it&#8221;. This usually works fine and all players are always informed about what&#8217;s going on without any need of re-reading all cards all the time.</p>
<div id="attachment_3472" class="wp-caption alignleft" style="width: 250px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_andy_02.jpg"><img class=" wp-image-3472 " alt="Teamwork is a must" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_andy_02.jpg?w=240&#038;h=218" width="240" height="218" /></a><p class="wp-caption-text">Teamwork is a must</p></div>
<p style="text-align:justify;">The game requires a good deal of <strong>table talk</strong> anyway, so appointing one player to overlook the villain deck and to check if any conditions are met or triggered, while another player does the same for the environment deck, helps a lot.</p>
<p style="text-align:justify;">The villain deck contains various effects, for example minions or other creatures are spawned on the table and protect the villain and attack the players, heal the villain, or give him / her other advantages. There are really brutal effects sometimes, e.g.  Omnitron&#8217;s deck contains an electro-pulse device that will explode each turn at the beginning of the village turn, dealing damage to all players equal to its current hit points. This device first comes into play with 15 HP, so the players have one turn to reduce the device to as few HP as possible by attacking it before it goes off. Since heroes have only 25-35 HP at game start (depending on the chosen character), one explosion with 15 points of damage will be devastating for most heroes and has to be avoided at all costs. So, even if you follow an overall strategy against a certain villain, the game will force you to shift priorities quite often.</p>
<p style="text-align:justify;">After a Villain card is played (some cards or villains allow for more cards to be played during a given turn), all actions with the text &#8220;at the end of the villain turn&#8221; are resolved in chronological order. This can also lead to more cards being played on the table or additional actions taking place.</p>
<p style="text-align:justify;">It is important to keep in mind that when a card is played during the &#8220;draw a villain card&#8221; step, &#8220;the start of the villain turn&#8221; is over already and all cards with such a text will be resolved at the beginning of the next villain turn. If you draw a card during the &#8220;at the end of the villain step&#8221; and the card reads &#8220;at the end of the villain step&#8221;, its effect will resolve immediately, which can result in nasty surprises.</p>
<h3><span style="color:#339966;">Hero turn</span></h3>
<div id="attachment_3468" class="wp-caption alignright" style="width: 154px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_visionary.jpg"><img class=" wp-image-3468 " alt="There are heroes for every taste; Visionary is a control character" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_visionary.jpg?w=144&#038;h=210" width="144" height="210" /></a><p class="wp-caption-text">There are heroes for every taste; Visionary is a control character</p></div>
<p style="text-align:justify;">After the villain turn,<strong> each hero</strong> conducts all steps of the hero turn, beginning with the first hero. They don&#8217;t go through their actions simultaneously, but one hero has to complete all steps in their turn before the next hero can do their actions. So <strong>communicating</strong> what each hero wants to do or can do or should do in a given round is vital for successful teamplay. This is a true cooperative game and agreements about what to do, which target to prioritize, which powers to use are very important. The game is very hard and defeating a super villain isn&#8217;t an easy task, so talking and <strong>team working</strong> and planning together is a major aspect of the game. It is important not to waste a player&#8217;s turn because things can get nasty pretty fast and the game is full of unpleasant surprises, both from the villain and from the environment the heroes are fighting in.</p>
<p style="text-align:justify;">The first player performs all &#8220;at the start of the hero turn&#8221; actions on all their cards that are already on the table. Here, each player is responsible for keeping an eye on their played cards, so that they don&#8217;t miss an action which must or may be taken now. If the moment has passed and the player went on to the second step, the &#8220;start of the player turn&#8221; is over and gone for this turn.</p>
<p style="text-align:justify;">Next, the player may play a hero card from their hand. Each player has a card hand (hand size is unlimited, but cards are spent for many things, so the hand will never be large enough; some characters have a special talent for card drawing while others will often have much too few cards due to limited resources). It is important to note that the player can only choose and play <em>one</em> card in this step (except when using certain effects and powers that allow the play of more cards). Nevertheless, there will be lots of effects, powers, and &#8220;tricks&#8221; which will allow them to play more than one card in a given turn.</p>
<p style="text-align:justify;">Cards can be anything, from direct attacks or instant-actions (called &#8220;One-Shot&#8221;) to Ongoing cards which stay on the table until they are removed by another effect. Cards can contain special powers which can be triggered under certain circumstances, or be an equipment or item which give the hero special advantages, it can be anything from reducing damage, changing damage type or helping others.</p>
<div id="attachment_3467" class="wp-caption alignright" style="width: 218px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_villaincard_devastating.png"><img class="size-medium wp-image-3467   " alt="Some powers are very radical" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_villaincard_devastating.png?w=208&#038;h=300" width="208" height="300" /></a><p class="wp-caption-text">Some card effects are very radical &#8211; the Devastating Aurora virtually eradicates all cards on the table.</p></div>
<p style="text-align:justify;">After playing the card and resolving its effect, the player is allowed to use one &#8220;<strong>power</strong>&#8220;. Each hero has a special superhero power which is printed on the character card. Some powers are straightforward (deal damage to an enemy, draw a card, use a second power), some are more esoteric (deal damage to yourself). In addition, to the power listed on the character card, you can have cards in play (on the table) which also have a power listed. If you have two or more powers in play, you can choose one in your power step &#8211; use the power on your character card or use one power on one of your other cards in play. Some characters or effects or synergies allow you to use more powers during a turn, but without such effects, you can only use one power now.</p>
<p style="text-align:justify;">After using your power, you can draw a card from your hero deck. If you choose to neither play a card nor use a power in your turn, you may draw two cards instead.</p>
<p style="text-align:justify;">Finally, the hero player conducts all actions which are introduced by the words &#8220;at the end of the hero turn&#8230;&#8221; on all their cards in play. This may result in more possible actions, card draws, use of powers etc..</p>
<p style="text-align:justify;">Then, the next hero player starts their turn and repeats all steps. This continues until all hero players have done their turns.</p>
<h3><span style="color:#339966;">Environment Turn</span></h3>
<p style="text-align:justify;">Last but not least, it&#8217;s the Environment Turn. The Environment the battle takes place in has its own deck and is generally more hostile than helpful. As with the Villain deck, we usually designate a player who conducts the actions for the Environment and is responsible for keeping an eye on the cards and effects, drawing new cards and reading them aloud.</p>
<div id="attachment_3459" class="wp-caption alignleft" style="width: 310px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_insula.png"><img class="size-medium wp-image-3459" alt="Dinosaurs are annoying... at least as long as they don't choose to eat the villain's minions!" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_insula.png?w=300&#038;h=206" width="300" height="206" /></a><p class="wp-caption-text">Dinosaurs are annoying&#8230; at least as long as they don&#8217;t choose to eat the villain&#8217;s minions!</p></div>
<p style="text-align:justify;">At the beginning of the Environment Turn, all effects with &#8220;at the beginning of the Environment Turn&#8221; are conducted in chronological order. This can be harmful effects like volcanic eruptions, attacks by creatures, toxic damage by oxygen leaks, or many other things. What is interesting is the fact that the Environment often harms <strong>both the players and the villain</strong> and his minions. After all, a volcano doesn&#8217;t care about heroes or villains, it simply erupts&#8230;</p>
<p style="text-align:justify;">After all actions have been resolved, the Environment appointee draws a card from the Environment deck and puts it into play. Some cards have an immediate effect (One-Shot), some trigger at the end of the turn, some trigger at the beginning of the next turn. Some cards may also bring more cards into play, which is always unpleasant.</p>
<p style="text-align:justify;">Finally, you may have guessed so, all effects &#8220;at the end of the Environment Turn&#8221; on all cards in play are resolved in chronological order.</p>
<p style="text-align:justify;">After the Environment Turn is over, the next turn starts with a new Villain Turn.</p>
<h3><span style="color:#339966;">Combat</span></h3>
<p style="text-align:justify;">SotM is a <strong>combat game, </strong> it deals with the combat between super heroes and super villains, so combat plays a central role. There is<strong> no dice rolling</strong>, no combat charts or anything like that &#8211; combat is conducted by using card effects and special powers.</p>
<div id="attachment_3483" class="wp-caption alignleft" style="width: 310px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_table_06.jpg"><img class="size-medium wp-image-3483" alt="Some table space is required, especially with 3 or more players" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_table_06.jpg?w=300&#038;h=204" width="300" height="204" /></a><p class="wp-caption-text">Some table space is required, especially with 3 or more players</p></div>
<p style="text-align:justify;">The goal of the game is to bring the super villain down to zero HP. This is done by devastating attacks or other effects. There are several different <strong>damage types</strong> in the game, for example ice damage, fire damage, radiant, lightning, melee, or psychic damage. As long as no special effects are in play, the damage type isn&#8217;t relevant. You hit the enemy with damage (regardless of type), take all modifiers into consideration (e.g. equipment like armor or items that reduce damage) and apply the appropriate amount of damage by placing damage counters next to the character or villain.</p>
<p style="text-align:justify;">Under certain circumstances, though, the type of damage becomes relevant. Super Hero <em>Absolute Zero</em>, for example, can heal himself by taking ice damage. Super Villain <em>Omnitron</em> can utilize &#8220;adaptive plating&#8221; which adapts to the last damage type used against him and renders <em>Omnitron</em> immune against this damage type until a different damage type is used by the heroes. This can be quite tricky if two superheroes use the same damage type &#8211; the second hero will be unable to change the damage type then and <em>Omnitron</em> will be immune as long as this adaptive plating is in effect. There are many synergies connected to damage and damage types in the game, there are effects and powers which allow heroes to switch and change the type of damage they use, or to use other effects which only work with a specific damage type.</p>
<div id="attachment_3466" class="wp-caption alignright" style="width: 219px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_villain_healing.png"><img class="size-medium wp-image-3466" alt="The villains have very annoying abilities as well..." src="http://wargamecenter.files.wordpress.com/2013/04/sotm_villain_healing.png?w=209&#038;h=300" width="209" height="300" /></a><p class="wp-caption-text">The villains have very annoying abilities as well&#8230;</p></div>
<p style="text-align:justify;">The game contains some informational counters which can be used as reminders or markers during a game, for example &#8220;immune to damage&#8221; or &#8220;All damage: Fire&#8221; which players can use at their own discretion. When <em>Omnitron</em> uses his adaptive shield plating, we use to lay an &#8220;immune to damage&#8221; marker next to him, with a second counter that lists the damage type he is currently immune to. Unfortunately, the game doesn&#8217;t include markers for all damage types, only for the most common (ice, fire, melee). If you use a character that utilizes a more exotic damage type, like <em>Fanatic</em> with her radiant damage or <em>Visionary</em> with her psychic damage, you have to craft your own markers. We created paper counters for all damage types on the computer, using the same fonts as the original counters, but nevertheless, we don&#8217;t understand why the game didn&#8217;t include counters for all damage types. It&#8217;s a kickstarter game and probably the designers wanted to keep the price reasonable, but damage types are so basic and they will be used so often that they will be missed during the game. It&#8217;s an unnecessary skip in such a professionally produced game.</p>
<p style="text-align:justify;">Another helpful addition would have been HP trackers. The initial HP are printed on the character cards, but soon players and villains begin to lose HP due to attacks and suffering other damage. Placing damage counters next to the character is not the optimal solution because you must always calculate your current HP by subtracting the number of damage tokens from your maximum HP, which is even more difficult if you want to get a quick overview over your coop partners&#8217; current health. A tracker, no matter how primitive, where you can mark your current HP number, would have been a great improvement. The beautiful and effective HP trackers in the <em>Lord of the Rings &#8211; The Card Game</em> by FFG come to mind.</p>
<p style="text-align:justify;">You can craft your own HP tracker, of course, there are several files on <a href="http://www.boardgamegeek.com/" target="_blank">Boardgamegeek</a> which allow you to print &#8220;health wheels&#8221; (similar to the hit point trackers in the above mentioned LotR Card Game by FFG). You can also draw a simple line with numbers from 1 to your maximum hit point number on a piece of paper and push a counter up and down. Nevertheless, including HP trackers into the game, would have been a great improvement.</p>
<div id="attachment_3473" class="wp-caption alignleft" style="width: 310px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_marker.jpg"><img class="size-medium wp-image-3473" alt="Not all markers are included in the game, so we improvised some (especially useful when fighting Omnitron)" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_marker.jpg?w=300&#038;h=135" width="300" height="135" /></a><p class="wp-caption-text">Not all markers are included in the game, so we improvised some (especially useful when fighting Omnitron)</p></div>
<p style="text-align:justify;">Combat is conducted by playing cards (mostly one-shots like &#8220;deal 1 radiant damage to all enemies&#8221; or &#8220;deal 2 melee and 1 fire damage to one target&#8221;) or by using powers (&#8220;deal 2 fire damage to a target&#8221;).</p>
<p style="text-align:justify;">You can increase and reduce damage by using special effects on your ongoing cards. The environment may also have an impact on damage, for example the Obsidian fields on <em>Insula Primalis </em>reduces the damage for all participating parties, the villains as well as the heroes. You can track current modifiers by placing a damage counter on the cards which are responsive for the effect. The game offers &#8220;Damage dealt +1&#8243;, &#8220;Damage dealt -1&#8243;, &#8220;Damage taken +1&#8243; and &#8220;Damage taken -1&#8243; counters which you can use freely at your own discretion, play and place them where they are most useful for you. Some players prefer to place such a reminder near the responsible card (in the mentioned example near  the Obsidian field), whereas other players prefer to place all current effects next to their character cards to calculate the net result. You can handle this as you see fit, the rules don&#8217;t dictate when to use which counter and even encourage you to make your own counters or use other objects as reminders.</p>
<p style="text-align:justify;">Not all superheroes are good at attacking enemies, though. There are some damage-dealers like Egyptian god <em>Ra</em>, Maori warrior <em>Haka</em>, &#8220;Iron Man&#8221; <em>Bunker</em>, or angelic Templar <em>Fanatic</em>. But there are also characters that cannot deal much damage at all &#8211; they are supporters and deck controllers. To find a balanced team is important; if you run into battle with 4 damage dealers, you will soon learn that it&#8217;s not very helpful if you don&#8217;t have any characters with healing capabilities. Controlling the villain deck can be much more helpful than dealing out one lousy damage point here and there and buffing other players attacks with extra damage is priceless.</p>
<div id="attachment_3455" class="wp-caption alignright" style="width: 220px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_explosive.jpg"><img class="size-medium wp-image-3455 " alt="The villains use nasty minions or devices against the heroes" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_explosive.jpg?w=210&#038;h=300" width="210" height="300" /></a><p class="wp-caption-text">The villains use nasty minions or devices against the heroes</p></div>
<p style="text-align:justify;">Needless to say, the super villains can often  heal themselves as well. So if you try to grind a villain down who heals himself each round by the same amount of HP you just dealt to him as damage, you soon learn that you are doing things wrong. Combat in SotM isn&#8217;t complicated, but it&#8217;s not all about dealing simple damage, you should keep that  in mind. Villains can have up to 100 HP, and may spawn other objects, or minions that have HP as well, so you can imagine that dealing little amounts of damage with default attacks won&#8217;t do the trick alone. Figuring out how to dish out a major blow and destroying a certain equipment of the villain is part of the fun and necessary to have a chance.</p>
<p style="text-align:justify;">The villain will also attack the heroes, sometimes only one hero, sometimes all of them. In addition, the environment often has damaging effects as well, so your HP will drop fast if you don&#8217;t watch out.</p>
<p style="text-align:justify;">If a hero is down to zero HP, he or she isn&#8217;t out of the game entirely but considered to be &#8220;<strong>incapacitated</strong>&#8220;. In this case, the character card is flipped and instead of going through a regular player turn, the hero player can then choose to use one of three options (one player of your choice may draw a card, one player of your choice may use a power now etc.). In practice, you <em>are</em> out of the game. In most cases, the other players will decide which of your powers will help them most in the given situation, so you don&#8217;t have much to decide anyway. So you will grant one player the power of their choice, and then be limited to playing the Villain and Environment cards and take care of the counters and markers. Since it is possible that one character is out of the game early, this can be somewhat boring. The designers intended to give the &#8220;out of the game&#8221; players something to do by offering them three options if being incapacitated, but since these aren&#8217;t true options at all but determined by the situation and the remaining players (you won&#8217;t give a player with many cards a free card draw while another player could use an incredibly strong power, so you will follow the majority decision), you are actually out. Fortunately, we had this situation only twice where a player was killed early in the game. Sometimes, a player is incapacitated during mid-game, but most of the time, all players fought to the bitter end and went down within two or three turns.</p>
<p style="text-align:justify;">In addition, the &#8220;incapacitated abilities&#8221; of some heroes are much more valuable than the abilities of other heroes. <em>Ra</em>, for example, can remove Ongoing cards or Environment cards when incapacitated, the <em>Wraith</em> can heal. <em>Visionary</em>, on the other hand, can make you draw a card. This makes <em>Ra</em> or <em>Wraith</em> very powerful characters even if they are incapacitated, while others have somewhat generic effects and are not of much use then.</p>
<h3><span style="color:#800000;">Replay  Value</span></h3>
<div id="attachment_3461" class="wp-caption alignleft" style="width: 178px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_precognition.jpg"><img class=" wp-image-3461 " alt="A Control deck can prevent evil surprises" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_precognition.jpg?w=168&#038;h=240" width="168" height="240" /></a><p class="wp-caption-text">A Control deck can prevent evil surprises</p></div>
<p style="text-align:justify;">The Replay Value is <strong>very high</strong>. As mentioned before, there are nearly endless combinations of super heroes, super villains and environments at your disposal. Some combinations will work better than others, and it&#8217;s usually more difficult to build a team consisting exclusively of supporters and slow characters. The more players you have (to a maximum of 5), the better they complement each other and you can afford to bring very slow (but strong) characters and more than one supporter to the table.</p>
<p style="text-align:justify;">It is questionable and time will show whether it is possible to play all combinations of characters against all villains, especially if you are a small group (3 characters). During our first game sessions with two and three characters, we came to the conclusion that certain characters are simply a <em>must</em> in a team making the game much easier (or even winnable at all!) while other characters cannot be afforded by such a small group or at least shouldn&#8217;t be combined with certain other characters. This is all open to debate, though <img src='http://s1.wp.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p style="text-align:justify;">In the end, the game is recommended for 4 characters and I think this allows for the optimal combination of damage dealers, tanks, supporters and controllers without raising the difficulty level scaling (which depends on the number of characters in play) too high. In a four-character-group, you can even afford a character who is very slow and takes his time to build up his most powerful moves. There are also very fast characters and characters which are very well-balanced between offense and defense, attack and support.</p>
<div id="attachment_3456" class="wp-caption alignright" style="width: 215px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_fanatic.jpg"><img class="size-medium wp-image-3456" alt="The characters are very diverse and suit multiple playstyles and strategies" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_fanatic.jpg?w=205&#038;h=300" width="205" height="300" /></a><p class="wp-caption-text">The characters are very diverse and suit multiple playstyles and strategies</p></div>
<p style="text-align:justify;">The villains are very different as well. From the easiest ones (<em>Omnitron</em> and <em>Baron Blade</em>) to the most complex ones (<em>Citizen Dawn</em> and <em>Grand Warlord Voss</em>), players will have to cooperate and play their decks well if they want to defeat their opponents. No villain is a pushover, each of them is dangerous and has his or her own tactics, means and agenda. They all play and feel very differently, which is a great thing. They are not interchangeable, they are personalities of their own and it&#8217;s fun to fight them, even if they stomp you to the ground.</p>
<p style="text-align:justify;">The same is true for the Environments. You can choose between four very different Environments. All of them are very thematic, very true to their topic and they convey a very specific atmosphere by telling a story of their own. The<em> Insula Primalis</em> with dinosaurs and volcanoes feels very different from<em> Wagner Mars Base</em> with its defense mechanisms, biosphere accidents, and oxygen leaks, not to forget it&#8217;s timed self-destruct mechanism we know and love from many Sci-Fi movies. While the fight goes on on the dinosaur isle Velociraptor packs will pick out the weakest hero, a Pterodactyl steals equipment and brings it to its nest, on Mars an oxygen leak in space intoxicates the heroes if it isn&#8217;t closed soon.</p>
<p style="text-align:justify;">Last but not least, the replay value is very high because the game can be easily expanded by adding new villains, heroes and environments. There are several <strong>expansions</strong> available already, for example <strong>Rook City</strong>, an urban environment with freakish new villains and some cool new locations to choose from (you could fight a creature half human/half rat that poisons and infects players and sends packs of rats against them, perhaps found in the toxic Industrial complex with scary vats, filled with strange stuff, which tend to explode from time to time). The other expansion, <strong>Infernal Relics</strong>, brings exotic environments like the Tomb of Anubis and new gameplay mechanics based on old Relics. These expansions deepen the gameplay and enhance the complexity without a need for a rule book change because everything is self-explanatory and introduced with the new cards.</p>
<p style="text-align:justify;">Here is endless potential for expanding the game, for adding levels of complexity, for adding new exciting surroundings, villains, and characters, new stories that are told on your gaming table. All of these can be combined with each other, regardless of which expansion or core game the decks came from. Everything can be mixed and this allows for almost unlimited experimentation and new strategies.</p>
<p style="text-align:justify;">There are also large expansions announced which will also add greatly to the replay value of the game. I&#8217;m optimistic that we will be able to spend a lot of time with SotM in the future. Even the Core game with its 10 heroes, 4 environments and 4 villains is challenging and allows for many combinations and different experiences. Since you can also play the game with a small group (2 players, taking 2 characters each) as well as a large group (5 players playing one character each), there is great potential for recombination and experimentation.</p>
<p style="text-align:justify;">In my opinion, this game is one of the games with the highest replay value ever and will not get old soon.</p>
<h3><span style="color:#800000;">Creativity</span></h3>
<div id="attachment_3450" class="wp-caption alignright" style="width: 203px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_biosphere.jpg"><img class=" wp-image-3450 " alt="Often, the Environment hits friends and foes alike" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_biosphere.jpg?w=193&#038;h=270" width="193" height="270" /></a><p class="wp-caption-text">Often, the Environment hits friends and foes alike</p></div>
<p style="text-align:justify;">This isn&#8217;t a deck building game (as the DC Deck Building game which is also currently in our test lab). Instead, players have a fixed set of 40 cards. These cards are not expanded, changed, or traded in any way, as in a Living or Collectible Card Game, and there is no enhancing of a deck. You cannot build your ultimate killer deck but have to operate with the character as-is.  The true challenge lies in playing a pre-designed, fixed deck to its fullest potential and to learn to control a certain character.</p>
<p style="text-align:justify;">This game feels new and fresh, especially when compared with the FFG LCGs or deck-building games like the new DC game. It&#8217;s a solid cooperative card game with many interesting mechanics. We like the hostile environment, which is a character of its own (of course we hate it during a game, but the general idea is very cool <img src='http://s1.wp.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> ), and the villains are all very individual and differ much.</p>
<p style="text-align:justify;">The idea of making a game about a non-existing comic book universe is also very cool and in our opinion, this comic multiverse is portrayed very authentically and convincingly. You don&#8217;t need the same old Marvel or DC characters we all know so well to make a good superhero game &#8211;  you will become fans of <em>Ra</em>, or <em>The Wraith</em>, or <em>Legacy</em>, or <em>Tempest</em> as if they were real characters from a comic book series you love and have read for years.</p>
<p style="text-align:justify;">The environments, the characters are very exotic, diverse, and innovative (ever fought in the <em>Tomb of Anubis</em>, followed by an Island full of Dinosaurs, and then inside a toxic factory?), and the character decks are well balanced and well thought-out. In addition, the designers are always open to input from the community, there are even character contests where players can suggest new super heroes, background stories etc. This leads to a highly creative process and a lively community, so I would say that the overall creativity surrounding SotM is high, despite the fact that the game system itself isn&#8217;t too exotic and new in all aspects.</p>
<h3><span style="color:#800000;">Simulation Value</span></h3>
<div id="attachment_3479" class="wp-caption alignright" style="width: 280px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_table_02.jpg"><img class=" wp-image-3479 " alt="Gaming table" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_table_02.jpg?w=270&#038;h=202" width="270" height="202" /></a><p class="wp-caption-text">Gaming table</p></div>
<p style="text-align:justify;">Well&#8230; this is a superhero game and this is simulated perfectly! It&#8217;s not a consim, it&#8217;s not even a wargame, but what the game simulates, it simulates well. SotM simulates an entire comic book universe that doesn&#8217;t exist on printed paper, and it simulates epic superhero battles against megalomaniac supervillains. The game is great at story-telling, each game tells a unique story which is driven by the events from the Environment deck and the actions of the heroes and the villains.</p>
<p style="text-align:justify;">Special powers, abilities, surroundings, items, all this is portrayed in a very thematic fashion, very true to the topic. In our opinion, this is the most thematic superhero game out there, and it beats other Superhero games (like the DC Deck building game) by far. It doesn&#8217;t need well-known super heroes &#8211; the heroes of SotM are cool and very individual and you will get to know them really fast.</p>
<h3><span style="color:#800000;">Solitaire Playability</span></h3>
<p style="text-align:justify;">Well, you can certainly play this game solitaire since the Villain and the Environment are handled by the game&#8217;s AI and all heroes cooperate with each other.</p>
<p style="text-align:justify;">You could do this if you want to learn the game (but you should at least play 3, better 4 characters simultaneously), or if you want to try out certain combinations or synergy effects.</p>
<p style="text-align:justify;">In the long run, we would always recommend playing it with at least one other human player, the more, the merrier. This is a cooperative game, after all, and deciding things together (and blaming the others if things go wrong!) is part of the game. Despite the fact that the mechanics allow for solitaire play, at least two players are recommended to make things really fun. This is a perfect game for families with (older) kids, or playing groups, but many players also report that they enjoy playing it solitaire with several characters.</p>
<h3><span style="color:#800000;">Can be compared to&#8230;</span></h3>
<div id="attachment_3464" class="wp-caption alignright" style="width: 198px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_villain_2.png"><img class=" wp-image-3464  " alt="The Villains have their own agenda..." src="http://wargamecenter.files.wordpress.com/2013/04/sotm_villain_2.png?w=188&#038;h=270" width="188" height="270" /></a><p class="wp-caption-text">The Villains have their own agenda&#8230;</p></div>
<p style="text-align:justify;">You could compare the game to any superhero game, if you want to find out which game is the most thematic game on the topic, or you could compare the cooperative card game mechanics.</p>
<p style="text-align:justify;">In regards to the <strong>superhero aspect</strong>, SotM is certainly the most thematic superhero game currently available. Compared to the current <strong>DC Deck Building Game</strong>, there is much more depth and love to detail. The DC game is much more generic and abstract, and much more repetitive while this game offers more diversity and replayability.</p>
<p style="text-align:justify;">In regards to the <strong>cooperative card game aspect</strong>, I felt slightly reminded of the <strong>Lord of the Rings LCG</strong> by FFG. Here, two players also try to follow a story and beat the game cooperatively. The villains are also handled by the AI and the environments are hostile as well. But<em> Lord of the Rings</em> is a classic LCG where building your deck is the fun part of the game, while SotM has fixed decks, so here the similarities end.</p>
<p style="text-align:justify;">Regarding the high difficulty level, we felt reminded of FFG&#8217;s <strong>Arkham Horror</strong>, where the Old Ones are as dangerous and unforgiving as the supervillains in this game. Both are games which are very hard to beat, but if you manage to beat them, it&#8217;s very satisfying.</p>
<h3 style="text-align:justify;"><span style="color:#800000;font-size:1.17em;"><img class=" wp-image-184 alignleft" style="border:0;" alt="Denny_Gravatar_142" src="http://wargamecenter.files.wordpress.com/2010/04/denny_gravatar_142.jpg?w=114&#038;h=114" width="114" height="114" />Denny Koch&#8217;s résumé</span></h3>
<p style="text-align:justify;">You may have guessed this by now: I&#8217;m a <strong>fan</strong> of <em>Sentinels of the Multiverse</em>, I greatly enjoy the game and I think it&#8217;s one of the <strong>coolest and most thematic</strong> superhero games on the market. I&#8217;m a Marvel comics fan and know my X-Men by heart, but I don&#8217;t miss anyone of my heroes here &#8211; the (non-existent) Sentinels comic book Multiverse is so convincing that I&#8217;m completely satisfied with the adventures of <em>Ra</em>, <em>Legacy</em>, <em>Wraith</em>, <em>Fanatic</em>, <em>Haka</em> or <em>Absolute Zero</em>. In addition, this Multiverse is ever expanding, adding new villains, new locations, new heroes on a regular basis. Together with new expansions come new rules, more complexity, more weird environments and wild stories. The best of all: you decide how complex or straightforward your game is by choosing the superheroes that suit your play-style best.</p>
<p style="text-align:justify;">Sure, you can choose <em>Argent Adept</em>, a character from the &#8220;Infernal Relics&#8221; expansion who plays several instruments that use special harmonies, rhythms, and melodies (thus allowing you very complex synergies within your deck), but you could also play good old Melee basher <em>Haka</em> or Fire God <em>Ra</em> who does not much more than&#8230; dealing fire damage all the time. It&#8217;s up to you!</p>
<div id="attachment_3481" class="wp-caption alignright" style="width: 257px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_table_04.jpg"><img class=" wp-image-3481 " alt="The replayability is very high!" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_table_04.jpg?w=247&#038;h=270" width="247" height="270" /></a><p class="wp-caption-text">The replayability is very high!</p></div>
<p style="text-align:justify;">Since this is considered to be a review about the Core game (reviews of the expansions will follow shortly), how about the replayability and variety of the<strong> Core pack</strong> as a <strong>standalone game</strong>? Well, you will certainly spend much time with your attempts to beat the four included villains in all four environments. Even if you own only the Core pack, there is so much to do and enough room for experimentation. You can experiment with combining various characters, by playing with 3 players or a larger group of 5 players. It&#8217;s fun to choose a new deck and play it, just to find out what it&#8217;s about and how to best use the characters abilities &#8211; is s/he a supporter? A damage dealer? A fast or a slow deck? Any chance of controlling the villain and/or environment deck? What about a character who profits from a large discard pile? How fun is it to buff and heal others without dealing much damage? The ten characters in the Core pack, combined with the villains and environments, offer <strong>surprisingly good replay value</strong> and there is no immediate need for buying expansions.</p>
<p style="text-align:justify;">On the other hand, the more characters, villains, environments, the more recombination is possible and the more cool combos, synergies and pairings you will discover. So, there is no need to buy an expansion, but doing so is a great enhancement to an already fantastic Core game.</p>
<p style="text-align:justify;">My <strong>complaints</strong> are only of <strong>minor</strong> nature. Why they didn&#8217;t include reminder tokens for all damage types remains a mystery to me (besides my suspicion that there are monetary reasons for including only a handful of damage types). But crafting new reminders, even by simply writing the missing words on small pieces of paper and placing them on the table next to the affected character works fine (it just isn&#8217;t very atmospheric to use ugly pieces of paper with handwritten ballpen font). Perhaps in a future expansion, the missing damage types will be included, my hopes are still high!</p>
<div id="attachment_3477" class="wp-caption alignleft" style="width: 310px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_storage_02.jpg"><img class="size-medium wp-image-3477" alt="When sleeved, the cards are slightly to large to fit into the storage system. The deck dividers are cool, though." src="http://wargamecenter.files.wordpress.com/2013/04/sotm_storage_02.jpg?w=300&#038;h=159" width="300" height="159" /></a><p class="wp-caption-text">When sleeved, the cards are slightly to large to fit into the storage system. The deck dividers are cool, though.</p></div>
<p style="text-align:justify;">The box with its integrated <strong>storage system</strong> and larger deck divider cards is a great idea; it was built to include even the first two expansions. Alas, if you sleeve your cards (as we do), the storage system doesn&#8217;t work anymore because the cards are now slightly too large. A few millimeters only, so it would have been nice if the inlay was just a little bit larger to allow the storage of sleeved decks as well. The cards are printed on black background, which is always dangerous in a card game &#8211; so sleeving will help to keep them nice and unmarred.</p>
<p style="text-align:justify;">The fact that the game is nearly unbeatable with two players when both players take only one character each should have been made clearer in the rule book. The suggestion that in a two-player-game, each player should take two characters, should be mentioned more clearly. The game is best suited for 4 superhero characters (not necessarily 4 players), so this is an important fact which could easily lead to frustration among new players.</p>
<p style="text-align:justify;">There is still the question to be resolved whether the game can be won by all character combinations &#8211; meaning, can each player choose freely among all characters or are there some strong characters which are mandatory in a group? Can slow and complicated characters be brought into the game without hindering the group, or can they only be included in larger groups (4+) where players can afford to drag a slow character along? What if all players choose supporters / controllers only? Only time will tell.</p>
<div id="attachment_3449" class="wp-caption alignright" style="width: 178px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_backside_cd.png"><img class=" wp-image-3449 " alt="Each character, location, and villain has a distinctive art style" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_backside_cd.png?w=168&#038;h=240" width="168" height="240" /></a><p class="wp-caption-text">Each character, location, and villain has a distinctive art style</p></div>
<p style="text-align:justify;">We made the observation that finding a balanced group composition is much more vital &#8211; and difficult &#8211; with 3 players than in a 4 or 5 player game. Some combinations probably don&#8217;t work at all. But this is only theory; we are still combining and recombining all characters, finding out new synergies, debating the best and worse teams (and proving or disproving our theories), so all this is part of the game and part of the fun. Even if you pick very strange and esoteric characters with weird powers and slow power build-up, you will enjoy the game and probably discover new ways to use your heroes to your advantage.</p>
<p style="text-align:justify;">If a hero is out of the game early (this can happen by disastrous events early in the game, but fortunately, doesn&#8217;t happen too often), it&#8217;s game over for the player, regardless of the game&#8217;s attempt to keep him in play by allowing him the use of one special &#8216;incapacitated power&#8217; per turn. Most often, the power to be used is decided by the other players, and they don&#8217;t need you to speak the words &#8220;Well, then I use my power &#8216;Player 2 may draw a card now&#8217;&#8221;. But this is true for all cooperative or competitive games which continue until all players are out or victorious, and is not a specific problem of this game. I acknowledge the designers&#8217; attempt to give an incapacitated player something to do each turn, even if this is only the illusion of actually having a choice.</p>
<h3><span style="color:#339966;">So who should buy this game?</span></h3>
<p style="text-align:justify;">I can recommend the game to <strong>fans of superhero comics and movies</strong> (who don&#8217;t have a fixation on Marvel or DC or other existing superhero universes). If you are open-minded and enjoy the idea of playing a game which only simulates a superhero comic world, you will greatly enjoy the game, because it is very thematic.</p>
<div id="attachment_3447" class="wp-caption alignleft" style="width: 217px"><a href="http://wargamecenter.files.wordpress.com/2013/04/sotm_aegis.jpg"><img class="size-medium wp-image-3447" alt="In a cooperative team-play, even self-sacrifice is an option" src="http://wargamecenter.files.wordpress.com/2013/04/sotm_aegis.jpg?w=207&#038;h=300" width="207" height="300" /></a><p class="wp-caption-text">In a cooperative team-play, even self-sacrifice is an option</p></div>
<p style="text-align:justify;">A <strong>caveat</strong>, though &#8211; the game rules are very easy, but the game is <strong>extremely hard to beat</strong>! Most of the time, your teams will be smashed by the super villains and you have to play and coordinate very carefully if you want to stand a chance. The villains are extremely dangerous and if you are the player type who wants  to have a fair chance of winning a game (at least at a 50:50 chance per game) or if you are easily frustrated, this game is not for you. Think &#8220;Arkham Horror&#8221; here &#8211; very brutal, very devastating villains and most of the time, you will be beaten. If you can enjoy a game regardless of whether you win it or not because figuring out combinations and experimentation is part of the fun, you should take a look! If you manage to win a game, this is a very <strong>rewarding experience</strong>.</p>
<p style="text-align:justify;">If you like <strong>cooperative games</strong>, this game is also for you. There is a lot of table talk required, players have to coordinate their actions, and lone wolves who ignore the group won&#8217;t stand a chance. The game is very <strong>unforgiving</strong>, the villains are really tough, and you are forced to cooperate all the time.  Your team will also get stronger the better you know your characters and decks. This is a game where <strong>experience</strong> helps a lot! Specializing on a certain role or characters within your group will make you a valuable asset and allow you for even playing the more complex characters in a helpful and supportive way. You can experiment together, decide tactics together, so this game is definitely a must for the dedicated coop fan!</p>
<p style="text-align:justify;">All in all, SotM is a fantastic superhero card game which we can recommend wholeheartedly. It offers so much superhero stuff, variety, and longevity that we will greatly enjoy it for a long, long time to come!</p>
<blockquote>
<p style="text-align:center;"><strong>Fear the all-engulfing might of the Sun God!</strong></p>
<p style="text-align:center;"><strong>- Ra, Arcane Tales #63</strong></p>
</blockquote>
</div>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/wargamecenter.wordpress.com/3310/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/wargamecenter.wordpress.com/3310/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3310&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://wargamecenter.wordpress.com/2013/04/02/sentinelsotmultiverse/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/070d5cde708a17dcd5adc323f781005a?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Denny Koch</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/sotm_box.jpg?w=204" medium="image">
			<media:title type="html">SotM_box</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2010/05/review.gif?w=300" medium="image">
			<media:title type="html">Review</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/offtopic_rund.png" medium="image">
			<media:title type="html">OFFTOPIC_rund</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2010/03/bullet2.png" medium="image">
			<media:title type="html">bullet2</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/sotm_quote.jpg?w=300" medium="image">
			<media:title type="html">SotM_quote</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_divider.png?w=300" medium="image">
			<media:title type="html">Ra</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_character_bunker.png?w=207" medium="image">
			<media:title type="html">Hero &#34;Bunker&#34; has a special armor which can switch between various &#34;modes&#34;</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sentinels_11.jpg?w=300" medium="image">
			<media:title type="html">Unboxing the Basic Game</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_storage_01.jpg?w=264" medium="image">
			<media:title type="html">The box is a storage system for the main game and two expansions; unfortunately, this doesn&#039;t work with sleeved cards</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_omnitron1.jpg?w=211" medium="image">
			<media:title type="html">One of the villains, Omnitron, in all his glory</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_incapacitated.png?w=209" medium="image">
			<media:title type="html">Most heroes are even useful assets when they are incapacitated</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_atlantis.png?w=300" medium="image">
			<media:title type="html">The locations are diverse, interesting... and generally hostile...</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/sotm_sequence.png?w=208" medium="image">
			<media:title type="html">SotM_Sequence</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_andy_02.jpg?w=300" medium="image">
			<media:title type="html">Teamwork is a must</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_visionary.jpg?w=206" medium="image">
			<media:title type="html">There are heroes for every taste; Visionary is a control character</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_villaincard_devastating.png?w=208" medium="image">
			<media:title type="html">Some powers are very radical</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_insula.png?w=300" medium="image">
			<media:title type="html">Dinosaurs are annoying... at least as long as they don&#039;t choose to eat the villain&#039;s minions!</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_table_06.jpg?w=300" medium="image">
			<media:title type="html">Some table space is required, especially with 3 or more players</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_villain_healing.png?w=209" medium="image">
			<media:title type="html">The villains have very annoying abilities as well...</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_marker.jpg?w=300" medium="image">
			<media:title type="html">Not all markers are included in the game, so we improvised some (especially useful when fighting Omnitron)</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_explosive.jpg?w=210" medium="image">
			<media:title type="html">The villains use nasty minions or devices against the heroes</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_precognition.jpg?w=210" medium="image">
			<media:title type="html">A Control deck can prevent evil surprises</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_fanatic.jpg?w=205" medium="image">
			<media:title type="html">The characters are very diverse and suit multiple playstyles and strategies</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_biosphere.jpg?w=214" medium="image">
			<media:title type="html">Often, the Environment hits friends and foes alike</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_table_02.jpg?w=300" medium="image">
			<media:title type="html">Gaming table</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_villain_2.png?w=209" medium="image">
			<media:title type="html">The Villains have their own agenda...</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2010/04/denny_gravatar_142.jpg" medium="image">
			<media:title type="html">Denny_Gravatar_142</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_table_04.jpg?w=274" medium="image">
			<media:title type="html">The replayability is very high!</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_storage_02.jpg?w=300" medium="image">
			<media:title type="html">When sleeved, the cards are slightly to large to fit into the storage system. The deck dividers are cool, though.</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_backside_cd.png?w=210" medium="image">
			<media:title type="html">Each character, location, and villain has a distinctive art style</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/04/sotm_aegis.jpg?w=207" medium="image">
			<media:title type="html">In a cooperative team-play, even self-sacrifice is an option</media:title>
		</media:content>
	</item>
		<item>
		<title>Battle for Stalingrad &#8211; new DVG game announced</title>
		<link>http://wargamecenter.wordpress.com/2013/03/18/battle-for-stalingrad-new-dvg-game-announced/</link>
		<comments>http://wargamecenter.wordpress.com/2013/03/18/battle-for-stalingrad-new-dvg-game-announced/#comments</comments>
		<pubDate>Mon, 18 Mar 2013 11:41:06 +0000</pubDate>
		<dc:creator>Andreas Ludwig</dc:creator>
				<category><![CDATA[News and Releases]]></category>
		<category><![CDATA[Battle of Stalingrad]]></category>
		<category><![CDATA[card game]]></category>
		<category><![CDATA[Dan Verssen]]></category>
		<category><![CDATA[DVG]]></category>
		<category><![CDATA[East Front]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[wargame]]></category>

		<guid isPermaLink="false">http://wargamecenter.wordpress.com/?p=3439</guid>
		<description><![CDATA[Dan Verssen Games (DVG) is known for regularly publishing a lot of quality (war)games and so it&#8217;s no surprise to see this announcement for a new game. It&#8217;s a card based wargame about the Battle of Stalingrad and seems to deal with sector control and getting supply/rations by doing so to keep the fight going. [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3439&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p style="text-align:justify;">Dan Verssen Games (DVG) is known for regularly publishing a lot of quality (war)games and so it&#8217;s no surprise to see this announcement for a new game. It&#8217;s a card based wargame about the <a href="http://en.wikipedia.org/wiki/Battle_of_Stalingrad" target="_blank">Battle of Stalingrad</a> and seems to deal with sector control and getting supply/rations by doing so to keep the fight going. Nothing is mentioned yet about the actual scale but tactical or squad level is probably to be expected in this portrayal of the brutal house to house and street fighting this famous battle of WWII is known for.</p>
<h4 style="text-align:justify;">If you like what the official announcement below is telling you, head over to the <a href="http://www.kickstarter.com/projects/kickinitgames/battle-for-stalingrad-intuitive-card-based-wargami?fb_action_ids=10200803131939944&amp;fb_action_types=og.likes&amp;fb_source=other_multiline&amp;action_object_map=%7B%2210200803131939944%22%3A226054720867417%7D&amp;action_type_map=%7B%2210200803131939944%22%3A%22og.likes%22%7D&amp;action_ref_map=%5B%5D" target="_blank">Kickstarter website to support this project</a> and hopefully we&#8217;ll see another winner on our gaming table soon.</h4>
<h4>More info about the game, with pictures of the cards can be found <a href="http://www.kickstarter.com/projects/kickinitgames/battle-for-stalingrad-intuitive-card-based-wargami?fb_action_ids=10200803131939944&amp;fb_action_types=og.likes&amp;fb_source=other_multiline&amp;action_object_map=%7B%2210200803131939944%22%3A226054720867417%7D&amp;action_type_map=%7B%2210200803131939944%22%3A%22og.likes%22%7D&amp;action_ref_map=%5B%5D" target="_blank">here</a> and you can also take a look at the <a href="http://images.dvg.com/www.dvg.com/stalingradrules.pdf" target="_blank">rules draft</a> already.</h4>
<p><strong> </strong></p>
<blockquote><p><img class="aligncenter" alt="" src="https://s3.amazonaws.com/ksr/assets/000/428/799/25c431cc57245e24cbd69cfeb6fb8192_large.jpg?1362657415" width="700" height="140" /></p>
<h4><em>One of the most brutal events of the Second World War, the Battle of Stalingrad has long been regarded as a turning point in the fight against Hitler&#8217;s forces. The Fuhrer had ordered that Stalingrad be taken in a bid to crush the morale of the Soviet Union by giving the Germans a springboard to potentially seize control of the East. Supported by Luftwaffe bombing, the city was quickly reduced to rubble and hundreds of thousands were killed in the later months of 1942. Yet, despite staring into the face of defeat, the Red Army dug in and pushed back, eventually cracking the Nazi forces amidst the one of the bleakest winters on record. </em></h4>
<h4><em>Now you can experience it for yourself in Battle for Stalingrad from DVG. Two players face off against each other, one taking control of the German Army, the other commanding the Russian forces, in a bid to either maintain or rewrite this momentous period of history. Using an intuitive card-driven game system that is quick to pick up yet offers an incredible depth of play, Battle for Stalingrad sees you and your opponent fight block by block through the rubble-strewn streets, struggling to keep your troops going as morale and supplies grow ever more scarce&#8230; As the battle draws to a close, you&#8217;ll be running low on everything &#8211; especially willing soldiers &#8211; leaving you to consider whether victory is worth such a high price&#8230;</em></h4>
<h4><em>The goal of the game is simple: gain control of five locations within the city of Stalingrad. At the start of each game these locations are randomly selected from a set of nine, adding variety every time you play. Locations contain a Control area and a Perimeter area for each player; if you have forces in your Control area when the enemy does not, the location is yours.</em></h4>
<h4><em>Commanders must balance their plays carefully by gaining control of locations while preserving their forces, managing their cards and spending ration counters &#8211; possibly one of the most vital aspects of the game. Rations are gained by controlling locations. They are necessary if you wish to move and attack, and are also used by forces to absorb battle damage. Players must decide when to spend cards, when to discard rations, and when to let a force get destroyed. There are always casualties in war.</em></h4>
<h4><em>The game is built around combat, with every action card having a Firefight value in the top-right corner ranging from -3 to +3. Cards can be played from your hand to build up your attack or decrease the enemy&#8217;s strength, and players draw Firefight cards back and forth. Once both players pass in succession, they each flip one last card from their decks as a randomizer, finally allocating damage to each other&#8217;s forces.</em></h4>
<h4><em>Throughout the game, the Russian player is also trying to get three Operation Uranus cards into play; if all three are still in play at the end of the German player&#8217;s turn, victory immediately goes to the Red Army.</em></h4>
</blockquote>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/wargamecenter.wordpress.com/3439/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/wargamecenter.wordpress.com/3439/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3439&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://wargamecenter.wordpress.com/2013/03/18/battle-for-stalingrad-new-dvg-game-announced/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/f255e5da0bca5354fec7ff6f2c2dec5d?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Andreas Ludwig</media:title>
		</media:content>

		<media:content url="https://s3.amazonaws.com/ksr/assets/000/428/799/25c431cc57245e24cbd69cfeb6fb8192_large.jpg?1362657415" medium="image" />
	</item>
		<item>
		<title>Review: Rise of the Zombies &#8211; The Zombie Apocalypse Survival Game (DVG)</title>
		<link>http://wargamecenter.wordpress.com/2013/03/08/review-rise-of-the-zombies-the-zombie-apocalypse-survival-game-dvg/</link>
		<comments>http://wargamecenter.wordpress.com/2013/03/08/review-rise-of-the-zombies-the-zombie-apocalypse-survival-game-dvg/#comments</comments>
		<pubDate>Fri, 08 Mar 2013 11:15:38 +0000</pubDate>
		<dc:creator>Andreas Ludwig</dc:creator>
				<category><![CDATA[Fantasy Games A-Z]]></category>
		<category><![CDATA[Misc. Fantasy games]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[card game]]></category>
		<category><![CDATA[cooperative card game]]></category>
		<category><![CDATA[Dan Verssen]]></category>
		<category><![CDATA[Dan Verssen Games]]></category>
		<category><![CDATA[DVG]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[Rise of the Zombies]]></category>
		<category><![CDATA[Zombie apocalypse]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://wargamecenter.wordpress.com/?p=3341</guid>
		<description><![CDATA[Game: Rise of the Zombies &#8211; The Zombie Apocalypse Survival Game  Publisher: Dan Verssen Games (DVG) Published in: 2013 Designer: Dan Verssen Topic: Surviving in a  Zombie Apocalypse Game Type: Cooperative-Competitive Card Game Contents: 168 Game Cards, two 6-sided dice, 8 Plastic Stands for Survivor Characters, 1 Sheet of Counters, 1 Digital Timer, 1 Rulebook Number of Players: 1-8 HFC Game-O-Meter: E  Our Rating (1-10): Graphic Presentation: 8 [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3341&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<h2><img class="alignleft size-full wp-image-3379" style="border:0;" alt="" src="http://wargamecenter.files.wordpress.com/2013/03/rotzbox.jpg?w=200&#038;h=264" width="200" height="264" /></h2>
<div>
<p><strong>Game:</strong> Rise of the Zombies &#8211; The Zombie Apocalypse Survival Game <img class="alignright  wp-image-865" style="border:0;" alt="Review" src="http://wargamecenter.files.wordpress.com/2010/05/review.gif?w=210&#038;h=114" width="210" height="114" /></p>
<p><strong>Publisher: </strong>Dan Verssen Games (DVG)<br />
<strong>Published in:</strong> 2013<br />
<strong>Designer:</strong> Dan Verssen</p>
<p><strong>Topic:</strong> Surviving in a  Zombie Apocalypse<br />
<strong>Game Type:</strong> Cooperative-Competitive Card Game<br />
<strong>Contents:</strong> 168 Game Cards, two 6-sided dice, 8 Plastic Stands for Survivor Characters, 1 Sheet of Counters, 1 Digital Timer, 1 Rulebook</p>
<p><strong>Number of Players:</strong> 1-8<img class="alignright  wp-image-3311" style="border:0;" alt="OFFTOPIC_rund" src="http://wargamecenter.files.wordpress.com/2013/02/offtopic_rund.png?w=142&#038;h=95" width="142" height="95" /></p>
<p><a href="http://wargamecenter.wordpress.com/2010/10/26/about/game-o-meter/" target="_blank"><strong>HFC Game-O-Meter</strong>:</a><strong> E </strong><strong><img style="border:0;" title="bullet2" alt="" src="http://wargamecenter.files.wordpress.com/2010/03/bullet2.png?w=32&#038;h=46&#038;h=46" width="32" height="46" /></strong></p>
<hr />
<p><span style="color:#800000;"><strong>Our Rating (1-10):</strong></span></p>
<p><strong>Graphic Presentation: </strong>8<br />
<strong>Rules: </strong>8<br />
<strong>Playability: </strong>9<br />
<strong>Replay Value: </strong>9<strong><br />
</strong></p>
<p><span style="text-decoration:underline;"><strong>Overall Rating: 8.5</strong></span></p>
<table width="507" border="1" cellspacing="2" cellpadding="2">
<tbody>
<tr>
<td bgcolor="#e4e4e4" width="22%"><strong>PRO</strong></td>
<td width="78%">Easy game mechanics, fast to learn, good written rules, lots of decisions, very thematic, good simulation, high replay value because it is difficult to win, cooperative, quality components (cards, rule book, box)&#8230;</td>
</tr>
<tr>
<td bgcolor="#e4e4e4" width="22%"><strong>CONTRA</strong></td>
<td width="78%">…but some of the components are less convincing (counters hard to read because of the chosen font which sometimes looks too cramped; plastic stands are ugly and don&#8217;t hold the counters in place too well; the timer looks a bit cheap and battery sometimes detaches from the electrical contacts so it stops working), no player aid, for some players the extremely unforgiving nature of the game may lead to frustration.</td>
</tr>
</tbody>
</table>
</div>
<div></div>
<div style="text-align:center;">________________________________________________________________________________________________________________</div>
<div>
<h3 style="text-align:justify;"><span style="color:#993300;">Introduction</span></h3>
<div id="attachment_3412" class="wp-caption alignleft" style="width: 310px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_table.jpg"><img class="size-medium wp-image-3412" alt="RotZ_table" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_table.jpg?w=300&#038;h=159" width="300" height="159" /></a><p class="wp-caption-text">Zombies on the table!</p></div>
<p style="text-align:justify;"><span style="color:#000000;">There are so many Zombie games available on the market that it didn&#8217;t really awake my interest when Dan Verssen Games announced <em>Rise of the Zombies</em>, their new game funded by <strong>Kickstarter</strong>. We own several Zombie themed games and all of them are fun to play once in a while, but there was no reason to believe that a new game would actually bring some new game experiences to the table, so this game was not really on our radar. Then a review copy of the game arrived out of the blue and we did what we always do when a publisher sends us a new game &#8211; we quit playing the games we were currently playing for fun, took Rise of the Zombies into the HFC Test Lab and started our test sessions. </span></p>
<p style="text-align:justify;"><span style="color:#000000;">So, what is the game about? It&#8217;s the usual setting you would expect from a Zombie game: the players are<strong> survivors</strong> in a world which was overrun by Zombies, no one knows what and why it happened, the world is just a looting ground and life is reduced to a constant run from a safe house to a new shelter, while trying to survive the walking dead. Actually, the rule book draws you into the story right away by letting you read a letter written by a certain &#8220;Gordon&#8221;:</span></p>
<div id="attachment_3400" class="wp-caption alignright" style="width: 178px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_howler.jpg"><img class=" wp-image-3400 " alt="The Howler is very dangerous because she attracts more zombies" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_howler.jpg?w=168&#038;h=240" width="168" height="240" /></a><p class="wp-caption-text">The Howler is very dangerous because she attracts more zombies</p></div>
<p style="text-align:justify;"><em>&#8220;If you can read these words, there is still hope. On these sketch cards you will find my recounting of The Last Days of our World. Did it start in the water? The food? As a bio weapon? I never found out. </em></p>
<p style="text-align:justify;"><em>I was touring Washington D.C. when the President declared a National Emergency and the Army barricaded the streets. Trapped in my hotel room, I watched Apache helicopters firing wave after wave of rockets into the shambling masses surging up Pennsylvania Avenue. I sketched what I witnessed on the cards you are holding now. For two days, the helicopters came, and my towering hotel shuddered from the ever approaching blasts. The third day was the worst. I awoke from a troubled sleep to silence. </em></p>
<p style="text-align:justify;"><em>Just before dusk of the fourth day, flames engulfed the White House. It burned throughout the night. At dawn, our flag over the White House had fallen. I raided the hotel’s kitchen for food and supplies and began my trek out of the city. For six days, I slept in sewers, slunk down alleys, and peered out of garbage dumpsters, sketching deep into the night to preserve my sanity. Seeing was never a problem. Something was always on fire. They were everywhere. Swarming. Searching with mindless eyes and rending flesh with outstretched hands. They never slept. They never stopped feeding. They mindlessly stalked the living. That’s all they did. </em></p>
<p style="text-align:justify;"><em>I met other survivors along the way, but they each fell to the mindless hoards through carelessness or misplaced courage. On the seventh day, I found this house. I call it my Safe House. It was fortified with boarded windows and barbed-wire around the front yard. I met the guy who did the work. He was a construction worker before things went bad. There are more of them every day, and it is dangerous to sneak out for food. I don’t know how much longer I can stay here. I saw an Army helicopter circling the park on the other side of town yesterday. If I see another one, I’m making a run for it. I asked the construction worker if he wanted to come with me, but he said he’d stay here for a while and wait for the Army. I wish him well.</em></p>
<p style="text-align:justify;"><em>I’m leaving my sketches behind as a sign of hope. All is not lost. We will survive&#8221;</em></p>
<p style="text-align:justify;"><em>-Gordon</em></p>
<p style="text-align:justify;"><span style="color:#000000;">This letter explains the situation at the beginning of the game because the players start in the mentioned safe house, and since it&#8217;s not really safe there anymore, they will have to follow Gordon, who left the house to make a run for the rescue helicopter he saw.  This story introduction also gives the background for a very distinctive art style that is used in the presentation of the game: it&#8217;s a card game and all cards are sketches, pencil drawings that look interesting and fresh, and that&#8217;s what Gordon left behind to give other survivors some hope. It&#8217;s a nice touch, a great introduction for such a game and it did awake our interest and we wanted to know more&#8230;</span></p>
<p style="text-align:justify;">
<p style="text-align:justify;"><span style="color:#000000;"><span id="more-3341"></span></span></p>
<h3 style="text-align:justify;"><span style="color:#993300;">Presentation</span></h3>
<div id="attachment_3411" class="wp-caption alignleft" style="width: 250px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_contents.jpg"><img class=" wp-image-3411" alt="RotZ_Contents" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_contents.jpg?w=240&#038;h=190" width="240" height="190" /></a><p class="wp-caption-text">Unboxing the game</p></div>
<p style="text-align:justify;">In the box you&#8217;ll find a 19 page <strong>rule book</strong>, also made of glossy paper and with many illustrations, a glossary that explains the different keywords and terms of the game, lots of examples to explain every step of the game-play, a complete sample game, and extensive background stories for all the survivors you can play. All this is done in a style that continues to draw you into the theme while reading. Red Color is used for the headers, and the examples in the rule book as well as the zombie card texts and numbers. The texts and numbers on the other cards are brownish, but the rest of the rule book is black and white, as are the illustrations of the cards, so the entire game is presented with an intense, sharp contrast very fitting to the Zombie topic.</p>
<p style="text-align:justify;">The heart of the game are the 168 <strong>cards</strong>, which are divided into action cards, Zombie cards and survivor cards. These cards are also made from quality cardboard, they are very robust and protected with a glossy finish on both sides, so they would probably last long even if you don&#8217;t sleeve them. They are pencil drawings that look absolutely fantastic and it&#8217;s not just the usual gory picture or photo used in other games. This art style sets it apart from all games I know and it is done in a realistic manner, you don&#8217;t get a cartoon or such, but the sketches capture the Zombie feeling in a perfect way and it looks new and fresh and supports the story of the game and makes it even more immersive (see Gordon&#8217;s letter above).</p>
<div id="attachment_3408" class="wp-caption alignright" style="width: 198px"><img class="wp-image-3408 " alt="RotZ_Survivors" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_survivors.jpg?w=188&#038;h=210" width="188" height="210" /><p class="wp-caption-text">On some counters, the font is hard to read</p></div>
<p style="text-align:justify;">Then you get one <strong>counter</strong> sheet with the survivor counters, various game markers for wounds and experience, in addition to special game scaling markers (because the game scales according to the number of players). The counters are thick with the same glossy finish used for the cards, so quality material here as well, but we had to clip the corners after removing them from the sheet because they were sitting tight in there, but no big deal. The only minor problem is with the survivor counters because they are named after the stereotype characters we all know from the various Zombie movies &#8211; you have the Biker, the Cheerleader, the Scientist, the Cowboy and so on &#8211; all in all 13 survivors which you can choose from. The font used for the writing on these counters however is for some people hard to read since it looks a bit cramped for the longer labels, but you will get to know these stereotypical characters by the image anyway, so it&#8217;s not much of a problem.</p>
<p style="text-align:justify;">You can either lay the survivor counters on the cards, that works just fine or you can turn them into stand up counters by using the plastic stands. These are rather ugly though, mainly because they are nontransparent and big which I simply don&#8217;t like and they don&#8217;t hold the counters tightly &#8211; which is their only purpose. Only 8 stands are included, so you have to switch the survivors from time to time and that may damage a counter if you don&#8217;t pay attention. I would have preferred transparent plastic stands like the ones which are used in the Arkham Horror expansions, but as already mentioned &#8211; if you don&#8217;t like these plastic pieces either, simply lay the counters on the cards, they are only markers anyway. Then you get two small white dice, the usual dice that come with such games, so no surprises here.</p>
<div id="attachment_3413" class="wp-caption alignleft" style="width: 190px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_timer.jpg"><img class=" wp-image-3413 " alt="Timer" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_timer.jpg?w=180&#038;h=169" width="180" height="169" /></a><p class="wp-caption-text">The ghoulish-neon-transparent timer ticks down mercilessly</p></div>
<p style="text-align:justify;">The real surprise though is the<strong> timer</strong> that is included in the box! We never had a game that came with a timer, so to discover this green timer in the box was quite interesting. The game is played in real time and that&#8217;s why it&#8217;s there, it&#8217;s a rather cheap thing, sometimes the battery detaches from the electrical contacts so it stops working in the middle of the game without you knowing it&#8230; so you either make sure the timer works by putting a small piece of carton on the battery to put some pressure on the contacts or you can alternatively use an egg / tea timer that you will probably have in your house anyway. The color of the included timer is an ugly ghoulish green though, so it may beat your egg timer in this regard since that definitely fits the theme&#8230;</p>
<p style="text-align:justify;">One major complaint however, the box has no useful divider or storage system (just a floppy carton that is not helpful at all), so when you put all the cards back into the box after your game session you either have them all mixed together, or you will have to use a rubber band to keep the different card types separated. Since we sleeve all our cards we can&#8217;t use a rubber band (that would damage the sleeves) and will have to find a way now to keep them separated and safe.<em> Sentinels of the Multiverse</em> is a good example for a simple but effective storage system that can be used in such a box.</p>
<p style="text-align:justify;">These complaints aside, the bottom line is that the game comes with <strong>great artwork</strong> and the <strong>overall top quality</strong> of the cards is worth the money you have to pay for it.</p>
<h3 style="text-align:justify;"><span style="color:#800000;">Rules</span></h3>
<div id="attachment_3405" class="wp-caption alignleft" style="width: 200px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_rules.jpg"><img class=" wp-image-3405 " alt="Rule book" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_rules.jpg?w=190&#038;h=240" width="190" height="240" /></a><p class="wp-caption-text">The rule book is clear and offers many examples and illustrations</p></div>
<p style="text-align:justify;">As we all know, games are only as good as their rule books, so let me give an all-clear signal here right at the beginning. The rules are well written, have an Index on the front page, a glossary at the end of the rule book explaining all the used terms and keywords, and come with many examples for every step of the game.</p>
<p style="text-align:justify;">All the different card types are explained well and there is almost no part of the game that is not covered in detail. At first we were a bit unsure about who is engaged with whom, but we were able to get this straight by carefully reading the extensive sample game notes. Since we are used to ASL rules, we always suppose that different terms actually mean different things and that caused some major confusion in the beginning about &#8216;moving&#8217;, &#8216;following&#8217;, &#8216;advancing&#8217; and &#8216;retreating&#8217;,  which are used in the rules as synonym terms (only difference is that the movement mentioned in the &#8220;new location card sequence&#8221; called &#8216;advance&#8217; doesn&#8217;t require a follow symbol to be discarded) but that could have been explained better or even completely avoided by just sticking to the term &#8216;move&#8217; / &#8216;movement&#8217; throughout the rules.</p>
<p style="text-align:justify;">By the way, don&#8217;t let the fact that the rule book is 19 pages long fool you or even scare you off &#8211; the actual rules don&#8217;t need that much space, most of the rule book is filled with background info like the life stories of the different survivors, examples, card images, the glossary etc. and the rules are written in a large font, so this is by all means a casual game which can be learned in no time and a reading once or twice should be enough to get you going.</p>
<p style="text-align:justify;">The game engine as such is very straightforward and simple and so a player aid might not be something that is necessary here, but actually it would be helpful. As the following sections of the review will explain, the game is casual only in regards to the gameplay steps, but otherwise is a skill game, highly depending on familiarity with the cards and options that come with them and it is played under the pressure of real time. A single sheet listing the main turns with their sub-steps of the Sequence of Play and the single steps of the special &#8216;new location card sequence&#8217; would be helpful for beginners to learn the game. They are listed in the rule book but on different pages and flipping through the pages with more than one player at the table is time consuming and the one thing you don&#8217;t have in this game is time&#8230;</p>
<h3 style="text-align:justify;"><span style="color:#800000;">Gameplay</span></h3>
<div id="attachment_3410" class="wp-caption alignright" style="width: 250px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_testlab.jpg"><img class=" wp-image-3410 " alt="Players" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_testlab.jpg?w=240&#038;h=161" width="240" height="161" /></a><p class="wp-caption-text">The game can be played with 1-8 players</p></div>
<p style="text-align:justify;">As the introductory letter of Gordon at the beginning of the rule book explains, the game puts one to eight survivors in a safe house and the goal is to <strong>reach a helicopter</strong> waiting on the other side of the town. The survivors will have to search for weapons and other supply stuff to be able to make it through the Zombie infested town and to keep the walking dead at bay while moving from location to location. They can barricade a location, help each other, watch the back of fellow survivors while they move forward, using melee weapons or ranged weapons whatever fits best the given situation and can interact in many interesting ways.</p>
<p style="text-align:justify;">Attacking and killing off zombies will give them some confidence to survive &#8211; translated into game terms, this means that they will get <strong>experience points</strong> which can be used for better equipment to prepare themselves for the more dangerous locations in the game.</p>
<p style="text-align:justify;">Weak individual Zombies shamble around not being much of a threat, big dead dudes on the other hand can be hard to kill and will even pin a survivor in a location while others shamble closer. Zombie groups can be met in the town that are dangerous for anybody playing as a lone wolf, survivors can decide to use shotguns and exploding gasoline to fight the walking dead or to just use a silent crossbow and sneak around the threat. Using a flashlight can help finding new stuff, but can also attract more zombies, fighting in a parking lot with a melee weapon can mean that a car alarm can suddenly go off, again attracting more undead corpses, shooting while being in a gasoline station can blow stuff up&#8230; a story full of tension actually unfolds on the table by just playing the game.</p>
<p style="text-align:justify;"><span style="color:#993300;"><strong>Victory Conditions</strong></span></p>
<div id="attachment_3398" class="wp-caption alignleft" style="width: 153px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_construction.jpg"><img class=" wp-image-3398 " alt="RotZ_Construction" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_construction.jpg?w=143&#038;h=202" width="143" height="202" /></a><p class="wp-caption-text">Some survivors have a special skill (here: construct) and an inherent weapon (here: tools)</p></div>
<p style="text-align:justify;">First of all, as already mentioned, the game plays in <strong>real time</strong> and that sets it apart from the other Zombie games we know. That means depending on the difficulty level (Introductory, Standard, Expert, Insane) and the number of players, you have a certain time window (from 40 to 95 minutes) to reach the helicopter. If you don&#8217;t make it in time, you lose the game. If you die on your run to the helicopter, you lose the game. If you reach the helicopter in time and you survive but you have Zombies with you in the helicopter, you lose the game if the time runs out (the pilot will be eaten and can&#8217;t start anymore).</p>
<p style="text-align:justify;">The only way for a survivor to win the game is to reach the helicopter in time without any Zombies being in the helicopter. However, this does not mean that <em>all</em> survivors have to be in the helicopter to win the game, every survivor wins for themselves, so if in a three-survivor-game one survivor makes it to the helicopter and there&#8217;s no Zombie around and the timer is running out, it&#8217;s a victory for this individual survivor. If the second survivor is still alive and on the way to the helicopter, even has no Zombies in the location he is currently in, but the time is running out, that means the heli starts and this survivor has lost the game. The third survivor perhaps was killed somewhere on the way, it&#8217;s a lost game for him even if there&#8217;s enough time on the clock left.</p>
<p style="text-align:justify;">So, the game has <strong>no cooperative</strong> Victory Conditions, but the coop aspect will come in rather naturally while playing the game. A lone survivor will have less chances to make it to the helicopter and team play will become very important to just stay alive. The Zombies in this game are a dangerous lot and to have other survivors around in a fight greatly increases your chance to survive such an encounter and survivors can trade items and weapons they find on the way. But as in real life, it&#8217;s not always so easy&#8230;</p>
<p style="text-align:justify;"><span style="color:#993300;"><strong>Player vs Player combat</strong></span></p>
<div id="attachment_3403" class="wp-caption alignright" style="width: 165px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_paramedic.jpg"><img class="wp-image-3403 " alt="RotZ_Paramedic" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_paramedic.jpg?w=155&#038;h=249" width="155" height="249" /></a><p class="wp-caption-text">Other survivors only have a special skill, but depend on 0 XP weapons or the protection of other survivors</p></div>
<p style="text-align:justify;">There&#8217;s an optional rule called the &#8216;<em>Otis rule</em>&#8216; (any Walking Dead fans will know why it&#8217;s called that way <img src='http://s1.wp.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  ) that is in effect if all players agree to have it in play before the game starts.</p>
<p style="text-align:justify;">It allows player vs player combat and that means survivors can attack each other and not just Zombies. You might think that doesn&#8217;t make much sense since it was just explained that survivors will naturally tend to team play to have better chances, but&#8230; there&#8217;s always a but&#8230; here&#8217;s something to consider: The <em>hand size</em> of cards (i.e. the options the players have in the game) and the <em>health points</em> of the survivors are decreased with a greater number of survivors, while the <em>infestation modifier</em> goes up. That means there may be a situation when a wounded survivor has so few cards due to his wounds that he&#8217;s not a big help to the group anymore and the others may decide to get rid of him/her to change the group counter in play (these are adjusted immediately whenever the survivor number changes &#8211; only the game duration time that was based on the initial number of survivors and the chosen difficulty level is never changed). So killing a fellow, wounded survivor is perhaps the better option&#8230; the remaining survivors get a bigger hand size, i.e. more options, and more health overall, while at the same time a smaller group makes less noise and attracts fewer Zombies. This rule certainly introduces an interesting additional level of decision making!</p>
<p style="text-align:justify;"><span style="color:#008000;"><strong>Set Up:</strong></span></p>
<p style="text-align:justify;">The <strong>Location Infestation</strong> number is a modifier that is either zero for 1 or 2 survivors, or increasing in steps with more survivors up to the max of +4 when playing with a group of 8 survivors. This modification will increase the possibility of Zombie encounters in the various locations and is both a game scaling mechanism for balance reasons and a sort of simulation of the fact that more people will attract more Zombies more easily.This group counter is actually the in-built scaling mechanism of the game. The more survivors in the game, the smaller their <strong>hand size</strong> of cards, meaning more survivors working together will have less options individually. This is done to prevent the game balance from toppling in favor of a group with more players at the table.</p>
<p style="text-align:justify;">But the hand size is also the <strong>health</strong> of each survivor, say in the example game above with three survivors, each survivor would have a hand size of 5 cards and accordingly 5 health points. That&#8217;s basically a similar format as it is used in another Dan Verssen game series,<em> Down in Flames,</em> where the hand size is used to portray the engine of a fighter plane and its abilities.</p>
<p style="text-align:justify;">The game begins when the<strong> safe house card</strong> with the survivor counters, the group counter and the<strong> helicopter card</strong> are all in place, the players have their starting hand drawn from the action deck, have their survivor card in front of them and the timer is started to count down the available time left for reaching the helicopter. Since this is part of the story portrayed by the game, it&#8217;s essential to stick to this real time schedule and to accept that the helicopter will only wait for the amount of time depending on the difficulty level and the number of survivors.</p>
<p style="text-align:justify;">The clock is never stopped for whatever reason. You cannot decide on what to do next? Two survivors want to go here, one survivor to go there? You want to check a rule? All fine, but the clock is ticking away and you know the pilot will start when your time runs out leaving you behind&#8230; it will be a rather unusual game experience at first, but it greatly enhances the tension of the game and the immersion of the story told by it.</p>
<p style="text-align:justify;"><span style="color:#008000;"><strong>Player Turn</strong></span></p>
<div id="attachment_3404" class="wp-caption alignright" style="width: 212px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_police.jpg"><img class="size-medium wp-image-3404" alt="Some locations are more dangerous than others... but also worth the risk..." src="http://wargamecenter.files.wordpress.com/2013/03/rotz_police.jpg?w=202&#038;h=300" width="202" height="300" /></a><p class="wp-caption-text">Some locations are more dangerous than others&#8230; but also worth the risk&#8230;</p></div>
<p style="text-align:justify;">Rise of the Zombies has only two main turns, the Player Turn and the Zombie Turn. In the <strong>Player Turn</strong> there&#8217;s no strict sequence of actions other than:</p>
<p style="text-align:justify;">1. <span style="text-decoration:underline;">all players <strong>discard cards</strong></span></p>
<p style="text-align:justify;">You can discard none or all of your cards in hand. The game has no hand size limit while you play, so you can actually have as many cards as you like and nothing is forcing you to discard a card. But without discarding it may be impossible to get new cards when&#8230;</p>
<p style="text-align:justify;">2. <span style="text-decoration:underline;">all players <strong>draw cards</strong></span></p>
<p style="text-align:justify;">In this step you <em>do</em> have a hand size limit according to your health, which means you may draw cards from the action deck up to a hand size corresponding to your current health (the health defines the hand size at this point and you can&#8217;t have more cards than that at this particular step of the game). That is what makes the former step of discarding cards rather important. You may have 10 good cards on your hand and you want to keep them and use them later and you can do that, but if you are wounded and say your health is down to 3 it would mean you can&#8217;t draw new cards since your hand is already over the allowed maximum of your health (3 cards).</p>
<p style="text-align:justify;">3.<span style="text-decoration:underline;"> all players <strong>play cards</strong></span></p>
<p style="text-align:justify;">This is the main turn of the game where most of the action, the table-talk and all the decision making takes place. All players can now play cards, attack zombies (or even other players if the <em>Otis Rule</em> is in effect), preparing items and weapons for use, taking cards back into their hand that are already on the table to use them in a different manner (cards have several features but you can only use one of these features at a time), trade items and weapons with other players, moving forward to new locations, or retreating to former locations.</p>
<p style="text-align:justify;">The interesting part is that all of this can be done &#8211; and often has to be done due to the time limit &#8211; by the players <strong>simultaneously</strong>. The sequence only says discarding cards happens before drawing cards and drawing cards before playing cards. Within these three sections, all players act simultaneously, there is no player turn order. The trickiest part is section 3 when everybody in the game can actually do all possible actions at the same time. There&#8217;s no first play a weapon, then attack, then make a new item ready or such thing, all actions that are allowed can happen in every order as long as a survivor is able to perform them, which is mostly depending on his cards in <em>hand</em> or in <em>play</em>.</p>
<p style="text-align:justify;"><strong><span style="color:#ff0000;">Action Cards</span></strong></p>
<div id="attachment_3401" class="wp-caption alignleft" style="width: 180px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_noremorse.jpg"><img class=" wp-image-3401 " alt="skill" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_noremorse.jpg?w=170&#038;h=240" width="170" height="240" /></a><p class="wp-caption-text">A skill is an ongoing effect which improves a character significantly</p></div>
<p style="text-align:justify;">Every survivor will draw cards from the<strong> action deck</strong> during the game (step 2) and this will determine their options since almost everything is done by playing and using cards. Action cards supply the survivors with different weapons and items, give them certain abilities and skills they can use, bring them into contact with companions who can help them, or give them the knowledge of specific locations. Since the goal of the game is to leave the safe house and to reach the helicopter in time, these locations are important and the only way to move forward. Survivors can only move from location to location (it&#8217;s not like in Up Front where you are moving in the open before you reach a location, in RotZ you are either in location A or location B, never in between them) and only the survivor who has a location in hand can play it. Playing a location means the survivor in question will move there after placing it as part of this action, while other survivors adjacent to this new location may follow this survivor, if able.</p>
<p style="text-align:justify;">To keep in mind that the movement action of the survivor placing/playing a location card is actually free, think about it as the knowledge about a certain location a survivor has. You are not allowed to trade a location card with another survivor (perhaps a stronger one who is better equipped), only the survivor &#8216;who knows the way&#8217; to a location (=who has it in hand) can go there first (playing it and advancing the survivor counter onto the card) and others may follow him later.</p>
<p style="text-align:justify;"><em>Following</em> means to play a card that has a <em>follow</em> symbol printed on it and then discarding it, so this movement is not for free, it will cost you a card that also offers other functions besides moving, so you will have to decide if it is worth to use the card to follow another survivor. It may be a skill, a weapon, a location, an item etc. but as long as it has a <em>follow</em> symbol, you can also use it to move to a location adjacent to your current location. Technically &#8216;following&#8217; is moving and the only time you don&#8217;t need to play a card with a follow symbol to move into an adjacent location is when you play a new location yourself and movement is done as part of the placement action. That&#8217;s a bit difficult to understand at first because the rules could be a tick clearer on this movement/follow aspect, but that&#8217;s how it works.</p>
<p style="text-align:justify;">Some cards can be played from your hand as an instant reaction to things that happen in the game and all cards that have a <em>follow</em> symbol or an <em>attack</em> symbol can be played from your hand to <em>follow</em> or to <em>attack</em>. Other cards like items and specific weapons can only be used if they are &#8216;ready&#8217; which means that you pay experience points (accumulated by killing Zombies) to play them on the table in front of you.</p>
<p style="text-align:justify;">When they are ready, you can use them any time you can afford this: Item use is always free (but most items, like first aid kids, are discarded after one use), you can use any one weapon for your free attack and as many additional weapons or the same weapon again as long as you pay for them with attack cards. How to use an item or a weapon is regulated by notes on the card (for example, which items are &#8220;one shots&#8221; or how a certain weapon works).</p>
<p style="text-align:justify;">Items and weapons can be given to other survivors in the same location at no cost, but they can only take them to their card hand, so if you want to give another player a weapon or item that is already in play for your survivor (&#8216;ready&#8217;, in front of you), this player will have to pay experience points again to play it as a ready card on the table again. You can also withdraw a ready weapon or item back to your hand any time, but you have to pay the XP cost again if you want to make it ready. Why should I withdraw a card when I paid for it and could use it any time? Well, for example to use the follow or attack symbol on the card. There are also weapons and items with certain requirements, e.g. a weapon which can only be used if it is the only ready weapon.</p>
<p style="text-align:justify;"><span style="color:#ff0000;"><strong>Zombies, Attacking, XP</strong></span></p>
<p style="text-align:justify;">Some Zombies have special abilities or behaviors, for example they can attract even more Zombies to the place they appear in, or they can ambush the survivors, are faster than other Zombies and can follow them more easily, or are so big and strong that they can actually hinder a survivor to leave a location. Individual Zombies and whole Zombie groups have their own attack table written on the card as well as their health points.</p>
<p style="text-align:justify;">In order to attack Zombies, the survivors can either use their<em> inherent weapon</em> (not all survivors do have such inherent weapons, though), or a weapon ready for use laying next to their survivor card. Weapon cards as well as item cards have a certain experience cost (that may be zero) a survivor has to pay to actually make the weapon/item &#8216;ready&#8217; (for use). Experience is only gained by killing Zombies. All Zombie cards have an XP value (that may be zero) and if a survivor kills a Zombie, he keeps the Zombie card for further use of the accumulated XP. In the &#8216;play cards&#8217; phase of the Player Turn, he can at any time use the XP he has accumulated so far for playing a weapon or item card from his hand on the table, where it is then ready for use in the game immediately and according to the description of the card.</p>
<p style="text-align:justify;">Each survivor has one<em> free attack</em> per Player Turn, so s/he can attack once either with their inherent weapon or with a readied weapon by rolling a die on the combat table of the survivor card (for the inherent weapon) or on the combat table of the weapon card against a Zombie/Zombie group. If the player has cards in his hand that also have the <em>attack</em> symbol printed on it (a pistol), then they can discard this card and use it as a follow up attack with the same or a different weapon and may continue to attack as long as they can discard cards with an attack symbol. A player can also take back a ready card from the table into his hand to instantly use the attack symbol of the former ready card for further attacks with a weapon. They can attack all Zombies in their location, in every order they see fit or even in a different location (if using a ranged weapon), but each Zombie attacked (even if not wounded) is then considered to be <em>engaged</em> with this attacker (move the survivor counter accordingly as a reminder).</p>
<p style="text-align:justify;">Some weapons have a<em> final attack</em> notation. This means they can be used for a devastating attack that will destroy the weapon (discarding it) and inflict a fixed number of wounds mentioned on the card instead of rolling on the combat table. Final attacks do <em>not</em> count against the free attack per Player Turn and can be used as long as there are cards in play that have the final attack ability (<span style="text-decoration:underline;">important:</span> some weapons can suffer a <em>reload</em> during an attack which means you roll for the attack and get the &#8220;reload&#8221; result, so the weapon is not firing at all and you cannot use it again in the current turn. <em>The final attack is still possible, though!</em>)</p>
<div id="attachment_3406" class="wp-caption alignright" style="width: 216px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_scaling.jpg"><img class="size-full wp-image-3406" alt="The game scales to the number of players: 3 players have a hand size / health of 5 and infestation +1. 8 players have 2 health and +4 infestation " src="http://wargamecenter.files.wordpress.com/2013/03/rotz_scaling.jpg?w=206&#038;h=109" width="206" height="109" /></a><p class="wp-caption-text">The game scales to the number of players: 3 players have a hand size / health of 5 and infestation +1. 8 players have 2 health and +4 infestation</p></div>
<p style="text-align:justify;">Each successful attack will inflict one or more wounds (according to the combat table of the weapon used) and you place a wound marker on the Zombie the same way as you place wound markers on the survivor cards if hit by a Zombie attack. Once the wounds equal the health points of the Zombie, the walking dead is finally killed and the survivor who killed him keeps the trophy, i.e. the card as a reference for the accumulated XP (you can discard Zombies with zero XP right away, of course, since they are not useful anyway).</p>
<p style="text-align:justify;"><strong><span style="color:#ff0000;">Campaign Game, Victory Levels &amp; Epic Cards</span></strong></p>
<p style="text-align:justify;">Instead of having a single run from the safe house to the helicopter, you can also play a campaign game. That is a set of three games played in a row where you can accumulate campaign points to get an overall scoring at the end. Each game scores its own points and the campaign result is the total after all three games are finished. You don&#8217;t have to play with the same survivors and any wounds, weapons, items etc. don&#8217;t carry over, each single game is started new. The goal is to get as many campaign points as possible in these three game sessions and to improve your result from previous campaigns. You score 2 points for having all survivors that started in the safe house still in the game at the end (of course the victory condition of all survivors being in the helicopter with no walking dead around while there is still time left on the clock is still valid), or for having at least not lost more than half of your group, you still get 1 point. If you had an <em>Epic Card</em> in play and won its challenge, you get another point for each overcome Epic Card.</p>
<p style="text-align:justify;"><em>Epic Cards</em> are special cards with the notation &#8216;<em>epic</em>&#8216; and they make the game considerably more difficult. They can be part of the campaign scoring or can count for a special victory level in a normal single session game. There are only 4 Epic Cards in the game:</p>
<p style="text-align:justify;">Two locations, the <em>Grayeyard</em> and the <em>Sewers</em> &#8211; both highly infested and dangerous places</p>
<p style="text-align:justify;">One Zombie Card, <em>The Mutated Prisoners</em> &#8211; a dangerous group of Zombies with 30 health points</p>
<p style="text-align:justify;">One Survivor &#8211; <em>The Scientist</em>. This survivor has his hand size and health reduced by two, regardless of the game&#8217;s conditions he&#8217;s in and if he dies, it&#8217;s game over for everybody.</p>
<p style="text-align:justify;">Whenever such an epic card is in play and overcome by the players, this is considered as having reached 1 level of Epic Victory per card if the game is won. If the normal game is too easy for you and you draw such a card (or, in the case of the scientist, you chose it from the beginning) you can achieve a level 1 &#8211; 4 Epic Victory, or die screaming and lose the game as usual <img src='http://s2.wp.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p style="text-align:justify;">All these Epic Cards are always part of the game and whenever you draw one you can decide to play it or to discard it and draw another card (in case of the prisoners) or use its other effects, for example the follow symbol (in case of the locations).  Make sure to decide quickly, you know the timer is not stopped for any reason&#8230;</p>
<p style="text-align:justify;"><strong><span style="color:#ff0000;">Locations &amp; Infestation </span></strong></p>
<div id="attachment_3418" class="wp-caption alignright" style="width: 198px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_poodle.jpg"><img class=" wp-image-3418 " alt="Poodle" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_poodle.jpg?w=188&#038;h=177" width="188" height="177" /></a><p class="wp-caption-text">How cool is that? A Zombie poodle!</p></div>
<p style="text-align:justify;">While the survivors run from location to location, they will encounter Zombies. Zombies spawn in their own turn (more on that later) but will also be part of any location the survivors come to. Every location that is played has a certain fixed <strong>infestation value</strong> according to their distance from the safe house. The safe house card counts as having infestation level 1 and then you simply add 1 point for each location placed after it. So, the second location in play has infestation 2, the third one infestation 3 and so forth. In addition to that, the group counter in play will have an <em>infestation</em> <em>modifier</em> that can be zero, but only if there are one or two survivors in the game, more survivors will make it likely to attract more zombies and the modifier can go up to +4. So not only each location visited farther away from the safe house will become more dangerous, more survivors in game will even attract more zombies there&#8230;</p>
<p style="text-align:justify;">While in the main turn of the game all players can do all things at the same time, interacting with each other in any way they want, if a player plays a new location card, a sub-sequence is started, the  <strong>&#8216;New Location Card Sequence&#8217;</strong> and performed as follows:</p>
<p style="text-align:justify;"><strong>1. <span style="text-decoration:underline;">Place the new Location card on the table.</span></strong></p>
<p style="text-align:justify;">It&#8217;s important to remember that a new location can only be placed <em>once</em> in any given Player Turn, so you can&#8217;t just rush through 4 locations in a single Player Turn even if you have them in your hand.</p>
<p style="text-align:justify;"><strong>2. <span style="text-decoration:underline;">Move the Survivor counter of the player who played the Location on the card</span></strong></p>
<p style="text-align:justify;">The survivor playing a location has the advantage of moving into this new location for free, there is no need to play an additional card with a follow symbol, but has the disadvantage to be the first one attacked by <em>fast</em> Zombies if any appear and being the only one who is engaged by all the non-group Zombies in that location that will attack later in their turn (groups are considered engaged with all survivors present and attack every single survivor).</p>
<p style="text-align:justify;"><strong>3. <span style="text-decoration:underline;">Draw Dangerous Location Action cards according to the number given on the location card (the more dangerous a location is, the more action cards you can draw)</span></strong></p>
<p style="text-align:justify;">The location cards have a number at the top right corner that can be zero or greater and that will be the amount of action cards the survivors can draw when they move into the location for <em>the first time</em> (so you only get these cards <em>once</em>, not every time you move into the location!)<em>. </em>If any survivor doesn&#8217;t follow to the new location immediately but decides to wait until this sub-sequence is over, he can still move there later (again by playing a card with the follow symbol) and is still eligible to draw the cards (some locations don&#8217;t give this bonus card draw, though).</p>
<p style="text-align:justify;">It will depend on the situation whether it is worth following right away or better to stay behind and move to that location later. For example, if you have a ranged weapon that has a better chance to hit from afar (like the scoped rifle), it would be wiser not to follow, wait to see how many Zombies appear in the new location when the first survivor moves there, and then try to kill some of them before following yourself. That can also help the survivor who moved there first because he will be attacked by the Zombies engaged with him, so thinning them out isn&#8217;t a bad idea.</p>
<p style="text-align:justify;"><strong>4. <span style="text-decoration:underline;">Draw Zombies equal to the Location’s modified Infestation value (base infestation value of the location plus the group counter modifier)</span></strong></p>
<div id="attachment_3407" class="wp-caption alignright" style="width: 159px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_spitter.jpg"><img class=" wp-image-3407 " alt="Spitting" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_spitter.jpg?w=149&#038;h=210" width="149" height="210" /></a><p class="wp-caption-text">Cool idea: The spitting cook zombie who destroys equipment. You don&#8217;t want to meet him during the game, though.</p></div>
<p style="text-align:justify;">This infestation value is not the number of cards you draw, but is the minimum Zombie experience that the drawn cards have to meet in total before you stop drawing further cards. Say the modified infestation number of the location is 6, Zombie cards are drawn until the total experience points on the Zombie cards drawn so far are at least 6. It can be higher of course, since it&#8217;s the first Zombie card that equals or exceeds the infestation value that stops the card draw. In the given example, you could draw a Zombie card with XP 1, then a card with XP 3, a card with XP 0 (always bad at this point, because you get more zombies but a zero XP Zombie doesn&#8217;t count towards the infestation card draw and you continue drawing cards) and then finally again a zombie card with XP 3 &#8211; leaving you with 7 XP in total (the card draw only stops when at least 6 XP are reached, so 4 was not enough and now 7 stops it, but exceeds the minimum level) and 4 Zombies. There are also certain Zombies which attract more Zombies immediately, and these attracted Zombies don&#8217;t count at all, regardless of their XP value! If you would have drawn more 1 XP Zombies or even several Zombies with zero XP, the location could be overrun with the walking dead even at this low infestation level. So the modified infestation value is in no way giving you a concrete idea of how many zombies you will encounter there &#8211; let alone tell you how dangerous they are&#8230;</p>
<p style="text-align:justify;"><strong>5. <span style="text-decoration:underline;">If  Zombies appear that have the &#8216;fast&#8217; keyword, they immediately attack the survivor</span></strong></p>
<p style="text-align:justify;">This is the risk for the survivor who played the location card: Zombies with the &#8220;fast&#8221; keyword attack him or her immediately, before any other action is taken. Attacking follows the normal attack procedure explained below.</p>
<p style="text-align:justify;"><strong>6. <span style="text-decoration:underline;">Other Survivors may move into the Location by discarding a card with a follow symbol</span></strong></p>
<p style="text-align:justify;">Survivors that follow to the new placed location won&#8217;t get attacked now because <em>fast</em> Zombies only attack the first survivor they see in the location and are then engaged with that target. All other Zombies only attack in the Zombie Turn and then also only the survivor they are engaged with (<span style="text-decoration:underline;">exception:</span> Zombie groups attack <em>all</em> survivors in the attack phase of the Zombie turn). Since the following survivors arrive when the non-group Zombies are already engaged with a target, they are not attacked by them as long as this survivor is still there. However, if a Zombie is attacked by someone later during this turn (even if no wound is inflicted), he will switch targets and engage the attacker, automatically disengaging the previous target.</p>
<p style="text-align:justify;"><strong>7. <span style="text-decoration:underline;">Drawing Dangerous Location Action cards </span></strong></p>
<p style="text-align:justify;">All survivors who follow to the new location can now draw as many cards as the dangerous location card draw value allows, so it&#8217;s the same procedure as in step 3 of this sub-sequence for the survivor that played the location card.</p>
<p style="text-align:justify;"><strong>8.  <span style="text-decoration:underline;">All Survivors play cards as normal and the main turn of the game continues</span></strong></p>
<p style="text-align:justify;">Then the normal game continues with survivors playing cards, attacking zombies, trading weapons, items and so on as explained above until all players agree that they are done with the player turn. Now it&#8217;s time for the&#8230;</p>
<p style="text-align:justify;"><span style="color:#008000;"><strong>Zombie Turn</strong></span></p>
<p style="text-align:justify;">In the Zombie turn three steps are performed in the following order:</p>
<p style="text-align:justify;"><strong>1. <span style="text-decoration:underline;">Zombies move </span></strong></p>
<div id="attachment_3419" class="wp-caption alignright" style="width: 310px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_cheerleader.jpg"><img class="size-medium wp-image-3419" alt="The Cheerleader is agile and has a great defensive skill. But now she's heavily wounded and poorly equipped..." src="http://wargamecenter.files.wordpress.com/2013/03/rotz_cheerleader.jpg?w=300&#038;h=245" width="300" height="245" /></a><p class="wp-caption-text">The Cheerleader is agile and has a great defensive skill. But now she&#8217;s heavily wounded and poorly equipped&#8230;</p></div>
<p style="text-align:justify;">All Zombies in a location move one location closer to the nearest survivor. A Zombie in a location with a survivor doesn&#8217;t move and will engage this survivor and a Zombie with the keyword <em>Moves 2</em> will be able to move two locations to follow a survivor &#8211; but will also stop at the first survivor it comes into contact with, engaging them. Equally close survivors will use a random die roll to see to whom the Zombie is attracted to. Individual Zombies moving into a location with more than one survivor will also use a random die roll to determine the survivor they will engage. Zombie groups are always considered to be engaged with all survivors (there&#8217;s no actual number of zombies in a group but it is considered to be so large that it always contains enough individual zombies to attack all survivors in a given location). Die rolls are used this way until all Zombies in a location are engaged with a survivor, so it can happen that one survivor has to face more than one Zombie. It is suggested to move the survivor counters to those zombies that are engaged with them.</p>
<p style="text-align:justify;"><strong>2. <span style="text-decoration:underline;">Zombies Attack </span></strong></p>
<p style="text-align:justify;">All zombies in a location with a survivor will attack the survivor they are engaged with. Fast Zombies that appeared in a new played location in the Player Turn are still engaged with the survivor they attacked and will now attack him again if he is still alive.</p>
<p style="text-align:justify;">Zombie groups attack each single survivor in the location. Zombies will use their own combat table printed on the Zombie card and each survivor is rolling on that table against themself for every Zombie engaged with them, each hit resulting in a wound marker placed on the survivor card (remember that these wound markers will reduce not only your <em>health</em> but also your <em>hand size</em> in the draw cards step of the next Player Turn!).</p>
<p style="text-align:justify;">Some instant-reaction cards can be played in the Zombie attack phase to avoid a hit, or even to hit a Zombie as he starts an attack, but only those cards that have a description allowing this specific action. If the health of a survivor drops to zero, he&#8217;s dead, all cards in hand and on the table belonging to that survivor card are discarded.</p>
<p style="text-align:justify;"><strong>3. <span style="text-decoration:underline;">Zombies Spawn</span></strong></p>
<p style="text-align:justify;">A Zombie card is now drawn from the Zombie card deck and placed in the location behind the rearmost survivor, that is the one the farthest away from the helicopter. If a survivor is still inside the safe house, the new Zombie actually appears in the safe house and if the survivor is still there on the next Zombie Turn, he will engage and attack him.</p>
<p style="text-align:justify;">Now the Player Turn starts again with the survivors discarding cards etc..</p>
<h3 style="text-align:justify;"><span style="color:#993300;">Replay Value</span></h3>
<div id="attachment_3420" class="wp-caption alignright" style="width: 174px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_solitaire.jpg"><img class=" wp-image-3420  " alt="Playing" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_solitaire.jpg?w=164&#038;h=198" width="164" height="198" /></a><p class="wp-caption-text">This game can be a brain-teaser&#8230; you need a fast brain, of course!</p></div>
<p style="text-align:justify;">The replay value of the game is <strong>quite high</strong>, simply because it&#8217;s so hard to win. There are many ways for the different survivors with their individual skills and abilities to bring something to the group and to interact with each other, so there&#8217;s lots to do and to try out in each game.</p>
<p style="text-align:justify;">Not all the survivors will be a good choice at any time however, say for example <em>The Leader</em> who&#8217;s ability is to allow one survivor to follow him for free (so he doesn&#8217;t need to have and discard a card with the follow symbol) is certainly not the best choice when playing a solitaire game with just one survivor, his ability would be wasted. That doesn&#8217;t mean the Leader alone can&#8217;t make it to the helicopter, but it would be a challenge for sure.</p>
<p style="text-align:justify;">Among the 13 survivors you will find an interesting mix of strong characters, able to deal damage, supporters who can barricade a location or even find locations easier than the others, healers, melee weapon or ranged weapon experts and many more. Since it will always depend on how many survivors are in the game, the value of each single survivor is relative and the game allows for some experiments.</p>
<p style="text-align:justify;">For example having <em>The Paramedic</em> in a two survivor game might be risky if the other survivor is <em>The Biker</em> who can ignore the first wound he receives and is generally quite able to make his stand if he can bring some med packs on the table. He might not be in need for any medical treatment, while having to deal with the problem that the Paramedic is not a strong fighter and may slow him down. The more survivors there are, however, the more important it could be to have the Paramedic in the group, because there are survivors more in need for her treatment than the Biker and a larger group can still have enough combat power even if the Paramedic is not that helpful in that regard and must be protected.</p>
<p style="text-align:justify;">Due to the random factor of card draws, there&#8217;s always a new situation on the table the players have to adjust to and usually each game is open for mistakes because of the time pressure, especially if the players are not familiar with the options and synergy effects of the various cards. This game can be over fast, but with almost no set up time, you are back into the game right away and can start all over again.</p>
<p style="text-align:justify;">The fact that each location doesn&#8217;t bring in a fixed number or type of Zombies is also helpful here and although after some games you will have visited each location at least once, it&#8217;s never the same situation there, it&#8217;s always a thrill to see what is actually waiting for you there. So I can see this game hitting the table quite often in the future because of its interesting gameplay, experimentation options, high tension and quick set up and play.</p>
<h3 style="text-align:justify;"><span style="color:#993300;">Creativity</span></h3>
<p style="text-align:justify;">As was already said in the introduction, a Zombie game as such is nothing new and every player even slightly interested in the topic will own one or more of them. Zombie card games&#8230; I can at least think about one very known series that also uses cards. The creativity here lies more in the way how known parts are brought together with the tension building real time factor, resulting in a game that is just so much more in the end than just known parts thrown together.</p>
<div id="attachment_3416" class="wp-caption alignleft" style="width: 310px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_gametable1.jpg"><img class="size-medium wp-image-3416" alt="Setup is fast: deal each player a hand, put the safe house and the heli pad on the table, start the clock... the other cards appear on their own during the course of the game ;)" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_gametable1.jpg?w=300&#038;h=186" width="300" height="186" /></a><p class="wp-caption-text">Setup is fast: deal each player a hand, put the safe house and the heli pad on the table, start the clock&#8230; the other cards appear on their own during the course of the game <img src='http://s1.wp.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p></div>
<p style="text-align:justify;">A game in real time is not new either &#8211; we were playing in real time when we had the classic <em>Circus Maximus</em> by Avalon Hill on the table. If it was your turn to decide which actions to do in your chariot, to break, or to increase your speed etc., the other players were grinning and counting down 5 seconds&#8230; after these 5 secs were over and you had not decided what to do, they grinned even more and the chariot would simply continue on its course from the previous turn. That could of course mean you were too fast for the corner in front of you&#8230; the chariot would flip or crash into a wall and the grin of the other players turned into loud laughter. So here also the real time pressure was part of the game and the fun.</p>
<p style="text-align:justify;">The point is that I don&#8217;t know of any Zombie themed game which is using this real time aspect and when you have played it once, you will ask yourself why such an obvious aspect was never part of a Zombie game before (we are talking board/card games here, not video games of course). It so much fits the topic that it <em>has</em> to be in a game, and <em>Rise of the Zombies</em> adds this great gameplay element to a Zombie game for the first time.</p>
<p style="text-align:justify;">Also the removal of a strict Igo/Ugo sequence, so that in the Player Turn all survivors can act simultaneously, gives RotZ a special game flow that is really adequate to the topic. The well thought out characters, all the items and stuff you can use, have some realistic touch to them, the Zombie AI works convincingly and all in all it&#8217;s clear that some thought went into the design of this game, turning it into a great one.</p>
<h3 style="text-align:justify;"><span style="color:#993300;">Simulation Value</span></h3>
<p style="text-align:justify;">Well, the game actually<strong> shines</strong> in this regard. Denny told me that in a Zombie apocalypse, only 1% of the people would ever survive it, the odds in such a walking dead environment to make it to safety are small, and any Zombie game should portray that tension. The game is focused on the run of one or more survivors from a shelter that is not really a safe house anymore to a waiting rescue helicopter. This is just <em>the</em> classic Zombie situation, a sort of Left4Dead as a card game and it works really well especially because the game is played in real time. This brings some real tension on the table and anyone over-analyzing their moves will bring doom on the other players, because there&#8217;s not much time to consider any possible outcome and possibility. That&#8217;s simply as it would be in real life.</p>
<p style="text-align:justify;">I really like it that at one point, one has to make a decision, even a bad one is often better than no one at all and it captures the feeling of threat and tension we all know from the various movies. It gets even more interesting if the <em>Otis Rule</em> is in effect, so that a player who is slowing down the whole group with their play style could bring themselves in trouble&#8230;<em>&#8216;you still can&#8217;t decide now what to do? We don&#8217;t have enough time for that, so make your decision now&#8230; or we leave this location and don&#8217;t come back to help you later&#8230; you see that herd one location behind you, don&#8217;t you?&#8217; &#8230;&#8217;ok, if you can&#8217;t decide what to do I&#8217;ll give you something to decide on&#8230; I attack you&#8230;&#8217;</em></p>
<p style="text-align:justify;">All this can get very interesting and nasty, but of course it might kill the fun for some players and that&#8217;s why all have to agree to use this optional rule before the game starts. But it is amazing how well a game, which is sold as a casual game and certainly qualifies for it because of the easy mechanics, can be such a convincing simulation of the survival run from shelter to the rescue helicopter.</p>
<div id="attachment_3399" class="wp-caption alignright" style="width: 219px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_herd.jpg"><img class="size-medium wp-image-3399 " alt="herd" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_herd.jpg?w=209&#038;h=300" width="209" height="300" /></a><p class="wp-caption-text">If the herd appears early in the game, you are most certainly screwed&#8230; think of Rick in downtown Atlanta here&#8230;</p></div>
<p style="text-align:justify;">The team-play and<strong> table talk</strong> are necessary and fun and often the players act like they would do if the situation was real. The same arguments we know from characters in The Walking Dead, the same tension of <em>&#8216;do I go back and help or make the run for the last location?&#8217;, do I keep the med pack or give it away? Give me a weapon so I can defend myself at least, you then get the food I still have&#8217;</em> etc.. Tactical thinking and acting is not only possible in this game, it&#8217;s necessary to survive. For example, tactically falling back a location with one survivor who is able to use a ranged weapon to help the others from afar or at least strong enough to keep Zombies at bay, thus making sure the spawn point in the Zombie Turn is always two locations behind the group, giving them more space and time.</p>
<p style="text-align:justify;">Bottom line, <em>Rise of the Zombies</em> for me definitely captures the real feeling and allows for realistic actions and options in the portrayed Zombie Apocalypse situation and is a good simulation of it.</p>
<p style="text-align:justify;">That it works as a simulation with the game engine of a casual game makes it even better and more fascinating.</p>
<h3 style="text-align:justify;"><span style="color:#993300;">Solitaire Playability</span></h3>
<p style="text-align:justify;">The game is meant to be played as a solitaire or with up to 7 friends and the scaling mechanism via the group counters is implemented to avoid any unbalanced situation where the survivors could just blast through the zombies. It does so by giving individual survivors a smaller hand size and less health points the more survivors are present and that works fine. But it&#8217;s of course not realistic (why would have more survivors less stamina and health?) and as a single survivor it&#8217;s extremely hard to win the game, although a hand size of 8 cards and as much health points is much better than what the survivors get when they are playing in a group. But even 8 health points dwindle away rather fast when the Zombies appear and one player has less options if playing only one survivor. Usually a group of survivors can do much more even with smaller hand sizes in the draw phase. They can trade cards they can&#8217;t use to give them to survivors who need them, there are usually more items and weapons on the table than a single survivor can get together and a group is much tougher because they have more attack opportunities.</p>
<p style="text-align:justify;">So all in all I&#8217;d say, of course the game is playable as a solitaire, but I would consider playing the game with just one survivor extremely challenging (but sure you might want that!) and the chances to reach the helicopter and have it zombie-free in time are minimal. Of course, bad attacks on Zombie side, good die rolls on the survivor side, good cards from the start etc., if all goes well to perfect, one can win the game with one character in play &#8211; but don&#8217;t expect that things always go that way, RotZ is a game of often nasty surprises.</p>
<p style="text-align:justify;">Two survivors is certainly the minimum to have some real tactical options in the game and even when playing solitaire, I found it much better to play two survivors simultaneously. Since there&#8217;s nothing that stops the players to freely talk about their cards in hand etc. this game is much easier to play than other games as a solitaire with more than two characters controlled by one player. You can just have the cards open on the table near the survivor cards and decide what&#8217;s best for each character to do in any given situation, it works nice.</p>
<h3 style="text-align:justify;"><span style="color:#993300;">Can be compared to:</span></h3>
<p style="text-align:justify;"><em>Rise of the Zombies</em> can be compared to any other Zombie theme game out there on the topic alone, but the game that comes to mind is of course <em>Zombies!!! </em></p>
<div id="attachment_3421" class="wp-caption alignright" style="width: 310px"><a href="http://wargamecenter.files.wordpress.com/2013/03/zombies_tbg.jpg"><img class="size-medium wp-image-3421 " alt="Zombies!!! " src="http://wargamecenter.files.wordpress.com/2013/03/zombies_tbg.jpg?w=300&#038;h=204" width="300" height="204" /></a><p class="wp-caption-text">Zombies!!! has a similar topic: &#8220;reach the heli pad&#8221;, but is much simpler and without any cooperative elements</p></div>
<p style="text-align:justify;"><em>Zombies!!!</em> is a fine game, has now many expansions available, has very simple rules and is also a casual game &#8211; if there&#8217;s a game out there qualifying as a Zombie casual game, it&#8217;s this one. While <em>Rise of the Zombies</em> is a coop game by nature, it allows for situations that this changes into a competitive game and even a versus game, everything can happen depending on the <em>Otis Rule</em> in play or not and the players at the table. <em>Zombies!!!</em> is always an &#8216;I vs all others&#8217; game and doesn&#8217;t allow for any coop that would fit the situation. Everyone wants to make it to the helicopter or to kill the necessary numbers of Zombies for the alternative victory condition while playing cards to make it more difficult for the other players to succeed in the same goal.</p>
<p style="text-align:justify;">In RotZ there&#8217;s no alternative to surviving, you don&#8217;t win by killing 25 Zombies and it wouldn&#8217;t make any sense anyway, you don&#8217;t look for opportunities to make it harder for the others, you try to help them because this helps you. But you just might consider another member of the group as more hindering than helpful at one point in the game, but if so it&#8217;s a reaction one could possibly have in such a situation. It never feels gamey and the fun is not in letting other survivors die, but to value each member of the group for what they can do. That&#8217;s much more interesting than the usual Mr. Green doing everything possible to make it a hard time for Mr. Black in <em>Zombies!!!</em></p>
<p style="text-align:justify;">The problem with <em>Zombies!!!</em> is also that it does need a lot of time to set up and to play, especially with some expansions thrown in. Then you get a game that drags along with repetitive gameplay and doesn&#8217;t stop for a very long time. RotZ, on the other hand, is fast and deadly and there&#8217;s a definitive end point of the game, whether you like it or not, if the timer runs out it&#8217;s game over. So while it&#8217;s always a risk to set up <em>Zombies!!!</em> when there&#8217;s 2 hours left for the gaming group for one last game, RotZ is over at a precise time. And the gameplay is much more rewarding, more interesting and more realistic in all aspects. So, if you own and like <em>Zombies!!!,</em> you might like RotZ as well, but since it&#8217;s the opposite to that game in all aspects but the theme, you then will like it for the things <em>Zombies!!!</em> can&#8217;t give you&#8230; and you might end up liking it more.</p>
<p style="text-align:justify;">There are other Zombie games out there, for example the scenario-based <em>Last Night on Earth</em> or the strategic level <em>Zombie State &#8211; Diplomacy of the Dead</em>, but both are far too different to be compared to RotZ, except by the way how they simulate the Zombie topic (which they all do quite good!).</p>
<p style="text-align:justify;"><span style="color:#993300;"><strong><img class="alignleft  wp-image-215" style="border:0;" alt="Andy_Gravatar" src="http://wargamecenter.files.wordpress.com/2010/04/andy_gravatar.jpeg?w=102&#038;h=102" width="102" height="102" />Andreas Ludwig’s Conclusion:</strong></span></p>
<p style="text-align:justify;">Ok, as I said in the beginning of this review &#8211; although it was not on my radar at first, I am really happy to have RotZ now in our game library and I will recommend this to friends and am sure we will play it a lot at our HFC meetings.</p>
<p style="text-align:justify;">It&#8217;s a game that plays significantly different from the other Zombie games we have played so far, and it reminds me sometimes of <strong>Up Front</strong>. Sure, it&#8217;s not that much of a detailed game compared to this classic, but this running from location to location with real tactical thinking, quite realistic options in using different weapons and equipment that are presented in this particular pencil draw style&#8230; I was reminded of Up Front when playing the game the first time.</p>
<div id="attachment_3422" class="wp-caption alignright" style="width: 250px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_robert.jpg"><img class=" wp-image-3422 " alt="Robert" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_robert.jpg?w=240&#038;h=240" width="240" height="240" /></a><p class="wp-caption-text">Funny idea: not only the survivors, but also some Zombies are named after contributors to the game</p></div>
<p style="text-align:justify;">I was pleased to see that this is a <strong>simulation experience</strong> achieved with a casual game&#8217;s ruleset. Deep games don&#8217;t need complicated and long rules and if you ever doubted that, try out <em>Rise of the Zombies</em> with a group of friends able and willing to bring the Zombie Apocalypse to life (as always, it depends on the players, you can also turn ASL into a drinking game if you want&#8230;). That the rules are written well (exception: the unnecessary confusion about different movement styles, using 4 terms for the same action) is a strong part of the game and you will be playing in no time even if having folks around that never played it before. You can even make it easier for new players by just explaining everything, that goes even quicker.</p>
<p style="text-align:justify;">The decisions the players have to make in the game while watching their precious game duration time tick away make for some really fun and interesting game sessions. What&#8217;s more important, holding on to good cards to have them available when needed, or discarding them if you can&#8217;t use them right away to get new stuff? Will I share my good equipment or say nothing about it to the others? Who has the better location? Shall we try the epic card just drawn, turning the victory on the horizon into an epic one, or are we over confident and will then even lose the game? Who stays behind to watch our back, who goes first?</p>
<p style="text-align:justify;">Expect some frantic debates in the later part of the game when players make their actions, trying to coordinate as much as possible in a short time window, and then they realize they can&#8217;t pull off the plan because someone didn&#8217;t check their options carefully enough&#8230;</p>
<p style="text-align:justify;"><em>&#8220;Wait&#8230;I don&#8217;t have a frigging follow card!&#8221;</em></p>
<p style="text-align:justify;"><em>&#8220;What do you mean with wait? We just talked for 5 minutes whether we go here or not and all agreed&#8230; the location is now PLACED and I&#8217;m standing there already&#8230; and everybody said they could follow!&#8221;</em></p>
<p style="text-align:justify;"><em>&#8220;I thought that pistol is a follow symbol&#8230;&#8221;</em></p>
<p style="text-align:justify;"><em></em><em>&#8220;There&#8217;s a big herd following us, we will make a stand here for one turn, if you manage to draw a follow card, fine, if not, we move on. And make sure it&#8217;s NOT a pistol again&#8221;</em></p>
<p style="text-align:justify;"><em>&#8220;I can give him an item with a follow symbol&#8230; and you give me that shotgun you have on your hand since we left the safe house in exchange.&#8221;</em></p>
<p style="text-align:justify;"><em>&#8220;What? I am trying to get enough XP to use it myself that&#8217;s WHY I&#8217;m holding it since the first turn!&#8221;</em></p>
<p style="text-align:justify;"><em>&#8220;Ok, then keep it&#8230; and I hope you survive the Zombie group at your door. I mean it will be hard with just 3 health points left, but if you finish them off, it will be surely enough XP to make that shotgun ready&#8221; (insert manical laughter here)</em></p>
<p style="text-align:justify;">You will find yourself in constant tabletalk about possible options and impossible tasks and this tends to be a real communicative game and a great social experience. And that&#8217;s always a sign of a good game!</p>
<p style="text-align:justify;">The game is very <strong>unforgiving</strong> and really difficult to win, but that does feel appropriate for the topic (like the difficulty of <em>Arkham Horror</em> where it&#8217;s the same &#8211; trying to keep an Old One at bay has to be difficult or the whole game feels &#8216;not right&#8217;) . Since it&#8217;s so easy to set up and start again, it&#8217;s no big deal if all survivors are eaten by the walking dead in 10 minutes. Shuffle the cards and try it again. And if you make it to the rescue helicopter, it feels great because a win is the exception rather than the rule in RotZ.</p>
<p style="text-align:justify;">Sure, it&#8217;s a card game and the random factor is there, you also roll a die in the attacks to get a result, but apart from that, RotZ is a skill game and one where you get better with each game. You learn what works in a given situation, when to better discard or trade or to hold on to a card for a longer time. When it&#8217;s better to stay in the location to accumulate some experience points by attacks, or better run. You will get to know which location is better as an early location or a late game location, what you can handle with 4 survivors might be too much risk with just 2, which weapon is giving whom the best chances and so on.</p>
<p style="text-align:justify;">The better you get to know the cards, the quicker you can decide, and the more time is actually left for you to reach the goal of the game. The experience point system to use equipment can be hard to master in the first games, because here&#8217;s a great potential for mistakes and wrong decisions and a wrong decision can be the end for a survivor. Except for the Scout character, who starts with 5 XP, all other characters will have to make some experience points by killing Zombies to use better weapons and items. That can be a challenge for the weaker ones and for some it will be necessary to get some weapons that don&#8217;t cost any XP to be able to deal out some damage at all.</p>
<div id="attachment_3409" class="wp-caption alignright" style="width: 250px"><img class=" wp-image-3409 " alt="RotZ_Andy_Thumbup" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_andy_thumbup.jpg?w=240&#038;h=187" width="240" height="187" /><p class="wp-caption-text">Thumbs up!</p></div>
<p style="text-align:justify;">A group should always trade these survivors such zero XP weapons, otherwise they might tend to risky actions in their need for a weapon and evoke situations they cannot handle &#8211; which in turn is threatening the group as a whole. It&#8217;s important to know who should attack when and whom, because if you have a weak survivor that cannot deal much damage, they will never get XP if attacking first, because stronger characters will likely finish the Zombies off, earning the card for the XP. Such little details can mean win or lose in this game but this also means, you have a real experience curve with this little gem of a game, you will get better and more successful when you keep playing it.</p>
<p style="text-align:justify;">For us, the 8.5/10 is the final score, but it all depends on your expectation and on what player type you are, so I would like to suggest you can subtract a point each from our score for the following reasons:</p>
<p style="text-align:justify;">-  you play games to win and get easily frustrated if the game beats you</p>
<p style="text-align:justify;">-  you like to identify with just one character, playing solitaire games with one character only and always play alone</p>
<p style="text-align:justify;">-  you are the typical lone wolf, the alpha player &#8216;I say how we play, ok?&#8217;</p>
<p style="text-align:justify;">-  you are the over-analyzing gamer who tends to think forever about the best possible move</p>
<p style="text-align:justify;">-  you don&#8217;t like Zombies <img src='http://s1.wp.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p style="text-align:justify;">All the others out there, go and get this game and prepare for some real authentic Zombie feeling <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h3 style="text-align:justify;"><img class="alignleft  wp-image-184" style="border:0;" alt="Denny_Gravatar_142" src="http://wargamecenter.files.wordpress.com/2010/04/denny_gravatar_142.jpg?w=114&#038;h=114" width="114" height="114" /><span style="color:#993300;">Denny Koch&#8217;s Conclusion:</span></h3>
<p style="text-align:justify;">As a member of the ZRS (<a href="http://zombieresearchsociety.com/" target="_blank">Zombie Research Society</a>) I love everything related to Zombies, be it books, movies, video games, card games or board games. We own several Zombie games, from the simple and straightforward &#8220;Zombies!!!&#8221; to the abstract, strategic-level &#8220;Zombie State &#8211; Diplomacy of the Dead&#8221;, so we were quite &#8220;into the theme&#8221; when we received DVG&#8217;s &#8220;Rise of the Zombies&#8221;.</p>
<p style="text-align:justify;">On a first glimpse, the game reminded me of &#8220;Zombies!!!&#8221; with location cards instead of city tiles &#8211; be a survivor, reach a helicopter. But after reading the rule book for the first time, I began to anticipate that this game was quite different from what we experienced in our other Zombie games. The rules are quite simple and learned within minutes, so the basic game mechanics are not complex at all. But we were really surprised when we played the game for the first time &#8211; and were mercilessly beaten by a&#8230; clock! It wasn&#8217;t even close, we hadn&#8217;t reached our third location when the time ran out (and we were playing on &#8220;introductory&#8221; difficulty to have enough time to look up things in the rule book now and then!).</p>
<p style="text-align:justify;">The next games were even worse &#8211; the clock wasn&#8217;t always our main problem&#8230; most of the time, we simply got eaten by the Zombie hordes before reaching the more dangerous locations.</p>
<div id="attachment_3414" class="wp-caption aligncenter" style="width: 727px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_scoutequip.jpg"><img class=" wp-image-3414 " alt="Scout" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_scoutequip.jpg?w=717&#038;h=321" width="717" height="321" /></a><p class="wp-caption-text">This Scout Sniper is certainly well equipped for the Zombie apocalypse!</p></div>
<p style="text-align:justify;">After a while and several more games (and with a varying number of survivors), we began to realize something. Yes, the game is a card game with some very randomized game elements &#8211; you draw cards, you roll dice.</p>
<p style="text-align:justify;">But at the same time, we realized <em>our</em> mistakes we made during the game. Under time pressure, we sometimes forced wrong decisions instead of losing more time. We didn&#8217;t make optimal use of the many <strong>synergies</strong> hidden within the game system &#8211; especially the fact that you are absolutely free in conducting your actions during the action phase. There are so many cool strategies you can utilize &#8211; swap a zero XP weapon between all players so that everyone can use it during a given turn, withdraw a ready card to use its follow or attack symbol, let a strong player weaken a zombie, so that a weaker player can finish it off, give the player who enters a new location first your disposable weapons with strong final attacks if you can&#8217;t follow, coordinate your actions during a turn with the other survivors to achieve very cool combined effects! One of our favorite strategies became the &#8220;Scout Sniper watching your six&#8221;-strategy: the group advances, while the Scout (who usually gets the best equipment first due to his 5 starting XP) remains 1 location behind, armed with the scoped rifle, sniping the Zombies in the other survivor&#8217;s location and watching their backs at the same time by keeping the spawning Zombies at bay.</p>
<p style="text-align:justify;">We discovered most of these synergies between certain cards, survivors, and actions by conducting bad and faulty moves &#8211; which got punished by the unforgiving game system immediately. This was the moment when we realized: ouch, what a bad move, tactical mistake on our side, we are dead!</p>
<p style="text-align:justify;">Soon, we came to the conclusion that Rise of the Zombies is in fact a<strong> skill game</strong> &#8211; you get better and faster the more games you play. The better you know the cards and learn how to play them to your advantage, the better your chances of surviving. In this game, you learn by making tactical mistakes and by conducting sucker moves &#8211; because they are punished within minutes.We were excited about the fact that you actually realize your mistakes and learn from them and that you see an improvement in your gameplay after a few games. This proves that the game isn&#8217;t based on luck entirely (you still need luck, of course), but that the players can have at least a certain amount of control over the situation as long as their moves and actions are well thought out.</p>
<div id="attachment_3423" class="wp-caption alignright" style="width: 310px"><a href="http://wargamecenter.files.wordpress.com/2013/03/rotz_paramedic2.jpg"><img class="size-medium wp-image-3423" alt="The Crossbow is very useful because it protects a survivor from groups" src="http://wargamecenter.files.wordpress.com/2013/03/rotz_paramedic2.jpg?w=300&#038;h=200" width="300" height="200" /></a><p class="wp-caption-text">The Crossbow is very useful because it protects a survivor from groups</p></div>
<p style="text-align:justify;">Of course, Rise of the Zombies is incredibly <strong>hard to win</strong>, but this didn&#8217;t faze us. We love <em>Arkham Horror</em>, we love <em>Sentinels of the Multiverse</em> &#8211; both games which you will lose more often than win. But this is perfectly fine if it is part of the game design.</p>
<p style="text-align:justify;">Chances of surviving a real-life Zombie apocalypse are about 1%, so it would be quite gamey if you would win half of the games and if the Zombies were only a distraction, created to slow you down in a race against the clock. No, the zombies in this game are quite convincing and they are really threatening. We especially came to loathe the Howler who attracts other zeds with their noise. If you encounter a herd early in the game, you are blocked (and most often dead if you don&#8217;t use any trick upon your sleeve because you won&#8217;t grind down their 12 HP easily). There is the spitter who destroys equipment, there are even undead poodles &#8211; and who doesn&#8217;t love undead poodles?!?</p>
<p style="text-align:justify;">There are always some minor complaints &#8211; the rules could be clearer about the &#8220;follow&#8221; / &#8220;move&#8221; mechanic which lead to some (time-consuming) discussions. Especially the &#8220;place a new location sequence&#8221; led to some confusion because we didn&#8217;t see the difference between following the first player at step: &#8220;players may now follow the first player&#8221;, followed by &#8220;the players draw danger cards&#8221; and between following him during the &#8220;all players can now play cards as normal&#8221; step. Whether you follow then or during the other players&#8217; actions, doesn&#8217;t make any difference. So less could have been more here.</p>
<p style="text-align:justify;">The text on the survivor stand-ups is sometimes hard to read because the font appears to be too ornate to be condensed to such a small space. But this isn&#8217;t a problem during the game because you always have the illustration on your counter, which works fine.</p>
<p style="text-align:justify;">Personally, I like the <strong>art style</strong>. The drawings are minimalistic, as if drawn with pencil or ink on crinkled paper, and colors are used economically but accentuated. All drawings are black/white, but each card type utilizes one specific and distinctive color for its text &#8211; red for the zombie cards, green for the survivor cards, brown for action cards. This provides a very clean and clear overall appearance. The drawings are not comical or over the top (as in the bold Zombies!!! cards), but fit perfectly to the background story of being drawn by &#8220;Gordon&#8221; in a sketch book while he was surrounded by the beginning apocalypse. It&#8217;s also very cool that you find the designer&#8217;s family and friends on the cards, the Cheerleader, for example, is portrayed (and named) after his daughter, while the Scout is his son.</p>
<p style="text-align:justify;"><em>Rise of the Zombies</em> is probably the most realistic Zombie game out there &#8211; in no other game, the zombies are so threatening. Your chances of survival depend on quick decisions and on making the best of your resources at any given moment. Often, you feel and recognize the exact moment when things start getting downhill, and you know what you did wrong this time. But even with perfect gameplay and teamwork, the moment when a herd appears in front of you and blocks the street to the helicopter is very exciting and full of tension. Because your chances of surviving and reaching the helicopter are so slim, it is much more satisfying if you manage to reach the extraction zone in the last minute, or at least if you reach a location position you never reached before without being eaten.</p>
<p style="text-align:justify;">This game certainly isn&#8217;t a game for everyone; you need some dedication and the will to play a realistic (=deadly), asymmetrical, and voluntarily unbalanced scenario again and again, trying to refine your gameplay, your tactics, your teamwork (or your anti-teamwork). Because of the unforgiving nature of the game, Rise of the Zombies is one of the most simulative casual games I ever played &#8211; and because set-up and gameplay are so fast, this is a game with a certain addictive factor (&#8220;just one more try, how far will we get this time?&#8221;), so we will certainly try again and again, until we belong to the 1% who survive&#8230;</p>
<blockquote>
<h4 style="text-align:center;">&#8220;There’s us and the dead. We survive this by pulling together, not apart.&#8221;</h4>
<h4 style="text-align:center;"><em>-Rick Grimes</em></h4>
</blockquote>
<p><em> </em></p>
</div>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/wargamecenter.wordpress.com/3341/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/wargamecenter.wordpress.com/3341/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3341&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://wargamecenter.wordpress.com/2013/03/08/review-rise-of-the-zombies-the-zombie-apocalypse-survival-game-dvg/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/f255e5da0bca5354fec7ff6f2c2dec5d?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Andreas Ludwig</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotzbox.jpg" medium="image" />

		<media:content url="http://wargamecenter.files.wordpress.com/2010/05/review.gif?w=300" medium="image">
			<media:title type="html">Review</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/offtopic_rund.png" medium="image">
			<media:title type="html">OFFTOPIC_rund</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2010/03/bullet2.png?w=32&#38;h=46" medium="image">
			<media:title type="html">bullet2</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_table.jpg?w=300" medium="image">
			<media:title type="html">RotZ_table</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_howler.jpg?w=210" medium="image">
			<media:title type="html">The Howler is very dangerous because she attracts more zombies</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_contents.jpg?w=300" medium="image">
			<media:title type="html">RotZ_Contents</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_survivors.jpg?w=268" medium="image">
			<media:title type="html">RotZ_Survivors</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_timer.jpg?w=300" medium="image">
			<media:title type="html">Timer</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_rules.jpg?w=237" medium="image">
			<media:title type="html">Rule book</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_testlab.jpg?w=300" medium="image">
			<media:title type="html">Players</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_construction.jpg" medium="image">
			<media:title type="html">RotZ_Construction</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_paramedic.jpg" medium="image">
			<media:title type="html">RotZ_Paramedic</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_police.jpg?w=202" medium="image">
			<media:title type="html">Some locations are more dangerous than others... but also worth the risk...</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_noremorse.jpg?w=213" medium="image">
			<media:title type="html">skill</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_scaling.jpg" medium="image">
			<media:title type="html">The game scales to the number of players: 3 players have a hand size / health of 5 and infestation +1. 8 players have 2 health and +4 infestation </media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_poodle.jpg" medium="image">
			<media:title type="html">Poodle</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_spitter.jpg?w=213" medium="image">
			<media:title type="html">Spitting</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_cheerleader.jpg?w=300" medium="image">
			<media:title type="html">The Cheerleader is agile and has a great defensive skill. But now she&#039;s heavily wounded and poorly equipped...</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_solitaire.jpg?w=249" medium="image">
			<media:title type="html">Playing</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_gametable1.jpg?w=300" medium="image">
			<media:title type="html">Setup is fast: deal each player a hand, put the safe house and the heli pad on the table, start the clock... the other cards appear on their own during the course of the game ;)</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_herd.jpg?w=209" medium="image">
			<media:title type="html">herd</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/zombies_tbg.jpg?w=300" medium="image">
			<media:title type="html">Zombies!!! </media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2010/04/andy_gravatar.jpeg" medium="image">
			<media:title type="html">Andy_Gravatar</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_robert.jpg?w=300" medium="image">
			<media:title type="html">Robert</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_andy_thumbup.jpg?w=300" medium="image">
			<media:title type="html">RotZ_Andy_Thumbup</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2010/04/denny_gravatar_142.jpg" medium="image">
			<media:title type="html">Denny_Gravatar_142</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_scoutequip.jpg?w=1024" medium="image">
			<media:title type="html">Scout</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/03/rotz_paramedic2.jpg?w=300" medium="image">
			<media:title type="html">The Crossbow is very useful because it protects a survivor from groups</media:title>
		</media:content>
	</item>
		<item>
		<title>Napoleon: The Waterloo Campaign 1815 4th edition &#8211; fund the game you love!</title>
		<link>http://wargamecenter.wordpress.com/2013/02/25/napoleon-the-waterloo-campaign-1815-4th-edition-fund-the-game-you-love/</link>
		<comments>http://wargamecenter.wordpress.com/2013/02/25/napoleon-the-waterloo-campaign-1815-4th-edition-fund-the-game-you-love/#comments</comments>
		<pubDate>Mon, 25 Feb 2013 10:32:07 +0000</pubDate>
		<dc:creator>Andreas Ludwig</dc:creator>
				<category><![CDATA[News and Releases]]></category>
		<category><![CDATA[Avalon Hill]]></category>
		<category><![CDATA[block games]]></category>
		<category><![CDATA[Columbia Games]]></category>
		<category><![CDATA[Gamma Two Games]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[Napoleon]]></category>
		<category><![CDATA[wargame]]></category>

		<guid isPermaLink="false">http://wargamecenter.wordpress.com/?p=3331</guid>
		<description><![CDATA[Napoleon: The Waterloo Campaign 1815 (published in 1974) was one of the early block games and it went through three editions. Since the 3rd ed. published by Columbia Games is from 1993 and the 200th anniversary of Waterloo occurs in June 2015, Columbia Games has decided to produce a new 4th edition of this great game. [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3331&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p style="text-align:justify;"><strong><a href="http://wargamecenter.files.wordpress.com/2013/02/pic36258_md.jpg"><img class="alignleft  wp-image-3332" alt="pic36258_md" src="http://wargamecenter.files.wordpress.com/2013/02/pic36258_md.jpg?w=283&#038;h=400" width="283" height="400" /></a>Napoleon: The Waterloo Campaign 1815</strong> (published in 1974) was one of the early block games and it went through three editions. Since the 3rd ed. published by<a href="http://www.columbiagames.com/"> Columbia Games</a> is from 1993 and the <strong>200th anniversary of Waterloo occurs in June 2015,</strong> Columbia Games has decided to produce a <span style="text-decoration:underline;">new 4th edition</span> of this great game.</p>
<p style="text-align:justify;"><em>Napoléon</em> is a strategy game for two or three players that simulates the Waterloo Campaign. The time is June 15th, 1815. A French army commanded by the great Napoléon is ready to invade the Southern Nederlands (now Belgium) where two Allied armies, one Anglo-Dutch led by the Duke of Wellington, and one Prussian led by Marshal Blücher, are gathering strength to invade France. The French are concentrated and have the early advantage, but the Allies, if they can unite, are stronger.</p>
<p>Napoléon was first published in 1974 by Gamma Two Games, a Canadian company located in Vancouver, B.C. That edition sold out twice. In 1977, the game was licensed to Avalon-Hill of Baltimore, and they produced a 2nd edition. Later, after Avalon-Hill had gone to wargame heaven, Columbia Games published a 3rd edition. This too had several printings and recently sold out once more.<br />
Napoléon is an elegant simulation of one of history&#8217;s greatest military campaigns. It has always been a fun, addictive game that you will want to play over and over.</p>
<p><strong>To produce this new edition of the classic game, recently a Kickstarter project was initiated and if you want to get a deluxe version of the game you should consider supporting it via the Kickstarter fund, just click on the link below.</strong></p>
<p><strong>&gt;&gt;&gt;&gt;&gt;&gt; <a href="http://www.kickstarter.com/projects/columbiagames/napoleon-0?ref=live" target="_blank">Napoleon by Columbia Games on Kickstarter</a></strong></p>
<p>The 4th edition of Napoléon will contain the following upgrades from previous editions:</p>
<p>Deluxe Mounted Mapboard, 22&#8243; x 25&#8243;.<br />
Large 24mm hardwood blocks.</p>
<p>Two color copies of the rules per game. Both copies will be signed and numbered.<br />
Larger tactical maps.</p>
<p>Two color Order of Battle Charts. The Order of Battle is similar to that found in the first edition. 8 quality dice (4 red and 4 blue).</p>
<p><span style="color:#ff0000;">IMPORTANT: most upgrades are for the Kickstarter version only. Copies of the game produced for later sale will not have the deluxe mounted map, signed extra rules, or extra dice.</span></p>
<p>The (beta) rule book is available <a href="http://www.columbiagames.com/napoleon/3201-napoleon-rules-beta.pdf">here </a>and feedback is welcome, so now is the time to let the designers know what you think <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>Please support a new five-star edition of this timeless classic, the game deserves it!</strong></p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/wargamecenter.wordpress.com/3331/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/wargamecenter.wordpress.com/3331/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3331&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://wargamecenter.wordpress.com/2013/02/25/napoleon-the-waterloo-campaign-1815-4th-edition-fund-the-game-you-love/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/f255e5da0bca5354fec7ff6f2c2dec5d?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Andreas Ludwig</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/pic36258_md.jpg" medium="image">
			<media:title type="html">pic36258_md</media:title>
		</media:content>
	</item>
		<item>
		<title>Sentinels of the Multiverse AAR no 1: &#8220;Machine Slaughterhouse On Mars&#8221;</title>
		<link>http://wargamecenter.wordpress.com/2013/02/19/sentinels-of-the-multiverse-aar-no-1-machine-slaughterhouse-on-mars/</link>
		<comments>http://wargamecenter.wordpress.com/2013/02/19/sentinels-of-the-multiverse-aar-no-1-machine-slaughterhouse-on-mars/#comments</comments>
		<pubDate>Tue, 19 Feb 2013 11:10:03 +0000</pubDate>
		<dc:creator>Andreas Ludwig</dc:creator>
				<category><![CDATA[After Action Reports]]></category>
		<category><![CDATA[Fantasy Games A-Z]]></category>
		<category><![CDATA[Games A-Z]]></category>
		<category><![CDATA[Sentinels of the Multiverse]]></category>
		<category><![CDATA[card game]]></category>
		<category><![CDATA[Fanatic]]></category>
		<category><![CDATA[Greater Than Games]]></category>
		<category><![CDATA[Omnitron]]></category>
		<category><![CDATA[superhero game]]></category>
		<category><![CDATA[superheroes]]></category>
		<category><![CDATA[Visionary]]></category>

		<guid isPermaLink="false">http://wargamecenter.wordpress.com/?p=3224</guid>
		<description><![CDATA[An After-Action-Report of a 2-player game of &#8220;SENTINELS of the MULTIVERSE&#8221; by Greater Than Games LLC Note, live from the HFC Test Lab: we only chose 1 character each because the rulebook mentions the &#8220;In a two-player-game, each player takes 2 characters&#8221;-rule as an &#8220;Advanced Rule&#8221;. We wanted to check out if the game could [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3224&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p style="text-align:justify;" align="CENTER">An After-Action-Report of a 2-player game of &#8220;<strong>SENTINELS of the MULTIVERSE</strong>&#8221; by Greater Than Games LLC</p>
<p style="text-align:justify;" align="CENTER"><span style="color:#800000;"><strong>Note, live from the HFC Test Lab:</strong> we only chose 1 character each because the rulebook mentions the &#8220;In a two-player-game, each player takes 2 characters&#8221;-rule as an &#8220;Advanced Rule&#8221;. We wanted to check out if the game could be won by 2 characters. This is an AAR of our third attempt to do so.</span></p>
<p style="text-align:center;" align="CENTER">_____________________________________________________________________________________</p>
<h3 style="text-align:justify;" align="CENTER">The sentient beings of the Multiverse were shocked when they heard about the brutal defeat of first Haka and Ra, followed by the defeat of their comrades Tempest and Bunker, who were sent out when the first duo of super heroes had been defeated.</h3>
<h3 style="text-align:justify;" align="CENTER">Their mission: to once and for all destroy what was known as one of the biggest threats in the Multiverse – a former robot factory built on Earth: Aldred Industries XK 9000-Alpha, which eventually had become a sentient and thinking being due to corrupted upgrades of its inhibitor core.</h3>
<div class="wp-caption alignleft" style="width: 180px"><a href="http://wargamecenter.files.wordpress.com/2013/02/sotm_omnitron.jpg"><img class=" " alt="Omnitron, the &quot;Self-Aware Robotics Factory&quot;" src="http://wargamecenter.files.wordpress.com/2013/02/sotm_omnitron.jpg?w=170&#038;h=248" width="170" height="248" /></a><p class="wp-caption-text">Omnitron, the &#8220;Self-Aware Robotics Factory&#8221;</p></div>
<p style="text-align:justify;">This self-aware robot factory is now known as <strong>Omnitron</strong> and even has begun to duplicate itself!</p>
<p style="text-align:justify;">It had been discovered that the so-called &#8220;Core 1&#8243; sent out drones, which started to build a duplicate of the factory on the planet Mars &#8211; and sadly this was done in such a way that it completely went under the radar of the ever-watchful super heroes of the Multiverse. Instead of having the chance to interrupt what was going on during the early stages of the factory building process, our heroes were informed about it when it was already too late to do anything about it – and now, Omnitron is controlling a good part of the planet Mars and we do not know what the machine brain is going to do next!</p>
<p style="text-align:justify;">Quickly, two of our heroes &#8211; Maori warrior <strong>Haka</strong> and Egypt sun god <strong>Ra</strong> &#8211; decided to deal with the new threat on their own and made their way to Mars in order to destroy the new Omnitron presence, but as we know, they were defeated&#8230;</p>
<p style="text-align:justify;">The idea to launch a quick counter attack by sending Alien warrior <strong>Tempest</strong> from outer Space and The Indestructible Super Soldier <strong>Bunker</strong> to Wagner Mars Base turned out to be a bad one, as these warriors were also defeated in what seemed little more than a swift strike by the sentient machine.</p>
<p style="text-align:justify;">Not willing to accept this defeat, Psychic time-traveler Visionary and angelic Templar <strong>Fanatic</strong> made their way to Mars as well&#8230;  and, at first, all appeared to go well when they arrived there&#8230;</p>
<div class="wp-caption alignright" style="width: 197px"><a href="http://wargamecenter.files.wordpress.com/2013/02/sotm_fanatic.jpg"><img alt="The Fanatic, the angelic templar, is one of the &quot;damage dealers&quot; in SotM" src="http://wargamecenter.files.wordpress.com/2013/02/sotm_fanatic.jpg?w=187&#038;h=273" width="187" height="273" /></a><p class="wp-caption-text">The Fanatic, the angelic templar, is one of the &#8220;damage dealers&#8221; in SotM</p></div>
<p style="text-align:justify;">Omnitron appeared to be in a sort of maintenance mode, when the heroes started their attack&#8230; the factory stayed rather inactive at first (at least compared to what was reported by the other heroes about their arrival before).</p>
<p style="text-align:justify;">So, after the self-aware factory realized through its sensors that sentient beings were present again, it only used its disintegration ray cannons to fire on Fanatic and then sent out an assault drone to finish her &#8211; instead of spamming her with drones and components, as it had done with the other hero teams.</p>
<p style="text-align:justify;">Finishing Fanatic off wasn&#8217;t so easy, though, since Fanatic was perfectly aware of the various ways Omnitron was usually dealing with enemies. So she was able to suck up these attacks, then she flew high into the air to make a powerful dive attack on the drone, destroying it with the first blow and – using the gap in Omnitron&#8217;s defenses – to actually attack the machine complex itself. That was something the other hero teams had been unable to do, because they had been welcomed by many drones and heavy initial attacks at their arrival, and had never been able to get close to the core.</p>
<p style="text-align:justify;">After landing on solid, red ground again, Fanatic used her Exorcism power and was able to hit Omnitron again, this time with a hard melee attack, followed by radiant damage. Visionary, seeing Fanatic already bringing the fight to the enemy instead of waiting for other opportunities, tried to calm herself down and used the fact that Omnitron was in combat with Fanatic to prepare for a demoralizing psychic attack against the machine brain. The idea was to actually get into the self-conscious parts of the machine to disrupt it &#8211; just like Visionary would do with any sentient and conscious opponent. She couldn&#8217;t be sure, though, that this would work out as she hoped it would, since it was still unclear whether Omnitron was actually feeling and thinking or not&#8230; what appeared to be a sentient self-conscious machine complex could still just be a sort of simulation of consciousness, a corrupted program running in the many computers of the factory.</p>
<p style="text-align:justify;"><span id="more-3224"></span></p>
<div class="wp-caption alignleft" style="width: 197px"><a href="http://wargamecenter.files.wordpress.com/2013/02/sotm_visionary.jpg"><img class=" " alt="The Visionary is a support / control character in SotM" src="http://wargamecenter.files.wordpress.com/2013/02/sotm_visionary.jpg?w=187&#038;h=273" width="187" height="273" /></a><p class="wp-caption-text">The Visionary is a support / control character in SotM</p></div>
<p style="text-align:justify;">But no matter the outcome &#8211; this attack needed some preparation time and while doing that, The Visionary used her power to enlighten herself in order to find the best ways to deal with her enemy. In addition, the problems of the harsh environment on planet Mars quickly became obvious as the biosphere caught fire due to some atmospheric disturbances. Both heroes got wounded by the fire storms, Fanatic was hit while flying high again to evade possible counter attacks by Omnitron, and The Visionary was caught unawares while being in her combat meditation – which was fatal since her preparation for the demoralizing attack now failed and the attack couldn&#8217;t be launched as intended.</p>
<p style="text-align:justify;">During the next minutes, the entire factory went into a different operation mode. While still trying to hide from the biosphere fire, our heroes were attacked again by Omnitron with disintegration rays which scored a hit against Fanatic. Then the machine factory prepared itself to use Interpolation Beams, high energy attacks that were meant to hit hard whenever one was preparing for the next battle move and so disrupting any coordinated attacks. A new assault drone was sent out, this time attacking The Visionary, apparently because Omnitron considered her an easier – surface based &#8211; target for the mobile drones, which are unable to fly. The melee attack by the drone did some damage to Visionary while she was still trying to prepare herself after her interrupted meditation.</p>
<p style="text-align:justify;">Fanatic, hoping her comrade would be able to deal with the drone, continued to attack the main complex of the thinking factory and managed to land a few strikes again. Visionary evaded the drone and used her precognition ability to try to see what Omnitron was planning to do next&#8230; knowledge is power&#8230; and a very sinister plan was revealed to her! By communicating this to Fanatic, they were able to avoid some of the nastiest surprises Omnitron had in mind for them &#8211; a devastating bomb explosion.</p>
<div class="wp-caption alignright" style="width: 234px"><a href="http://wargamecenter.files.wordpress.com/2013/02/sotm_drone.jpg"><img class=" " alt="One of Omnitron's specialties: spawning drones... lots of them..." src="http://wargamecenter.files.wordpress.com/2013/02/sotm_drone.jpg?w=224&#038;h=204" width="224" height="204" /></a><p class="wp-caption-text">One of Omnitron&#8217;s specialties: spawning drones&#8230; lots of them&#8230;</p></div>
<p style="text-align:justify;">So far the battle had been no cakewalk, but it seemed that this time, Omnitron would be facing two heroes who, due to their specific powers, were able to counter what the machine was throwing against its attackers and what had proofed to be so fatal for the other heroes before. Exhausted by the use of her precognition abilities, Visionary wasn&#8217;t able to use her Enlighten Power to further prepare herself, but tried to calm down instead and relax for the next round of battle – when she got hit by the Interpolation Beam! Realizing she would have severe difficulties in this battle because she needed some time for psychic preparation to do anything at all, she still wanted to try as best as she could in her supportive role. Just a few minutes of silence, a few minutes without being attacked would be enough to show the machine what she was able to do&#8230;</p>
<p style="text-align:justify;">&#8230;for example to stop the fire in the biosphere! While Visionary was doing that and both heroes managed to get into the factory facility, some pipes in the wall burst and oxygen was quickly becoming thin, but Fanatic was able to close the leak to prevent any contamination by the toxic fluids stored in the factory room. Searching their way to the central chamber where they would be able to attack the core of the machine, Visionary and Fanatic were surprised by an attack of dangerous disintegration rays again, dangerous not so much because of the damage the guns were able to deal out – the rays were actually not that strong &#8211; but more because of the fact that the whole complex was covered by a net of such cannons and you would never know when you were in danger of getting hit by such a thing again &#8211; every step within the factory could provoke such an attack, which was nerve-wrecking.</p>
<div class="wp-caption alignleft" style="width: 187px"><a href="http://wargamecenter.files.wordpress.com/2013/01/omnitron.jpg"><img class=" " alt="Omnitron in its &quot;Rampaging Robot&quot; mode" src="http://wargamecenter.files.wordpress.com/2013/01/omnitron.jpg?w=177&#038;h=234" width="177" height="234" /></a><p class="wp-caption-text">Omnitron in its &#8220;Rampaging Robot&#8221; mode</p></div>
<p style="text-align:justify;">At a certain point something was wrong, it felt different to the situation before and as our heroes soon realized, the whole factory got busy and into an aggressive mode that The Visionary called &#8216;the Rampaging Robot mode&#8217;&#8230; and indeed that was quite a fitting description of what was going to happen next&#8230;</p>
<p style="text-align:justify;">Omnitron&#8217;s sensors detected that the enemies were getting closer to vital parts of &#8216;his body&#8217;. This time, though, it wouldn&#8217;t be satisfied by attacking with just some laser cannons, so suddenly the whole factory complex was bathed in light – lightning bolts were all over the place, shooting down on the heroes from unknown spots in the walls. At first, it was not clear what this was about, because the lightning bolts didn&#8217;t have any effect on the heroes&#8230;until Visionary told Fanatic that she &#8216;had foreseen&#8217; this attack when she had connected with the machine brain earlier by using her precognition abilities. She had even forced this attack, in exchange for pushing back the devastating bomb attack, because the lightning bolts did only destroy equipment. Since neither her nor Fanatic had used any equipment so far, this attack didn&#8217;t do any harm to them and so had been the lesser evil.</p>
<p style="text-align:justify;">Time for some relaxation and a bit more confidence, because now they knew which jokers Omnitron &#8216;had upon his sleeves&#8217;, as Fanatic called it&#8230; followed by &#8216;gosh, darn it, it&#8217;s a damn machine! There are no sleeves&#8230;&#8217; and both had to laugh. &#8216;But this is not the only tactics I saw, Omnitron can adapt to different attacks and now that we are within the facility, he will use this adaptive technology&#8217;, Visionary said.</p>
<p style="text-align:justify;">A little testing proved that the factory was now running an adaptive plating subroutine to prepare its buildings for further attacks. The adaptive plating was able to analyze the energy type of an attack and to use this knowledge for countering its effects, so that a second attack with the same energy type would be without effect. The fact that Omnitron&#8217;s computer could run these routines and analysis in milliseconds meant that the heroes had to switch their attack types all the time to achieve one blow through&#8230; which was making things not easier.</p>
<p style="text-align:justify;">While still considering this new tactic of their enemy, Fanatic was suddenly attacked by another assault drone coming round the corner and they knew they had to stop the machine before they would be finally overrun by the many drones it could send out. To fight a thinking factory, which was able to produce new weapons and technologies during battle, was something hard to adjust to – even for heroes.</p>
<div class="wp-caption alignright" style="width: 201px"><a href="http://wargamecenter.files.wordpress.com/2013/02/sotm_precognition.jpg"><img class=" " alt="One of Visionary's strengths is control of the Villain deck" src="http://wargamecenter.files.wordpress.com/2013/02/sotm_precognition.jpg?w=191&#038;h=273" width="191" height="273" /></a><p class="wp-caption-text">One of Visionary&#8217;s strengths is control of the Villain deck</p></div>
<p style="text-align:justify;">This new attack on Visionary caused a furor of Fanatic and with the battle cry „You have been judged and found sorely wanting. PERISH!“ she raised her arms and suddenly the place became lit by fire beams thundering down from the heaven and striking the whole complex at once. It was such a devastating attack that our heroes had to run into cover to make sure they wouldn&#8217;t get hurt themselves. This time Omnitron had to deal with an attack that actually seemed to hurt it, lights were flickering, loud high-pitched noises filled the air and the various beam cannons went out-of-order because of the energy overload.</p>
<p style="text-align:justify;">Feeling that this was a point of weakness on their enemy&#8217;s side, Fanatic didn&#8217;t stop to catch some breath, but used her Exorcism power to press the attack. In the meantime, The Visionary evoked a psychic decoy, a mind-made copy of herself that was sent out through the hallways of the factory to hopefully fool anything that was out there waiting to attack them. Now that they appeared to have some control over the course of the battle, they needed to act quickly and hit hard, but Visionary also used that time to &#8216;concentrate&#8230; prepare&#8230; calm down&#8230; focus&#8230;&#8217;&#8230;since in these moments of concentration she could connect to her greatest inner powers.</p>
<p style="text-align:justify;">The factory was now in a Maintainance Level Mode again, trying to repair important parts of its mechanical organism. It began to send out some robotic weaponry that obviously had been part of an older culture located on Mars. Visionary remembered books that described how such robots were part of the environment defenses of Mars itself in earlier times. They didn&#8217;t initially belong to Omnitron&#8217;s devices, so the thinking computer had found some ways to utilize them for his own defense – which was not good&#8230; as if the drones wouldn&#8217;t mean enough trouble already!</p>
<p style="text-align:justify;">It soon became clear to our heroes that their enemy was far from being defeated by one attack, no matter how strong. In no time, drones and the energy cannons were fully operational again&#8230; this time, the drones were human-shaped automatons that joined the former spider-like assault drones in their attack. Both heroes were expecting to be attacked by the mass of drones now, but the mechanical slaves didn&#8217;t move towards Fanatic and Visionary. The heroes realized that they were busy attacking The Visionary&#8217;s psychic decoy that was still standing in the hallway – the plan had worked as intended, giving the heroes time to prepare! The battle was looking good so far &#8211; this would be a different fight than what Omnitron had encountered before&#8230;but they had no time to lose since the decoy was already fading away&#8230; they had to hurry!</p>
<p style="text-align:justify;">A bright light exploded from the spot were Fanatic was standing and it was like a sun burst into a nova and all drones were damaged at once by this power, while both heroes got some strength back &#8211; it was as if the energy that was damaging the drones had some healing power as well. When the light was gone, Fanatic turned against the structures of the factory without losing time and attacked again with her Exorcism power, which damaged another part of the structure severely. Omnitron was under constant attack now, this should have some effect!</p>
<p style="text-align:justify;">Using the time window when the drones seemed to be out-of-order to concentrate, Visionary built an ether sphere around Fanatic, which would be able to absorb damage and to change the energy type used in an attack. Since Fanatic was on a crusade, attacking relentlessly with all she had, she would certainly be the prime target for any of Omnitron&#8217;s counter attacks, so Visionary tried to support her while preparing herself with her meditation&#8230;“enlighten me what to do, enlighten me where to hit&#8230; I am her supporter, I have to help her.“</p>
<div class="wp-caption alignleft" style="width: 205px"><a href="http://wargamecenter.files.wordpress.com/2013/02/sotm_biosphere.jpg"><img class=" " alt="An hostile environment doesn't make things easier..." src="http://wargamecenter.files.wordpress.com/2013/02/sotm_biosphere.jpg?w=195&#038;h=273" width="195" height="273" /></a><p class="wp-caption-text">An hostile environment doesn&#8217;t make things easier&#8230;</p></div>
<p style="text-align:justify;">However, her concentration broke when they felt the effects of new firestorms in the biosphere. Whether this was some natural effect or actually caused by Omnitron they couldn&#8217;t tell, but it made the battle a hell of a lot harder for them.</p>
<p style="text-align:justify;">Due to this sudden change of the situation, Visionary got confused and instinctively used the psychic ether shield that she was building up for Fanatic to cover herself, so she got away with some minor damage, while Fanatic was hit hard, being unprepared to this environmental change while attacking the factory structures.</p>
<p style="text-align:justify;">Omnitron was obviously not affected by this biosphere eruption and got his drones back working, ordering them to attack again, while the disintegration rays covered their assault. Fanatic was in a melee with the drones, Visionary was the target of the energy cannons and both were wounded multiple times. After this initial assault, the humanoid drones turned around and started an concentrated assault on The Visionary, wounding her again. In all the mess, our heroes suddently discovered that an electro-pulse explosive was thrown from somewhere into the battlefield. Both knew: if that thing was going to explode in the hallway, they would be toast! Something had to be done and quickly&#8230;!</p>
<div class="wp-caption alignright" style="width: 199px"><a href="http://wargamecenter.files.wordpress.com/2013/02/sotm_aegis.jpg"><img class=" " alt="This relic will save Fanatics life!" src="http://wargamecenter.files.wordpress.com/2013/02/sotm_aegis.jpg?w=189&#038;h=273" width="189" height="273" /></a><p class="wp-caption-text">This relic will save Fanatics life!</p></div>
<p style="text-align:justify;">The Visionary realized that Fanatic was now clad in a white breast-plate with a blood-red cross on it. She had never seen this before, but hadn&#8217;t the time to further think about it&#8230; seeing that Fanatic used her power to deal with this explosive device as she was closer to it&#8230;. The Visionary decided to reach out with her psychic power to attack what was supposed to be the drones&#8217; cerebral core, destroying one drone, damaging the others, thus relieving the pressure on her friend and giving her the time to deal with the bomb.</p>
<p style="text-align:justify;">Turning back to Fanatic, she again concentrated hard to &#8216;enlighten&#8230;enlighten&#8230;&#8217; and to support her friend, who was exhausted by all the attacks. They were in the middle of a hard fight, the environment was an enemy, too, and she was exhausted herself but still&#8230; She focused again with all what was left of her psychic strength and finally managed to extinguish the firestorms in the biosphere. She fell on her knees, and for a few seconds , the world became dark before her eyes&#8230;</p>
<p style="text-align:justify;">Therefore, she couldn&#8217;t see that the heavy fightings in the hallways had again damaged the walls and a new oxygen leak had appeared, but Fanatic was fast enough and managed to close it in one swift move, so no harm was done – except for the time loss&#8230; there was simply no time to deal with such distracting things, they had to attack Omnitron before it could regenerate again! It seemed as if the self-aware factory was using the whole planet in an attempt to defeat them!</p>
<div class="wp-caption alignleft" style="width: 201px"><a href="http://wargamecenter.files.wordpress.com/2013/02/sotm_explosive.jpg"><img class=" " alt="One of Omnitron's most devastating devices" src="http://wargamecenter.files.wordpress.com/2013/02/sotm_explosive.jpg?w=191&#038;h=273" width="191" height="273" /></a><p class="wp-caption-text">One of Omnitron&#8217;s most devastating devices</p></div>
<p style="text-align:justify;">There was no interruption or pause in the factory&#8217;s attacks. The energy beams were pulsing through the hallway and again Fanatic was hurt by them, while still trying to disarm the explosive which was laying there like a poisonous snake ready to bite. She couldn&#8217;t see her friend anywhere nearby, so it seemed as if she was the only one able to deal with the pulse explosive&#8230;when suddenly a loud and all-pervasive high sound erupted in the hallway, followed by an explosion that shattered the structure around them. The electro-pulse eruption was filling the hallways of the factory with pure pain and since Fanatic was much closer to the explosive, she got hit first, the heat wave smashing her into the wall and everything turned into pain and darkness&#8230; then silence.</p>
<p style="text-align:justify;">When she regained consciousness, she knew her &#8216;Aegis of Resurrection&#8217; had saved her life, but after looking over where The Visionary had been standing before the explosion, she could only see a leg under a pile of wreckage. Afraid that her trusted friend was dead, she cautiously moved closer, but then she saw a colorful light emerging from the rubble, a ghostly cloud that was moving to one of the damaged (but still active) drones, destroying it immediately when it came into contact with it. So at least The Visionary was still alive and still using the powerful abilities of her trained mind.</p>
<p style="text-align:justify;">Before Fanatic could help her out of the rubble, she suddenly heard a rushing noise&#8230; turning around again, she saw drones after drones marching towards them. She was still alive, and not incapacitated as her friend, but nevertheless unable to move much and certainly not able to withstand any large attack anymore, but she wanted to fight as good as she could&#8230; but with the first strike of the humanoid drone in front of her, all went dark again&#8230;</p>
<p style="text-align:justify;"><em>Somehow both heroes survived and could be rescued, so we now have this report of what was going on. Aside from the fact that again strong heroes were defeated by the self-aware factory we now know as Omnitron, the really terrifying part is that Visionary was able to analyze the self-defense parameters of Omnitron while laying still under the rubble, her mind free&#8230; and she reported that all the heavy attacks they did on the structures only brought Omnitron down to 26% damage. In other words: his fighting capacity was still at 74%  – despite all attacks he had to deal with, which brings the question up, how can he be defeated? Can he?</em></p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/wargamecenter.wordpress.com/3224/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/wargamecenter.wordpress.com/3224/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3224&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://wargamecenter.wordpress.com/2013/02/19/sentinels-of-the-multiverse-aar-no-1-machine-slaughterhouse-on-mars/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/f255e5da0bca5354fec7ff6f2c2dec5d?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Andreas Ludwig</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/sotm_omnitron.jpg?w=206" medium="image">
			<media:title type="html">Omnitron, the &#34;Self-Aware Robotics Factory&#34;</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/sotm_fanatic.jpg?w=205" medium="image">
			<media:title type="html">The Fanatic, the angelic templar, is one of the &#34;damage dealers&#34; in SotM</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/sotm_visionary.jpg?w=206" medium="image">
			<media:title type="html">The Visionary is a support / control character in SotM</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/sotm_drone.jpg" medium="image">
			<media:title type="html">One of Omnitron&#039;s specialties: spawning drones... lots of them...</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/01/omnitron.jpg?w=226" medium="image">
			<media:title type="html">Omnitron in its &#34;Rampaging Robot&#34; mode</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/sotm_precognition.jpg?w=210" medium="image">
			<media:title type="html">One of Visionary&#039;s strengths is control of the Villain deck</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/sotm_biosphere.jpg?w=214" medium="image">
			<media:title type="html">An hostile environment doesn&#039;t make things easier...</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/sotm_aegis.jpg?w=207" medium="image">
			<media:title type="html">This relic will save Fanatics life!</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/sotm_explosive.jpg?w=210" medium="image">
			<media:title type="html">One of Omnitron&#039;s most devastating devices</media:title>
		</media:content>
	</item>
		<item>
		<title>Rise of the Zombies &#8211; Now available from DVG!</title>
		<link>http://wargamecenter.wordpress.com/2013/02/04/rise-of-the-zombies-now-available-from-dvg/</link>
		<comments>http://wargamecenter.wordpress.com/2013/02/04/rise-of-the-zombies-now-available-from-dvg/#comments</comments>
		<pubDate>Mon, 04 Feb 2013 18:04:33 +0000</pubDate>
		<dc:creator>Andreas Ludwig</dc:creator>
				<category><![CDATA[News and Releases]]></category>
		<category><![CDATA[Apocalypse]]></category>
		<category><![CDATA[card game]]></category>
		<category><![CDATA[Dan Verssen]]></category>
		<category><![CDATA[Dan Verssen Games]]></category>
		<category><![CDATA[DVG]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Romero]]></category>
		<category><![CDATA[Zombie]]></category>

		<guid isPermaLink="false">http://wargamecenter.wordpress.com/?p=3282</guid>
		<description><![CDATA[&#8220;Rise of the Zombies &#8211; The Zombie Apocalypse Survival Game&#8221; &#8211; a new release from Dan Verssen Games (DVG) funded with Kickstarter is now available! It&#8217;s a coop game, playable solitaire or with up to 7 other players who try to survive the Zombie Apocalypse and reach the helicopter that brings them all to safety. [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3282&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<pre><a href="http://wargamecenter.files.wordpress.com/2013/02/rotz_contents.jpg"><img class="alignleft size-medium wp-image-3283" alt="RotZ_Contents" src="http://wargamecenter.files.wordpress.com/2013/02/rotz_contents.jpg?w=300&#038;h=237" width="300" height="237" /></a></pre>
<p><strong>&#8220;Rise of the Zombies &#8211; The Zombie Apocalypse Survival Game&#8221;</strong> &#8211; a new release from <a href="http://www.dvg.com/" target="_blank">Dan Verssen Games </a>(DVG) funded with Kickstarter is now available! It&#8217;s a coop game, playable solitaire or with up to 7 other players who try to survive the Zombie Apocalypse and reach the helicopter that brings them all to safety. It&#8217;s played in real time &#8211; that&#8217;s why the game comes with a timer &#8211; how cool is that? <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  &#8211; and the Zombies are controlled by the game system. Play together, stay together, or go and be a lone wolf trying to survive on your own&#8230;</p>
<p>Zombie Hunters can now add a cool dude to their game &#8211; go and look for <em>Zombie Santa</em>, perhaps he&#8217;s got some nice gifts for you <img src='http://s1.wp.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><strong><span style="color:#ff0000;">The new card is free to download and can be downloaded</span> <a href="http://images.dvg.com/www.dvg.com/zombiesantacard.jpg" target="_blank">here</a>.</strong></p>
<p>Since DVG sent us a review copy of the game (Thanks Dan!), which arrived yesterday, RotZ now enters the HFC test lab, so this first unboxing pic is only the beginning &#8211; stay tuned for the in-depth HFC review. Is this Zombie game fun like a Romero movie, or is it rotten as Zombie flesh? We&#8217;ll play the game and let you know <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<br />  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/wargamecenter.wordpress.com/3282/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/wargamecenter.wordpress.com/3282/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=wargamecenter.wordpress.com&#038;blog=12734681&#038;post=3282&#038;subd=wargamecenter&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://wargamecenter.wordpress.com/2013/02/04/rise-of-the-zombies-now-available-from-dvg/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/f255e5da0bca5354fec7ff6f2c2dec5d?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Andreas Ludwig</media:title>
		</media:content>

		<media:content url="http://wargamecenter.files.wordpress.com/2013/02/rotz_contents.jpg?w=300" medium="image">
			<media:title type="html">RotZ_Contents</media:title>
		</media:content>
	</item>
	</channel>
</rss>
