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Space Hulk: Death Angel – The Card Game… Expansions!

Posted by Andreas Ludwig on March 29, 2011

Fantasy Flight Games recently announced that certain games will henceforth be supported with their new Print on Demand service. Games that normally would not have been supported with new expansions will get new game stuff called micro-expansions. The first two micro-expansions available are two card expansions for the game Space Hulk: Death Angel and here’s what the players who own this game can expect according to the FFG website:

Death Angel: Mission Pack 1 Expansion

Your mission is not over, and failure is not an option.

While you may have survived the harrowing challenges of Death Angel, the mission is far from over. The Mission Pack 1Print on Demand expansion brings twelve new Location cards to provide alternate missions for players. These cards are seamlessly incorporated into your Death Angel game – simply choose whether you want to use the standard Location cards or the ones found in this Mission Pack and build your mission as normal.

But beware! New terrors have emerged in the form of Adrenal Genestealers: deathly agile and relentless. These dangerous new foes will pop out from every dark corner, unleashing attack after attack.

Also included in Mission Pack 1 is an all-new Terrain card, that will threaten to thrust unfortunate space marines out into the cold embrace of space.



Death Angel: Space Marine Pack 1 Expansion

Rally your battle brothers with the Death Angel Space Marine Pack 1 expansion!

Space Marine Packs introduce brand new combat teams to your game, ready to blast their way into the carnage that is Death Angel.

The Space Marine Pack 1 Print on Demand expansion comes complete with two new Combat Teams and their respective Action cards. The deadly Chaplain Raziel brings his ironclad faith to the fight while Brother Adron readies his Cyclone Missile Launcher for absolute devastation. These new Combat Teams can be seamlessly incorporated into your Death Angel games to provide more versatility and more options.

Also included in the Space Marine Pack 1 are 8 Combat Team cards, which replace the original 6 Combat Team markers from the Death Angel game, making it easier to randomise and select your teams.


That’s an interesting idea and hopefully now good games that perhaps didn’t fulfill FFG high expectations regarding sales will now get cool new stuff for those players who own them and enjoy them. We would like to see Print on Demand expansions for example for games like Marvel Heroes – The Boardgame or Middle-earth Quest.

The Space Hulk expansions can be ordered here


Posted in Fantasy Games A-Z, News and Releases, Space Hulk:Death Angel | Tagged: , , , , , , , , , | Leave a Comment »

Review: The World at War (Xeno Games)

Posted by Andreas Ludwig on May 7, 2010

Publisher: Xeno Games
Published in: 1990
Designers: Frank W. Zenau, William Kendrick
Era: World War II
Contents: > 200 plastic playing pieces, a new map, rules, new set up charts

HFC Game-O-Meter: E

Our Rating (1-10):

Graphic Presentation: 2
Rules: 1
Replay Value:
Overall Rating:

PRO Perfect gift to enemies and annoying people; educational value as a deterrent
CONTRA Too expensive, too horrible. Horrible rules, miniatures, map. Scary. Terrifying. Highly explosive.


A World at War is an expansion to the well-known Axis & Allies game. It was published by Xeno Games and its intention is to bring “more depth and strategic options” to the game. It isn’t too successful, though, because it does everything plainly wrong.

Axis & Allies certainly belongs to the most played games of all time and the game eventually developed into a series of games using the same mechanics and the same WWII background. Today you can play Axis & Allies Revised, Pacific, Europe, Battle of the Bulge and many more offshoots:

* Axis & Allies – the Game
* World at War 1st Edition
* World at War 2nd Edition
* World at War 3rd Edition
* World War II – the complete Game
* Axis & Allies Europe
* Axis & Allies Europe 2nd Edition
* World War II – the Expansion
* World War II – the Expansion 2
* World War II – the Expansion 3
* Europe at War
* Russia at War
* Axis & Allies Accessory
* Central Powers
* New World Order
* Axis & Allies East & West
* Middle East Combat
* Dateline: World War II
* War to end all Wars
* Battle of the Falklands
* The great War in Africa
* Axis & Allies Trade
* Europe 1483
* Africa 1483
* Asia 1483
* North American Update
* Max Advanced Rules 1
* Max Advanced Rules 2
* Spanish Civil War
* Axis&Allies Enhanced Realism Rules
* Game Plastic Pieces
* World War II in the West
* Axis&Allies Pacific
* Enemy on the horizon
* Risk 2042
* Operation Barbarossa
* Axis & Allies von Nova-Games
* Eastern Front
* Modern Units for World at War
* More Units your World at War
* Rise of the Red Army
* Battlecards
* Conquest of the Pacific
* World War I
* WW II in the West
* Pacific at War

and much more. Some of the offshoots are really nice and of a very high quality. Some are plainly horrible – and the worst of all is Xeno’s World at War.

Graphic Presentation

TWAW contains a new collection of rules, a new game board, as well as additional armies, markers and chips.

see that ugly light blue? Armies with that colour are doomed to lose...

The colors of the partaking nations of the original A&A are similar but not quite the same which is very disappointing (Germany (grey), Japan (yellow), USA (green), England (beige) and Russia (brown)) plus France (blue) and China (white or light green). It is important to mention that there are mainly new armies (France & China) included and only few of the original nations are supported, i.e. without the pieces of the original Axis & Allies game, TWAW is rather useless. So it’s really an expansion and not a stand-alone game.

The contents’ quality is sub par if you want to use a friendly word. Everyone buying TWAW as an expansion for his A&A game has certain expectations about the map graphics or the plastic figures – because these are of a very high quality in Axis & Allies. It’s certainly not too harsh to say that these expectations will be heavily disappointed when you open the game box! The map – made of paper, simply folded four times and carelessly put into the box – looks ugly and obtrusive. The borders between the countries (which have a comic like color) are far too bold and in too loud a red so the map is really hard to look at. As already mentioned in contrast to A&A, the map isn’t mounted but is a simple print on glossy paper and cannot be compared to the A&A Map’s quality.

Without laminating this map, playing on it is also quite difficult since it’s rather thin and tends to tear. The playing pieces are extraordinarily low in detail and not of a good quality, produced in a sloppy way and again their colors don’t even match the original A&A colors. Besides the fact that it doesn’t look that good, depending on the illumination sometimes it is hard to differentiate the colors of the respective nations which is not really increasing fun.

The material of the reference cards for the countries is not cardboard (as in A&A) but they are made of simple paper and lack any color or improvement.   Although the national markers look-alike, those of A&A are much higher in quality (the symbols are often lopsidedly printed onto the markers in TWAW). Also the stacking chips are different in thickness and color compared to those in A&A.


The map is plain ugly

You will be surprised to hear that the rules are even worse than the presentation of this game… Xeno included a sloppy produced rule”book”, which is intended to be used as an add-on to the original A&A rules. Alas, it is almost impossible to play a game with these rules – inconsistencies, black holes, relevant and basic things not even mentioned etc. leave the player alone in a sheer rules chaos, forcing him to develop house rules in order to make this game playable. Nothing seems to be playtested by Xeno, and the additional rules slow the game down in a very boring manner without enhancing the game quality of the original A&A at all.

Despite these flaws a lot of A&A players swear by especially this extension due to the new political aspects and the slight differences regarding maneuver due to a map with more areas.  The problem of the inappropriate additional rules has been solved by semi-official House Rules within the A&A community. Thus the extension is made playable and allows for an application of some innovative ideas, compared to the limited options you get in the base game. Although it should be mentioned that the A&A series introduces some of these mechanics and units with the later games, so TWAW had some use before the newer A&A games were published, but seems now completely obsolete, at least the version we played.


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Posted in Historical Games A-Z, Misc. Histor. games, Reviews | Tagged: , , , , , , , , | 4 Comments »

Call of Cthulhu LCG: Asylum Packs

Posted by Denny Koch on May 3, 2010

Jump to “List of Asylum Packs”

Once upon a time, Call of Cthulhu – The Card Game was a Collectible Card Game (CCG). This means, people had to buy “booster packs” and collect cards in order to build the “ultimate deck” which would defeat other players’ decks. Since CCGs are a quite expensive hobby (you have to buy the booster packs “blindly” without knowing what’s inside in search for the rarest and most powerful cards), we were never interested in dipping into this world. We are ASL players, after all, so one expensive game is more than enough ;).

A Living Card Game: The best of two worlds

Asylum Pack "Murmurs of Evil"

In 2008, Fantasy Flight Games changed their politics regarding the Call of Cthulhu Collectible Card game and it became a “Living Card Game” instead. A Living Card game still allows for deck building and challenging other players’ decks, but you don’t buy booster packs “blindly” any more. Instead of that, you buy regular expansions called “Asylum Packs” with fixed contents which are public knowledge.

Each Asylum Pack adds some cards to each faction and neutral cards and most of them deal with a specific aspect of the game (for example terror struggle, investigation, characters, skills, arcane…). If you want more cards for your deck, you check out which Asylum Pack offers the best contents for you and your specific playing style and strategy.

Ultimately, you will buy all expansion packs nevertheless, just to be more flexible and to “own them all” because the collectible system is quite addictive, but at least you don’t have to spend $100 in search for one rare card while getting 85x the same cheap card in return.

In a Living Card Game, you always know what you get for your money, but you can still profit from the basic concept of deck building by choosing “your” favorite cards. The only difference to a Collectible Card Game is that no cards are “rare” cards anymore, all players have access to the same cards and expansion packs and all cards have fixed prices. So it all comes down to your deckbuilding strategies, your gameplay, your choices of which characters, items, or events you take into the battle.

If you collected the old Call of Cthulhu CCG, you don’t have to start all over again, though. All old CCG cards, boosters, and the first 4 Asylum Packs which are from the CCG era are fully combatible with the new LCG. Unfortunately, they have a different backside print and can be easily recognized by the opponent if you don’t use card sleeves. In addition, they aren’t used in tournament decks anymore. If you don’t mind, you can integrate them into your new collection.

Core Set and Asylum Packs

Fantasy Flight Games released a “Core Set” in 2008 which contained a fixed set of 165 cards – 20 cards for each of the 7 factions plus 15 neutral cards, plus a playing board, a full-colored rulebook and six very cool Cthulhu Miniatures which are used for resource management purposes. Players can get a first impression of the game by playing the Core Set, by combining the factions and by learning about their strengths and weaknesses. If they like the game and decide that they want to delve deeper into the hobby, they decide which factions or strategies they want to utilize in the future and start deck building by supplementing the core game with Asylum Packs.

Cthulhu is watching you!

New Asylum Packs are released regularly (roughly one per month). They belong to “Story cycles” which add more flavor to the game, add prominent characters and events from the Lovecraft universe and allow for deep customization. Since their contents are fixed, players know what they get in advance and can decide whether a specific Asylum Pack would be a good addition for their decks.

The first 14 Asylum Packs consists of 10 unique cards in single copy and 10 unique cards in triplicate copies (for a total of 40 cards). Since players tend to build decks containing multiple copies of a single card (the game allows for a maximum of three copies per card), they bought each AP three times. This is  somewhat contraproductive to the “lower costs compared to a CCG” concept of a Living Card Game, so Fantasy Flight Games changed the contents of  Asylum Packs to 20 unique cards in triplicate copy (for a total of 60 cards), starting with the Yuggoth Contract circle (AP19).

Some Asylum Packs are out of print by now and very hard to find. Chances are good that they will be reprinted some day, but until then, you have to keep your eyes open if you want to add them to your collection. The other Asylum Packs are not too expensive (6-10 Dollars, depending on the shop) and can be bought in various game shops and from amazon.com, amazon.co.uk, or amazon.de.

List of Asylum Packs (AP) and Deluxe Expansions

  • Core Set
  • AP5: Mountains of Madness (currently out of print, extremely hard to find), focus on the keyword “Polar”
  • AP6: Ancient Horrors (currently out of print, extremley hard to find), focus on characters

Subcollection: Summons of the Deep:

  • AP7: Spawn of the Sleeper (currently out of print, extremely hard to find), focus on Terror struggle
  • AP8: The Horror beneath the surface (currently out of print, hard to find), focus on Investigation struggle
  • AP9: The Antediluvian Dream, focus on Combat struggle
  • AP10: The Terror of the Tides, focus on Arcane struggle
  • AP11: The Thing from the Shore, focus on character skill
  • AP12: The Path to Y’ha-nthlei, focus on strange transformations

Subcollection: Dreamlands:

  • AP13: Twilight Horror, introduces dynamic day/night mechanicm, clan mechanics (Zoog, Gug), Dreamer subtype
  • AP14: In Memory of Day
  • AP15: In the Dread of Night, focus on darkness / night
  • AP:16 The Search for the Silver Key, focus on Dreamlands Environment
  • AP17: Sleep of the Dead
  • AP18: Journey to Unknown Kadath

Subcollection: The Yuggoth Contract:

  • AP19: Whispers in the Dark
  • AP20: Murmurs of Evil
  • AP21: The Spoken Covenant
  • AP22: The Wailer below Asylum
  • AP23: Screams from Within
  • AP24: The Cacophony

Subcollection: Rituals of the Order Cycle

  • AP25: The Twilight Beckons
  • AP26: Perilous Trials
  • AP27: Initiations of the Favored
  • AP28: Aspirations of Ascension
  • AP29: The Gleaming Spiral

De Luxe Expansions:

  • Secrets of Arkham, new tribal synergy deck options, day and night mechanics, utility neutral cards, additional story cards
  • The Order of the Silver Twilight, adds a new human faction: the Order of the Silver Twilight

Excel Sheets, called “Spoiler Lists” are available for all Asylum Packs. Check out the CoC File Section on Boardgamegeek!

Posted in Call of Cthulhu LCG, Fantasy Games A-Z, Living Card Games | Tagged: , , , , , , , , , , | Leave a Comment »