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Releasing This Week: Warhammer 40K: Relic From Fantasy Flight Games

Releasing This Week: Warhammer 40K: Relic From Fantasy Flight Games

Game Designers Workshop and Fantasy Flight — the folks behind the superb Rogue Trader and Dark Heresy role playing games — have teamed up once again to release Relic, an intriguing new board game set in the Warhammer 40,000 universe.

Based on the streamlined (and well-honed) mechanics of the Talisman fantasy games, Relic allows two to four players to assume the role of powerful Imperial heroes, and bravely venture forth to protect the Antian Sector. By completing card-based missions and defeating dangerous enemies of the Imperium — including Nurgling Swarms, Fallen Inquisitors, Ork Vulcha squads, and even a Tyranid Hive-ship — characters compete to gain rewards and experience, increasing their chances to advance and ultimately be the first to defeat the evil that lies beyond the Warp rift. See all the details in the compact video run-through below.

Relic was published today, Mar 18, 2013, by Fantasy Flight, under license from Games Workshop. The game contains a game board, 10 plastic character pieces and character sheets, mysterious attribute and life dials, more than 300 cards, tokens, 4 six-sided dice, and a handsome rulebook. It retails for $59.95.

Weird of Oz Revisits Fighting Fantasy

Weird of Oz Revisits Fighting Fantasy

0426111757Rogue Blades Entertainment continues to put out fine new projects — though, I lament, with far less frequency than in days of yore.

Also in those days of yore (about two years ago, to be precise), for a brief, shining, halcyon period of time (a few months, to be precise), RBE hosted a website that ran regular blogs under the banner “Home of Heroics.” It was my good fortune to be invited into HoH’s stable of bloggers, and I made a couple contributions before that heroism-vaunting home vanished like the fabled city of Xanadu. I only got in two or three posts, mind you, because I was on a monthly rotation rather than the weekly slot I enjoy here on Black Gate.

One of those posts that I wanted eventually to follow up on was an account of my experience revisiting Fighting Fantasy gamebooks. My report touched off similar nostalgic reminiscences from several readers.

Since, as far as I can tell, the material that ran on HoH is no longer accessible, I’d like to use this St. Patrick’s Day edition of Weird of Oz to resurrect that post here — with an eye to reviewing other single-player gamebooks down the road.

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Last Chance to Win One of Four New Copies of the Unearthed Arcana 1st Edition Premium Reprint

Last Chance to Win One of Four New Copies of the Unearthed Arcana 1st Edition Premium Reprint

unearthed arcanaTwo weeks ago, we announced a contest to win one of four new copies of the Unearthed Arcana 1st Edition Premium Reprint, compliments of Wizards of the Coast.

How do you enter? Easy — by doing exactly what you’re doing already: telling complete strangers all about your D&D adventures.

Just send an e-mail to john@blackgate.com with a one-paragraph summary of your most memorable D&D or AD&D characters. Points will be awarded for conciseness and originality. We’ll publish the best here at Black Gate, and the Top Ten as decided by our judges will be included in a drawing for one of four copies of the new Unearthed Arcana 1st Edition Premium Reprint.

These WotC Premium Reprints have become quite the hot property, incidentally. The first three — the Players Handbook, Dungeon Masters Guide, and Monster Manual — are already sold out and out of print, and I strongly suspect the same will happen to this one. The upcoming volume Dungeons of Dread is perhaps the most interesting one yet, as it collects the first four adventures in the S Series — Tomb of Horrors, White Plume Mountain, Expedition to the Barrier Peaks, and The Lost Caverns of Tsojcanth — complete with the original b&w interior art.

All entries become the property of New Epoch Press. No purchase necessary. Must be 12 or older. Decisions of the judges (capricious as they may be) are final. Terms and conditions subject to change as our lawyers sober up and get back to us. Not valid where prohibited by law. Or anywhere postage for a hefty hardcover is more than, like, 10 bucks. Good luck!

Kickstarter Alert: Dungeon Roll Dice Game

Kickstarter Alert: Dungeon Roll Dice Game

DungeonRoll-bitsTasty Minstrel Game’s latest Kickstarter project has blown away funding goals and, with a week left, looks to be one of the best Kickstarter deals that I’ve seen in quite some time. This game is basically a dice-based dungeon crawl in a box (a treasure box, no less … and a mimic box for Kickstarters!) that has 7 days to go as of this writing (funds at 1:00 am Eastern on March 20).

The basic gameplay (as demonstrated in this video) is that you’re rolling a group of Dungeon Dice to get the monsters on a given level of the dungeon and then the Party Dice to try to get a combination that can beat the monsters. The different faces of the Party Dice get different benefits against given monsters, such as a Wizard on the Party Dice being able to destroy all of the Oozes with a single attack. The Heroes can modify the basic rules (the first 5 Heroes are shown on the video here). The goal is to get treasure and experience, making your way through the dungeon.

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Vintage Treasures: Shadows of Yog-Sothoth

Vintage Treasures: Shadows of Yog-Sothoth

Shadows of Yog SothothLast week I wrote about the death of Lynn Willis, the legendary editor at Chaosium, who gradually became the mastermind behind Call of Cthulhu, one of the finest RPGs ever made. While at Chaosium Lynn helped write and edit no less than 54 Call of Cthulhu books and supplements like Cthulhu by Gaslight, as well as a host of other board games and products, including Arkham Horror, RuneQuest, Thieves’ World, King Arthur Companion, Stormbringer Companion, Carse, Tulan of the Isles, Atlas of the Young Kingdoms, and dozens more.

In honor of Lynn, I dug around this week to find those products that first captured my attention all those years ago. They weren’t hard to find, as they still occupy a place of pride in my collection.

When Sandy Peterson’s Call of Cthulhu was first released as a boxed set in 1981, the entire industry took notice. Here was the first truly appealing contemporary (or, at least, semi-contemporary) role playing game, which drew on the horrifying cosmic milieu and fabulous bestiary of none other than H.P. Lovecraft. It was an instant hit. But by itself, Call of Cthulhu was just a fascinating oddity. It wasn’t until Chaosium released Shadows of Yog-Sothoth, A Global Campaign to Save Mankind a year later that we realized what the game was truly capable of.

Shadows of Yog-Sothoth is an epic, self-contained campaign which first introduced role players to the kind of play demanded by CoC. Players who treated Cthulhu and his minions as simply big D&D monsters, chubby creatures ready to be harvested for their experience point value, were in for a rude awakening.

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New Treasures: The Merriest Knight, The Collected Arthurian Tales of Theodore Goodridge Roberts

New Treasures: The Merriest Knight, The Collected Arthurian Tales of Theodore Goodridge Roberts

AppleMarkYesterday, I spent the day at the Spring Auction at Games Plus, which I’ve taken to calling the Paris Fashion Week of Games. It was a very successful outing — so successful that I knew I had some explaining to do to Alice, who balances the family finances.

While I was waiting to settle up with the cashier, my eyes fell on a curious artifact in the tiny books section at Games Plus: The Merriest Knight, The Collected Arthurian Tales of Theodore Goodridge Roberts. Roberts was a Canadian pulp author whose tales of Sir Dinadan, whom Mallory called “the merriest knight,” appeared in the pulp magazine Blue Book in the 50s. Sir Dinadan was known as the most practical of the Knights of the Round Table, and Roberts’s stories differed from many of the Arthurian tales of the era in their warmth and wit.

Late in his career, Roberts wrote a final entry in the Dinadan saga, “Quest’s End,” which remained unpublished in his lifetime. Rumor had it he’d also begun collecting all the tales with an eye towards publishing a book, but the project remained unfinished when he died.

Now the peerless Mike Ashley, who’s edited countless anthologies — including 32 books in The Mammoth Book Of... series, and five other Arthurian Anthologies, such as The Pendragon Chronicles and Chronicles of the Holy Grail — has finished what Roberts began with The Merriest Knight, a beautiful collection of the complete tales of Sir Dinadan:

Under the guidance of editor Mike Ashley, The Merriest Knight gathers for the first time all of Roberts’ tales of Sir Dinadan — including the previously unpublished “Quest’s End” — and several other long lost Arthurian works by this master of the stylish adventure yarn and the historical romance. Within these pages, readers will find a collection of Arthurian tales that are sometimes poignant, often humorous, and always ingenious, as well as a Camelot made fresh by the wry and often scathing eye of Sir Dinadan, who never rushes into battle without first being certain of the need to fight at all.

Why is The Merriest Knight for sale in a games store? Ah, that’s an entirely different tale.

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Oz Fluxx – A Great and Powerful Card Game

Oz Fluxx – A Great and Powerful Card Game

ozfluxxA while back, the classic card game Fluxx got a makeover in an edition that merges the game with a classic film. This certainly isn’t its first makeover for Fluxx, nor even the first time it’s merged with a classic film (there is a Monty Python Fluxx, for example), but given that Oz: The Great and Powerful is hitting theaters today, the version of Fluxx I’m going to talk about is Oz Fluxx (Amazon).

If you’ve never played Fluxx, here are the basics:

  • The game continually changes, as players use Rule and Goal cards to modify every aspect of the game.
  • Rule cards can modify the number of cards drawn, number of cards played in a turn, overall hand size, and pretty much any other asp
  • Goal cards redefine the objectives needed to win.
  • Keepers are cards you keep in front of you. Most Goals involve getting a certain combination of Keepers in play to win. Examples from this game include “The Artificial Heart” and “The Cowardly Lion.”
  • Creepers (which are a type of card not in the original edition of Fluxx) are sort of negative Keepers, which get stuck in front of you and prevent you from winning … unless the Goal in play requires the Creeper as a condition of victory. Examples include “The Wicked Witch of the East” and “Angry Trees.”
  • Action cards allow other actions, such as drawing extra cards, getting cards out of the discard pile, stealing or trading Keepers and Creepers, and so on.
  • Surprise cards can be played either during your turn or on your opponents’ turn, to throw an even bigger wrench in your opponents’ expectations.

Probably the best way to get a feel for the game play is to watch this episode of Wil Wheaton’s Tabletop game on the YouTube channel Geek and Sundry, in which Wheaton and his friends play Star Fluxx. This edition of the game is based upon science fiction classics, most notably (and unofficially) Star Trek, although I believe there are some non-copyright-infringing shout-outs to Doctor Who and other classics as well.

But, back to Oz Fluxx

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The Paris Fashion Week of Games, Spring Edition

The Paris Fashion Week of Games, Spring Edition

Cyclades by AsmodeeYou know what happens tomorrow? Think hard.

That’s right! The Spring Auction at Games Plus here in Chicago — only the best auction in the entire country for dedicated game collectors of all stripes. I reported on the Fall Auction here, and confessed to a painful bout of auction fever at last year’s Spring Auction here.

I used to attend these as part of a constant quest for rare science fiction and fantasy collectibles — things like Judge’s Guilds epic Wilderlands of High Fantasy, Task Force Games’ colorful Swordquest, SSI’s wonderous Swords & Sorcery, and of course the most eagerly sought artifiact in Western Civilization, an intact copy of Barbarian Prince.

These days, my interests have changed. It’s not that I’m not constantly on the lookout for Barbarian Prince — who isn’t? — but I gradually realized that an obsession with older games was blinding me to the golden age of adventure gaming we’re living Right Now.

So my trip to Mount Prospect, Illinois tomorrow to take part in the auction will be with an open mind. And a lengthy list of recently-published games I’m seeking — including Cyclades by Asmodee, Mansions of Madness by Fantasy Flight, the second edition of Descent: Journeys in The Dark, Alien Frontiers from Clever Mojo Games, Mice and Mystics by Plaid Hat, Cosmic Patrol by Catalyst, and many others.

Wish me luck. I’ll report back here with all my treasures next week.

R.I.P. Lynn Willis, Game Designer Extraordinaire

R.I.P. Lynn Willis, Game Designer Extraordinaire

Lynn WillisI was researching some recent OSR (Old School Renaissance) D&D releases at The Society of Torch, Pole and Rope blog when I came across a shocking post: an obituary for legendary Chaosium game designer and editor Lynn Willis, dated January 18.

It’s tough to describe the sense of loss I feel. I never met Lynn, so I didn’t know him personally. But he was a prolific designer and editor, and his name graces many of my favorite games. Like the other great designers of the era — Gary Gygax, Steve Jackson, Greg Stafford, Greg Costikyan, Sandy Peterson, Marc Miller — the name Lynn Willis quickly came to be synonymous with a top-notch product. In a tiny industry, that was no small thing.

I was introduced to gaming in 1978 by Metagaming, which offered enticing SF and fantasy microgames like Ogre and Melee in the pages of Analog and Asimov’s SF Magazine, and it was there I first encountered his work, in games like Godsfire (1976), Olympica (1978) and Holy War (1979). He designed the sci-fi guerrilla war game Bloodtree Rebellion for GDW in 1979, but found his permanent home when Chaosium published his post-apocalyptic game of a sunken America Lords of the Middle Sea in 1978.

Lynn became employee #3 at Chaosium, and had a spectacular career. He was the co-creator of Call of Cthulhu, perhaps his single most enduring contribution, and eventually became the mastermind behind the entire CoC  line. Even a partial list of the Chaosium titles he worked on will give you an understanding of his energy and ability: Dragon Pass, Raiders and Traders, Arkham Horror, Thieves’ World, Ringworld, RuneQuest, Borderlands, Pavis, Big Rubble, Questworld, Stormbringer Companion, Elric, Shadows of Yog-Sothoth, Masks of Nyarlathotep, Cthulhu by Gaslight, Dreamlands, Horror on the Orient Express, and Beyond the Mountains of Madness.

On September 2008, Chaosium announced that Willis had been diagnosed with Parkinson’s disease. Chaosium President Charlie Krank, and company founder Greg Stafford, announced his death on January 18, 2013.

Lynn Willis left behind a formidable legacy — a body of work that literally changed the face of hobby gaming at arguably its most creative and formative time. For me, he was one of the backbones of the industry, a man whose contributions were so numerous and vital that you almost took him for granted

Almost. Rest in peace, Lynn. Though we never met, you lived your life in a way that immeasurably enriched mine. Thank you.

A Touch of Evil: Colonial Gothic Horror Board Gaming At Its Finest

A Touch of Evil: Colonial Gothic Horror Board Gaming At Its Finest

TouchofEvilThe quiet colonial hamlet of Shadowbrook is cursed by evil and you are one of the small group of people who can investigate the growing danger, discover the evil’s source, and then collect together a group of Town Elders to destroy it!

That is the premise of Flying Frog Productions’ board game A Touch of Evil (Amazon). You move through the village, exploring various locations and getting clues and equipment. Your currency in the game are Investigation points, which you can spend to learn the secrets behind the Town Elders, or to buy new equipment from the town’s blacksmith. Each round, you uncover new mysteries … many of which result in a confrontation with the foul minions of the main villain tormenting the village and bringing it more under the sway of darkness.

The victory at the end comes from purchasing a Lair card (the price of which changes as evil gains control over Shadowbrook), gathering together a group of Town Elders, and going to confront the villain. However, the Town Elders all have secrets, and if you’re not careful, those secrets could cause them to turn on you, increasing the villain’s power during the confrontation. If you fail to defeat the villain, it escapes and play continues until another player is able to trigger a confrontation. This process continues until someone succeeds at actually defeating the villain.

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