This is exactly what it says it is. It is quite helpful for people using Jarin or other custom cards that give extra souls/wounds. I realize I could just use an extra hero I have sitting around, but we also play with the Zombie Lord (who brings back all of your heroes) and Zombie Attack, so having this card note that it isn't a hero is helpful. I was able to buy these when they were on sale for $0.25 each, so I didn't feel back about picking up a few of them!
If you're looking to slowly enter the world of crazy, DriveThruCard-created heroes, this is a good one to add to your Hero deck to get started. His effect benefits everyone and helps to slightly balance the advantage of the highest XP player. (Though, it doesn't need to, I think I'd still play with him if he read "Lowest XP" instead.)
The biggest problem with this card is there is too much going on with it. Not only do you need the eggs to make it work, but you have to remember to place them each turn, the other players have to reveal them each turn, etc. It really slows the pace of the game, even with experienced players. It is also a tad overpowered for a level up ability, but my main problem is the game grinding to a hault every turn for the player using him.
This card is a lot more fun to use than the Blockpile Puzzle, with the chance to get a lot more use out of it, but a bigger drawback if you don't keep track of it. I like the idea that the hero is still working through the dungeon to fight the boss, but that he also fights heros on his way.
This is easily the second most powerful spell in the game (right after Fear), only losing out to it because you don't always have a valid target to switch with (or the spells to do so). This card is not only very strategic, but it is a lot of fun as well. We play with a lot of powerful/overpowered Epic Heroes, so it is always fun to switch those around with each other (even if you're just putting one back in town to deal with later).
Instead of just having all the treasure icons (like Dragon Hatchery from the original Boss Monster), or being an advanced room that did basically the same thing, this card can add a lot of strategy to a game. It is tempting to use it to switch with an oponents high-damage room, but they can switch it with any non-advanced room you have the next time they have a hero. As it has all four treasure icons, it is also tempting to keep to lure more heroes. We replaced both of our Hatchling's Hoard cards with these instead. (We found that Hatchling's Hoard was just too good of a card, dealing 2 damage and having all treasure icons.)...
If you're looking for a card to replace Jeopardy in your deck, this is a great choice! We found in our group that we would only use Jeopardy to mess with other players (when we had crumby cards) or, much more often, to try to draw a spell to save ourselves from losing or stop someone else from winning. This gives the best of both worlds, letting people who are content with their hands keep them and those who would rather have three spells take them. We went from having one Jeopardy card in our Spell deck to having two of these instead....
Brother Two (along with Brother One) do a good job completing the "pairs of treasure" epic heroes (along with those in Boss Monster 2). Brother Two is just a fun card, making whomever is going to lure him really think about their first, third, and last rooms in their dungeon (if it is that large). If you're just starting to expand your Epic Hero deck, I'd gra Brother One and Brother Two right away!
Brother One (along with Brother Two) do a good job completing the "pairs of treasure" epic heroes (along with those in Boss Monster 2). Brother One does a great job shutting down gimic dungeons, many of which run on Theif Treasure rooms, so I really like him as a hero. If you're just starting to expand your Epic Hero deck, I'd gra Brother One and Brother Two right away!
I'm always looking for good heroes to spice up the game. Unfortunately, even though he is lured in an interesting way, the Accountant didn't really add anything new. (He is a little better with his companion card, the Loyal Rat Terrier, but not by enough to make him exciting.)
New to the Black Hack family of games, I bought this as my first choice. The Anime/Manga type of game is covered well in other books, but most often with a bewildering array of options and choices for both gms and other players. The Anime Hack avoids this trap rather nicely by boiling down the tropes and ideas just as the game engine is boiled down by the rule set the author used. D20 roll-under is not a new concept, but it is nice to see it handled effectively and clearly written as well. I particularly like the classes used for this game, and I am not disapointed that one of those posted on Facebook got me to buy the book. I even found myself dreaming up scenarios for the game that made me write them down before being able to sleep.
To sum up my review: Buy it. Plan it. Play it....
A beautiful piece of work. And it's completely free! Grab it!
Note: While the tile size is a perfect inch (2.54 cm) in the digital file, the maps are provided as borderless pdf pages. Standard printers will add small whitespace around them, slightly reducing the final tile size.
A nice Black Hat setting book, it really gives off what I would expect for a cliche anime vibe (and that's a good thing in my opinion).
That being said, it could still use some polishing here and there. For example, there is an error in the Monster Collector class. The first special feature is a duplicate of the Mecha Jockey's special feature, meaning the first special feature of the Monster Collector does not currently exist.
Fair cop: I'm friends with the author. I am not financially involved at all.
The Forgotten brings out the best in players. The best players will be at their finest. Due to the connections between players, everyone is involved together and everyone cares. The connections are done Fiasco style, with relationships to your right and left. This creates an intense network.
I've had the pleasure of playing this game twice. The first time with Drew, the second time I facilitated it. Its that easy to pickup. It has tremendous replay value.
The Forgotten uses music to add to the ambiance, and as the game master. No person needs to facilitate, and everyone can play. The music can be set to as long as you want, such that the game can take 2, 3 or 5 hours depending on preference. By virtue of being a larp, The Forgotten forges strong emotions.
This is a best of breed work, using a lot of current work in the larp space to make a very accessible and fantastic game....