The artwork is great. But right now, that's the only thing I like about this game.
It takes an 11 part video tutorial to explain the game. In the first video tutorial, the game designer even admits it's an extremely complicated game, and makes the excuse of only having one sheet of paper to print the rules on, which he admits are basically insufficient.
And it uses a ton of phrases that are meaningless unless you are already well-versed in 15th century sword fighting. And the glossary doesn't help much either.
I'm just really bummed that it's as obtuse as it is....
I've played Fetch Quest a couple of times now since I got the Kickstarter set. The first time, our group had three players. The second time, we had four players. Both times were a blast! I'm hoping to rope one more player into the group to see how it is with five players at a time. This game is fun, cooperative, and easy to learn. You can set it up and start playing it very quickly. Also, it's an adventure! (Seriously, if you're not turning it into a tongue-in-cheek RPG-esque experience... Well, I don't want to say you're doing it wrong, but...)...
As an owner and user of nearly all the GameMaster’s Apprentice decks, I wanted to express how incredibly effective these cards are for not only generating story seeds and NPCs, but also for playing solo or with a small group without a GM. Over this past weekend, I used the sci-fi deck in combination with the (currently still beta) rules for ALONe to play Numenera co-op for myself and my girlfriend. The deck acted as the GM and not only kept the suspense and interest continuous and free-flowing, but brought the story to a satisfying conclusion as well (exactly as if we played using a traditional module with a human gamemaster). It does take some creativity when using the cards when trying to interpret the results but the more you use them, the more intuitive they become.
I’ve used the cards before on many occasions and it always amazes me how well the cards handle the story and keep things moving smoothly. My girlfriend, who only occasionally plays RPGs, was pleasantly surprised by h...
Got my order today and its gorgeous. **The only way these cards could be any better is if the 2-10 cards of each suit were illustrated as well. I would happily have paid more for a full illustrated deck in this style.**
I've been fishing around for some time and this is the only tarot deck I've been able to find with a suitably grim, medieval-ish design, perfect for my intended use of having my Warhammer party try to divine and dodge what tomorrow will bring. The black & white inked picture design is the closest I have been able to find so far (style-wise) to the sketchy paperback illustrations seen in the Norrel & Strange television series, which inspired me to go looking in the first place. Most others are just too colourful or cartoony to thematically fit a grim setting. **It doesn't hurt that the cards are a nice midnight black either.**
Time to go shopping for a 80 or 90-card deck case to protect these....
Publisher: White Wolf
Date Added: 04/16/2019 17:18:46
I am unbelievably shocked at how good this is. I thought it was impossible to reproduce this deck since all the original high resolution files were lost, but the quality is incredible. Caveat: you'll need to get the rulebook on another page in the storyteller's vault: https://www.storytellersv-
Sentinels of the Multiverse is a great game which understands how to make co-op fun. However where SotM understands how card games work and makes decisions from there, The Cauldron understands how SotM works and adds to and improves the base formula. This set is worth a buy if you love Sentinels. Now let's talk about why F.S.C. Continuance Wanderer is a great enviroment
Honestly I've hesitated on reviewing the enviroment decks because they're a bit too much to handle, at least the ones in the base set. Ideally the environment should be a neutral party that hampers both the villain and the hero. That's not to say there shouldn't be enviorments that require more attention from the heroes, it's just that a lot of enviorments both in the Cauldron and sentinels proper can take up too much of your time and resources. And it does get worse in the Cauldron's base set. That said, let's talk about why FSC is actually pretty great
FSC is both unique and good because it's basically "The One-...
Publisher: White Wolf
Date Added: 03/06/2019 01:11:11
Great overview of the tarot. Covers basic usage plus major arcana and minor arcana. The art would be the main reason to get this. I paid $25 before the sale to get a bundle of White Wolf products. I think the pdf version itself is free. I already had a physical tarot deck.
I hope that was insightful,
I have the game so printing this PNP for on the go or to let those I don't trust with my real copy was nice. It made a nice teaching aid and I could give people the PNP cards to use at the end of the night. If they like the game they will buy their own copy. If they don't like it enough to buy a copy then at least they can play it a few times to learn how to play it when they run across it. Nice enough to use as an instructional aid or to use with kids but not a replacement for the real wood tiles. ...
Sentinels of the Multiverse is a great game which understands how to make co-op fun. However where SotM understands how card games work and makes decisions from there, The Cauldron understands how SotM works and adds to and improves the base formula. This set is worth a buy if you love Sentinels. Now let's talk about why Vanish is a great hero
Vanish is the quick character who hits a lot of times for very little. Her cards revolve around either doing small amounts of damage or interfering with enemies, with a little support on the side. Her main strategy is to draw cards quickly, then discard to hit multiple targets, though because of the wording you could hit the same target multiple times if you wanted! She also has cards that let her use multiple powers a turn and inflict damage when you use a power, so if you like setting up combos, this is your girl! Her other main use is, as I mentioned, running interference. From cards that mess with the damage the enemy can deal/take or lets...