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Ricardo Azimovas

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Go to the Arkham Horror page
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10
Go to the Chaos Marauders page

Chaos Marauders

17 out of 19 gamers thought this was helpful

In Chaos Marauders each player command a vast Chaos, Orc clan, When suddenly the sprawling mass of bored and surly Orcs grinds to a halt because of yet another petty feud. In the amount of trickery will be low enough, the amount of thugish brutality too vile. And only one tribe can come out on top.

Chaos Marauders is a fast and frenzied card game of Orcish mayhem for 2-4 players que places you in charge of an orc mob preparing to lay waste to rival mobs! These grunts are boorish, disorganized, and just plain stupid (oh really, see, very stupid orcs…) but they’re the only tribe have to win.

Rules of understanding is extremely easy, even a person with intelligence and quick thinking of the orc grabs the rules quickly (lol). It takes less than 2 minutes to explain all the rules.

Each turn you will draw cards to recruit new fighters, construct war machines, and acquire treasure to add to your battle lines, and you have three battle lines and these lines are what will see you to victory or end in crushing defeat. Battle lines have to have at least four cards, but can have as many as twelve. Each fighter you discover must be added to one of your three battle lines. War machines, the engines of death and destruction, are made ​​up of multiple pieces and the crew (follow the illustration card stupid orc !). Once assembled, these mighty engines of devastation can lay waste to many an opposing mob. Also each line must have a Musician and a Battle Standard to keep the orcs in line and get them to go the right direction (go to that direction stupid orc!). Once a line is filled, They rush forth to take treasure and war machines from one of your foes (kill, loot, steal, kill, loot, steal, kill… what came next?).

This game is great for expecting that guy who always takes to get to play the main game board, day or session que RPG which is indispensable to have all the characters participating. You will have lots of fun and you certainly will not spend neurons of your brain (orcs have brains ? … Good follow the drawing).
Game Components and size:

– It’s a small little box the size of a box of candy, in addition there are some items:

– Play 4 Sheets;

– 110 Cards;

– 1 Cube Of Devestation (or simply to ‘die’ if you’re a wimpy git);

– 16 Sneaky Git Control Markers (4 Sets of 4 Colors);

– Rulebook 1 Game;

– 1 Card Reference.

The cards are made of durable materials and well made , the proper standard of FantasyFlightgames.

The game gives for 2-4 persons (4 persons recommended for greater dynamism and laughter in board).

The game is small and easily stored in your bag. But the space to play has to be a large table, after all, you can make 3 lines of combat with up to 20 cards on each line.

15-30 min playing time, no more than that unless you actually have the intelligence of an orc to take much to think about.

– The Family Gamer – 5/5 – Good for kids to play with by their parents their extreme simplicity of rules. Laughter guaranteed.

– The Social Gamer – 5/5 – Kill, loot, steal… (lol).

– The Strategy Gamer – 2/5 – There few strategies in this game, if you like complex games, gaiety another. But what are you waiting for a game orcs?

– The Casual Gamer – 5/5 people to expect or When it is in a short team and 1/5 if you’re only with this game (seriously, this game you can not play the whole afternoon).

– The Avid Gamer – 5/5 – Good for calling acquaintances of view and an “ice breaking “. Good for strangers who will join the RPG table or shortly will play a big board game and lose if desinibirem shyness in front of the group Which he does not know. Of course it is good to see also strange if your usual gaming group you called guy is a nice guy and a tremendous boring.

– The Power Gamer – 3/5 – Check one or more fighting machines and wreck as if the enemy line porridge is good for your ego. Believe me.

Pros:

– Playing fast and very easy to understand;

– Game mechanics and simple theme;

– Great game side, great to “break the ice” if you know not all of the people at the table.

Cons:

– Few strategies, three times after playing the game, you’ll be wondering where is that guy barks Which you are expecting;

– There is no complexity in this game. If you only play board games for avid thinkers and strategists not play this game;

– Seriously, this board game that requires people who play are a bit playful, if you consider yourself a more serious guy, do not buy and do not play this game.

In my opinion a good game to play with friends waiting for more friends to arrive. And above all, causes many laughs.

7
Go to the Zombie Dice page

Zombie Dice

17 out of 20 gamers thought this was helpful

In Zombie Dice, each player takes the role of one zombie, simple as that. What a zombie does best? Eating brains indeed. The goal is to eat 13 brains and prevent every round you take three shots at his dead body.

Rules of understanding is extremely easy, even a person with intelligence and quick thinking of a zombie grabs the rules quickly (lol). It takes less than 2 minutes to explain all the rules.

This game is great for expecting that guy who always takes to get to play the main game board, day or that session RPG which is indispensable to have all the characters participating. You will have lots of fun and you certainly will not spend neurons of your brain (remember… it’s a zombie game, you do not need to use their brains… just eat them… ).

Game Components and size:

– It’s a small little tube the size of a school kit, made ​​of sturdy cardboard and a bit with a simple plastic cap (do not let them get wet this little tube, for surely it will fall apart), in addition there are only 2 more items:

• The Rulebook which is small (actually a leaf), easy to read (2 min maximum reading); and

• 13 Dice (6 easy, 4 medium and 3 hard ) . The data is common material made of plastic.

Certainly it is a game that is easily ” forgotten ” in his backpack due to the small size of it . Space requirement.

The game gives to be played by as many people as you want and unfortunately only 1 zombie is not a mob.

05-10 min playing time, but depending on the number of people may take little more to the game, or the game can be extremely fast if any zombies (ie player) has an infernal luck in scrolling dice.

– The Family Gamer – 5/5 – Good for kids to play with Their parents by their extreme simplicity of rules.

– The Social Gamer – 5/5 – I do not see anything more social than eating brains (lol).

– The Strategy Gamer – 0/5 – There are no strategies in this game, (only if you are a very boring guy who wants to calculate the odds of rolling of colors amounts of dice and other dice), if you like complex games, gaiety another.

– The Casual Gamer – 5/5 people to expect or when it is in a very short team and 0/5 if you’re only with this game (seriously, this game you can not play a whole afternoon).

– The Avid Gamer – 5/5 – Good for calling acquaintances of view and an “ice breaking”. Good for strangers who will join a table RPG or shortly will play a big board game and lose if desinibirem shyness in front of a group which he does not know. Of course it is also good to see that strange if your usual gaming group you called guy is a nice guy and a tremendous boring.

– The Power Gamer – 0/5 – Seriously dude, you will not be in this game Nemesis from Resident Evil, it is an extremely simple game with simple rules and rolling dice, that’s all.

Pros:

– Playing fast and very easy to understand;
– Game mechanics and simple theme;
– Great game side , great to “break the ice” if you know not all of the people at the table.

Cons:

– Without strategies, three times after playing the game, you ‘ll be wondering where is that guy late which you are expecting;
– There is no complexity in this game . If you only play board games that are for avid thinkers and strategists do not play this game;
– Summarizing the extreme gambling: roll the dice and score the results, who accumulate more “hits” wins the game. Do not like it? So do not buy and not play the game .

In my opinion a good game to play with friends waiting for more friends to arrive.

8
Go to the Chaos in the Old World page

Chaos in the Old World

33 out of 37 gamers thought this was helpful

In Chaos in the Old World, each player takes the role of one of the four malignant and horrible Ruinous Powers who are fighting to corrupt, dominate, or destroy the Old World. The Ruinous Powers are also sometimes called Chaos Powers, Powers… or even if you have a more practical sense to call these guys … simply by Infernal Lords. They are:

Khorne, the Blood Power, the Skulltaker, lusts for death and battle, taking delight in fury and slaughter, rage and butchery.

Nurgle, the Plaguelord, the Father of Corruption, luxuriates in filth and disease, spreading a tide of pus and pestilence across the land.

Tzeentch, the Changer of Ways, the Great Conspirator, is the architect of the fate of the universe, weaving strands of confusion and manipulation as slippery as silk.

Slaanesh, the Prince of Pleasure and Pain, the Lord of Temptations, lures even the most steadfast to the seductions of avidity, gluttony, carnality, paramountcy, vainglory, and indolency.

Aided by hidden cultists, armies of daemons, spells and men dedicated to the ruinous powers seeking to destroy all that is good and pure in the world. In Chaos in the Old World, you become one of the four Infernal Lords. Command the secretive cultists, the powerful warriors, and even the Greater Daemons as you spread despair and destruction through the realms of Old World. There are two routes each player can take to victory in this game: on the victory point (VP) track and/or by own Threat on the Old World.

Rules of understanding relatively easy, which after one or two games are completely recorded in the minds of the players. It takes about than 20 minutes to explain all the rules.

This game is the main dish of a day. You will have lots of fun and will spend some of their neurons fighting other players in pursuit of their own goals. You’ll have to boycott the other players in his plans without them realizing. Game extremely rewarding to win if you play against great strategists.

Game Components and size of the box:
– The box containing the game is large and weighs slightly because of the plastic miniatures. Game recommended to carry in backpacks or large shopping bag. Fits inside the box:
• A Rulebook;
• A Game Board (too crazy!!!);
• 4 Threat Dials (one for each Power);
• 4 Sets of Two-part Plastic Connectors;
• 4 Power Sheets (one for each Power);
• 196 Tokens;
• 149 Cards (and of these cards, 96 cards are small);
• 5 Dice;
• 45 Plastic Followers (some infernal lords have more followers than others).

The tiles are made of durable material and well made, the proper standard of FantasyFlightgames.

The game gives for 2-4 persons (4 persons recommended for greater dynamism in board).

Playing time 60-120 min, but depending on the complexity of the mind (distorted) some players may take another 30 to 60 minutes of play.

The Family Gamer – 0/5 – Seriously, it’s a game of demon lords. Not recommended for children nor for that your aunt or grandmother religious. Moreover, neither show the game to them if you do not want to see it burned.
The Social Gamer – 3/5 – Fun to use with a group of people known to you fairly and with an open mind.
The Strategy Gamer – 5/5 – Dude, this is your game. Field of intrigue, negotiations, combat, magic and corruption. Numerous possibilities if you love strategies.
The Casual Gamer – 5/5 – If you want to see a different game, it is worth at least you play once or twice.
The Avid Gamer – 3/5 – My recommendation is you call people with a minimum of common sense, responsibility (to differentiate a game of reality) and not be prejudiced.
The Power Gamer – 5/5 – The power of a lord infernal, power to destroy humans in wars and intrigues with the great demons… Need I say more?

Pros:
– Dynamic strategy game that is not only war;
– Many ways to which you can evolve your Infernal Lord to win the game;
– Dynamism of cards that appear in the game rounds and tiles that are part of the setup of the game are always changing.

Cons:
– Prohibited for people with a religious mindset exacerbated;
– Prohibited for people who do not know much separating a game of reality;
– Prohibited for people who are highly clueless.

Game for responsible adults who simply love strategies.

10
Go to the Deadwood page

Deadwood

56 out of 59 gamers thought this was helpful

The Goal of the game: The players begin with a gang of gunslingers, cowboys and their send into the town of Deadwood to “annex” the businesses and collect the money much as they can. The player with the most cash at the end of the game is the winner. Your gang consists of three different classes of cowboys with different strengths: greenhorns, gunslingers, and trail bosses. Cowboys ride into town to gain control of (“annex”) buildings and fight other gangs’ cowboys in shootouts (made by rolling dice).

A board game simple and fast to be explained. It takes less than 10 minutes to explain all the rules. Even a child easily learn the rules.

It’s a great game to be played especially when you are with a mental fatigue after play another game with a great time consuming and difficult to play. Or, if you and some friends are waiting a guy behind to complete the group to playing another game. Valid for this game take into parks and excursions that you have about 40 minutes of free time with the gang.

Game Components and size of the box:
– The box containing the game is small and weighs little. The game is about the size of an medium box of chocolates as a gift. Game very easy to carry and you can be placed in backpacks along with some main game. Fits inside the box:
– 1 medium board;
– 1 rulebook;
– 45 Cowboy tokens;
– 20 Cartridge tokens;
– 10 Pony tokens;
– 29 Tokens wanted poster;
– 4 Tiles railroad;
– 8 Dice (made of plywood, light and extremely fragile);
– 50 Money tokens;
– 26 Building tiles.

The tiles are made of durable material and well made, the proper standard of FantasyFlightgames.

The game gives for 2-5 persons (4 persons recommended for greater dynamism in shootouts).

Playing time 20-60 min, when already known rules is practically impossible with five people spending 50 minutes of play.

The Family Gamer – 5/5 – Good for kids to play with their parents.
The Social Gamer – 5/5 – Good for you to shoot with his cowboy buddy and make fun of anyone who flees a duel.
The Strategy Gamer – 2/5 – There are few strategies in this game, if you like complex games, find another.
The Casual Gamer – 5/5 people to expect or when it is in a short time and 3/5 if you’re only with this game (after about 3 to 4 times then played, the game loses a bit of grace).
The Avid Gamer – 4/5 – Good for calling acquaintances of view and an “ice breaking”. Good for strangers become friends in the future.
The Power Gamer – 3/5 – You will like this game the first three times you play. Think of it as a “secondary game”, do not get too stressed out with simple rules and rolling dice.

Pros:
– Playing fast and easy to understand;
– Lightweight and practical to be uploaded;
– Great game side, great to “break the ice” if you do not know all the people at the table.

Cons:
– Without many strategies, three times after playing the game, you’ve got all possible strategies;
– It is not complex. For avid thinkers and strategists will be a big disappointment;
– If you have reserved for a whole afternoon playing board games not only take this game to play.

In my opinion a great western game to spend time with friends.

9
Go to the Magic: The Gathering - Scars of Mirrodin page
22 out of 23 gamers thought this was helpful

Scars of Mirrodin returns to the plane of Mirrodin, previously the setting of the block and the set of the same name. As Mirrodin is an artificial plane, the number of artifacts and cards relating to that permanent type is larger than in other sets and mechanically reflects the themes already explored in the previous sets.

The set describes the conflict between two major factions – one being Mirrodin, and the other being the invading forces of Phyrexia. Cards aligned with these two factions are watermarked, as previously seen with the Guild aligned cards in Ravnica block. The two factions are also mechanically separated, with the Phyrexians dealing largely with Poison, Infect and Proliferate, as well as sacrifice or leaves play effects, while the native Mirrans use mechanics already introduced or similar to those of the original Mirrodin set – Imprint, Indestructible, Charge Counters the new Metalcraft mechanic, as well as Mana Myr and Spellbombs. Only 40 cards of the set have the Phyrexian symbol on them. All other cards except for Basic lands and Planeswalker cards have a Mirran watermark.

The story also revolves around several planeswalkers. Elspeth Tirel (as a new card of the same name, Elspeth Tirel) returns while a new planeswalker by the name of Koth is introduced who appears to be of Vulshok heritage and thus would be native to Mirrodin. His card is called Koth of the Hammer, making his name an acronym of the name of the card. Venser and Tezzeret are also involved in the storyline, the former confirmed to be getting a new card, Venser, the Sojourner.

Being set on Mirrodin, the expansion features themes and settings already known from that plane. For example, creature types and tribes of these such as Leonin (Cats), Vampires, Loxodon (Elephants), Elves, or the Human tribes of Vulshok, Sylvok, Auriok, Moriok and Neurok. Artifact creatures such as Golems and Myr also return.

The promotional card given to participants at the Prerelease tournaments was Wurmcoil Engine, a powerful artifact creature. The Launch party event promotional card was Steel*kite.

Boosters of Scars of Mirrodin come with a bonus sixteenth card that is either a “tips & tricks card” or a creature token from Scars of Mirrodin or a poison counter token. One face of the Scars of Mirrodin bonus card has one of five different rules tips or is one of 9 different creature tokens or a poison counter token.

Infect is a new keyword that causes creatures to deal damage to other creatures in the form of -1/-1 counters, similar to Wither. However, in addition to this, cards with Infect deal damage to players in the form of poison counters. The poison mechanic was introduced in Legends but has never been strongly supported. The mechanic resurfaced in Time Spiral block with a reprint of Swamp Mosquito and the Poisonous keyword (which does not appear in Scars of Mirrodin). Poison counters will be a major theme of the entire block.

A new keyword action in Proliferate works in combination with Infect. When a player proliferates, he or she chooses any number of permanents and/or players with counters on them, and puts another counter of a kind it has on it. E.g. a player proliferates and chooses an opponent with a poison counter, a creature with a -1/-1 counter, a Planeswalker with loyalty counters and an artifact with a charge counter. Everyone of these entities gets another of these respective counters.

The ability word Metalcraft gives a card a bonus if its controller controls three or more artifacts. Scars of Mirrodin features a new Mox named Mox Opal that has Metalcraft. The Indestructible mechanic returns with new “Darksteel”-themed cards, as does the Imprint mechanic from Mirrodin.

8
Go to the Magic: The Gathering - Mirrodin Besieged page
26 out of 27 gamers thought this was helpful

Mirrodin Besieged continues the story of Scars of Mirrodin as the Phyrexian Invasion lays waste to the Mirran countryside and its people. The set itself is split strongly between the two camps. For example, the prerelease and release parties featured a special type of booster that contained only cards from one faction or the other, requiring the players to choose between them for their deck-building. Intro packs were also separated between the factions.

The expansion made a change to the draft format. In all previous draft formats the group of players started with the first set in a block, but starting with Mirrodin Besieged, the first pack to be opened is of the most recently released set. The number of packs does not change however, so the the draft format for Mirrodin Besieged was one booster of Mirrodin Besieged followed by two packs of Scars of Mirrodin.

The set also introduced a new sort of Theme deck called an event deck. These decks feature a 60 card main deck and 15 card sideboard, including 7 rares but no mythic rares. Mirrodin Besieged features two event decks: a Mono-red event deck for the Mirran side of the conflict, and a blue-black deck for the Phyrexians. These decks were released three weeks after the release of the set.

Mirrodin Besieged has a theme of Mirrored Pairs, with cards from the Phyrexian and Mirran factions mirroring each other. Such a mirror is showcased with cards such as Peace Strider and Pierce Strider or Mirran Crusader and Phyrexian Crusader. There are also cards that mimic cards from the previous Mirrodin block, but with Phyrexian influence, e.g. Viridian Corrupter mimics Viridian Shaman, Blightsteel Colossus mimics Darksteel Colossus and Inkmoth Nexus mimics Blinkmoth Nexus, thus representing Phyrexia spreading its influence over the plane and co-opting its inhabitants.

Further, although in Scars of Mirrodin the Phyrexian faction was limited to the colors blue, black and green, the faction also has red and white cards in this set. The number of cards per faction is evenly distributed, with 72 cards each.

Two new keyword mechanics are featured, one for each faction. The Mirran keyword is Battle Cry, which gives every other creature that attacks when the creature with Battle Cry attacks a +1/+0 bonus. The Phyrexian mechanic is Living Weapon, a new keyword for Equipment. All equipment with Living Weapon give a power/toughness bonus, but upon entering play they put a 0/0 black Germ creature token into play and attaches the equipment to it.

A new rules term is “poisoned”. A player is poisoned if they have any poison counters.

The mechanics Metalcraft, Imprint, Proliferate and Infect also return.

10
Go to the Magic: The Gathering - New Phyrexia page
23 out of 24 gamers thought this was helpful

New Phyrexia concludes the story that began in Scars of Mirrodin, with the Phyrexians defeating the Mirrans and taking control of the plane of Mirrodin. Like the cards in the two sets before it, the cards of New Phyrexia are watermarked with either faction’s symbol, but the ratio of Phyrexian to Mirran cards significantly favors Phyrexia. This showcases the progress of the Phyrexian invasion and is a reversal from the ratio as it was seen in Scars of Mirrodin. In a similar fashion, the Phyrexian keyword mechanics of Infect and Proliferate spread into colors that did not get cards with these mechanics before.

Just like Mirrodin Besieged before it, New Phyrexia features a cycle of basic lands, used to showcase through the artwork the transformation of Mirrodin’s landscape during the Phyrexian take-over.

Originally, Wizards of the Coast announced that the set would be called either Mirrodin Pure or New Phyrexia, as they did not wish to reveal which of the factions would win. On March 29, 2011, it was announced that the new set would in fact be called New Phyrexia.

The promotional card given to participants at the Prerelease tournaments was Sheoldred, Whispering One, one of the five powerful Phyrexian praetors. The launch party promotional card was Phyrexian Metamorph, and the Magic Game Day promotional card was Priest of Urabrask.

New Phyrexia introduces five new mana symbols, referred to as “Phyrexian mana.” These symbols resemble a mark of Phyrexia on a colored background, one for each color of mana, and indicate a cost that can be paid with either 2 life or one mana of the respective color. This mechanic also heralds the return of colored artifacts, previously seen in Future Sight and the Esper shard from Alara block.

The keyword mechanics Infect, Proliferate, Living weapon, Metalcraft and Imprint return. Karn gets a Planeswalker card, the first colorless planeswalker card that has, up to that point, the largest amount of loyalty counters added by a planeswalker’s first ability with +4, and the most costly ultimate ability at -14 loyalty counters.

The set has a small subtheme of “splicers”, 1/1 creatures that put a certain number of 3/3 Golem artifact creature tokens onto the battlefield and grant abilities to them. Another small subtheme was nicknamed the “blood tax,” and referred to spells such as Vapor Snag which resembled other utility cards (in this case, Unsummon), but with an additional rider that caused a loss of 1 life.

The rules term “poisoned” introduced in Mirrodin Besieged returns. A player is poisoned if they have any poison counters.

9
Go to the Magic: The Gathering - Innistrad page

Magic: The Gathering - Innistrad

26 out of 27 gamers thought this was helpful

Innistrad has a gothic horror theme and makes use of horror tropes. It is the first set to thematically take place on the plane of Innistrad. The set features graveyard and tribal mechanics, with the five main tribes each being split over an allied color pair. Spirits primarily in white and blue, Zombies in blue and black, Vampires in black and red, Werewolves in red and green, and Humans primarily in green and white. In each of these pairs, the second color is considered the primary. There are also slight thematic differences between the tribes depending on the color, such as blue zombies being abominations of science in the vein of Frankenstein’s Monster, while black Zombies are shambling corpses reanimated by magical spells.

The set is considered a large set with 264 cards, which is 15 more cards than any large expansion in recent history had. Innistrad also features a number of Double-faced Cards which have a card frame printed on each side, and a checklist card used to prevent decks from becoming marked by containing them. The checklist card replaces the basic land in three of every four boosters. Due to basic lands becoming more rare, Innistrad only contains three basic land artworks rather than the usual four, further enlarging the number of functionally different cards.

Additionally, Double-faced cards are on a different print run than regular cards, and every booster pack will have a double-faced card. This means that boosters can have two (mythic) rares without either being foil.

Innistrad is the first set to have cards with different card backs. These cards have two card faces on each side, and are used for the transformation mechanic, changing creatures into different creatures and back by turning the card over. When playing with Double-faced Cards, players may use a checklist which has a regular card back and the player marks on the card which double-faced card the checklist card is supposed to represent. Whenever the card is in a public zone, the checklist card is replaced with the double-faced card. Playing with only the double-faced card is also allowed if the player is playing with opaque sleeves.

The transformation mechanic simply consists of the word “transform” written on the card in a sentence, similar to sacrifice, counter, or flip. The mechanic also introduces new symbols representing a sun and a moon which appear to the left of a card name similar to the tombstone icon marking graveyard based mechanics in Odyssey block. The symbols specifically indicate the creature before transformation (day) or after transformation (night). Transforming creatures always enter the battlefield as they are before transformation, and once transformed not all creatures can transform back. During transformations, Auras, Equipment and Counters stay on the creature.

Innistrad also introduces a new subtype for Enchantments named “Curse”, which are simply Auras which enchant players and have a detrimental effect. The set is partially graveyard based and features the return of flashback which originated in Odyssey and was reprinted during Time Spiral block. It also introduces the keyword action Fight, which represents the ability of Arena or Tahngarth, Talruum Hero. Two creatures that fight deal damage equal to their power to each other. Innistrad also features the new ability word Morbid in which creatures get benefits if another creature died the turn they entered the battlefield.

The set also makes use of tribal mechanics, with Vampires, Zombies, Werewolves, Spirits and Humans giving bonuses to each other and have abilities that work against other tribes. A small theme of using +1/+1 counters is also used in the set, particularly with Vampires growing stronger by dealing damage.

Liliana Vess returns as a new card named Liliana of the Veil. Garruk Wildspeaker also returns on a new card, named Garruk Relentless. Garruk Relentless is a double-faced card and the first Planeswalker card with five loyalty abilities. It is also the first Planeswalker card with a continuous triggered ability and the first green-black Planeswalker.

6
Go to the Magic: The Gathering - Dark Ascension page
23 out of 26 gamers thought this was helpful

Dark Ascension continues the storyline of Innistrad on the plane of the same name. Thematically, the plane is still plagued by Werewolves, Zombies, Vampires, Ghosts and other creatures of the night. The set puts a stronger emphasis on these creature types, such as providing a lord for each of them. Meanwhile, the humans are on the verge of extinction and have to take desperate measures to stem the tide. All the major mechanics of the previous set, including Double-faced cards, return.

Innistrad is a plane of menace and dread where every creature hides a darker aspect. Here, hedonistic vampires stalk the shadows to quench their thirst, and the full moon can transform a simple villager into a savage werewolf. Best to huddle inside, Planeswalker, lest the horrors of this world rend you limb from limb.

The set introduces a new keyword mechanic in Undying. It functions very similar to Persist, but instead of -1/-1 counters, it adds a +1/+1 counter to the creature when it returns from the grave.

Fateful hour is a new ability word, which scales up an effect if the controller of the effect is at 5 life or less.

Double-faced cards return with this set, further showcasing the transformation mechanic. Flashback, Morbid and Curses also return.

7
Go to the Magic: The Gathering - Avacyn Restored page
25 out of 28 gamers thought this was helpful

Set in Innistrad, Avacyn Restored continues the storyline arc of the Innistrad block; but, mechanically and thematically, the expansion is a “reboot” of Innistrad block’s previous two sets, Innistrad and Dark Ascension, but with the setting retained. Avacyn Restored’s focus is shifted from the graveyard, and does not feature cards with flashback or double-faced cards.

Unusual for the third set in a block, Avacyn Restored contains more cards than usual, at 244 cards, and is a large expansion, like Rise of the Eldrazi, also a third-set large expansion and a “reboot” of the Zendikar block. This set contains 15 basic lands, each of which being illustrated by an artist who worked upon the artworks of Innistrad’s basic lands; notably, the Avacyn Restored basic lands depict the same, or a similar, landscape but with a brighter tone, reflecting the change of plane, following the return of the angel Avacyn, from a place of despair and gloom to a place of hope.

Avacyn Restored introduces a novel card frame for the Miracle ability, so as to provide a visual cue to facilitate players identifying cards with Miracle more readily, so as to cast such cards in a timely manner. Cards with Miracle are identifiable by the outwardly radiant lines on the card frame, from around the art and name box; furthermore, the name box features an arrow-like outcropping on the top. The set also features two new planeswalkers; Tamiyo, the Moon Sage, a Moonfolk originally from Kamigawa, and Tibalt, the Fiend-Blooded, a human–devil planeswalker (and the first planeswalker with a converted casting cost of 2 mana).

8
Go to the The Walking Dead Board Game page

The Walking Dead Board Game

59 out of 69 gamers thought this was helpful

(english translation)
If you’ve played the good old game of Ludo and want to do a nostalgia “macabre” of this game, the option is to play “The Walking Dead Board Game.”

With an extremely simple mechanics is great for beginners and attract players with little experience in board games.

The game is really fun, especially if you’re playing with people who have a bit of black humor “hahahah … is looking crowd of zombies and you only with a baseball bat to meet it!”

Though the rules putting that only one player can win the game that rarely happens. Acting group is the key to the game. Whenever possible try to help the classmate next to you, because you never know when he will be able to turn a zombie and attack you in the next round. Quite common to have happen and the team of zombie survivors. If the group is selfish way, certainly the zombie team will win the game.

Playing fast and great to play with people on a late Sunday afternoon when tired and without much will to think (and of course, playing something akin to relax and pass the time).

(original review)
Se você já jogou o velho e bom jogo de Ludo e quer fazer uma nostalgia “macabra” deste jogo, a opção é jogar “The Walking Dead Board Game”.

Com uma mecânica extremamente simples é ótimo para atrair jogadores novatos e com pouca experiência em board games.

O jogo é bem divertido, principalmente se você está jogando com pessoas que possuem um pouco de humor negro “hahahah… olha está multidão de zumbis e você só com um bastão de baseball para enfrentá-la!”

Apesar das regras colocarem que pode 1 só player vencer o jogo isso raramente acontece. Agir em grupo é a chave do jogo. Sempre que possível tente ajudar o coleguinha ao seu lado, pois nunca se sabe quando ele irá poder virar um zumbi e te atacar na próxima rodada. Bastante comum acontecer de ter o time zumbi e o de sobreviventes. Se o grupo for meio egoísta, certamente o time zumbi irá vencer o jogo.

Jogo rápido e ótimo para brincar com as pessoas num final de tarde domingo quando se está cansado e sem muita vontade de pensar (e claro, afim de jogar algo para descontrair e passar o tempo).

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Arkham Horror

75 out of 134 gamers thought this was helpful

(english translation)
It requires a little patience to understand the rules that already warning beforehand. For those who do not like too many rules, like fast games and does not want many components of the game, quit buying it.

Now, if you like the theme of horror, Lovecraft enjoys the subject, many people like to gather to spend an afternoon playing, loves challenges and likes RPG game is just perfect.

The game itself is set against the board, it is a cooperative game, not recommended for solitary players, competitive to excess and do not like to act in a group.

Yes, the game lets you play with all the expansions if you want (recommended when you played at least a two to three times and has at least 6 people playing).

The game is exciting from beginning to end and believe the 4 or 5 hours of play are very, very fast … even if the game is time consuming but you will be tense and adrenaline always active.

(original review)
Exige um pouco de paciência para entender as regras isso já aviso de antemão. Para quem não gosta de muitas regras, gosta de jogos rápidos e não quer muitos componentes de jogo, desista de comprá-lo.

Agora, se você gosta da temática de horror, curte o tema Lovecraft, gosta de juntar várias pessoas para passar uma tarde jogando, adora desafios e gosta de RPG o jogo é simplesmente perfeito.

O game em si é o grupo contra o tabuleiro, trata-se de um jogo cooperativo, não recomendável para jogadores solitários, competitivos ao excesso e que não gostam de agir em grupo.

Sim, o jogo permite jogar com todas as expansões se você quiser (recomendável quando você jogou pelo menos umas duas a três vezes e tem pelo menos 6 pessoas jogando).

O jogo é emocionante do começo ao fim e acredite as 4 ou 5 horas de jogo passam muito, mas muito rápido mesmo… o jogo é demorado mas você irá ficar tenso e com adrenalina sempre ativa.

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