




Taylor
gamer level 7
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About Me
I got back into playing Marvel Legendary the last few months of 2017. It’s always fun to rediscover a game again and have tons of fun with it. I also went through a 2nd campaign of Imperial Assault. Played Tiny Epic Kingdoms and Abyss again after a few years.
Some new games I’ve played recently as of posting this in January of 2018 are . . .
Gloomhaven
Dice Forge
Massive Darkness
Tiny Epic Quest
As of May 2017, I just got through Pandemic Legacy. Will be going through a campaign of Legend of Drizzt next.
Draconis Invasion
This is a fun fantasy streamlined deck building game. It has a strong theme and storyline and fantastic artwork.
Positives: It is set in a fantasy environment where you recruit a group of Defenders to defeat the Invaders. You start the game with the most basic Defender cards and minimal gold cards. You build up your gold and recruit Defenders throughout the game hoping to defeat the stronger enemies. The Terror card mechanic in the game is a unique concept. You have a pile of Terror cards that are constantly being added to your deck and the opponent’s deck throughout the game. Each time a terror card is discarded in anyone’s deck, the terror counter goes up (The terror counter is tracked by a 6-sided dice). Once it is rotated to 6, an Event card is drawn from the Event deck. Once the Event deck runs out, the game is over. The Event deck is scaled to 3 cards per player. It has a hurry up and get it done before time runs out feeling. The game takes 30 to 45 minutes and does not drag on like some deck builders can because of this terror card and event deck timing mechanic.
Negatives: Some of the card actions seemed counterintuitive with the mechanics of the game. For example, in competitive play the Cursed Fury and Werebear cards gives an opponent terror cards but that still hurts yourself since all the terror cards that are discarded, no matter which player discards them still effect you because there is only 1 event deck. I guess the only time I can see using those cards if I’m ahead in the game in Glory points and I’m trying to end the game faster. That seems very situational though. The other downside from the games I played was that it turned into a rush to kill as many of the weak Invaders as you could before time ran out. We only ended up killing 1 Invader from the Yellow deck (which has the more powerful Invaders) in 3 games.
Summary: I felt like this game was fast and streamlined compared to a lot of deck building games. It was very fun. It also has great potential for growth. I did feel like it fell short in a couple areas but I quickly remedied it using the variants below. Once I started playing this game with the variants I think I would bump my rating up to a 9.
Variant 1 (cooperative): I tried a full cooperative game with 3 players to 40 victory points. We used Casualty of War, Buried Gold, Shapeshifting, Ruler of the Ruins, Rush to Battle, Reinforcements, and Dawn of Hope Action cards. And we used Imperial Guard, Gladiator Elite, Dread Knight, Warlord, Valkyrie, Dragon Slayer, and Sorceress for the for the Defenders.
Variant 2 (Competitive): I also played a competitive game with 3 players. The Action cards were, Casualty of War, Cursed Fury, City Siege, Betrayal, Enchantment, Growing Darkness, and Courage. The Defender cards were, Arcanist, Werebear, Shaman, Beast Rider, Stone Titan, Dread Knight and Fire Mage. I did make some card text changes for this to work. Cursed Fury, Betrayal, Arcanist and Stone Titan were changed to give Terror cards to all other players and not yourself. I gave everyone their own die and event deck of 3 cards each. We played to 15 Glory Points (must defeat at least 1 Invader from the Yellow stack) or whoever had the most Glory points when the game ended. Which ever came first. If your Event deck ran out, you were out and the remaining players continued on until the game ended.
Both these Variants were extremely fun. I highly recommend it!