Star Wars: the card game

Hey everybody,
As part of my tenth anniversary year, I thought I would plunge through the archives and look at the game posts I find myself continually referring back to, and basically revise them with the benefit of experience. A lot of these game posts tend to be first-impressions or similar, and I think it would be useful to have a new peg from which to launch myself for the next decade. As this week is the Birthday Week, the only possible game that could be coming under the spotlight is, of course, the Star Wars LCG from 2012! As with other posts like this, this will be a long one, so buckle up!

First of all, I cannot believe that it’s been twelve years since this game came out. I can vividly remember my excitement when I finally got my hands on this thing – coupled by my disappointment when nobody around me was interested in playing the game. At first, I’d thought maybe Tony was just being ‘funny’ because he knew how much I was in love with it, but he genuinely had no interest in playing the game. I did have some hopes when the manager of my local games shop seemed to be getting into it, but that came and went, too. 

The game came out in 2012, and came to a close six years later, along the way giving us six full cycles of six Force packs, plus five deluxe expansions, one of which gave us the option for multiplayer games that never seemed to quite get off the ground. However, I think ‘never quite getting off the ground’ sums this game up pretty well – it made a number of innovations in terms of card games in general, plus was almost simultaneously released alongside Android: Netrunner LCG, which exploded at GenCon and was one of the best-selling games ever (at least, it seemed that way!) So it not only played with peoples’ expectations of what a customizable card game should be, but it was released in competition with one of the best card games you could ever hope to experience. 

There was some residual baggage from the game, as well, as it was initially demoed at the previous year’s GenCon as a co-operative card game, where you played as the Rebels trying to stop the Empire. Feedback was mostly negative, as a lot of folks weren’t too happy that they couldn’t play as the Empire or Sith, which led to a bit of a panicked redesign of the game that, I suspect, was the reason for so many delays hitting the game during its first cycle. To some degree, it’s almost infamous now, but the Hoth cycle was initially meant to tell the story of the Rebels establishing their base, being discovered, and then escaping the ice planet, but in a co-operative way. Having to redesign the core set was one thing, but then trying to redesign the first cycle left a lot of issues, and ‘the Hoth deck’ that the game seemed to have been pushing from the first pack didn’t really become playable until pack 5 or 6 came out, meaning players were left dissatisfied with it.

As an aside, I would have absolutely loved a co-operative Star Wars game. At the time this came out, I was hugely into Lord of the Rings LCG as a solo experience, and the possibility of replicating that in Star Wars was more than my little fanboy mind could cope with. It could have been amazing, and even now, I maintain the hope that they will someday bring us this sort of game, even if it’s a non-expandable format. But I digress…

More delays plagued the game throughout its run, and it arguably only became stabilized a year or two before it ended, but so many fans had left the game before then, never getting to see the better designs. It also had the problem of being mainly confined to the era of the original trilogy, including some Rebels and Rogue One content by the end, as well as mining the Expanded Universe for material. However, in 2014 Disney wrote off the EU as ‘Legends’, and in 2015 everything was geared towards The Force Awakens, meaning that this game was somewhat caught behind the curve. X-Wing, at the time the most popular miniatures game (it genuinely toppled 40k back then) was re-tooled for the Resistance and First Order, but the LCG was left as it was. Maybe if it had also had a re-launch, things might have been different? 

Of course, it wasn’t long before FFG moved away from the LCG model entirely, first with Destiny, the dice/card game that had the collectible, blind-buy model once again. That game ended with the pandemic, and it has taken them a while to give us any meaningful kind of Star Wars game, but we’ve recently had the ‘new’ CCG come out, Star Wars Unlimited, which you can read more about here.

Star Wars LCG

It’s always with a heavy heart, then, that I talk about this game, because I’ve always been utterly fascinated with it, and I think of all the games that have come and gone for me, this is one of those that I wish I had had the opportunity to play more. At least with Android: Netrunner, I was going to tournaments and stuff! The Star Wars LCG seems to have just existed with a bit of a whimper, and it does make me a little sad to be honest. But anyway, that was a very long preamble, so let’s get into it!

Star Wars LCG

The Star Wars LCG is an asymmetric card game for two players, where one player takes the role of the Dark Side power, and the other plays as the Light Side. It’s your basic good vs evil, symbolised by six factions. For the Dark Side, we have Sith, the Empire, and Scum & Villainy; the Light Side is represented by the Jedi, the Rebels, and Smugglers & Spies. The Dark Side has a dial that is advanced each round, and when it reaches 12 the game is over and the Dark Side wins. I guess this is meant to represent them achieving their goals, and has the visceral representation of the Death Star coming online. For the Light Side, they have to destroy three Dark Side objectives, which represents the Light Side achieving a strategic goal and hampering the Dark Side’s plans. 

Star Wars LCG

Objectives, you say? Yes, the game has a unique deckbuilding system, based around objective sets (or ‘pods’, as we called them back in the day). Rather than building a 50 card deck, and changing the makeup of that deck on a card-by-card basis, cards come in groups of six – an objective card, which is printed horizontally, and five other cards linked to it. These other cards can be characters, events or attachments (called enhancements here), in any mix. To build your deck, it can be as simple as selecting ten objective cards, and their associated cards will build your 50-card draw deck. Of course, the skill in deckbuilding for the game comes in evaluating how each set of six cards works with each other set of six cards.

It’s something that caused a huge uproar in the card gaming community at the time, with players feeling insulted that they had these ‘training wheels’ on their decks. But over time some people came to realise that it actually requires more skill to work with, as you can’t just add in the best cards, but instead you have to evaluate groups at a time. I wasn’t one of the people who felt insulted, but I definitely came to appreciate the nuances of looking at a deck in pods of six, and seeing how good each set would be in combination with others. The usual rule of three is out the window, as well – while in other FFG games, you can’t include more than three copies of a card, here you’re limited to no more than two copies of an objective, but other cards were printed across multiple pods, meaning you could have five or six copies of some cards, because of the pods you used.

I love it, though. The designers have done a very good job of building these pods intelligently, so you might have a card like Darth Vader comes in a set that also includes his lightsaber and his signature Force Choke move. Force Choke is an event card, which deals one damage to a target unit; Vader’s passive ability deals one damage to a target unit when an event card is played. So you’re likely to want to include these cards in combination anyway. Emperor Palpatine is a six-cost character, so in his set you also get a Sith Library which generates a resource, to help you pay for him. He also comes with a Royal Guard unit that can help to Protect him, and the set further includes another copy of Force Choke, but also a 3-cost event called Force Lightning, which destroys a target exhausted unit. His objective set lets you lower the cost of the first event card you play, though. As you’ll likely want to play Vader and Palpatine together for theme, they work well as a team here. The Emperor furthermore lets you return an event card to your hand from the discard pile when you destroy an objective – between the two sets, there is five blast damage (if you have the edge), which is normally enough to one-shot any objective from the table.

In this way, decks almost build themselves. If Vader and the Emperor are working well with events, you may wish to go heavily into that route. There are some very useful events in the Sith faction that you’d be getting double-duty from thanks to Vader’s ability, and then the Emperor brings them back to your hand for you to do it all again when you destroy an objective.

Star Wars LCG

So once you build your deck, you’re ready to play the game. The Dark Side always goes first, and ticks the dial up one point. In order to play cards, you need to generate resources, which you do by focusing cards. The Star Wars LCG doesn’t use the exhaust (tap) mechanic that other games do – nothing turns sideways here! Instead, you place a focus token on the card to show that it has been used. These are removed at the start of your next turn, but there are card effects that can place additional focus tokens on cards, meaning you have to wait a longer time to use them. There were a couple of deck archetypes around that did this, famously a Jedi deck that used Yoda, and I think a Sith deck featuring the aforementioned Emperor. It’s a nice representation of a character exerting his or her control over the situation, so the Emperor is stifling Luke’s ability to do anything because of his exertion of will – that is, because he’s placed four focus tokens onto Luke’s card. Of course, there are ways and means to clear these and ensure your guys are kept in the fight, but it’s a great fundamental of the game.

On the first turn, the Dark Side player cannot attack, however after the conflict phase there is a Force phase, which represents the factions’ struggle for dominance in the galaxy. Each card will have a number of circles down the left hand side, which is used for Force struggles as well as the Edge battle, which I’ll get to shortly. To commit a character to the Force means you can’t really use them in conflicts, because when a card is exhausted (focused) it doesn’t count its icons. It’s a huge trade-off, because the Emperor has five icons for the Force struggle, so he could potentially keep the balance of the Force with the Dark Side for the whole game, but it does mean you’d be losing out on all of his combat ability. There are a number of cards that let you count icons when exhausted, of course, and couple of objective sets have an ability that counts them as contributing an icon to the struggle, especially in Jedi and Sith.

Star Wars LCG

As I said earlier, the game ends when the Dark Side reaches 12 on the dial, or when the Light Side has destroyed three enemy objectives. The dial will tick up each round regardless, so at maximum you have twelve rounds of play. However, if the balance of the Force is with the Dark Side, the dial will tick up two each round (for a maximum of 7 rounds), and each time they destroy an objective, the dial will tick up a number of times equal to the number of objectives they have destroyed, so while there isn’t really any reason for the Dark Side to go on the offensive, it can pay to do so, as you can shorten the game dramatically by destroying objectives and keeping the balance tipped towards the Dark Side.

The Light Side, by contrast, must be on the offensive from the off. There’s a certain tension that comes in here, where you may want to play the flashy Luke Skywalker or Obi-Wan Kenobi, but the odds are you’ll only be able to afford to play one of them each round. Instead, you might want to play a couple of smaller unit cards, which lets you get a presence on the board, and can help to defend when the Dark Side attacks from round two. You might find yourself in a bit of a bluffing game, if the Dark Side decides not to attack though, but that might then give you the time you need to build up your board. There’s something to be said for playing Luke or Obi-Wan first, but committing them to the Force rather than attacking, meaning you keep the balance with the Light Side as you build up the army. I’ve always favoured more of an aggressive play as the Light Side, but honestly, it might not be the best play in the world at times!

Star Wars LCG

Let’s get into the conflict phase, then. 

During the conflict phase, you begin by declaring which objective you’re going to attack, then you declare your attackers; your opponent can then declare which characters (if any) will defend. I think this is somewhere else that the LCG didn’t gain many fans, as it was a little too abstract – you’re not seeing Luke Skywalker dueling Darth Vader, you’re seeing Luke attacking ‘The Emperor’s Web’, and Vader happens to be in the way. It’s all a bit weird at first, but the conflict is representative of the power you can bring to bear to achieve your goals, and while you might see Luke and Vader dealing damage to each other, you’re just as likely to see a random Kuati Security Agent deal damage to him.

Characters will often have a series of icons across the middle of their cards – a blaster, an explosion, and a targeting crosshairs. These icons represent unit damage, objective damage, and ‘tactics’, which deal damage in the form of focus tokens. These icons can either be in black or in white – white icons only apply if you win the Edge Battle, whereas the black icons are always on.

Star Wars LCG

So what’s this Edge Battle I’ve been talking about? 

Once you’ve determined who is involved as attackers and defenders, the players start to bid cards face down in an edge stack. When both players have passed, the stacks are turned face up; whoever has the most icons on the left hand side (the same icons we were counting for the Force struggle I mentioned earlier) wins the battle, and ‘has the edge’ for the coming conflict. In the case of a tie, the defending player wins. There is another kind of card that we’ve seen in a couple of these objective sets I’ve shown off, the Fate card. This is the only time such cards are played, and they can have effects that resolve here to help you, such as Heat of Battle which can deal one damage to a participating enemy unit, or Target of Opportunity which deals one damage to the objective you’re going up against. You can only damage characters who are participating, so if your opponent declared no defenders, Heat of Battle doesn’t come into play (but it does still count its icons). Each Fate card also has a number in the top right corner, which are used for determining the order in which they are resolved – you’ll see cards like Heat of Battle in both Light and Dark Side decks, but the Light Side version always has the lower number.

This aspect of the game can be a little off-putting for a lot of people, especially when you’re new to the game, because you may not want to pitch Obi-Wan Kenobi into an edge stack – but he has 4 icons, so he might be the difference between winning and losing. There is also a Fate card called Twist of Fate, which discards the current edge stacks and starts a new battle. If your opponent has only played one card into the stack, can you be sure that it isn’t a Twist of Fate?

Star Wars LCG

Anyway, once that has been resolved, and the edge stacks discarded, you go on with the conflict, starting with the player who won, and deal out your damage alternating between participating ready units. Blaster icons deal out one damage per icon to a defending unit; explosion icons deal out one damage per icon to the engaged objective, and the crosshairs deals a focus token per icon to any enemy unit. This is perhaps where the power of the crosshairs icon comes in, because if your opponent is keeping a character back to strike on his or her turn, you can drown them in focus tokens and they might not be able to do anything. It’s equally important, though, to try to focus down defending characters before they have a chance to deal their damage back to you, as the character must be ready (not exhausted/focused) to do so. 

There is also a bit of an art to understanding when to defend, because if you have no defenders left at the end of the conflict, it is said to be unopposed, and the attacker deals one bonus point of damage to the objective. So an element of strategy comes into play as there’s possibly no reason to chump block, if that blocker is going to die anyway the conflict is going to be unopposed anyway, and you’ve thrown away a unit for no reason. Often, the more important battle is the Edge Battle, because you can declare no defenders but still play cards into this, to deny your opponent the edge. This may be the difference between receiving two damage to your objective, or having that objective destroyed.

If an objective reaches its damage threshold, then it is destroyed and placed in the winner’s victory pile. If the Dark Side won the battle, they immediately move the dial one point for each objective they have destroyed, whereas as soon as the Light Side has three objectives in their victory pile, the game is over and they have won.

If the game isn’t won by this point, we proceed to the Force phase as described before, and then the game continues on.

Star Wars LCG

There are a lot of subtle rules and effects that I haven’t talked about here, which affect the game in various ways, but this is the core of the game, along with my rambling explanations of it! As we know from any card game ever made, there will always be cards printed that trump the main rules to some extent, so the rules say you only remove one focus token when you refresh (unless the character is Elite, in which it removes two), but the Sith enhancement The Hand’s Blessing allows you to remove them all. There are rules for bodyguard units, for shields to prevent damage, and even for targeting characters not in the conflict. As we have bounty hunters as part of the Scum & Villainy faction, we also get rules for capturing characters at objectives, and for subsequent rescues. 

And this is just from the core set. With six full cycles of further development, we have plenty of additional rules that were added to the mix, such as Pilots being played as enhancements to starships, and so on.

While it is always interesting to see how a game develops as the product line increases, something that has always struck me about the Star Wars LCG is just how good the core set is at covering all the bases. We don’t get every character of course, but you can build decks with the core set that function quite beautifully. The product design is classic FFG of course, in that we only get four of the six factions, plus a single objective set for Smugglers and for Scum, then the first deluxe expansion, Edge of Darkness, gave us the cards we wanted to flesh those factions out. Between the two, though (two copies of each, naturally), you could quite happily have a fun and deep card pool that you can enjoy for years.

Star Wars is all about the characters though, and all the fantastic stuff that goes along with that. So you’ll want to keep buying the packs to get your favourites, like Wedge, Thrawn, or Mara Jade. The fact that this game uses art, as opposed to movie stills, allows for the entire depth of the expanded universe to be plumbed for content, and the result is quite beautiful. The game was naturally limited by its narrow focus, of course, but I’ve talked before how that focus has led to some quite incredible world-building that existed hand in hand with the RPG they were publishing at the time, as well. The Jedi faction in particular had some really interesting stuff going on, like that ‘Believer in the Old Ways’ and whatnot. It really opens my imagination to thinking how the Jedi were still around in the era of the Galactic Civil War, they were just hiding out because it wasn’t safe, and stuff. Truly amazing to have this kind of thing explored.

It’s fascinating to me to think about how my attitude towards the game has not changed at all in the last ten years, then. If anything, I’ve only come to love it more in the last few years. I have tried to convince my wife to play it, and we did actually get a couple of games in a while ago, but I don’t think she’s the biggest fan, either of the IP or card games in general. It’s a shame, but I suppose I’ll just wait until the kids are old enough, and maybe then I can convince one of them to try it out! There are some solo variations out there that I have to try, as that could be an interesting way to play it, although I have been known to play it ‘straight’ solo as well, just so that I can experience the game and enjoy some time with these beautiful cards! I’ve talked about this before, though, as well, and while it does scratch an itch to some degree, nothing can really compare to playing the game properly!

At any rate, this has been an exhaustive blog post of almost 4000 words, so I should probably try to draw things to a close now! It’s the Birthday Week, though, and it’s the Star Wars LCG, so it was always going to be quite the epistle! Even though the game has been dead for six years, it is still something that I have immense fondness for, and I keep the faith that one day, I’ll be able to play it properly and enjoy it. Until then, however, I just flick through the cards and set up games to look at how amazing this game is on the table. 

One day… 

Ten Years of WordPress!

Hey everybody,
It’s my Tenth Anniversary here on wordpress! Ten years of typing my nonsense here, over a total of 1585 posts – who’d have thought it? My wordpress blog was only ever intended as a sort of side-hobby, where I was waffling on about my main hobbies, board games and Star Wars at first, though Warhammer quickly began to take over the world in that first year. It has since become something that is certainly on a par with the main hobbies, especially when you look at just how many posts I’m making on an annual basis. It’s never been something that I have tried to do for the likes or the comments, though I do appreciate each and every one of you fine folks who does either (or both!). It’s one thing to spew out a post about something, but it’s much better to have a bit of a conversation about it in the comments afterwards. 

To help mark the ten year anniversary, I’ve got some fairly exciting posts planned for the coming week. I mean, I think they’re exciting, anyway! There’s a bit of a Star Wars theme going on, which I suppose is only natural, including another in-depth look at the Star Wars LCG, which is still a game that I am obsessed with. I’m also thinking about the next ten years, or at least “the future” without a number on it. I think it’ll be fun to see what could be coming up, anyway, and hopefully it’ll be interesting to read. 

I’m off to have some electronic cake though, but thank you to everyone who has been reading this blog for however long you have been reading – if you’ve been here since the start, have an extra slice of e-cake before the party’s over!!

Happy Birthday to me

I’m 9 today! I didn’t realise it was coming up, somehow – clearly, gone are the days when I would celebrate with a whole Birthday Week!! How remiss of me.

Well, I’ve had a bit of a mini-celebration, all the same, playing some Marvel Champions with a new acquisition, the Scarlet Witch deck.

Marvel Champions

Of course, for the first outing it was a toss-up between Vision and Quicksilver, but I went for the latter as so much of those decks appears designed to work together. I was really impressed with how they both played – Quicksilver I’ve played before, of course, but I do enjoy how he’s able to just do so much, thanks to being able to ready himself so often. Scarlet Witch, on the other hand, is pretty good at throwing damage around thanks to the Chaos Magic effects of using the boost icons of the encounter deck to her advantage. It’s really quite something, I have to say. She’s also quite efficient in how she can draw and discard cards to find the right cards.

I’d definitely like to play both of them again, though I can see ways in which I could potentially tinker with them both. I definitely need to try and rein myself in on that front, as I really do enjoy playing with the precon decks, after all!

So. 2024 marks a full decade of blogging here. I wonder what I could do to mark that milestone…

Fantastic!

Hey everybody,
I thought it would be nice to end this week’s birthday celebrations with a look at how the future of the Harry Potter series is shaping up – even if that future is currently set firmly in the past. I’m talking, of course, about the Fantastic Beasts series of movies!

Fantastic Beasts and Where To Find Them

Released back in 2016, the initial movie follows Newt Scamander as he travels to America as he attempts to release one of his fantastical beasts back into the wild. He runs into a problem when his case gets mistaken for one belonging to a Muggle (or No-Maj, as the Americans call them) and pandemonium ensues across 1920s New York, as Newt attempts to recover his lost magical creatures.

Along the way, we have a side story of the Director of Magical Security, Percival Graves, and his investigations into a powerful magical force within the city. The twist at the end of the movie is that this is none other than Gellert Grindelwald, the infamous Dark Wizard who believes in the superiority of wizardkind. Oh yeah, spoiler alert.

The first movie is a fun adventure, and without that little postscript at the end, would have been entirely fine as a standalone movie set within the wider Harry Potter universe. However, it turns out the movie is the first in a series – originally a trilogy, then projected to five films, which deals with the history of Grindelwald and culminating in the mythical duel with Dumbledore.

The second movie, The Crimes of Grindelwald, was released in 2018, and is perhaps a more focused movie than the first, in that the big baddie takes a more central role. The action has been relocated to Paris, with Grindelwald taking up residence with his disciples there as he attempts to track the powerful Obscurial, Credence. Newt is dispatched by none other than Dumbledore to try and get to Credence first. We get some inkling of the history of Dumbledore and Grindelwald, though a lot of it is implied from the stuff we know from Deathly Hallows.

This film has come under a lot of fire, from what I’ve seen – from the continued casting of Johnny Depp following accusations of spousal abuse, to the racial implications of Nagini as a Maledictus. Sometimes, I get the feeling that people are determined to not enjoy something on principal…

Fantastic Beasts and Where To Find Them

At any rate, both my wife and I really enjoy these films for what they are, a continuation of the exploration of the wizarding world, which began back with the first Harry Potter novel in 1997. The fact that the world has been blown right open here, so that we’ve seen New York, Paris, and we’re promised next to travel to Rio de Janeiro, is just simply delightful, and while there are always goofy parts to these stories, let’s not forget how goofy the books could be. I mean, some of the descriptions of Dudley Dursley leap to mind at once as defying all sense.

I do feel that people sometimes are just not happy unless they’re casting shade over popular things – and I realise there’s an irony about that, coming from me writing on a blog where I often criticise stuff quite negatively! But where these films are concerned, a big part of me thinks there may be something more at play here.

The Harry Potter novels have a sense of wonder to them, as we learn about the wizarding world through the eyes of the title character, and share in that sense of wonder that he himself exhibits for the most part. There’s also something quite innocently charming as we do this through the eyes of a child. For the adults among us, there’s a wonderful air of nostalgia as we read these books, as we remember our own childhoods and school days, irrespective of when we came to the series.

With Fantastic Beasts, however, that’s not the point. The world is presented to us from the adult perspective from the get-go, so it doesn’t have that sense of childhood nostalgia and charm. The main characters are all fairly accomplished witches and wizards and so, rightly or wrongly, the films expect us to have some understanding of the world that they inhabit before we begin. Some exposition is given through the fact Newt befriends the No-Maj Jacob Kowalski, the man who took Newt’s briefcase, and therefore gives some background to what is going on. This film series expects more from us, but has so much more to offer in return. We shouldn’t go into this series expecting the same level of charm and enchantment as we get from the main seven-book series, else we’re sure to be a bit disappointed.

Fantastic Beasts and Where To Find Them

As I said, though, the films aren’t without their flaws. I’m not a huge fan of Eddie Redmayne’s hunched, almost twitchy performance – I suppose it has something to do with him being an introvert? That’s nothing, however, to Ezra Miller as Credence, who seems to be trying to out-hunch Eddie, though added to that is a curiously wooden performance. Is he supposed to be trying to shrink out of the spotlight? Is it meant to convey (spoiler alert) the internalisation of his magical power as an Obscurial? Don’t know. He does get a bit better in the second movie, but still, I’m not a fan.

I’m also not big on the fact that (a) Dumbledore is teaching Defense Against the Dark Arts at Hogwarts (when he was said to be the Transfiguration professor prior to gaining the role of Headmaster) and (b) he uses almost exactly the same Boggart lesson during the flashback scenes that Lupin teaches in 1993. I’d got the impression, rightly or wrongly, that Lupin was quite an inventive teacher, and his methods were quietly unique; turns out, everybody gets a go with a Boggart as part of their magical education. I mean, that could be entirely possible, but it just irritated me a little bit!

But that’s no reason not to enjoy these movies. They take the magical framework that we’re used to from the Harry Potter books, and build upon it in new and interesting ways that are really pretty fascinating. There is a part of me that feels as though the final duel is going to be almost impossible to film satisfactorily, although we won’t have to worry about that for a while yet, given that production on the third movie has stalled due to the coronavirus lockdown. More than anything, though, I think it’s just really cool to travel the magical world, and see things that would never have been possible to see in a series set at Hogwarts.

Harry Potter and the Pillar of Storgé

Hey everybody!
Today, I thought it would be fun to go back through the archives and look at some of the crazy fan theories that were doing the rounds during the time the Harry Potter novels were being published. I think I was most aware of these during the period between books five and six, and immediately after six, when we were beginning to learn more and more about the history of the universe, and the various plot threads were starting to be wound together.

Back then, we had some wonderful ideas being expounded over on the MuggleNet forums and editorials, and I would look forward to seeing what people had been thinking up for the way the series could work.

There were loads of theories written down back in the day, as people talked about all of the different nuances of the series, trying to glean anything and everything from the smallest details – I remember one editorial in particular that talked about the significance of toast throughout the series, and reading all manner into what the presence of toast versus toast-with-extras could mean.

Of course, once book five hit the shelves, the main focus was down to the prophecy, and how the final confrontation could go, given that we have almost a confirmation that Harry would be taking part in a fight to the death with Voldemort.

My own theory at the time (well, June 2006) was centred on the psychological idea of Lord Voldemort being a mask for Tom Riddle, and the possibility that Harry would defeat Voldemort by, essentially, redeeming Tom Riddle, which would allow the mask of Voldemort to shatter and be destroyed. I suppose I was planting too much of my Star Wars knowledge on to the series, and imagining a scene much like Luke’s redemption of his father, and bringing Anakin Skywalker back from under the mask of Darth Vader, though with the transformation killing the host. I find it an interesting idea, even now, and I find it quite appealing in a small way. It’s cheesy as hell, of course, but then Harry Potter is one of these “Pure Fool” stories, which are cheesy as hell almost by definition.

I’d always hoped that we’d get to learn more about Harry’s mum than we got to – even with book six showing us her potions prowess. Much like Lupin in the third book, I’d hoped that we’d get a link to Harry’s parents that would show us more about Lily. I mean, one of the few things we know about her is that her wand was good for charm work. I remember wondering quite intensely if she had been the one to cast the Fidelius charm in Godric’s Hollow, and how all of that would interact once we went there in the seventh book. As it turned out, it was sort of unimportant, but anyway!

I think this comes back to the point from earlier in the week, about the depth of the story that we have here leading us to look deeper and deeper still into the background. There is just so much going on in these books, and there are so many tiny details, some of which (such as Sirius Black’s motorcycle from book one) later became such huge plot points, that it led to an entire fan industry of going through the extant novels with a fine tooth-comb, hoping to dredge up some major spoiler for the finale that had been planted earlier.

Remember Mark Evans?

At any rate, the sheer breadth of fan theories, however wild they were, just goes to show how successful this book series was. It had us all talking about it. It had us all theorising about it. It got under our skins, and into our souls.

What other series of books can say the same?

Harry Potter: Hogwarts Battle

Hey everybody!
Today is my blog’s sixth birthday – can you believe it?! It’s also game day, so we’re going to be taking a look at the Harry Potter deck-building game from The OP (formerly USAopoly), Hogwarts Battle!

This came out a few years ago now, and I got it for my wife back in 2018 for a birthday present, a little apprehensive as I know deck building games can be a little difficult to get into. Of course, time was I had a plethora of the things, from Dominion through to Marvel Legendary and Thunderstone. Comparisons will be made with several of these as we go through, inevitably!

The game is quite straightforward, really – the core game is for four players, each of whom takes the role of Harry, Ron, Hermione or Neville. There have been expansions that bring both Luna and Ginny in as playable characters, but we won’t be getting to these in this blog.

It is quite cleverly structured over seven “years”, marking each of the seven school years that each book covers. Each hero comes with a starting deck of ten cards, including the currency cards (the currency of the game is called ‘influence’) as well as some special cards that give you an idea for how you might like to take the construction of that hero’s deck. For example, Ron has the ‘Bertie Bott’s Every-Flavour Beans’ card that rewards you for playing Ally cards, so maybe you’ll want to buy some Ally cards from the market.

The market contains these Allies, as well as Magical Items and Spells. There’s no real rhyme or reason to how these cards work – some Spells will allow you to gain attacks, others will give you influence, while others still might let you draw cards. The same is true of the Items and Allies, as well. From game four onwards, there are also dice involved – more shortly – and the ability to roll these dice comes across a variety of cards, also.

But what’s the point of the game, I hear you cry?

There are a series of Villains that need to be overcome by our intrepid heroes, each themed around the point in the story in which they appear for the first time (although there are, of course, exceptions). For instance, in Game One, the enemies are Draco Malfoy, Crabbe & Goyle, and Professor Quirrell. Once Lord Voldemort has made his return, he forms a kind of boss villain for the heroes to overcome, and more Villains are revealed from the deck to attack the heroes through their various means. For instance, in the photo above, we see Fenrir Greyback prevents heroes from healing themselves, which is quite the horrendous effect when you have other Villains, like the Dementors or Quirrell, who cause you to lose health each turn.

In addition, there are Dark Arts cards that get flipped over at the start of each turn. These are basically the game’s way to fight back on a more interactive level – the Villains might be quite passive or situational, allowing turns where they actually don’t have any negative effect on the heroes’ progress. The Dark Arts event cards, therefore, ensure that something will always happen to affect the gameplay.

Finally, there is the Location deck, which shows both how many of these Dark Arts events to draw each turn, as well as tracking the Villains’ progress towards defeating the Heroes. See, when Heroes are reduced to 0 health points, they are merely Stunned – discard half of your hand, rounded down, and then at the end of the turn, reset your health to 10 and continue. Hardly the most grievous of effects! However, the Locations provide something of a clock for the game, making sure that things don’t fall into that holding pattern. As the Villains place more progress markers on these Locations, showing the influence they’re gaining over the wizarding world, more Dark Arts events will be drawn, causing more pain and suffering for the Heroes.

So that, in a nutshell, is the game!

It’s very similar to the DC deck-building game, I feel, in that you have a deck of villains to defeat (although DC brings them out one at a time). However, it isn’t really like any of the other deck-builders that I’ve played, as there are a variety of things that make it fairly unique. For starters, the starting deck each hero has includes more than just basic cards – sure, some of the cards, like each hero’s pet, feel a little basic in their effects, but the starting deck of ten cards covers much more than the basic ‘attack and currency’ style. I really like the fact that these decks provide that sort of base for how you might like to take the deck as you purchase cards for it, too.

The “Year” structure is also something that I really like. When I first opened the box, I had the idea that it might be a game along the lines of these Legacy-style games that started with Pandemic back in the day, giving additional content that is added in depending on what happens within the game. Well, that’s not entirely untrue, of course, though it isn’t quite so “secret envelope” style here – instead, you basically get a base game and all six expansions for it in one box, and you grow the game a little more organically than perhaps some of these Legacy games have it.

Something that I particularly like is how the heroes change over the course of the game, and also the extra gubbins that get thrown into the mix along the way.

As you move up the series of games, your hero “levels-up” twice, at Game Three, and then again at Game Seven. When you begin, you just have your hero; then with Game Three your hero has an effect that will trigger when something happens – for example, Hermione can choose for any one hero to gain one influence when she plays four or more spells. For Game Seven, that ability changes from “any one hero” to “all heroes”.

In addition, in Game Six you get to choose one “Proficiency” that gives your hero more in the way of choices – a second, always-on ability. In the previous picture, we can see that Hermione has chosen the Arithmancy Proficiency, which allows her to interact with cards that make use of four House Dice. These dice make their appearance in Game Four, which is something of a mid-point both in terms of the series as a whole, and the complexity of the game here. We get four dice that give bonuses to all heroes such as giving extra attacks, extra resources, drawing cards or healing. However, some of the Villains and the Dark Arts events make use of the Slytherin die (the one that has more attacks on it), with negative results for the heroes.

These dice are also instrumental in the final battle, as Horcrux cards are introduced. In Games Five and Six, Voldemort is the final Villain to be defeated, with the single caveat that you must have defeated all of the other Villains first. For Game Seven though, you must also destroy the six Horcruxes – that is, roll a House Die and, rather than apply its effect, use it to place a marker on the Horcrux card. These cannot simply be ignored, however, as they also have always-on effects that will often trigger along with the Villains and the Dark Arts events – meaning that, on your turn, it is quite possible that you can go from full health to 0 due to the accumulated horrors of the Dark Side!

It all builds up quite nicely as things progress, although you don’t get to keep the deck that you’ve built up over the course of an entire “campaign” – with the start of each Game/Year, you re-set back to your starting ten, although this isn’t all that much of a handicap when you take account of the fact your hero card has leveled-up by Game Seven, and you also have the Proficiency from Game Six.


For Potterheads, this game is wonderfully thematic, with a lot of cards that kinda make sense when you think about what they do. ‘Expecto Patronum’, for instance, allows you to push the Villains back by removing their progress from the current Location, as well as granting you additional attacks. ‘Lumos’ allows you to draw cards, etc etc. A lot of the moving parts of the game, particularly on the Villains’ side of things, work really well together, too – a shining example of this is Lucius and Draco Malfoy, who interact with the Location cards in a nightmarish fashion. Adding Barty Crouch Jnr into the mix, who prevents progress tokens from being removed from the Location, can cause all manner of problems for the heroes!

However, the game is not without its flaws. For starters, there is no way to thin out your deck, which is a staple of pretty much every deck-builder I’ve played. Being able to cull the basic cards from your deck when you’ve managed to build it up is quite important, but even when you’re playing in Game Seven, and you’re up against Lord Voldemort himself for the final time, there is still the chance that you might draw a hand of five ‘Alohomora’s, which is just a pain in the rear at such a critical point!

There are also no “always on” cards. DC has “kicks”, and Legendary has “Maria Hill”s, where you can (usually) always buy at least one standby card that isn’t really part of the main market. The potential for heroes to be locked out of the market by seeing very high-cost cards very early on is definitely there, and there have been many points where we’ve ended up buying chaff cards simply because they’re the only ones we can afford, or to clear them out of the market stack. I think the game designer has suggested a fix whereby you skip your turn (that is, you don’t purchase anything or assign any damage) and you can wipe the market clear or something. But I’m never really a fan of these kinds of after-thoughts!

There are also a lot of promo cards out there. I’ve talked about my aversion to such cards before, but I find it quite strange when a game like this has promo cards that feature fairly significant characters – the Dursleys and Seamus aren’t top-tier characters, don’t get me wrong, but they’re characters that appear in every novel; I’d have thought therefore that they would be in the main game. Of course, there’s also the issue of the effects these cards have on the game, and a spell like ‘Silencio’ is massive for it to have been left as a promo. This is a co-operative game, for sure, and the idea of there being “chase rares” or something is quite bizarre, but for completionists such as myself, it does feel a little irksome that these cards are out there in the wild!


But the issue of promos shouldn’t, and doesn’t overshadow what is otherwise a really fun gaming experience. There’s a lot to enjoy here, from the straightforward deck-building experience, to the way the game builds up from year one through to seven. I think more than anything, though, I enjoy this game so much because it brings my wife, who is not a gamer, to the gaming table with me, and we can spend the entire evening going through each year and having so much fun. Definitely a winner in my book!

Harry Potter

Hey everybody,
So for my blog’s birthday week this year, we’re exploring the wizarding world of Harry Potter, that magnificent series of seven books by JK Rowling that has held so many of us enthralled since the late 90s. With 500 million copies sold, the Harry Potter series is the most successful book series of all time, with the first book in the series clocking in at 120 million copies alone.

Where the hell do I begin with this?! The series needs no introduction, that’s for sure – and I’m not even going to try to provide one! I’m going to proceed with the assumption that anybody reading this is familiar with the story and the characters, as otherwise I’d probably be here all week on this one blog…

The story follows the put-upon orphan Harry Potter, as we move from his life full of drudgery with his aunt and uncle, through his discovery that he is, in fact, a wizard, and the start of his life at Hogwarts School of Witchcraft and Wizardry. In the wizarding world, Harry is quite the celebrity, as the one who caused the downfall of the Dark wizard Lord Voldemort when he was only one year old. Nobody knows quite how that happened, though Harry was left with a lightning-bolt shaped scar on his forehead.

As we follow Harry’s discovery of the world he previously knew nothing about, we learn about the world at the same pace Harry does. Critically, the story is told from Harry’s point of view almost exclusively, allowing certain information to be kept from us until necessary. Most importantly, we don’t understand what it means that Harry has that peculiar scar on his forehead until we get to the final book of the series.

Along the way, though, we learn about the magical world and encounter some of the many peculiarities. One of the most entertaining aspects of the series is comparing and contrasting the magical world with our own, and seeing all of the various substitutes for things that wizards have come up with. A lot of this is shown to us through Harry’s best friend Ron Weasley, who comes from a long line of wizards. As a native to the world, we’re guided through a lot of the more mundane aspects of life at Hogwarts through him. The pair are also friends with Hermione Granger, who was born to non-magical parents but has read every scrap of information that she can find about magic, providing another vector for information to us, the reader.

However, learning about the magical world in general comes somewhat secondary to learning about the mystery surrounding Harry’s life, and the events surrounding his parents’ deaths. As the series develops, we get more information, building up an irresistible puzzle that is only finally solved at the conclusion of the series. Additionally, the series is notable for growing at a pace with its audience, so the 11-year-old who picked up the first book would have matured into an adult by the time of the seventh book, and the storyline grows correspondingly darker and more mature as a result.

Harry Potter

The first three books, while getting progressively darker, nevertheless have something of a lighthearted tone as they start out. I think it’s quite clear to see that, despite the quite fearsome imagery that is described, say, during the Forbidden Forest or the final encounter with Professor Quirrell, Harry Potter and the Philosopher’s Stone is a children’s book. The story is fairly timeless, as we follow this neglected child in his Cinderella-like transformation into a famous wizard, and see him move from a miserable existence to actually enjoying himself and his life among the wizarding community. It’s quite light-hearted, full of gloriously British humour, with bags of adventure and excitement thrown in. While it quite obviously is part of something larger, it’s also one of the more satisfyingly-complete stories in the whole saga.

As can be expected, book two then begins to delve a little bit deeper into the wizarding world, as we see the dark underbelly of things like House Elves, and begin to explore the more shady side of life when we learn about the so-called purity of magical blood. Turns out, the magical community is a lot more bigoted and prejudiced than the first book would have us believe. Of course, there’s still plenty of humour along the way, and despite it all, there’s still a happy ending.

To my mind, it isn’t until the oppressive atmosphere of Harry Potter and the Prisoner of Azkaban that we begin to feel like this isn’t a series of books that is meant purely for children. We still get the comical descriptions of the Dursleys, and plenty more besides, but this is the story where things begin to turn a little dark. The Dementors being physical manifestations of depression is quite a chilling idea, and having these hooded figures with rotting flesh gliding around the school as protection against the notorious mass-murderer Sirius Black leads to quite a grim picture. However, this book is also my absolute favourite of the series. Harry learns so much about his own past, and there’s more than just that abstract sense of “I’m a wizard, I belong here” – instead, Harry feels that pull in the same way that we do, being by now quite invested in the series. Having that connection to his past, first with Lupin, and then with Sirius, it’s the first time that I think we get the sense of really feeling quite at home in this alternative world.

Harry Potter

Harry Potter and the Goblet of Fire begins to change everything. It blows the landscape open by introducing the concept of magical education outside of Hogwarts, to say nothing of providing the central turning point of the series by seeing the return of Lord Voldemort to a physical body. The books kept getting longer, and book five is by far the longest of the series. Continuing the theme of expanding the wizarding world outside of one London street and a boarding school, we get to visit both the main centre of magical healing in the UK, and the Ministry of Magic itself. Even book four managed to confine itself, for the majority of the story, to the school; I could be wrong, but I do believe that Harry Potter and the Order of the Phoenix has more of its action take place outside of Hogwarts than does within those walls. The storyline, by this point, has gotten pretty huge, but at the same time, we begin to get some significant answers to questions that have been in the background for a while now. While, after five books, A Song of Ice and Fire has gotten so unwieldy as to be ridiculous, Rowling manages here to both refine the story that she’s telling while allowing it that expansion room – the result is nothing short of spectacular, and it continually baffles me how people can say these books are no good.

Harry Potter

The final pair of books feel, somehow, the most adult of the series. Harry Potter and the Half-Blood Prince shows our intrepid hero engaging in some fairly heavy stuff at this point, as Dumbledore begins to really hone him into the weapon that he needs him to be. We also continue that theme of getting answers, as we learn a great deal about Lord Voldemort’s past in an effort to find his weaknesses. We’ve now had six books that have managed to tell a phenomenally detailed, well-constructed and, to top it all, thrilling adventure story that proves, at this point, to basically be one long story split across six books.

If it can be said that the wheels came off this story anywhere, I feel that it is with Harry Potter and the Deathly Hallows. Up to this point, as I said, the story is wonderfully linear, despite its epic scope, and you can look back from book six and see quite clearly how things weren’t so much set up, but have just come to be, with a sort of realistic inevitability that is the envy of any author seeking to produce a series of books like this. But then we have the final book, and right away we’re thrown into a story where wandlore is suddenly much more important than we have been given to believe, and an in-universe fairy story is almost the crux of the whole plot.

Now, I’m not trying to say that I dislike book seven – despite it having almost a completely different feeling to it, and there being some ropey parts in the middle where the plot slows down as the heroes try to decide what their first move ought to be, it still manages to provide quite a good closure to the previous six books. I just find myself wishing that we’d been better-prepared for it, somehow, you know? If only Ron had had some cause to compare an adventure to “one of those old Beedle stories”, or if Ollivander had expounded a little more on “the wand chooses the wizard”. It would have helped, I feel, these elements to have felt a little less like they’re tacked-on as a plot device to bring about the resolution to the series.

We do get some element of the importance of wands during the fourth book, when we learn that brother wands will refuse to fight one another. We also know that both Ron and Neville never had much luck with their hand-me-down wands. But the whole thing about ownership and allegiance seems a little too out-of-the-blue somehow. If only Ollivander had said, back in his shop, something along the lines of “your wand will give you its allegiance, though it can switch that allegiance if lost in battle”. I don’t know, but something… The fact that wand lore is so important in the final battle just feels too abrupt, and – dare I say – convenient.

I should hasten to say, however, that I don’t think the ideas of wand lore, or the Beedle stories, are bad. I just think we ought to have had some hint sooner. The idea of horcruxes was given to us in book two, after all – we just didn’t recognise it for what it was. Having merely “the wand chooses the wizard” being the setup for the finale just needs to have been further explored beforehand, in my view, for it to not feel tacked-on.

But hey, I’m just a guy on the internet…

I feel as though I’m beginning to sound too harsh here. The problem, for me, is that the story has been so well-crafted, with such believable characters, and such a phenomenal sense of realism that, perhaps inevitably, we have come to expect such great things from it. The laws of this magical universe have always allowed for things to make sense, as much as you can say a work of fantasy can do so. The plot, while not obvious from the outset, makes sense when you look back on it from the conclusion.

Harry Potter

I’ve read these books so often now, they’re really very much like old friends to me, and re-reading them always feels like something of an event for me. The first five books feel as well-known as the back of my hand, whereas the final two, being a little more recently published, are a little fresher to me. Being so familiar with the storyline, I enjoy reading the books to revel in the details, and ponder all manner of what-if situations – something that tends to rankle with my wife, who is herself a much bigger fan of the franchise than I am! I suppose it’s a problem with the richness of the universe JK Rowling has produced, though – with this much depth, the questions get correspondingly more in-depth. I mean, do Scottish students attending Hogwarts really need to travel to King’s Cross to take the train to Scotland?

I’m just so much of a fan of these books, that I suppose it’s inevitable that I’ll end up picking on these tiny details, and wanting to know more!

Harry Potter!

Hey everybody,
It’s Birthday Week here at spalanz.com, and this week is devoted to that beloved franchise all about the wizarding world, which has captured the hearts and minds of millions of people, young and old, across the globe. Taking off after the first novel was published way back in 1997, it has proven to be more than just an international hit – it’s a force of nature!

Harry Potter novels

I first came to the franchise at Easter 2003, when my folks bought the second film. I don’t honestly remember if I’d watched the first one when it came out, but the folks were having a back-to-back screening in the living room, so I thought I’d see what the fuss was all about. Up to this point, the most contact that I’d had with the series was to read the opening paragraph of Harry Potter and the Philosopher’s Stone in the local Woolworths, and my cynical, teenage hipster self had dismissed it as “kid stuff”.

Well, questionable child acting aside, I actually really enjoyed the films, once I’d gotten into them. There was still an element of teenage cynicism about me, though, so when I decided to read the third book, and see what happened next, I felt as though I had to almost hide this fact from the wider world!

That Easter break, I read and re-read all four of the books that had then been published, thoroughly enjoying myself and the unbelievable immersion the books offer. I was hooked!

This week, I’ll be taking a look, as ever, at a related game, but my focus will firmly rest on the books. As well as offering my thoughts on this beloved series, I thought it might also be fun to go back through some of the fan theories that did the rounds, and we’ll try to briefly look at the new film series, Fantastic Beasts!

Stay tuned!

Hellboy (2004)

It’s time for Birthday Week to go to the movies! Continuing my obsessive look at all things Hellboy this week, I thought it high time I took a look at the movie that, for me, started it all. Of course, the comics pre-date the movie by more than a decade, but I wasn’t familiar with them before seeing Big Red in action here…

Hellboy (2004)

The movie is basically the origin story of Hellboy, picking out a lot of the threads that we see in the comics, and building on the Seed of Destruction storyline to give a satisfying main story overall.

We start with the Tarmagant Island incident in 1944, with Rasputin opening a portal and bringing forth Hellboy from another dimension, then we fast-forward to the modern day and the BPRD, with a new recruit John T Myers joining the team to work as Hellboy’s liaison. Very quickly, the action moves to a museum break-in where an ancient daemon known as Sammael has been awakened by Rasputin and his disciples, Ilsa and Kroenen. Sammael goes on a rampage, and while the Bureau believe it to have been killed, in actual fact two more have been birthed from its carcass, thanks to Rasputin’s curse of multiplicity.

Myers works to bring Liz back to the team, as she had previously left due to mistrusting her own powers of pyrokinesis. The team are sent into the sewers to attempt to destroy the Sammael eggs, and while most of the agents that accompany them are killed, they also manage to capture Kroenen. In reality, Kroenen had given himself up by feigning death and, once inside the Bureau, manages to kill Professor Bruttenholm. The Bureau is taken over by FBI agent Tom Manning, who directs a mission to Moscow to end the Sammael threat and, hopefully, that of Rasputin and his followers.

In Moscow, the team tracks down the nest in Rasputin’s mausoleum, and while Liz manages to incinerate the eggs, they are captured. Rasputin sucks out Liz’s soul from her body, and uses it to cause Hellboy to use his stone right hand to awaken the Ogdru-Jahad and bring about the apocalypse. Myers manages to reach out to Hellboy, however, reminding him that Bruttenholm raised him to defy his destiny and choose his own path. Hellboy stabs Rasputin, whose death throes release a tentacled monster that Hellboy manages to defeat by detonating a belt of grenades inside the beast.

Hellboy (2004)

For me, this movie really encapsulates the feeling of Hellboy from the comics. We’ve got the half-demon wandering about in graveyards and reanimating corpses, we’ve got him hunting disgusting daemon creatures – it’s really fantastic. While Ron Perlman does steal the show as the titular character, Doug Jones as Abe Sapien, and Selma Blair as Liz Sherman, also have their parts to play – though due to going through the backstory, I think Liz is definitely the more short-changed of the two. John Hurt’s Professor Bruttenholm lends a dignified presence to the movie, though I think it’s really the villains that provide so much of the enjoyment here.

Hellboy (2004)

Rasputin is quite the character, and Karel Roden’s performance is quite chilling at times, especially when he’s in his suit doing his puppet-master routine. Ladislav Beran as Kroenen is a whole different kettle of fish, though – creepy doesn’t even begin to cover it. Beran has a fluid grace that really sets your teeth on edge, and when he’s gliding down those stairs in Bruttenholm’s office… urgh, gives me chills to just think about it!

Hellboy (2004)

Kroenen is definitely the character that benefits the most from his movie incarnation. Everybody comes over from the page to the screen fairly similarly, but for Rasputin’s lieutenant, we have a sort of amalgamation of a couple of the comic book characters. He’s part Nazi scientist, with his surgical compulsion and all, and an expert assassin – a less-mad Red Skull, I suppose. He’s the embodiment of almost the entire Nazi scientist enclave that exists within the comics, and I love how del Toro has managed to distill so much down into the character. Truly wonderful.

Something should also be said for the way the story is handled. It is often said that this movie takes Seed of Destruction as its starting point, but the Sammael threat is so far removed from that of the frog monsters that I don’t really think we can talk about them together. The story is an original one that nevertheless takes the essence of the comic book story and makes it work.

Hellboy (2004)

I’ve not seen the new movie, but while this one exists, I don’t think there’s a need for it. I’ve read the film was a flop, which is a shame, as I think the Hellboy universe really would benefit from a big screen showing, branching off into the BPRD proper and all, but part of me wonders if this failure might then allow for del Toro and Perlman to come back for the Hellboy 3 that we’ve heard teased over the years?