Mistborn: the deck building game

Hey everybody,
I’ve been really enjoying Brandon Sanderson’s Stormlight Archive books lately, having recently started on the second book in that series and having a blast. As I’m on leave this week, then, I decided to treat myself to picking up a new game, the Mistborn deckbuilding game!

Mistborn deck building game

I read his Mistborn trilogy years ago now, and surprised myself by just how much I enjoyed it at the time. I don’t think I was truly expecting to like it as much as I did, somehow. It’s the story of a group of rebels taking down their immortal Lord Ruler, and then what happens next. This is urban fantasy, with a magic system based on ingesting metals for specific powers. So iron will let you pull things toward you, while steel will let you push things away. There are some Allomancers who can only affect one or two metals, known as Mistings, while Allomancers who can make use of all eight metals are called Mistborn.

Mistborn deck building game

The game implements this Allomancy quite well, as you have a board of tokens for all eight metals, which are effectively your resources for the turn. You spend a metal’s token to pay for card abilities, but the training track indicates how many of these metals can be used (or burned, to use the correct term). As you improve in training, you can burn more, but you do have the option to flare a metal, which essentially removes it from your available supply until you discard a card to refresh it.

Mistborn deck building game

This is a deck building game, of course, so the standard stuff around buying cards to improve your deck is all in play. There’s a central market, and you can purchase action cards or allies, leaning into distinct strategies as you see fit. Something that I like is how the character you play as will have a certain ability that will trigger if you’re burning a certain metal, like Kelsier generates 2 attack if you’re burning steel. So you can lean into that, and purchase more steel cards which means you’ll have more opportunities to trigger his ability. Allies also have similar passive abilities, meaning that resource management is key to making sure you’re maximising your turns.

It’s not just a basic deck builder, as you also have three active missions in play, and you can generate mission points to go up these tracks, gaining bonuses as you do.

Mistborn deck building game

The game can be played by 1-4 players, and it really feels like this is a truly scalable game. With 2-4 players, you’re going against each other, trying to defeat your opponents to claim ultimate victory. However, you can also play solo or up to 4-player co-op, where you’re all going against the Lord Ruler himself. He comes with a deck of minions and Edicts, which interact with a Dominance track that lets him affect the game in many different ways. He also gets to heal a lot, depending on how many missions are still outstanding.

I had this game delivered yesterday, and this morning played my first game as Kelsier, in a solo game against the Lord Ruler. I really liked how it captured the feel of the Mistborn setting, and while it’s got the bones of a deck builder, I was surprised at how well they’re dressed with an actual game on top. Sure, trying to buy better cards is a key consideration on your turn, but there’s so much more to do that it genuinely feels like an actual game, if you know what I mean? I’m only one game in, of course, so could be completely off base here, but from what I’ve seen of the game, I would say that the co-op variant is actually the superior version of the game, as it feels like you’re actually playing out the story. Sure, you could say that a game of Kelsier vs Vin could be representative of his training her on the rooftops of Luthadel, but it strikes me that it works better playing against the Lord Ruler.

While I’m very impressed with the game overall, and I really enjoyed playing it, I don’t want to play it a dozen times before the spring, and find that I’m bored with the same enemy to fight against. There is an expansion coming in November, I believe, which features more cards for the market, as well as a Siege of Luthadel solo/co-op variant. Not sure if there will be more characters, but still. It’s perfectly fine as a game, and I’m currently pondering whether I would rank it higher than Dune Imperium, or on the same level. I definitely want to play it some more, though, and will no doubt be back with some more thoughts, but I’m so excited by how much I enjoyed it, I wanted to share these first impressions today!

DC Legendary!!

Oh my goodness, it’s happening! 

Back in the dim and distant past we now refer to as 2012, Upper Deck released a deck-building game set in the Marvel universe, and at the time I seem to remember it was quite a big deal. For some reason, we didn’t get it over here in the UK immediately, and I’m fairly sure that I had my copy imported from the US the following summer. It was a great game, and a slew of releases over the following years broadened the initial scope of the game to X-Men, Fantastic Four, Guardians of the Galaxy, and more. I loved it, but I think after a while, it did begin to lose out to newer games, and with the two-part Secret Wars boxes, my interest had definitely begun to wander off. As is the case with many of these games, I eventually sold it off when I moved house, though for a while I did keep the core set and Dark City expansion, just in case I wanted to go back to it. (As a side note, the reason why my Arkham Horror LCG collection is sleeved the way it is, is due to the fact that I had originally bought those sleeves for Marvel Legendary!)

Over the years, Upper Deck released other games that used the Legendary system, such as Alien, Buffy and more. Each of these was compatible with each other, and I’m sure there have been some crazy games of Willow and Wolverine teaming up to defeat the Xenomorph, or whatever! 

With any licensed game like this, the question is inevitably asked online, “when will x IP get included?” – and with a comics-based game like Legendary, it was perhaps natural to ask this of DC. Of course, Cryptozoic have their DC deck building game, so the point has mostly been moot all these years, but now it seems, that is all set to change.

Upper Deck is primarily a trading card company – I think they’re famous for baseball cards? So they now have the license to make DC trading cards and, apparently, this extends to using DC within its Legendary system. How this impacts on Cryptozoic’s game, which is still going strong after almost as many years as Legendary, remains to be seen.

However, given my recent resurgence of interest in DC, this news has definitely piqued my interest. Maybe it’s just the rose-tinted specs or something, but I definitely enjoyed Marvel Legendary, especially when I had the option for maybe a couple of expansions to mix things up. The opportunity to play a DC version of this, again with maybe a couple of expansions over time to keep things from getting too stale, is just too good to pass up.

But there’s more! Apparently Upper Deck have also been talking about a second edition of the Marvel version, so if that’s true it could be fantastic to add this game back into the collection!

I think this is going to become my mission for 2026. I’m still keeping an eye out for the Cryptozoic version in case I can relive those memories as well, but getting back into Legendary would be amazing…

Star Wars deckbuilding game – Leaders variant

Hey everybody,
At the tail end of last year, I picked up the Star Wars deckbuilding game almost on a whim, having seen a few positive reviews for it and the successor Clone Wars edition of the game. I played it kind of against myself, with the idea of learning the rules to see whether I could try to teach it, but nothing really came of that. However, there is a very popular variant for solitaire play online, called the Leaders variant, so I printed off the relevant bits and gave it a try shortly before Christmas.

It has taken about three or four games for me to properly internalise the rules for this, but I have to say, I have really enjoyed what it has to offer so far, and it has quickly become one of my favourite games to play when I have a spare hour or so. Not that it really takes all that time, but I don’t like to rush the setup or cleanup of games. Anyway!

The Leaders variant allows you to choose a side – Rebel or Empire – and lets you play against the enemy with a really slick AI for that side of the table. There is a game board to print out, which has the relevant tracks and game zones for you to track the game, as well as space for your planets and your Leader. In the variant, there are two Leaders available, Darth Vader and Luke Skywalker. If you’re playing the Rebels, then Vader takes up his space on the board. You take three shuttles to use as your starting resources, and then you take the two trooper cards and place one face down, and one face up in the muster area of the board.

During the game, it functions pretty much the same as the regular head to head version for the player. When it’s time for the enemy to activate, first of all they will take all of the face up cards from the muster area and move them into the play area. Then the AI player will amass all of their resources, tracked along the bottom of the board, gain any Force from cards in the play area, then attempt to purchase cards from the galaxy row. There is a hierarchy that they will always attempt to purchase capital ships first, and they always go for the most expensive card they can afford (cards nearest the draw deck break ties). Any resources not spent are saved for the end step.

The enemy will then attack, starting with a bounty hunt / sabotage mission. The AI will prioritise hunting cards that reward resources first, then cards that reward Force, then all the other attacks will go into the player’s base, as normal. It’s important to note that the AI won’t bounty hunt or sabotage those cards that do not provide a resource or Force benefit. Finally, in the end phase, any starting cards (Stormtrooper, Rebel Trooper etc) are placed face down into the muster area, and any other cards are exiled. So the AI only gets to use the cards that it has purchased once per game. Capital ships are the exception, of course, as these will remain in play until they are destroyed.

We then have the slightly ingenious step of dealing with excess resources. If the AI used all resources, then they will move the progress track one step forwards. This is the track at the top of the enemy board, which gives benefits at specific points. If there are any resources left in the track, however, the progress tracker will move forwards for each excess resource, so you could see this progress track move 2-3 spaces at this point, which means the enemy Leader will be coming out sooner than expected! Normally, there is effectively an 11-turn clock that you have, and on turn 12 the Leader will appear.

Once the enemy Leader becomes available, the player has one opportunity to bounty hunt or sabotage the Leader, and if successful the Leader will enter the muster area face down. If not, he will arrive face up and can immediately be used on the next turn. 

I know it sounds a bit like I’m gushing here, but it’s just such a great variant for the game. A lot of these things I end up playing solo these days, unfortunately, but with stuff like this out there, that’s no big deal. I think the Leaders variant is perhaps one of the cleanest, most straightforward implementations of a solo version of a game that is fan-made and bolted on after the fact that I have seen. The limiting factor here of course is that the Leaders are only ever Vader or Luke, and while I would imagine you could possibly make it work with Tarkin or Leia, it does feel very much like it’s going to be pretty similar each time you play. Obviously the sheer volume of cards in the galaxy deck will make it different by seeing different cards, but still. In some ways, it’s a shame that there isn’t a way to get Jabba to be a neutral Leader, or something, but these are all really small niggles, if I’m honest. As a quick Rebels vs Empire game, though, it’s really good.

The other thing that makes me really happy about this variant is that it allows me to play what is genuinely a fantastic game. The mechanics of attacking enemy cards in the galaxy row are some of the more exciting things I’ve seen in a deckbuilder, and given how gorgeous this artwork is, I’m so glad that I have a way to play this in my life. I’m now planning to get the Clone Wars version of this game so that I can also play it with the Leaders variant (which has some tweaks to the rules for that), and I believe there is something due out this year for the game that may or may not be a third implementation (Mando-verse?) which I will also now most likely buy if there is a Leaders variant for it. Having a method of playing a game like this available is just so good, though, I would say it’s definitely worth picking up the game if you like Star Wars, just for solo play alone! 

Star Wars: the deckbuilding game

It didn’t take me long, huh?

In 2023, Fantasy Flight Games brought out this deckbuilding game, a two player game that just didn’t really seem to grab me too much. I have been seeing a lot of positive reviews though, and with the release of the Clone Wars edition of this game recently, I finally started to look into just what on earth it’s all about. It’s actually really interesting, and I’ve been really impressed by the fact that it actually has grabbed my attention now!

Star Wars deckbuilding game

As with any deckbuilding game, there is a central row of cards that you can buy, using your starting deck of cards. The first interesting point here is that players take either the Empire or the Rebellion, and there are thirty of each of these (and thirty neutral cards) in the main deck. But the Empire player can only buy Empire (or neutral) cards, and the Rebels player can only buy Rebels (or neutral) cards. To demonstrate this, the cards are oriented towards their respective owners.

Star Wars deckbuilding game

However, the second interesting point is that these cards have some stats upside down across the bottom of them. This is because your opponent has the chance to destroy them in the centre row, denying you the chance to buy them. I don’t think I’ve really seen this before, as most deckbuilding games aren’t really pitting the players against each other quite like this. It’s really different to other games that I’ve played (and I’ve played a lot of deckbuilders).

Star Wars deckbuilding game

However, there’s got to be a point to all of this. You’ve each got a deck of bases, and you’re trying to destroy them before your opponent. It’s really quite similar to Star Wars Unlimited, in that you’re trying to destroy your opponent’s base, although victory here will come after 3-4 bases are destroyed, depending on the variant you’re playing. Your characters can’t really help here, but you can also buy and play capital ships that can help in the defence of your base, as these must be attacked before you get a clear shot at the base.

So you’re playing cards that generate resources (to buy more cards) and have a fight value (to deal damage). There’s also a Force tracker that moves up and down, depending on how much Force your characters generate. Having the Force with you can allow for other effects to trigger, but inherently it only grants you an additional resource at the start of your turn.

Star Wars deckbuilding game

That’s pretty much it, anyway. You play back and forth, and that’s pretty much it. The box says it plays in about 30 minutes, which is always great, and while it is a two-player game, there is a very popular solo variant, the Leaders variant, where the similarities to Star Wars Unlimited are even more pronounced.

However, unlike the stylised art in the CCG, the art on these cards is gorgeous.

I sat down for my first game just over a week ago, and played both sides in an effort to learn the rules before, hopefully, introducing the game to my wife. She isn’t exactly a Star Wars fan, but she does like deck builders, so there is that. Anyway. I went through everything carefully, and it took just under an hour, because I was trying to make sure I was playing everything correctly. Now, this isn’t to say that there’s no substance to the game, but it plays really fast. Once you know what you’re doing, it’s almost brutal, back and forth, and that really surprised me.

Star Wars deckbuilding game

The game features original trilogy characters, plus Rogue One. However, there are some notable omissions. The Emperor isn’t in the Empire deck, while Obi-Wan isn’t there for the Rebels. I could go on, but you probably get the picture. It surprised me, because whenever I have a game like this, invariably I think about expansions, and I do wonder if there could possibly be a small card pack at some future time? The Clone Wars era game obviously is out there now, so I wonder if era-based expansion could lead to seeing Mando and such, in a third box? All interesting stuff, anyway.

At this point, though, I’m rambling. The game is pretty great, and it’s one that I think I’m going to be playing for a long time to come!

Star Wars: games!

Star Wars and gaming is perhaps the perfect blend for this blog, so it’s unsurprising that this week’s Star Wars Sunday post will marry the two. There are of course a ton of Star Wars games out there, and I’ve talked about a fair number of them here over time. Today though, I wanted to highlight two that have grabbed my attention, and that I hope to add to my collection by the end of this year.

I’ve already mentioned Outer Rim in my August wrap-up post, after I had a game with JP. It’s a tremendous game, and something that went straight on the Christmas list at the time. Hopefully I’ll be talking a lot more about this in 2025…

The Star Wars deck building game that FFG brought out last year, and my first thoughts were “it’s no good if it’s a 2-player game”, and moved on with my life. I’ve seen a lot of this game recently though, in solo gaming groups on Reddit and Facebook, so there’s evidently a solo variant that is very good. With a Clone Wars themed expansion out now, as well, interest is running very high, and I think this might also now be on the list!

It’s FFG, of course; even with plain plastic cubes rather than cardboard tokens, the production value still seems high.

I’m very keen to explore both of these games soon enough. Star Wars has got so many great games to its name, especially with the Living Card Game still being a favourite for me, and Shatterpoint being quite likely my game of the year. There’s always room for more though, as it means that there’s more opportunity to experience the galaxy far, far away…

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!

Attack on Titan

Well, Cryptozoic have been churning out quite a few Cerberus-engine games since I last took much significant notice of them! Enjoying DC as much as I do, though, I’ve not really felt the need to take too much of a look. But at a recent games night, my usual gaming buddy brought over Attack on Titan, and we gave it a whirl. Both of us are old hands at the usual Cerberus stuff, so I wasn’t expecting too much to change – boy, was I wrong!

The game is superficially the same, with a main deck of cards, a basic deck that you start out with, and a currency system based on power. However, this game is based on the anime of the same name by Hajime Isayama, and deals with the idea of humanity living behind massive walls as defense against the roaming Titans, who eat humans at will. As such, the game is set out with five districts, and cards are revealed from the main deck into each of these districts at the start of the round. This idea essentially replaces the line-up, anyway. Furthermore, there are four Archenemy Titans stacked into the deck at the start of the game, timed to appear at specific intervals – these Titans are placed into a district and must be fought before they destroy the walls. If the heroes defeat all four Titans, they win; if the Titans destroy all of the districts, or if they manage to kill three heroes, or if the main deck runs out, the heroes lose.

So it’s a co-op game, which I quite enjoy anyway, but I was especially grateful for that this time around as it was a difficult game! There are regular-style Titans throughout the main deck, as well as good stuff for the heroes to buy, and these things will also attempt to knock the walls down. At first, the game felt a little bland, as we weren’t really doing all that much, but once the first Titan showed up, followed swiftly by the level-one Archenemy Titan, the game escalated quickly. Archenemy Titans have a hit-points level that needs to be reached before they can be dealt enough damage to be defeated. To add insult to injury, they’ll also regenerate lost hit points if you can’t defeat them there and then! Brutal!

It was a really fun twist on an established formula, and one that I definitely enjoyed as a change. Co-op games are always a lot of fun, and while I wasn’t familiar with the source material, having Tony on hand (who is a massive manga fan anyway) certainly helped there. But I don’t think it’s particularly important to know the story to enjoy the game – as usual with theme, it did lead to some cool moments, such as the idea of Titans being on the outside battering walls down, and the like, but it was still a tense game without any prior knowledge.

Attack on Titan

Thornwood Siege

Hey everybody!
It’s game day here at spalanz.com, and it’s time to look at another expansion to that deck-building classic Thunderstone – we’re heading to the Thornwood Forest in search of the Stone of Blight!

Thunderstone Thornwood Siege

Thornwood Siege was released in 2011, and is the fourth expansion to the game, coming out after the big-box expansion Dragonspire. While there is a level of thematic expansion here, as we get some hero types who have more of a woodlands-theme to them, in the main this is very much a “more of the same” type of expansion for the game, with a lot of the sort of generic items and spells that would be playable in any game of Thunderstone.

Thunderstone Thornwood Siege

The heroes include the Krell that features one of the rare – if not the only – hero type that can be levelled up four times rather than the usual three. The others, as I say, are fairly standard fare for the game at this point. It’s a similar story with the village items, though with some twists such as the Guiding Light magical item that gives all players a universal +1 light for the rest of the round if you defeat a monster while it is in play. However, while this feels like a very co-op orientated idea, there is also the Stalking Spell spell that forces other players to enter the dungeon on their turn, which can be used in a very player-vs-player way.

It’s also worth mentioning the Time Bend spell, which lets you keep an unused card from your hand to add it to your next hand. This tempo-shift comes into play more strongly with the new monster mechanics (more shortly), but it’s something that’s always useful to have in deck-building games!

Thunderstone Thornwood Siege

The new mechanics, however, are featured on the new monster cards we get in the expansion: Raid and Stalk.

Thunderstone Thornwood Siege

Raid is a new mechanic that represents the raiders coming out of Thornwood Forest to, well, raid the village. The mechanic forces you to destroy cards from the village stacks, meaning that over time there will be fewer items to choose from. They tend to destroy the most expensive cards as well, adding some pressure if you want to save your gold to get the good stuff! There are also Siege cards that function in a similar manner if they breach the dungeon hall, for instance, further adding pressure to the game.

Stalk is a keyword that will take effect on your next turn, adding to the tempo-shift mechanics mentioned earlier on the Time Bend spell card. When you reveal a monster with the Stalk mechanic, you take a token that matches the card’s effect, and then proceed with your turn as normal. Then, on your next turn, you suffer the effects of that token (or tokens) at the beginning of your turn. It’s an interesting sort of mechanic that plays around with the established turn structure, at any rate.

Thunderstone Thornwood Siege

Thornwood Siege, while offering much of the same in terms of game content, is still a fairly decent expansion to the game. Of all of the original line of Thunderstone expansions, this one is weirdly the one still most readily available (at the time of writing this blog, at least), which perhaps leads me to think it didn’t sell so well?

Thunderstone still has one expansion left for me to feature here, at any rate, so hopefully soon I’ll get round to the final battle at the Heart of Doom! Stay tuned for that!

Captain America at 75

Hey everybody!
It’s time for game day here at spalanz.com, and today I’m showcasing another game that I had for Christmas, one that was released back last Spring: it’s the Captain America 75th Anniversary expansion for Marvel Legendary!

Captain America 75

Time for a little history, I think. Captain America first hit the comic book scene in March 1941, designed from the outset as a patriotic supersoldier to help wartime morale, as readers saw him fighting the Axis powers in the trenches. Post-war, he was discontinued from 1950 until his return in 1964 under the authorship of comics legend Stan Lee, and has remained in publication ever since. In 2007, Captain America was killed, and Bucky (Winter Soldier) takes on the mantle of Cap. Some time-shift shenanigans allowed him to come back from the dead in 2009, but the supersoldier serum that made him so powerful was neutralised in 2014, causing him to age rapidly, and Falcon took up the mantle of the first avenger.

It’s been a long and distinguished career for Captain America, and to mark the 75th anniversary of his arrival on the comics scene, Upper Deck released the small expansion to commemorate that, bringing some of that history to the game with Winter Soldier, Betsy Ross and the Falcon’s incarnation as Captain America.

Captain America 75

There are, of course, new keywords to go along with all this stuff. Man (and Woman) Out Of Time is very similar to Teleport from Dark City, allowing you to set up combos with your cards. However, unlike Teleport, where you just set the card aside until your next turn, Man/Woman Out Of Time lets you play the card, then put it aside to play it again on your next turn, getting more value out of the play. It’s a really nice concept, but it can lead to some pretty good combinations going off – in my first game I used Winter Soldier with Black Panther, and the two allowed me to draw so many cards, it was insane!

Saviour is the second hero-centric keyword, which reflects Captain America’s protection of the ordinary folks. If you have 3 or more saved Bystanders in your victory pile, the Saviour keyword triggers, which might be drawing cards or whatnot. It’s a really thematic ability to have in a Captain America set, anyway!

Captain America 75

Saviour also brings us on to the villains of the set. We get two, Arnim Zola and Baron Zemo, the latter’s strength being Saviour-dependent. I could be wrong, but I feel that Zemo is possibly the first mastermind that could be nigh impossible to beat unless you have specific heroes in your deck, as his health is 18 unless you have 3 Bystanders in your victory pile. He always leads the Masters of Evil (WWII), all of whom have the ambush effect of capturing a bystander, which builds-in a possible way to get Bystanders, but with the wrong cards, you’re left with a very luck-dependent game. (That said, in my game I was playing with the Captain America (Falcon) hero, who has a lot of ways to rescue Bystanders, so when Saviour hit, Zemo suddenly went from virtually impossible to kinda squishy, and the game was over quickly enough).

Zola brings us to our final keyword, Abomination, which gives the villain a boost to their fight rating equal to the hero’s printed fight rating below its space in the HQ. Zola himself gains a bonus equal to the total fight rating of all heroes in the HQ. It’s petty nasty, though can be highly situational, as if you get the Abomination villains above heroes who don’t have a fight rating, they’re kinda average.

Captain America 75

This is a pretty great expansion, if for no other reason than it gives us the Winter Soldier, one of the most compelling characters in the Marvel universe! The Captain America 1941 hero-set has some of the classic comics art from the golden age, I’m not a fan myself but I’m sure plenty of fans will appreciate. The smaller expansions for Marvel Legendary have all been really great, and at the price, it’s hard to find anything bad to say about them – £20 for 100 cards, five new heroes, two masterminds each with a new villain group, and four new schemes. I mean, what’s not to like?! Even with the base game, you get a great variety to the game. Definitely recommended!

Join the Legion!

Hey everybody!
It’s time for another game day blog here at spalanz.com, and today I’m returning to an old favourite, Thunderstone! Having already looked at Wrath of the Elements and Dragonspire, it’s time for Doomgate Legion!

Thunderstone Doomgate Legion

This expansion was released in 2010, as the second expansion to the deck-building game (preceding Dragonspire, which actually came out the following year). Much like the earlier expansion, it very much offers more of the same in terms of heroes and village cards, as well as enemies to fight in the dungeon. However, there are a couple of things that are worth pointing out, so let’s take a look!

Thunderstone Doomgate Legion

First of all, we have the Swarm enemy. This is a deck of cards that is placed off to the side, with another deck of placeholder cards that is shuffled into the dungeon deck when the game begins. The deck off to the side is made up of an increasingly-difficult enemy type, which is revealed whenever a placeholder card is turned over from the dungeon deck. It’s the same as the Horde enemy from Wrath of the Elements, though I really like this idea, as it can often be hit and miss whether you can actually defeat an enemy in the dungeon. Now, there’s usually more of a chance you could actually prevail! Great mechanic, I have to say, so it’s nice to see it back!

Thunderstone Doomgate Legion

The disease deck also gets something of an overhaul here, with some “special” diseases mixed into ten of the more regular diseases we know and hate from Thunderstone. The remaining fifteen comprise three copies of five new diseases, which is an interesting way to make the game more difficult for the more seasoned dungeon-delver.

Accordingly, there are also more cards in the enemy deck that interact with diseases, notably the Evil Druids:

Thunderstone Doomgate Legion

Thunderstone comes across as something of a generic fantasy deck-building game, but while you can enjoy the heck out of it in that way, there is also a story attached to the game. In the first expansion, you fight your way through Dreadwatch Keep as you try to find the Stone of Agony. Here, you’re battling against the Doomgate Legion as you search for the Stone of Avarice, and the enemies are the secretive members of this cult-like order.

In addition to enemies, we also have Treasure cards that later turned up in Dragonspire, though I didn’t really delve into what they do in that blog. Mainly because it’s fairly straightforward – the cards get shuffled into the dungeon deck as normal and, when revealed, you immediately gain that item and place it face up in your play area. It doesn’t get shuffled into your deck, however, and you can use it later for a specific benefit, such as bolstering your attack. Pretty decent, though the card is destroyed to use it, and for one-time effects, they aren’t exactly world-beating. But still, the variety is always good! We also have Guardians, who were first seen in Wrath of the Elements.

Overall, it’s a nice little expansion. I really like the theme from this one, which feels more apparent to me than previous expansions. As with all my Thunderstone blogs, this is more of a retrospective than a recommendation to buy the game, as it’s been out of print for a number of years already, but Doomgate Legion is actually still available at the time of writing for less than £30 on amazon! It’s definitely worth snapping up if you haven’t got the game already!