Four years ago I was looking for a way to get into the tabletop RPG Call of Cthulhu, having already familiarized myself with the basics of a D100 system and was always a fan of HP Lovecraft’s work it sounded like it could prove to be a fun thing to run for my group someday as we all enjoyed horror as a genre of game, novel and film.
While scouring YouTube and Facebook for something worth checking out I actually stumbled upon The Lovecraft Tapes in the podcast app later that day on my cellphone. I decided to start from the first case / season (Lights, Cameras, Chaos)episode and never looked back.
The podcast is an actual-play series with a video and audio component in which the Keeper / Host Jeremy runs sessions of the Call of Cthulhu, with Matt, Bryan and George playing the roles of investigators in an episodic format. With George mysteriously disappearing after a case the boys would recruit the talents of Gabe to continue their investigative efforts. Jeremy’s narration and chemistry with the players make for enjoyable listening but also helps in explaining how the mechanics in the game works for novice players. The party banter never gets stale and the way they approach the problem solving keeps the game fresh from episode to episode.
The boys at Lovecraft Tapes have grown through the years and have an impressive back catalogue of content worth checking out for anybody who is a fan of COC or someone new to the system and looking for a fun way to figure out how you could run the game. Jeremy never overcorrects and lets his players doom themselves but that is what is the fun in this specific game, the party seldom makes it to next week yet here they manage to survive to laugh another day…for the most part.
Apart from providing listeners with the podcast they also have Recommendos where the guys review and recommend video games, movies and a wide range of other cool stuff worth checking out. They always give a shout out to indie stuff when they can and are very responsive to queries and emails which I can vouch for myself. I can only apologize that it took me this long to get around to doing a piece on these guys. I salute their commitment to the culture and fun and hope to hear more from them for many years to come. Even how they would interject comedic ancient one commercials would bring cool intermissions between bad rolls and horrific consequences was but one of the many ways the team crafted brilliant entertainment for all fans of the genre. If you are somebody who cannot get enough of COC or HP Lovecraft this could be that casual listening for your down time between plotting sessions or reading novels.
When I first started listening I must have binged through the first 3 investigations in no time as I was working a warehouse job which was tedious to put it mildly somewhere in the countryside of Sweden. With a nagging supervisor and coworkers who did not care too much about the new Slav I was left to my own devices and forklift. Jeremy and the guys played a huge part in me not letting the company’s BS affect me as much during the day to day grind as the provided enough humor and intrigue to keep me going through eps. I soon found myself downloading 2-3 episodes at home and looking forward to work just cause I knew I would go through more of the adventures. For that I am indebted to you bros and supremely grateful.
So for any of you looking to get a fix of audio horror within a comedic yet interesting narrative look no further than The Lovercraft Tapes. It is hard to bring light to unspeakable dark cosmic horrors such as the ones contained in the tomes printed by Chaosium and Delta Green but this team will bring you out the end of it with some good laughs and a smile on your face.
The site offers several tiers of support from a Student of Miskatonic to The Dreamlands granting you different levels of access from prior rewards and benefits to including opportunities to play videogames with the guys and even the chance to play an NPC in an episode of the podcast! This group of gamers have truly been able to translate their passion into something great that can be monetized and inspire us here at Nerd Dimension to stick with our passions and make sure to have fun on the journey.
If you would like to find out more about The Lovecraft Tapes and see how you could support them please do click the links bellow and make sure you like their page and subscribe. There is a ton of cool content on their website and more information about the now expanded team of contributors and players.
Mykal talks with one of the Italian Trio behind Medieval – Tales from Europe to bring you guys more info on the this new, exciting setting aimed for 5th Edition players looking for more realism in their tabletop rpgs.
It has been a while since we last delved into the depths of tabletop RPGs and are fortunate enough this time to bring you some firsthand testimony and insight from a designer himself, Andrea Oneglia of Tales for Gamers Publishing (wicked nice name btw) whose efforts are focused on the release of his debut RPG setting Medieval – Tales from Europe which will be hitting Kickstarter soon.
Medieval – Tales from Europe is a historical setting that wants to bring the role players into a bizarre, unpredictable and absurdly real world, soaked in esotericism and full of that fairytale atmosphere that only the Middle Ages can offer, now finally proposed in a classic manner for the world’s most famous role playing game. A low magic system with only one race, the human, and 11 new playable classes will teleport you into the tales of an ancient and tumultuous Europe. Live unbelievable chivalrous adventures mixed with fantastic and supernatural events, marked by typical epic tones and by the satirical and grotesque ones of the folk stories. Keep up to date with the latest released news, explore our contents and support the Kickstarter campaign to receive everything you need to immerse yourself in this amazing story.
What drew me in from the first glance was the artwork I saw in a post he had on a Facebook group we both are members of. I clicked and discovered that Andrea and his team were working on a 5TH Edition Setting set in the Medieval Era which is intended to give players a more immersive and realistic feel. This to me sounded awesome and the further I dug the more I was intrigued and wanted to hear more about it. With information on the project scarce I decided to reach out to the man himself and see what unfolds. Andrea replied promptly and turned out to be a pretty solid guy and upon our request to do a write up agreed with open arms and sent us what he had at the time.
Q1.) So Andrea, tell us a little about yourself? (-short points where are you from, where you grew up etc.)
I was born and raised in Italy, in a small city 20 miles away from Naples, not far from Pompei, surrounded by the sea and by cultural and architectural remains of romans and Etruscan populations. I grew up in a territory rich in history and soaked in mysticism, legends and ancient tales. I grew up with the stories my grandparents used to tell me about the saints and other spiritual beliefs, for example the Jianara (a famous witch who would sneak in your room while you sleep to choke you to death! I’ve never known why!). Most of the time, those stories turned into world war II stories, unfortunately.
Q2) When did you first embark on you journey into the roleplaying games?
The role-playing games came much later in my life, even if the gaming world in general has always been a constant since my childhood (mostly videogames). Another separate hobby of mine was reading and writing, principally science fiction and fantasy. I enjoyed writing stories about interstellar travels, multidimensional existences and a lot about medieval fantasy settings too, things like King Arthur stories or even more unrealistic as Lord of the Rings. At the age of 15 I found out there was a way to combine the two things (games and narrative) and the result was incredible! That’s how I got into the role-playing games world, starting with Dungeons and Dragons (the most popular) and having the chance to explore the others just later. D&D allowed me to bring other people, mostly my friends, into the stories I used to write, to make them see what I see and to make them live the worlds I have created, which was something I have always researched. We from Tales for Gamers Publishing believe in the artistic power these things innately possess and we want to give our contribution in helping others “live” more engaging tales, as the historical ones can be.
Q3) You are a European working in Canada, so have you come across any cultural and business differences since you have moved?
My moving to Canada was a shock I could say. We are talking about a country that turned immigration into one of its main strengths, since it’s a relatively young country that needs young professionals to grow. We can’t really say the same for Italy, where for cultural, geographical and organizational aspects immigration hasn’t been considered as a resource yet. This makes Canada a giant boiling pot where everything ferments, grows and can contribution to a diverse ecosystem. There is space and opportunities for every decent person who feels like making a difference in this world in all the fields, from science to art (there is a huge community of role-players here!). At the same time, being a young country, founded entirely on colonialist politics (that dissolved almost completely what was here before), it doesn’t share the long reaching pasts of a lot of the nation’s back in Europe. Speaking about Quebec at least (where I live), the locals still struggle to find an identity and a link with their past which translates in still keeping today a veiled, and for some traits silly, discord between the French and English cultures on the territory (the two countries who fought for the occupation in the 18th century).
Q4) So what about your setting, Medieval Tales – from Europe (Medieval, Tales from Europe) made you feel confident enough to make the bold step of crowdfunding at this early stage?
The most immediate answer I can offer is: “because I love it!” Because I am the first excited fan of this setting and I like to play it with my friends! Even at the time when the mechanics were unclear, we were already trying (spontaneously, in our game sessions) to build up a more realistic system, more theatrical and less role-standard, more human and less divine, more survival and less chill. I can honestly admit that there is nothing like this around (yet)! Yes, there are medieval settings, some of them quite good, but for one reason or another they didn’t see much success and the gamers community seems still to crave more of it in their gaming. Medieval, Tales from Europe, is also introducing new (or not explored enough!) concepts in the RPGs world (the supernatural and the fear of the unknown, the weapons as ultimate deadly instruments, the concept of ultra-specialized classes), which raised huge interest in the players I shared it with. All these things made me decide to take action, step forward and propose something different to our community of players.
Q5) 11 professions this early seems interesting and from the material you have shown they all vary and will probably feel different. I noticed that you did not shy away from including some interesting yet darker parts of European History including the Surgeon which reminds us of images of the plague. Please tell us about some of the classes and how they differ to a newcomer.
A realistic and historical setting as ours intends to be, needs to start from scratch with the classes. Most of the examples of what we have seen so far appeared inadequate for our purposes. Having the classes boil down to be no more than a fighters, better fighter, other mediocre fighters, but fighters at the end of the day (which, just to be clear, works just fine in some of the amazing and valid RPGs systems we see around, based mainly on combat). With all the respect for those great titles, those classes sounded just wrong for the setting we have started developing. I like to look upon our 11 new classes as actors on a stage, ultra-specialized, very different from one another and, most importantly, irreplaceable! If your party are short an Explorer, the other players need to work harder to compensate some of the benefits the Explorer can provide during travels and still have some needs unmet. Same for the Artist, the Rogue and all the other classes (which are called Professions in this setting). The Surgeon is for sure one of the most interesting actors on our medieval stage! He can provide useful support in sewing the wounds and in restoring your hit points and there will be no one else able to do it in such an efficient way. The Surgeon can be a sneaky danger too if under menace, since he or she knows the body’s weak points, how to damage them or use them during torture. In summary, there is nothing in common in the different Professions except they are all humans with important skills but vulnerable and never perfect; people that try to do one unique important thing: survive!
Q6) Low fantasy as a choice brings a lot with it. You have chosen to limit the playable races to only Human which I think is a pro but I am certain you must have got a few odd looks from some of the folks around the table or at the comic store. Please shed light on the decision and how you feel it will positively impact the game?
A low-fantasy system with only humans came as a crucial choice, even if drastic for some aspects, for the sake of a more realistic setting. This for us is going to add other interesting elements, not remove them as we are trying to be as true to the setting. I will try elaborate with an example. Have you ever thought about how devastating some abilities such as Darkvision (an ability in classic rpgs that allow a character to see in the dark) can be on the narration, on the suspense and the engagement you can have at the table when a character gets into a fully dark catacomb? Why there is even a torch in the starting pack of an adventurer if 70% of the classes can see in the dark and you are never going to light it up in a dungeon (and we could say the same about so many other cool but useless objects)? However, the RPG world is wide and vast, and there are players who love settings where “human issues” can be simply overcome with a snap of fingers. Medieval, Tales from Europe wants to provide an alternative support for those players who seek a more competitive game setting, where you’d better think twice in choosing your equipment if you don’t want to end up alone, frozen to the bones, in a dark cave full of venomous snakes or a bear (deadly situations even for a 20th level character in some cases). Also, these features allow for us to finally branch out for some new kind of stories we can play out around the table, such as the story of Saladin who led the Islamic forces during the Crusades, or the story of Joan of Arc and the Hundred Year war, along with many other historical events that comprise the rich history of Europe. Or those tales between myth and legends such as Robin Hood, King Arthur and Lancelot’s story, and heritage of our European culture, stories that simply need the characters to be human and far fro perfect. Is there another way you can play these scenarios with Dungeons and Dragons without the new features (and the drastic choices) Medieval, Tales from Europe is going to introduce?
Q6.2) In the brief you emailed us you highlighted that Low Magic is different to No Magic and we wanted to give you an opportunity to expand on that for our readers.
When we think about the Middle Ages it suddenly brings up dark images to ones mind such as the esotericism of forbidden doctrines and the use of occult sciences which in the Dark Ages claimed to induce supernatural effects on people and situations (a classic example is the voodoo dolls or the habit of keeping crystals or herbs in the houses to keep the malevolent spirits away). In such a scenario it’s hard to imagine a setting that doesn’t take magic into consideration in some form. At the same time, magic as we know it, described well by the fantasy settings of the past, doesn’t exist in our world and it can’t exist in a realistic setting. That’s why we had to work firstly on the concept of magic we wanted to introduce and then on the game mechanics and how to put it in player’s hands. In Medieval, Tales from Europe magic doesn’t exist, but people might interpret some weird signs and circumstance as such because they believe in it and, most importantly, they fear it! The Arcanist, one of the most magic-like Profession we have introduced, is nothing else than a trickster who is himself convinced of the reality of the effects he creates to be true. Such an insane personality can have a great impact on other people’s minds because he uses fear as a weapon, and he will find out it can be as sharp as a blade. In our setting everything is possible, all the supernatural effects can be realized but only if the character is good enough in influencing people’s mind. How does this translate in game mechanics? There will be no spell list in this new setting. We have introduced (for the first time in a tabletop RPG setting, to our knowledge!) a system where whatever supernatural effect can be created by the player itself, not combining parts or pre-generated words but simply inventing it. The Storyteller will give a score to those effects and the player will need to roll a Charisma check (Influence) to create the right grade of suggestion and make the effect appear real to those who are watching (even if it is not). Some of these tricks can have an effect as real as an arrow in the chest!
Q7) You are obviously intending to run Medieval Tales – From Europe over the Dungeons & Dragons 5 Edition rules set which is the most popular on the market. This is a two part question so sorry Andrea,
What did you like about 5E and how do you feel you added to it with your setting
As an independent publisher and creator can you tell us how it is working with an existing rules set and whether it comes with complications?
The 5th Edition is far from being a perfect setting but nothing ever is to be honest. For example, it gives the impression of going easy on players as a RPG system. I feel players are not challenged enough and a lot revolves around the combat with fewer opportunities for diversifying and customizing the characters that it’s previous editions. Even the level progression, according to the Dungeon Master’s Guide should be triggered by an insane amount of combat encounters, primarily. This being said, the system seems to have a pretty strong up-side, which deserved to be use for our setting: it is incredibly widespread (everyone plays it!) and it’s the easiest to learn, an aspect that attracts a lot of new players. As I said previously, we had to adjust some aspects of the 5th edition engine to make it suitable for a realistic setting but we kept intact most of the main backbone. We tried to make the smallest changes possible, preferring to adjust some mechanics instead of outright removing them and forcing players to learn new ones from scratch. The results are far better than what we anticipated with a more challenging and a more interpretative fashion of play compared to the basic 5th edition. Thanks to the Open-Gaming License (OGL) released by Wizard of the Coast in early 2019, the 5th edition rules are free from copyright and everyone can use them, under specific conditions and with the limitation of not including any of the world-settings the company has created for an eventual business idea. Thanks, Wizards!
Q8) Being bilingual yourself I have to ask whether or not you intend to publish in several languages other than English, perhaps Italian, Espanyol or German?
Out first choice was the Italian language, an automatic choice given the nature of content and the south-European flavor of the setting. Plus, Italy is proving lately to be infected with the bug and in Europe is leading in new role players and in new related contents including boardgame publishers. With the recent growth in popularity of boardgames, roleplaying games and the success of movies like the Avengers and shows like Stranger Things the ranks of tabletop rpg fans continue to grow daily in my home country. We decided to also publish in English in order to reach everyone else in the world and give them the chance to get immersed in the fascinating tales of our continent. If Medieval, Tales from Europe is going to be translated in other languages, it depends on many aspects, mostly the Kickstarter campaign outcome.
Q9) The artwork we have managed to see so far are distinct and reminiscent of Fantasy Novel covers in a more modern style. What is your experience and advice when it comes to reaching out to talent whether it be artists or designers, has the internet allowed for more affordable and efficient collaboration?
The power of social media and this recent RPG explosion we are having in Italy allowed me to get in touch with some great artists in the field. I had the fortune to meet the artists and got them involved in this project quite easily. I guess they saw a chance to get some more exposure (they are all still carving out their own path) and at the same time they gave me the honor of using their amazing illustrations for this project, which appear to fit our vision and one for the project! It’s mind boggling how many artists are out there online working on these types creative jobs, whether it is artwork or game-design. I see a great future for such collaborations and partnerships as more and more talent is taking their abilities online.
Q10) The last question is about the Kickstarter and what do backers get? What are you goals, what is the figure and more importantly, what do supporters get who pledge to your campaign?
We expect to see a great Kickstarter campaign in December 2019 which hopefully will turn Medieval, Tales from Europe from ideas into reality. The funds we are asking for will be entirely used in completing the project, to cover the production and shipment costs of the material we offer and the expenses in time and instruments the artists involved in this project need in order to give us their best. In defining the rewards we are going to offer in exchange of the pledges, we based the decision on a simple concept: we want the player to get what they need to start their experience with Medieval, Tales from Europe as soon as they get it in their hands, and nothing more. We believe that less is more, and we want to concentrate the material in useful products, avoiding unused gadgets. Among the rewards there will be the Player’s Guide in PDF and Hardcover format and some others contents including a one-shot adventure, a little guide for the encounters with some crucial enemies stats, famous medieval characters’ sheet, artworks and more. There will be some good deals for the early birds and for those present in our newsletter list. Most important, we will take care of the shipping cost of all the products and once the campaign is over, hopefully with a positive outcome, our backers will not be charged anything more. They will be invited in a private Facebook group where they can follow the different stages of the project, stay in touch with us the producers and just wait for the product to arrive.
Andrea’s story is one shared by many independent creators but too many allow their ideas to remain nothing more than pencil scratches on the back of a character sheet. Andrea has been thinking and working on a setting with a foundation in realism that itself is historically rich and inspiring. Himself investing into getting the artists to help bring these same ideas to life. The dancing blades that harken to the ottoman and Turkish Empires look fierce while the Warrior and Explorer remind you of the Knights of Britain and the voyages of the Spanish Fleet. This Era in European history is rife with conflict, myths, religion and intrigue so splashing in a dab of fantasy adds just enough to make it feel new and worth exploring. This game is different in the best way possible, it is supposed to be different.
We must commend Tales for Gamers Publishing for getting behind their ideas and having a vision they are pursuing. They are doing what designers could never have dreamed of twenty years ago, today they can call their friends and fans to action. Gamers have elevated crowdfunding to where it is legitimately funding bestselling products tabletop to the Xbox store and Tales for Gamers are not taking much risk. By taking their time to build more awareness for their game they can launch a Kickstarter to an interested public and audience. More important it is great to see an Italian creator and publisher aspiring to make his mark internationally with his work. This is a European project that we are certain will find it’s place at tables across the continent. Our job at Nerd Dimension is help however we can because growing up I always dreamed of being part of the industry, work within in and belong to the culture and now I do. Today we can step up and get behind creators like never before and Medieval Tales – From Europe is something that I feel has been missing from the tabletop and with our help Tales for Gamers can remedy it. We would like to salute the valiant efforts of Giovanni Laudante IT specialist of the group, Davide Santonicola the super fan who always is ready to help and last but not least collaborator Maurizio Infante.
We are going to pledge to the campaign and we invite our readers to check out their page and see what it’s about for themselves. Andrea and his team are communicative and are always looking for more people to hear about Medieval Tales so please give them a like and show them some support. I myself have been guilty of scrolling past Kickstarter posts because most of them fail for a reason but I am glad that I checked this one out. Next time you guys are going through your troll page, click on one of those posts if it seems cool because you could be helping that dream come true for somebody.
I was thrilled to cover this and expect us to have Andrea back on, this time he will appear on our podcast which will go back up when our co-host Bakreni returns so make sure you are subscribed and are following our pages to hear how everything went. Until next time reader, role deep and stop trying to pick pocket in the tavern already!
Mykal discusses one of his go to Horror tabletop games with Halloween coming up, maybe your group would enjoy Witch of Salem.
I first came across Witch of Salem (Mayfair Games ) designed by Michael Reineck (Pillars of Earth, Cuba: El Presidente) whilst watching a Dice Tower Top 10 with Tom Vassel and his buddies. I was searching for a coop board game with a good theme that did not take too long to set up and play yet still was interesting enough to my group that we play it again. Off the rip I liked the Cthulhu mythos with the it being the early 20th Century New England involving ancient ones, demons and intrigue.
My initial fears after playing Arkham Horror and Eldritch Horror (Fantasy Flight) was that I would pay a lot of money for a game that the group would not play enough to warrant its price. An issue for many people entering the hobby of board games especially those who intend to collect is the price on some of the best games are pretty steep, add in postage you are looking at a hefty some of cash for something you won’t get to use that offten. I have paid for games that I only ever got to play once and wished I could have got another honest opinion on the game before buying it. Board Game Geek did not have it scored too high (6.6) yet what I could read the game seemed straight forward, challenging and did have a tone of play that matched the theme.
The game’s designer Michael Reineck is a German designer who was nominated in 2008 for Designer of the Year, the year Witch of Salem was released along with some of his other projects. I could not find a website or social media page to dig up some more info but he has worked on more than 6 published board games and the list is nothing to sneeze at. The artwork (Franz Vohwinkel) even when looking at reviews seemed interesting as it did in Dragons Lair when I went to purchase it.The artwork looks great from the box to the cards to the map you play on with the right dark tones to bring the setting to life.
The box contains all your standard board game pieces, tokens, cards and a board with a manual to read which could have been streamlined a little more but was easy enough to comprehend. The game is limited to 4 players max and is a cooperative game involving strategy and combat. Not really a mystery game despite the description on the front of the box but the horror theme and the the progression mechanics are easy to use and build tension as time passes in the game.
This is a fun game and is pretty simple to learn after one playthrough. That being said, Witch of Salem is not an easy game and scales well for a maximum of 4 players. There are a variety of ancient ones you can find yourself grappling with as the time mechanics don’t seem to stress the players more rather keep the tension and pace consistent. Towards the end you and your players will have to come together to seal the gates and prevent the demons from entering our world. This is something you can play for a while as games seldom feel the same and it is great for a halloween board game before the movies or after dinner. I recommend this over Eldrith and Arkham as it plays faster, is taught easier and the price is fair considering what you get out of it. If you want something that will have you on the edge of your seat for most of the game and don’t want a million things to set up Witch of Salem is the horror coop game for you.
Rating: 8 out 10
I gave it a lower score because I feel that the game could be fun with more players and there were no expansions released. The rules are not as straight forward and all of the characters are the same with no significant diffirences in skills and abilities.
New contributor and fellow Nerd Big K aka Kruno drops an article about the best table top fantasy war game of all time. Read more to find out more about this forgotten classic.
It was the year 1998, the author of this text was in his late teens and admittedly a bigger geek then I am now if that is even humanly possible.
My friends and I had been playing D&D from the very beginnings and as a group we have been hardcore gamers, but D&D to us was a system that was just missing something, we could not quite put our finger on it, but as we understand it now we were missing gritty reality and logic.
While playing D&D at later levels, talking 12th and up, any character could basically walk into a village, kill every single person there and leave without so much as scratch on them! So things like that happened a few times in our playgroup before we disbanded until we could find a punishing enough system that would prevent stuff like that from even the most advanced level players.
We explored and read a lot and my friend and I found an article on (god damn I feel so old for remembering) Alta Vista(for those of you who don’t know what it is, its basically something like Google but way more primitive) about Warhammer: Fantasy Battles. It was a game of heroes and armies clashing on the field of battle, where 2+ players each commanded their own little or big army as we would later discover and beat each other senseless for bragging rights and a pint of beer, or if you played seriously on the tournament scene you could win some nice expensive Warhammer figurines and accessories like paint stations and professional style airbrushes.
In August 1998 the very first box of Warhammer: Fantasy Battles 5th edition arrived in Split, Croatia and my entire crew gathered to see what was in the beautifully painted box which sported a knight in full plate armor on a warhorse charging some sort of lizard like creature.
The suspense was crazy and we were all giggling like schoolgirls, and then we opened the box, it was full of unpainted and un-assembled models of knights, archers, lizardfolk, and sported 2 phenomenal looking heroes/champions for each army.
It also contained a phenomenal rule-book with loads of rules for almost any situation that could occur during the game itself and incredible Gothic looking artwork which we all fell in love with at first sight.
While some people felt underwhelmed and a bit disappointed, most of us including me saw huge potential in Warhammer. I saw endless possibilities for customization and making your own unique army and heroes, which could possibly be used in other gaming systems not just in Warhammer.
Now that we had the actual game it was but the the beginning of the love that would mark the next 20 or so years of my life.
We would all now have to chose an army to represent us best on the battlefield, it would define the way you build your army, the way you play and what were the strengths and weaknesses of your particular army.
As a group we all picked what we felt most comfortable with.
The Vampire Counts with their incredible necromantic magic that could make entire units of skeletons appear on the battlefield.
The High Elves with their fast moving infantry and cavalry paired with their Mages that could wreak havoc on enemies.
The Empire ,a human faction with heavily armored knights and heavy artillery like cannons and mortars to back them up and mostly used infantry as cannon fodder and something to be sacrificed to achieve victory at any cost.
The Dark Elves and their specialist units which were lightning quick while their heroes were ferocious in up close melee combat.
The Wood Elves as absolute kings of shooting with their longbows which had extra range and extra power, and the best scout units in the game.
The Brettonians as a human faction which could be best described as feudal french knights mixed with crusaders and peasants as backup units which provided numbers while their fantastic cavalry did heavy hitting.
The Skaven a race of mutant ratfolk which use unstable magics and fight in huge numbers while supported with a form of close combat magics and semi/mechanical shooting which were hugely unreliable but when they did work it proved absolutely devastating for the enemy.
The Warriors of Chaos a semi human demon faction wielding insanely powerful magic, which were the ultimate bad guys in the Warhammer world.
The Dwarfs a reliable army of heavy armored infantry that could withstand almost any charge and strike back with good measure, backed up with some of the most devastating shooting units in the game and very decent protective magic.
And the last but certainly not least, my own favorite faction
The Orcs and Goblins purely for practical reasons cause nobody else wanted them, I took them as my favorite and never regretted it for a millisecond.
It was an army of monsters, giants, trolls, goblins and orcs which lived in a mostly nomadic tribes and while they had huge numbers they were primitive and their magic was unreliable. When it did hit it was absolutely devastating and while orcs were huge lumbering brutes that relied on pure strength, goblins were sneaky and devious so with those 2 combined were for me a match made in heaven.
And so we all began collecting and painting our armies, gathering for gaming and painting sessions that would last for entire weekends, I personally remember a couple where my folks asked me „Have you guys eaten anything in the last 2 days?“ we would paint and play for hours, the game was to us so immersive and so gritty and real that we had people including me (actually, especially me) have nerd rages for rolling bad and having our heroes killed by sheer bad luck. To most of us it was the best representation of tabletop conflict we have ever seen, and we loved every second of it, because even if you lost, there was a sense of dramatic achievements when you told how your mage wiped out an entire enemy unit when his spell failed (yes it was actually quite possible for a spell to fail and do devastating damage to both friends and foes alike).
We loved the unforgiving nature of the game which made you think of it like chess but with six sided dice included, mistakes on the battlefield were severely punished and your units could quite easily be wiped out by much inferior opponents just because you left your flank or rear open and vulnerable to attack. It was unlike anything we ever played before, in D&D you could resurrect your fallen comrade, in Warhmmer if a Lord/Hero/Mage died it was a huge deal and most armies suffered greatly with a loss of such a huge point investment and lack of leadership.
Warhammer as a game itself has many extensive rules, most of which I will not mention in this text, cause I’m writing an article not a 450 page book, but I do need to mention the game has complex character stats and quite a few of them for each model/character and the better your stats the more points the model costs and each game is played with an agreed number of points, for tournaments it was considered that 2000 point games were most balanced but most playgroups played anything from 500 point skirmishes to 5000 grand battles.
The game itself developed and my group played all editions of the game, however instead of making progress, it is my firm opinion that the game was at its peak during 6th edition which was the most balanced and started deteriorating from there, instead of fixing the minor issues of the game Games Workshop made 7th edition which was somewhat an improved version of the 7th but it reduced and gimped a lot of armies because it reduced the number of race specific magical items doing away with the uniqueness of armies,instead of listening to their player base Games Workshop messed up big time, we thought OK, we can adapt its not 6th but its still playable.
After 7th edition was released followed by the semi disastrous and final installment of Warhammer: Fantasy Battles the 8th edition, while it added some great stuff, like advantage for fighting in large units the so called horde units, it absolutely killed cavalry and mobility and made all armies a copy paste of each other which huge infantry units charging frontally into each other. It seemed to us older players that the game was so stupidly simplified that even preschool children could play it, and we were pretty pissed off. The number of race specific magical items was almost nonexistent, everything was incredibly streamlined and we were all disappointed and incredibly angry to the point that some people actually quit playing all together after reading the rulebook.
It was a sad time, we were friends who shared an interest but this tore our group apart, nobody wanted to play with these stupidly simplified rule set, we felt like the huge effort and not to mention a really large money investment was taken from us because developers were morons who did not listen to their player base! Games Workshop wanted to make more money but they failed to realize that you can’t make such drastic changes without alienating and antagonizing longtime customers and supporters of you previous iterations.
It felt like they cheated us old players in favor of new kids and we were pissed off, I believe we had every right to be.
Warhammer: Fantasy Battles no longer exists as a game system, it is replaced by a stupidly simplified game called Age of Sigmar, which while undoubtedly fun to play has no where near the complexity of the game I loved to play which has reduced the number off stats and characters become 1 man armies that decide combat results, while in previous editions it was all about the positioning of your units making the right charge at the right time. Now it is all about who has a bigger sword on a bigger lord class character which is too simple, non complex and for this reason is NOT in the true spirit of Warhammer!!!
It makes me sad and happy at the same time that a group of enthusiasts made an unofficial Warhammer game called the 9th Age but, its not officially endorsed by Games Workshop unfortunately.
This was my experience with Warhammer: Fantasy Battles a game that has given me great joy and a lot of fun memories. It made me a lot of friends and it saddens me that it no longer exists as something I loved to play but as something completely different, that greed and corporate money grabbing destroyed what was once of the greatest tabletop war game of all time.
I hope you enjoyed my debut article for Nerd Dimension and look forward to reading you feedback in the comments. Remember to rate, comment and subscribe to our Facebook page and Podcast to stay in the loop as we upload new content.
The nerds return with another throwback installment in which we tackle many issues and of course go overboard with our sound effects and trolling. Apart from giving listeners our opinions on the listed below we through in our specific brand of humor as to offend only the most sensitive of listeners. We try to not make time sensitive content so that you will never feel like you are keeping up with a trend or listening to another pod-casting reviewing the newest products. By not having sponsors we have the liberty of talking about what we want, the way we want and pick and chose topics we feel may not have been discussed enough or from our position. In between day jobs, shows and other day to day BS we have to deal with we gotta vent somewhere about the shit we love so enjoy as we talk about:
– D&D Shadow Plague (Comic Review)
– Fairy Tale Fights Review (Xbox 360)
– Shadows Over Camelot (Board Game Review)
– Book Recommendations
– Apollo still hating on flat chested actresses portraying Wonder Woman !
And of course over the top sound effects !!!
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One of the most popular games out now makes the cut. Read more to see why we enjoyed this card drafter
I first saw this game being played at a convention and it seemed pretty interesting at a first glance. Building up wonders , I think five people were playing and the artwork really impressed me. It really looks like the developers and publishers had really put in some hard work. The different size cards and draw system intrigued me and the players seemed to really be having a blast. I was still kinda new to the drafting card game as a system but I liked how the game seemed to flow pretty fast despite all the players. I watched a few turns play out before grabbing a smoke break and talking to someone who had played it before where they broke down some of the core mechanics. At the time he mentioned how the expansions added more to the game and how he was surprised I had not come across it before. It seemed like something I would like to play, it had enough moving parts and flavor I thought to be something worth buying especially when you can play up to seven out the box. It is hard to find a board game that can scale well and I am always looking for games that can include more players as I rarely have the perfect numbers to run some of my other board games which often cap at 4 to 5.
Only a few months later I find myself playing the game with some friends after a dinner party and I was instantly sold on it. It did not take long to explain the rules and the beautiful artwork and colors added to theme. The owner of the game we played had it very well organized so the set up was pretty smooth and it just looked fun and the dinner table sat 6 comfortably so there was ample room for the guests. The system of play was new to me and the way you drew cards and point system made sure you had several ways of winning the game which several of the players found interesting along with the diplomacy and deal brokering that could occur between turns. The energy at the table felt like everyone was eager for the next turn and after a few turns the players stopped asking questions and kept things moving. Despite the game not being cooperative it did not really have us at each others throat and was not too rule heavy. This all added to the excitement and I decided that it would be something I purchase for my new group when I move to Sweden. The game has been critically acclaimed since its original print in 2010 for Repos Production from Belgium. Designed by Antoine Bauza, a designer I was not to familiar with but he won the Game of the Year Award (Spel Des Jahres 2011) and apart from that I could not find much on him online.
When I walked into Dragons Lair and saw they had all the expansions I figured this was a game that has staying power and obviously is well supported by its publisher. Another thing that was an unofficial cosign was that several of the store’s customers I asked for opinions said the game was easy to learn and fun to play. In fact out of the four people I asked all four had played and had something nice to say about it. After reading more about what the expansions offered I immediately bought Leaders and the stand alone Duels so that I could play with my Girlfriend who was keen on the idea after already playing the basic Settlers of Catan game for boardgaming.
The first time we played we had 5 players and it took us in total two hours to run the first game but it was thoroughly enjoyable for everybody involved. The rules were pretty straight forward, the color coding of the cards you drew and their abilities made for some interesting back and forth across the table as players new to board games quickly got a hang for the mechanics. The time system makes sure the game does not last too long so the next few games were around an hour and some change. I do not see how someone could play it in under an hour with 5-7 players unless they all shared the same degree of experience in playing it.
7 Wonders plays like no other game I have played before, the artwork is brilliant and the the mechanics are really quick to learn even for the most novice of players. The game has replay value and just looks inviting once set up. If you are thinking of the next board game you want to buy for your group to play every once in a while that is not too intense 7 Wonders is what you should be looking for. What I really enjoyed was how the game forces you to consider and pay attention to what is happening around the table, meaning more interaction between players and a interest in what they did in their turn. It has enough strategy that my brother who is a stern strategy game player had a blast setting up resource cards and building up his forces. There is something to building up an ancient civilization and constructing a wonder that is just awesome for the average history buff like Apollo.
The downside is that is that it is not a cheap game and the cards should be sleeved for repeat play. The thing about card heavy games is the constant shuffling and use results in wear and tear and 7 Wonders really looks too good that the aesthetics are a huge part of why you like the game. The sleeves just keep the game looking good for longer and saves your nerves when sticky fingers threaten smudge a card. That is where it gets a little tricky because the game is so popular and demand for those specific sleeves so high it is hard to find them in-stock at most online board game retailers. I have spoken to several clerks who have confirmed that the suppliers cannot ship enough and there are shortages in several countries. The sleeve size is not as common as the american board game or trading card game which does add to the problem. Apart from the money you have to invest the game does require a bigger playing surface to fully enjoy everything, much like Mare Nostrum, Twilight Imperium and any of the newer Dungeons and Dragons board games from Wizards of the Coast.
After discussing with my fellow Guild Members and Nerd Dimension crew we came to the decision conerning the score.
7 out of 10
Out the box the game is impressive, easy to learn and will have you coming back for more. Due to its simple and fun play mechanics even players new to the genre will easily master it. We took points off for the price point, space requirements and do feel that the expansions did fix some things to make the game more interesting through new options and the introduction of new mechanics. This game is worth the money and we suggest reading up on the expansions if you are a seasoned player looking to have more depth and flavor out the gate. 7 Wonders has done great and stood the test of time, we predict that the game will continue to dominate and is firmly in the position that few title can claim.
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Upper Decks smash is reviewed. Capes, Crime Fighters and Cards, lots and lots of cards !!!
This review was years in the making and I wanted to play through the game enough times before passing judgement on something I was excited about for so long. I was hyped about it when I first heard of the concept of a coop Marvel game, something to play with friends that was not miniatures on a board and had more possibilities. Granted I was not a deck-builder fan at the time but it sounded like something I could enjoy. More importantly I wanted my group to have played a few hands to see how players of different levels of experience felt about it. A game with hundreds of cards and new mechanics may be fun for an avid gamer but a newbie might be overwhelmed by all the things they have to remember.
The game is pretty popular from the amount of expansions (11 at present) that continue to be print and with Comic Culture and Nerd Culture being at an all time peak I felt something like a COOP deck builder required us to be able to give an accurate, fun and informative review. I saw a lot of Youtubers discussing it, lots of reviews but it was one of those games that was not so popular in Croatia so at the time of its release it did not get such a push I guess in the Eastern European markets. I digress. Nevertheless I was syked to play it after reading and hearing mixed reviews I still went in hoping for the best. Upper Deck are not usually associated with board games as many of my peers recall them from sports trading cards and memorabilia so it had me curious to see how they would fair in this new realm. To clarify I would like to state that I was not big on deck builders or card games at the time so this was a recent purchase after I had played a few more card games .
Having new players and a bigger place meant I could get back to boardgaming and this is a game I felt I never quiet played enough of. The first time I played it was in Split with my close friends and guild brothers Boris aka Moses and Ivan aka the Apache in a small apartment an wound up playing it on the floor! So my first impression was that I needed space to run it. I recently played it at the new place with my girlfriend and fellow Nerd Dimensioners Apollo and Gustonius. I purchased the game at Dragons Lair in Kungsholmen Stockholm. The price did catch me a little off guard considering that it is not the newest title however the artwork on the box and the shape of it made for easy storage and display piece . Seeing the amount of expansions already available indicated to me that this game obviously is still selling well when so much added content is still being released.
The base game contains 500 cards in total, a gameboard and manual. Upper deck threw in a ton of free dividers so you can label all the heroes, villains, schemes etc as to make it easier the next time you play. WARNING ! This game will take time to prepare and explain and I suggest you play it with 3 before playing five. After you organize the infinity deck of cards you can build the decks which go on the board. The board is good quality and straightforward with authentic artwork. Upper Deck saw to it that the S.H.I.E.L.D. Helicarrier and reaming flavor added to the game. The manual is short and simple, big enough text and pretty easy to understand after you flipped through it.
Included is how to- run your very first game and other ways to run the villains so that you can easily setup the henchmen and masterminds. The mechanics involved players drawing from different decks to either build their own deck or to play their hands on the table. You combat bad guys by playing different shield cards which serve as a currency or attack points and your goal is to prevent bad guys from escaping and destroying the master minds. The game is not the easiest and you will be knocked around but it does balance out as you start taking villains off the board. The developers and designers created a beautiful game and made sure that each game will be different. The mechanics do take a couple of hands but you will know what you are doing after 3 games and will be able to explain to any new players you wish to include in the crime fighting fun.
After playing enough games I did start feeling that I was playing the mechanics more than I was fighting bad guys but in all fairness it is a deck-builder game not a classic boardgame. Luckily I had purchased the Deadpool Expansion which was not expensive and added more cards and made for some interesting combinations. This being a review of the base game I will say that despite have 500 cards the game did feel like it was more mechanics and it did not give me enough options to make it more of a game that I could play say twice a month. 7 Wonders does this well where you get enough flavor and options out the box and it gets people back to the table because it is engaging despite being a competitive game. When I purchased the Dark City expansion I saw that it allowed for more options and added mechanics which did make the game harder but in return the scales did tip back in the players favor with better cards and characters. The base game should have included a few more things and with the price tag I would have preferred a mat instead of a board for conveniences sake.
All in all Marvel did deliver a fun deck-builder that you can teach kids and adults could still enjoy as it has moments where it does feel a little pokerish yet maintains a very enjoyable team aspect. Working together, letting the next player get a certain hero so they can deliver a harder hit. It does have a competitive option where you count up the amount of damage done and cards in your deck to determine who earned the most points which also can spice it up. This is a game which needs sleeves and expansions so be prepared to dish out some coin for it if you want to truly be able to enjoy the game. The cards will get worn out and the expansions keep you and your players more interested. As a stand alone it can prove fun for a regular group but is not something we recommend for smaller groups as we feel it plays best at 4-5 players.
*Ruling: Despite the great artwork the game is a considerable investment for a game that will not have the same feeling after 20 games. The mechanics can be mastered but for new players it can take a couple of games.The Legendary system has been applied to everything from Buffy to Aliens so it is not that the system is bad but I felt there would be more flavor in the base game. However the rating jumps higher when you add the expansions so subscribe to see which ones we liked and which ones we felt did not add much.
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The title speaks volumes so read on to hear what we think of the classic free to play RPG of Legenadry Games Studios !!!
One of the new members of our guild brought forth the idea of us playing a different RPG at our next game session. At first when he mentioned it I had heard of it before but never played or read any of the materials. To my surprise I discovered it was a free to play game and he himself had had worked with Legendary Games Studios so expect an interview with him in the near future. With the summer season around and the Euro 2016 being the biggest topic it was high time I put something out for my nerds too.
The game is set in the mythic setting of ancient Greece and the theme is heavy in the game. The selection of classes are easy to understand as well as equipping and filling out the character sheet is straightforward and streamlined for ease of play. It runs on a D20 system and has numerous modules free to download online. I had the pleasure of playing two sessions thus far of the game and am returning tonight to wrap up the adventure we are currently on.
What I really did like was how fast we rolled our character sheets and how combat is much easier than in Dungeons & Dragons 3.5. No attack opportunities and no feats, I found myself not having to as the Game Master too much as is that easy to play. The backdrop and setting also is fun because how many of us in high school would have to killed to play a game such as this when we were reading of Hercules and Hades. What is refreshing is the change of pace and amount of reading required to get into the meat of the game. To play your class you literally only need to read your page on your specific class and the rest pretty much plays out as any other RPG. The flavor does separate it and the price point is impossible to beat. We all truly recommend this game for anybody looking for something new and I would say is a must if you are trying to introduce new players to Role Playing Games as other RPGs tend to involve a lot more reading and newbs will walk away unimpressed, overwhelmed or bored in the first session. Mazes and Minotaurs does not share this problem and can go over well with an entire of party of newbs and as a result of a streamlined system you spend WAY less time flipping through pages and more time engaged in the game.
The weather has been foul the past couple of weeks in Split and a few of the guild members had not seen tabletop in action in quite some time. The once regular Dungeons & Dragons game fell apart due to unforeseeable circumstances so the G.O.L.T. was on hard times. I can speak as a DM it hurt watching dust accumulate on my books, missing the sound of dice hitting the table and watching players squirm. Good times. Thankfully this changed recently thanks to Lil Joey and the senior guild members.
An office space belonging to a relative of Joey’s was being renovated and he had time to use it prior to the work starting. The boy notified the guild and a session was booked. This is a review as much as it is an article because the first purchase of the guild of 2016 was Citadels. After seeing several reviews and playing the game myself over the holidays with my girlfriend I grew fond of its mechanics to it immediately. I was surprised I had not heard of it before and proposed it to the guild that we consider getting it for our game bank. After a short vote we managed to buy the last one from Carta Magica Split. Not long afterwards I tested the game with a few members but it was not until a couple of weeks ago we played it in its entirety with 6 of us.
Citadels is a card game of bluffing, diplomacy, intrigue and plays up to 8 players with the Dark City Expansion (which is standard with the 3rd Edition) and was designed by Bruno Faidutti whose last game priror to designing it was was Mystery of the Abbey. The box contains everything you need to start playing and fits in snug, the box itself is small so carrying it around is not going to be a problem for anyone choosing to purchase it. The one thing is I would stress to anyone looking to buy Citadels is to be sleeves for all the cards because they will get worn out fast after playing regularly.
In short in the game a player takes on the role of a city builder and the point of the game is to have the most valuable structures and total points at the end of the game. The game ends when the 8th district is built and upon the final players turn you tally up the scores. This card game which also has strategy involved is why it can be fun even for non gamers but the luck factor also comes in so one game can truly be hectic if you keep drawing bad cards. Character cards are numbered 1-8 (9 if you are playing 8) and the order of play starts at 1 every hand or next number. At the end of every round of play the character deck is reshuffled and the characters vary from the Assassin who plays first can kill characters while the Warlord can destroy any district card except for the Bishop’s whose lands are protected. No one character is overpowered and you can really mix it up by including the expansion district cards and characters. The box says that the game can take up to half an hour but in all honesty I am yet to play a game under an hour and that is with only 1 new player but unlike most cards games this one is engaging and you always have something to do. The artwork in the manual and cards is interesting and the gold tokens look decent though I would have loved more of them because we at certain times had nothing in bank and that was with only 6 players so Fantasy Flight should step their game up but u can always play with other tokens.
Citadels is a very fun game to play and I was skeptical that a card game could be so intense but I have witnessed cards fly across rooms and tokens roll off tables after someone gets robbed for the third straight round. This is not a game if you want something quick paced and short because there is thinking and you have to pay attention to who is building what and anticipate who they may be. The mind games run a muck especially once you really get the hand of all the cards and the expansion cards truly make the game that much more interesting. The game cost 250 Croatian Kunas and it has the expansion built in and the only other investment you would have to make is getting sleeves for the cards to enjoy the game forever 🙂 This game has a high play-ability rate but because it is a card game which is competitive so don’t expect much depth while throwing down cards and pissing off your neighboring players. A game that is fun to play, relatively cheap to buy just don’t expect this to be your go to game and its not something you can play more than twice in one setting but the positive is that it is something you can do while having beers and still have a chat without missing too much.
Until next time, don’t touch my board with greasy hands, don’t include monopoly as a board and never never EVER let a bro blow on ya dice.
Yours truly decided to accept the invitation of Carta Magica Split & Info Zona to their ‘Modern Board Game Night’ ! Read further to see what we thought.
I am glad to tell the expats and locals alike in Split that gaming is growing and it is thanks to to Carta Magica Split and Info Zona. The shops ownership decided to take their efforts a step further by aligning themselves with Info Zona to give the people of Split a place to game on Saturdays. As I stated in my very first blog post Split does not have a large, hell even mid sized gaming community. There are only 2 gaming clubs which are only for consoles and PCs and apart from the shop itself (which cannot work long weekends) the promotion of gaming was limited. After a successful convention last summer Marko Mlinar and his team are hoping to garner more interest in board games and RPGS. The biggest problems they face are resources and spaces, games in Croatia sadly are expensive for the younger demographic and places to play is a problem for the older demographic. The third would be, WHO TO PLAY WITH? So instead of giving up they have been doing these game sessions every Saturday back to back and last weekend broke the record for attendance with more than 35 gamers present!
Walking up to the venue you go through the very heart of the city so I knew if I would get thirsty or hungry the solution is walking distance. You go through a small door and are energized by the vibes when you enter. A room full of people, packed like sardines but everyone is all smiles and there is no yelling ! Polite socializing, open door policy and most of all friendly faces. It was my first time attending was glad to see a game I was dying to play for a while (7 Wonders) and to my luck Marko brought the Leaders expansion :D. There were classic favorites such as Settlers of Catan, Cosmic Encounter and the party time favorite Avalon were some of the arsenal they brought out that night. In short its a bright light for gamers and every gamer would have something for themselves. The level of gamer also varied so that made it a little more enjoyable for me. Nobody wants to get owned as a newbie, especially not their first time. The whole time I was there everyone was friendly and helpful, forthcoming with information and for the first time in a while I was somewhere where the majority of people were not staring at their cellphones or texting. Info Zona run a tight ship and have a great space especially for those living in the center or who simply find themselves strolling can easy find the location. As you can see in the picture above, it is well furnished and everyone present came to game and have a good time. No loud music, no loud patrons and above all a decent game bank to choose from. An added bonus is also that the crowd is very mixed ranging from ages, backgrounds and if you are an expat most of the gamers speak very good English.
In short I would to thank them for their noble pursuit but I must also state why I am wary of their efforts. As of now in Split if someone is searching for a place to game and learn about gaming you can visit the store during working hours and you can also game Saturday’s at Zona. Problem with Zona is that it starts a bit later in the day and the place is pretty much always crowded so people looking for earlier sessions are on their own. I heard from some people that it is usually the same people which slightly irritated me. As you well know I am the head of a guild and in one year our board game collection is at 7 games ! I feel its wack to come every Saturday and not at least consider buying a game for yourself to game with your friends or by yourself, in fact I would go as far as saying its downplaying the efforts of volunteers and taking advantage of their generosity. Maybe Im old school but owning a game always gives you the option of introducing gaming to your friends and new people. These people invest their time and energy into something decent and pure and I believe the only way to repay them is by doing right and grasping their commitment. None of them get paid to do it and they can just as easily be at home gaming with their friends but they gift you their time and themselves, selflessness…it’s a beautiful thing. I say this in the hopes of people considering that the games offered at these places are out of someones private collection and if one was to be ruined I highly doubt the hurt party would be compensated. I urge people who have not yet visited Carta Magica Split or Info Zona to make an effort to swing by, you can meet some interesting people, if your lucky you might even meet me (kidding). Characters to look out for would be Gordan ( the gentle beard ), Toni ( The Sci Fi guy), Jerko ( Star Fly ) Kruno ( Troll Vader ) Romana ( Scroll Vader ), Marijana ( Sweetheart Zombie Slayer ) & Marko ( Pancho Splicho ) who are very helpful to guests and do their best to ensure you have a good time. It is because these individuals put in the work we have such a treasure in the city and I will ALWAYS speak highly of them and it will only be a pleasure to do write ups on their events. For these events to continue other people outside the volunteer circles MUST start participating because Split is the second city of Croatia yet there is only one board game and RPG guild (G.O.L.T.) . So to all the the people who are on the fence of buying a game here are some suggestions :
Watch reviews online : this way you can at least get an idea of a game you may like
Visit the store and become a member : 5% discount with membership!
Try out different games
Gather a group of friends and split the costs
and if you are truly interested in gaming or have games but no one to play with then apply for membership with The Guild of Lost Travelers. Bare in mind the screening process may take a couple of days as all senior members must vote on granting admission to the group. If you reach out expect to receive a message and a meeting to be arranged but fear not young padawan for no one in the guild is a dick…except me (kidding again). Until next time quest strong, drink responsibly, roll 20 and watch out for that ORC !!!!
*the opinions of The Fantasy Dimension do not reflect those of Info Zona or Carta Magica and the nicknames provided are aliases which I carefully crafted to maintain the privacy of these heroes of gaming! Like the pages now so you don’t have to later !!!