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GreatKhanArtist's page

Pathfinder Society Member. 234 posts. 12 reviews. No lists. No wishlists. 2 Pathfinder Society characters. 1 alias.

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Only you can save humanity

****( )

My sister and I love this game! The only game she loves more is Settlers. We bought this game for the cooperative factor, since our family likes to gang up in competitive games, which inevitably leaves someone whining that it is unfair.

We like that the board is very similar to Risk and is easy to read and that the tokens are clearly visible and obvious colours and fit in the countries well. We like the role cards and the challenge that having so many varied roles makes sure that you never have the same team or same strategy twice. We like the option of adding or removing pandemic cards to the virus deck to change the difficulty. The time it takes is 45-60 min, and this is perfect. It is also a very beautiful game and the art inside is as nice as on the box.

Mechanically, the game does have a bit of a learning curve and some of the rules are a bit unclear. Some of our family just can't grasp the major concepts. The "explosion" of a disease when a city is already at full capacity is confusing, especially when nearby cities have alot of tokens on them already. We still haven't figured out what happens when all the tokens of a given tile are on the board--we assume that we have lost. However, the rulebook is nicely laid out and if you follow along, you can figure out most of the concepts with in a couple of turns.

Pandemic is a very cooperative game and without everyone knowing and playing their roles to maximum efficiancy, your team won't stand a chance. The game frequently wins.

I would say it is akin to Risk, but cooperative instead of competitive. If you like a good challenge and want to work together, pick this one. I'd also reccomend it for your board game group. 4.5 stars, simply because of the confusing mechanics listed above. Go out and support this awesome Canadian company!

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Fun inside!

****( )

I bought Stonehenge and Nocturne as part of the Anniversary Sale, so I got a wicked deal on both. That said, I would pay the list price of 10$.

You get 4 new games and 2 new colours (orange and black) of player pieces, allowing you to bring the player count up to 7. This is great, because with my big family, we are always looking for games that will add extra players. However, I have not tested the original Stonehenge games with the extra players, so my concern is balance. There is also no write-up in the expansion on balance and extra players in the original game. I played the solitare game, and I enjoyed it. I also liked the simplicity of the instructions and that you could set up and play while following along in the rulebook. The rules were also written quick reference back--easy to find key points. I added 1d20 to the box for a turn counter. This was missing, but also easily obtainable for 0.25$.

The box is enormous for the contents. You can fit these pieces and rules easily in the Stonehenge box. That said, when you have condensed the pieces, you have a box that is almost perfect for Pathfinder add-ons. The GameMastery Tile maps fit perfectly lengthwise and the width leaves just enough room for several decks of item cards. And yes, the box is durable enough to handle all this goodness.

In conclusion, reccomend!

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"Races Of" Heads to Higher Ground


A wonderfully indepth look into the lives of aasimars, "Blood of Angels" gives players a wide variety of characterful choices for those of celestial blood. Not just angels, a variety of goodly beings from the outer planes seem to have taken interest in mortals of all races. Info on non-human aasimars and lots of different varient sub-types give players tons of choices for both mechanics and fluff.

Amber Scott does a fantastically good job of detailing the lives of aasimars, reminding readers that not all aasimars lead a life of purity, and giving insight into the feelings of aasimars and those of the races they associate with, casting them as a race apart and definately distinct. Regions all over Golarion are detailed with motives and likely progenitor type and there is a large section for Tian Xia. Each base class thus far published also has a write-up.

For those who want mechanics, fear not. The 6 different subraces each have varient abilities and traits and there are 100 additional varient abilities to choose from. However, this is largely a fluff book!

In conclusion, a great addition to any player's library. Though largely geared toward PCs, DMs may find the sections on aasimars trying to fit in a useful aid in helping PCs roleplay or use the volume to create a new NPC. A fantastic way to kick off the new monthly offering!

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Pirates for Players

****( )

This book is set up in the typical places style. It begins by listing pirates for the different regions of Golarion. Andoran, Mediogalti, Okeno, Riddleport, River Kingdoms, and Shackles are the main regions with a page of other pirate-frequented nations. There is also a pirate timeline. Each of the major nations has the history, notable captains, ships, hideouts, types of pirating and 4 traits. These sections are 2 pages long, so they just hint at the nations. Amber Scott makes each region feel different from the other, and I was amazed at all the types of piracy in Golarion. This section is kind of odd for players, since it really seems more like background a DM would use, except for the traits. I'm kind of unsure as to the effectiveness of some of the traits, especially in the Shackled Skull AP, which players will want to use this book for.

The second half of this book is by far and away the better half. 4 pages of delicious pirate weapons and accessories, detailed and with charts. Wonderful for players and DMs. I will use the heck out of this section. Next, 2 pages of archetypes. These are varient "paths" for base classes, swapping out standard level abilities for pirate ones. Something I will definetly use on named NPCs. A whole new prestige class, Inner Sea Pirate is next. This class gives rogue skills to anyone who meets the simple pre-reqs. It has a very rogue feel, granting talents with a seafaring taste. Besmara is in the faith section. She is also detailed "The Wormwood Mutiny". Therefore, I'd rather have seen how Golarion's other faiths can be applied to seafarers. Spells has aquatic and necromantic spells for a wide range of classes. Finally, social mentions norms and laws for various ships. Pirate slang is under this heading and will add alot of flavour for campaigns.

My final thoughts are that this book is nice. It has some highly useful sections, and is well done in general. Each region feels distinct. However, I would rather have seen this book combined with the player's guide, especially the weapons and social sections. Although this book is good, if these sections were placed in other products, it would've been unnecessary.

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Trial of the Beast Thoughts

Interesting, but lacks strong hooks. The caravan of freaks felt tacked on and unnecessary. The PCs have no connection to the questgiver other than money. PCs not motivated by a conscience could care less about the Beast. PCs are after the necromancers who upset the prison and there is little connection to the questgiver, Beast and cultists. 2/3 of the adventure is the PCs trying to prove the Beast innocent by collecting evidence at different locals. This is also how the PCs get the majority of their AP--through deductions. Of the locations, the most interesting is Vorstag and Grines. Some variant monsters and unusual environments are the highlight here. Vorstag and Grine's also gives the PCs a chance to stretch their sword arms. The trial is heavily detailed, giving roleplaying parties a fun time, but for parties not into courtroom drama it is simply a series of skill checks. The lead-in to Schloss Caromarc is especially weak, with either the questgiver spoon-feeding it to the PCs or the Beast's "I have to go see my daddy now".

Nevertheless, the Schloss is the best part. Finally, a dungeon for hack 'n slashers! The map is beautiful and could be recycled into a Hidden Falls Dojo for your Tian Xia campaign. Parties without trapfinding may be disadvantaged. The estate is very atmospheric and holds the Frankenstein theme well. I like the final battle, but it steals the PCs thunder with a deus ex machina, where they cannot possibly beat the BBEG and survive.

Again, until Schloss Caromarc this is mostly a roleplaying adventure. There are foes to be fought as part of the investigations. Less detailing of the courthouse and removing the carnies could've given room for more motivation and connection between the PCs, Beast, questgiver and necromancers. Reccommended for a DM who knows his group and can better motivate them than what the AP has laid out, otherwise he may feel that he is railroading the PCs into forcing them to help the Beast.

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