next time someone asks if your a god, you say "yes!"
The Geek Gods are various and powerful and love playing games. As do we. But the only difference is that "we" are their game. They manipulate and transform us into mighty heroes or villainous monsters, making us walk the path that "They" want us to go down.
But now we have the upper hand as we can control those "all powerful" Gods to our hearts and whims delight. Mythic Battles: Pantheon is the evolution of an early Iello edition of Mythic Battles by Benoit Vogt. Although, this edition is pumped full of miniatures and additional characters and creature. Unlike it's predecessor, which was cards played on a grid. But the game is mostly the same. You will be choosing a God from the many livable (depending on the number of add-ons that you purchase) then draft an army around that God, consisting of Heroes, Monsters, Troops and maybe a Titan. Then combat starts...
Fortune is ally to the brave
The game is a combat game that takes element from games that we already know and meshes them into a simple to understand and play instantly game (minus the time to set up). Much like chess and it's learning curve, but also like a collectible card game that uses a deck to active characters. Plus some traditional and slightly tweaked dice combat with degrading player characters that wither away, the more injured they become. A game that the Gods would say, "this is walk in the park."
You will start with picking a God to be your avatar. Then create an army that benefits and complements that God. Whether it be Zeus, Ares or Hades, having the right combination is an essential key to your success when playing. Although, you could just experiment and mix and match to your hearts content, as there are enough units in the base game to keep you amused for months. Each unit has a wide variety of statistics, from life points, special powers to unique ability. So choosing the right ally that compensate another can take a little time to get your head around, as well as take a little real world time. And not only that, there is the battlefield to take into consideration. For example, having a team of flying creatures that are not hindered by the different levels of the terrain, will have a hard time dealing damage to your opponent's forces, if they are hiding in one of the many forests.
There are many type of terrain that will help or hinder movement, ranged attacks as well as hand to hand combat. Some of this terrain comes with physical trees and rocks, that not only make a picturesque playing field but make a difference to the game as it can be destroyed to remove, along with their penalty's and benefits. Because we all know the frustration of losing a game on the count of one small obstruction that prevented you taking a shot at a very weak God, who you'd like to kill before they have a chance to absorbs an Omphalos, winning the game.
Find, and fulfill your destiny!
Skirmish mode is the common way to play this game, two, three or four players. But there are also some campaign's and scenarios that will hold your attention. Where you'll race to find healing plants or rescue a princess. Even the possibility of cooperatively playing to prevent the Hydra from entering the local, defenseless village is available to play. You may play an all Vs all or team up in pairs. With a system that allocates points accordingly to the number of player and the side that they are on. A one verses three player game is also a viable. But no solo mode...Boo-Hoo!
But you'll probably play more skirmish's than anything. They are simple to set up from the scenario book and allow you the freedom to create your army's from the mutilated of units and characters. With a simple end game of either destroying the opponents God or getting your God to absorb more Omphalos than the others. As well as an easy way to get into the game, they also serve as useful way to see the potential in your warriors for future battles. This game is one massive and mythical learning experience.
Getting your head around all the powers and ability as well as accustoming yourself to the terrain can be a bit tricky if you are not into heavy, epic, strategic warfare. As there is hand management, card counting, spatial perception of the board and taking note of all your characters statistic that change with the damage they take. Even so, the game play mechanisms will sink in quite quickly, making it an enjoyable, flowing experience. Especially with the big reference cards available.
Call no man happy who is not dead!
Most games have your hero preforming dice combat to show their impressive sword skills or other ability for mowing down the opposing minis. Even when your character is on their last legs and final drop of blood, they are still swinging their weapon high, rolling the same amount of dice as they did at the beginning of the game. Not here...
Going back to my HeroClix's days, I remember the sensation of having a hero weaken in combat, struggling to survive. And they needed help from the my other character, just to stay in the game. And the win that I accomplished, even with this Achilles Heel was a gratifying one. The same is here. Each character has a life point bar that, when damaged, depletes. On it's way down to death, their strength of their attracts get weaker as you roll less dice. Also, their defense may go down, or their movement will be reduced. All leading to the demise of that character. Some may have powers that only unlock when reduced to one point of life, like the Phoenix. Making it a more realistic, down to earth system that is reflected in it's combat. If a Phoenix really excised, that is.
the bigger they are...
Talking of combat, what would an epic game like this be, without epic dice rolling. There is plenty of that in this game. Fortuna may not be your chosen Goddess, but that is no bad thing. You can manipulate your dice in an exploding fashion or sacrifice them.
Technically, five sided dice, even though they have six faces, only five of which have the possibility of doing damage. The blank face is an immediately remove dice when rolled. Any other number can be sacrificed and remove to make the value of another rise by one. Transforming a die from a three to a five by removing two other dice is a good way to hit those powerful Gods with a defense that is higher than the values marked on the dice themselves. I hear you saying, "how can I damage a God that has eight in defense but the highest value on a die is five?" The importance of have a five on your dice is they can be rolled again, adding it's new value to it's previous. Giving you those higher results with this exploding dice mechanic.
It leaves players feeling that they have some way to negate their dice rolls and manipulate the result to what they want, which many games don't give you. Unless you have a power. Added to that, the fact that when you remembered to add the bonus from the terrain and that characters special ability, will have your fist punching in the area when you achieve massive (maybe mythic level) damage.
titan against titan. it's all in the cards
If Magic: The Gathering or Yu-Gi-Oh! is your thing, you may take solace in the fact that you will have the same power in your hands as in those games. Your deck of cards are made up of the characters you drafted and some special Act Of War cards. Every turn, you'll add one card from your deck to you existing hand and then play one or many cards that will summon minis to the board, or move that minis if already placed. With no text, these cards are easy to read, activating the depicted character leaving you with the hard choise. Which simple or complex actions to take. Using them wisely can bring a level of complexity to your plans as each character has a different amount of cards assigned to them. Leaving you card counting your opponents deck and second guessing who they will activate the next turn.
Burning the Act Of War cards or later in the game, Omphalos cards, are a way to preform other actions. Like playing and activating a second character or drawing more cards into your hand. You can even search the deck for that valuable card that you need right now. Hand management is key element in the fight to victory. Use your cards sparingly and your army is reduced to nothing. And running through your deck too quickly may not be advisable either, as your opponent will get to place their whole remaining deck in their hand. Giving them the upper hand (excuse the pun) in the vast number of cards to pick from.
this is how epic it is...
Release the Krakken!
This is a massive game. Not only massive in scope and game play but also as massive as some of it's mini's. In particular, the Titans that are very impressive figure with a great amount of detail. In fact, every single mini, carved die, character board and other component has been magnificently produced for this game. I can not state the amount of fantastically beautiful attention to detail has gone into producing this game. Of course the art work stands out, by far. This is a game that, if I could have on the wall, I would. But I would probably have to construct a few more walls to have sufficient space to place everything. As would you, if you were to back this project at it's highest level.
If your looking for a very deep warfare experience with high production values, I could not recommend a better one. This game has teeth, like a Krakken. Battles a satisfyingly profound after the placement of you army start to amass. And many expansions that need a Krakken size hole on your gaming shelf. With deep and thoughtful decisions to made every turn, players may play as quick a someone who has looked into the eyes of Medusa. Every battle is a real fight, even struggle between the players to become the victory. If this game is missing something, it's the word "EPIC" from the title. This is the EPIC miniature combat game to end then all.
my original KS videos
Technical Score 10/10
My BGG Score 7/10
Combined Score 8.5/10
Can't Stop is a game that is almost as old as my wife. 38 years ago, this game hit the store thanks to Parker Brothers. A game driven by the luck of dice but leaves you feeling that you have control...until you literary "CAN'T STOP!!!"
Players can climb up to ten mountains. Each Mountain has a value that you can get by adding two dice together. Players roll four dice and pair them up. They can move three mountaineering teams on three of the ten mountains but will need the results of the dice to correspond with the number of the mountain they are climbing. If with the dice you have the same value as the mountain your team is climbing, you can advance them. If you can not advance any of them, the fall off the mountain and restart from their last camp.
Ending your turn is your choice. If you stop before your teams fall off, they will set up camp. Therefore saving their progress.
A very simple concept that evolved in the days when Yahtzee was the only other dice game. And unlike it's predecessor, is still a great deal of fun. Although the Yahtzee mechanism has
been implemented into many game since King Of Tokyo hit the market, there are none that have this addictive dice rolling. Making Can't Stop unique and great fun for all.
have a look for your self
This is a preview of a Kickstarter.
come together, right now
Worker placement games are one of my favorite mechanisms in our world of fun. When done right, you feel like a real farmer that struggle to by successful in the 1800's (Agicola), lead your neiadathel buddy's through the trials (Stone Age) and tribulations of evolution or that you have lived an alternative life, collecting vinyl records and working as a comic book artist (The Pursuit Of Happiness).
Nētā-Tanka gives me the same sensation, only that it also makes you feel good because you've helped out the fellow players. No, this isn't a co-op game. You are competing. But you are preform tasks to help your fellow man around your nomad village. Feeding them, clothing them, housing them, all for generousness point. All these thing will make your people see that you are "The One" to become the next Nētā-Tanka. This is a game, that if you are really good to you friends and family, you will win the game.
Every building actions and job that you send your meeple out to do will generate generosity points. These are either in a spendable token form or just solid final score form. In the game, you'll be placing out you clan of meeples, one at a time onto spaces that give them a task. Then on your turn, activating the tasks that you sent them to do, before the cleanup and preparation of the next round. A fairly straight forward game of this genera, yes?
... Read on ...
you scratch my back...
The players small clan of helpers live within the same tribe as the other players. Each will be given a specific task to preform. Gather resources and building thing are the nature of most games of this ilk but this has a little twist. You may send someone off to hunt for buffalo, but are purely trapping the animal for the whole tribe. Another player may kill the beast, cutting up the meat and tanning it's skin while taking some of those skins. Yet another play may take the action of smocking the meat to take for themselves. Like chain-reactions, one thing will occur that will allow other things to happen. And what will you get?
Unlike the village idiot, you won't get suckered in to preforming that same old task from round to round, that helps all everyone get resources, apart from yourself. So your day in the sun will come if a player takes the "Elder of the hunt" or "Elder of the forest" action space. Those are powerful actions giving you a choice in what you do, either taking a resorce or preforming a build action. Choosing this space will commit that meeple on that space to going hunting for buffalo of collecting wood in the forest the next round. Therefore setting up more resources that now you can pick from.
what's the point?
You'll be collecting wood and mushrooms, building tepee's, smoking meats and building the tallest totem pole anyone has ever seen, if you wish. Or you could follow the instructions handed to you on your non-obligatory secret objective card. Yes, I said "non-obligatory."
You don't have to do what the card says, so you can go your own route. Make your own objective, without bonus points. As other players may get in the way of the actions you want to preform. Or because you miscalculated an action. For example, you have a meeple on the "Smoke Meat" space and player one just captured a buffalo, but player three is going to skin it and cut up the meat...
And your player two...
And there's no meat for you to smoke...
Better fine a pipe...
But this secret objective card is not a loss, as you can trade it in for a point of generosity that can be either spent on the "Offering" space or kept as a scoring point at the final. Making an "Offering" is one way to get resources that you want, plans to make Handicrafts. And also use a powerful tool..."Links."
join the chain gang
"Links" are scattered around the board, in between each action space. They function on your turn, if you have deployed your clan members on two spaces joined buy this "Link." A sort of area control. If you place the whole clan of your meeples in one area of the board, you will be able to activate multiple "Links" that give you bonus resources and actions. These links are important as they not only make your actions from the adjacent spaces more powerful, but also give you access to things that can be difficult to preform. Like collecting the rare animal skull to decorate your totem pole with.
That's not to say that you will have a hard time doing the things you planed to do each turn. Even though a large majority of spaces that can only hold one meeple, the game does not feel restrictive. There will always be a space or action that you want to do, open for one of you meeples. In fact, there will be rounds where every player gets the spaces that they want and some where they don't. One way around this is, as mentioned before, using the "Offering" space to pay to use the "Links." Another is by unlocking a special ability, which allows you to copy. Basically allowing you to place one of your clan in a space already occupied by one other meeple. Yours or another players. And BAM! your doing the action you wanted to do and maybe activating a "Link" too.
Lots of possibility's for ways to get them chores done. And when their done, it's off to the next. As there are may ways to get those points of generosity to come your way. Not only do you get scored on the height of your totem pole but a bonus for each skull and two parts wood constructed. Object give the marked points but creating sets will give additional. Point city, or should I say point village!
more than just a pretty skin
The strange sensation that you are left with at the end of the game is one of "I could have done more," even though you did get to do almost everything you'd set out to do. And the next time you play, you will do more. The game is of a family lite build with a little bit of conflict for the actions spaces. Lightly twisted around the Maypole with the area control style links and friend hugging, working together (but not really working together) theme.
Of course, there are a lot more things to talk about. Like how timing is important and how becoming first player gives you a helping hand and how to actually build a tepee!!! But those are questions that will be answered in the video below
Now watch "how to play"