Tag Archives: tabletop game

Guilty Gear Strive Blitz Box Review: A Collector’s Perspective

Disclaimer

UVS sent me the a Guilty Gear Strive Blitz Box to review for my blog. While I am very grateful for the opportunity, I won’t let it sway my opinions. This will be my honest review. 2026 is going to be an exciting year for Universus TCG, so make sure you check out the road map! I am super excited for some Fairy Tail cards. Also check out my reviews for other universus products like Attack on Titan and my favorite set so far, Heroes of Exandria. I’ll also be using my TCG Player affiliate link where possible. It helps me out if you use it before buying anything.

Table of Contents

The Set

The Guilty Gear Strive set came out on November 28, so I am a little behind on the draw. Holidays have been a little busy for me. While the new King of Fighers comes out soon, I think it is still worth looking back at a fantastic set. Guilty Gear Strive released with a new type of product, the Blitz Box, which is a 12 pack booster at a much more attainable price point. The game features unique art and foils that you are going to want in your collection, especially if you’re a fan of the fighting game. If you haven’t played Universus, it is a fantastic unique game that I have fun playing everything time I get product. I’ve talk in more detail about the game in other posts, so make sure you check that out.

Character Cards

The Guilty Gear Strive character cards are some of my favorite since I’ve started playing the game. If you are unfamiliar with the game, Universus usually uses screen grabs for most of their artwork except for a handful of alt cards and character cards where the art is unique. I have never played a Guilty Gear game, but I kind of want to now because the characters looks so cool. The character cards are all vibrant, with cool looking characters that are going to be fun to collect. Here are a few of my favorites:

Token cards

Non-alt character cards in this set are tokens. Instead of the normal backs, the backs have a few rule explanations. While it may take away from the TCG aesthetic, it does offer a different back for easy orginization. As a casual player, I appreciate the easy reminder of rules I would otherwise have to look up. It is a handy tool for newer players. While I understand that it stops being useful the more to have, it is handy.

Token Back

Chrome rares

While some might be upset that their character cards have been made tokens, there are some nice chrome rare versions available for those who want to bling out their deck. I like the more cartoonish, oversaturated look of the art. You know it is going to look fantastic on the table. While I didn’t pull any of the chromes for my collection, I can sit hit and look at them longingly:

Alt cards

The real reason I love this game is how much effort is put into the alt cards. The alt cards in this set are all fantastic. I was lucky enough to pull a few of the alt cards and I am so happy with my pulls. If you are a fan of the series, you are going to want to try to pull some of these cards, at least for your collection. It is very hard to choose just a few cards, so here is as many as I could fit in no particular order:

Review

I am writing this as a collector. I love this game, but I play it very casually. I can’t speak on the power it adds to the game nor how it is shaping the meta. I can say that this has been the most fun set to open (aside from the the Heroes of Exandira). Guilty Gear Strive has the best quality of any set I’ve pulled from, and the best looking art.

Quality

Guilty Gear Strive, at least the box I pulled, has some of the best quality I’ve seen from this game. The foils still curve, but that is an unavoidable truth in the TCG space. Regardless of that fact, none of them had that annoying print line that seems to plague previous sets. Coming from the Riftbound cards I pulled, the quality is night and day. If they can keep this level of quality for future releases, and even spread it to Riftbound, I can see this game surviving at least another year.

The Art

My biggest issue with Universus as a collector is that most of the cards are screen grabs. While the special treatment cards are always fun to open and collect, most of the time I am collecting screenshots of IPs I don’t always care about. With the exception of Heroes of Exandria, most of the sets have been disappointing to open. Riftbound, Teenage Mutant Ninja Turtles, and Street Fighter (the worst in my opinion) were all boring. Teenage Mutant Ninja Turtles fairs a little better because of nostalgia, but not enough to buy into.

The screenshots used for Guilty Gear Strive are a lot better than the previous sets. While I am still not a fan of the screenshot cards, they do look nice in a binder. I liked Guilty Gear Strive a lot more than the Street Fighter ones, and I can only hope they can carry a similar vibe with the King of Fighters IP. I am sure fans of the Guilty Gear series will appreciate the cards more than I did, but I had fun pulling them. I’ll probably only collect special treatment cards.

Conclusion

If you are thinking of getting into Universus, Guilty Gear Strive is a solid entry point. It has cool art, some solid mechanics, and the set is fun to open. I can’t speak on how it holds up against the current meta or how much return on investment you’ll get, but as a collector, I am very happy with this set and am tempted to pick up a bit more. You can pick up

Is the Doomlings Castle Glass Expansion Worth It?

Disclaimer

I was sent a free copy of the Doomlings expansion, Castle Glass. While I am very grateful for the opportunity, I won’t let it sway my opinions. This will be my honest review. Make sure you also check out my review for the Doomlings Base Game and the Shadow Puppets expansion. I’ll be using my Amazon Affiliate link where possible. It really helps me out if you use it before you buy anything.

Table of Contents

What’s in the Box?

  • 30 x New Traits
  • 7 x New Dominant Traits
  • 2 x New Ages
  • 1 x New Catastrophe
  • 1 x Mystery Foil

What is Castle Glass?

Castle Glass is Doomlings‘ ocean themed expansion. It features vibrant sea themed cards for a fun and colorful upgrade to your Doomlings deck. You will need the base game to play with these cards.

Castle Glass introduces three trait classes to the game: Shells, Coral, and Fish. With these new classes comes the trait system, an additional way to rack up points. If you collect two or more of the same class, you get a class score bonus. The class bonus are as follows:

  • Regular Shells, Fish & Corals are each worth +1
  • Curious Shells, Fish & Corals are each worth +2
  • Exotic Shells, Fish & Corals are each worth +3

This means that if at the end of the game you have 2 shells, one exotic and one regular, you get an additional four points added to your total.

Review

I love Doomlings. It is easily one of my favorite board games, and will bring it out often at my table. Castle Glass is a fantastic addition to my collection, but I do have a couple reservations.

Art

I love the fun and vibrant oceanic theme in Castle Glass. Despite the simple design, Doomling cards always have a lot of flavor and whimsy. The fish are cute and they very creative with their shell and coral designs. Castle Glass has the prettiest Ages cards I’ve seen so far. I love the scene of the sand castles at sun rise/sun set.

Gameplay

I believe Castle Glass adds interesting mechanics to the game. I had a lot of fun with the fish cards. Fish cards had abilities that let you play multiple cards a turn, letting players build their school of fish quickly. You can use fish to cheat out other cards in your hand, draw for better cards, or get that trait bonus at the end. It was very flavorful. Coral cards seem to add some disruption. It would have players discard cards, or it would let you get bonuses for cards in your opponents gene pools. Shells lets players peak at the next age, which is very valuable information if used correctly.

The only issue I see with this expansion is that it adds a new scoring mechanic to the end game tracking. It is not a hard mechanic to track, but some people aren’t going to like having to count the number of shells and worry about the types. Honestly, I don’t think it will complicate the game too much, depending on your deck size. If you have a massive Doomlings deck and cards aren’t clustered, it will add a couple of points, but nothing that will get out of hand. I played with a small deck to make sure they came out more frequently, and it never felt like scoring got out of hand. Even if you don’t like the extra math, the mechanics in this set are worth it.

Conclusion

The Doomlings base game is perfect, and if you are trying to get into this game, start there. Now if you’re looking for expansions to spice up your deck, Castle Glass is solid. It has a fun oceanic theme with some interesting mechanics to shake up the meta. Whether or not you should buy this expansion really comes down to if you are willing to do the extra math at the end. I don’t see it as a huge problem, but I also see hot it takes away from the casual vibe the draws people to the base game. I will say I do prefer the Shadow Puppets expansion a little more, but I won’t be taking Castle Glass out of my massive Doomlings deck any time soon.

You can pick up your copy of Castle Glass on the official Doomlings store, or on Amazon through my affiliate link.

Discover Why You Should Play The TTRPG Mutant Year Zero

Disclaimer

Free League Publishing sent me a free copy of the Mutant: Year Zero core rulebook to review for my blog. While I am very happy for the opportunity, I won’t let it sway my opinions. Make sure you also check out my reviews for Dragonbane and The One Ring.

Table of Contents

What is Mutant: Year Zero?

Mutant is a tabletop roleplaying game about mutants at the end of the world. The game runs on the award winning Year Zero system which is a D6 system where things happen on 6s and 1s. Six is good and one is bad. There are no modifiers. Instead, stats and gear tell players how many dice they need to roll. More dice generally means better odds. Finally, Mutant is a survival game where the world is harsh, people have powers, and starvation is always a bad roll away.

Hook

Before the fall of civilization, Earth existed in a constant state of conflict. War broke out across the globe, quickly turning nuclear. Those smart and rich enough quickly found shelter in secure underground bunkers while others fled into the safety of space. Everyone else either died in the first wave, or had to rot away in the fallout. As the Earth became toxic, many began to mutate and develop powers.This was the next stage of evolution of man, but one that also marked its end. Mutants are sterile, and while there are tales of powerful folk that roam the wasteland, the population is aging towards is final days.

Some survivors band together and form flourishing communities known as arcs in an attempt to recapture what they lost, others turned to the harsh wasteland and let it transform. You were fortunate enough to grow in one of these arcs, and spend your days working towards a common goal. As the years go by, resources start to dwindle and the world becomes a harder place to live. Eventually, you and a promising group are tasked with going out farther than the usual patrol in search of anything that will extend your time on this planet. What secrets will you uncover beyond those walls? What will you bring back? Can humanity ever be saved, or are you merely surviving till your final days?

Gameplay

Mutant is a very easy game to pick up, but has enough depth to keep players engaged. The survival mechanics give players agency, without ever feeling like a chore. The mutation mechanic adds fun flavor that players can explore through their character, and it makes for some fun and interersting interactions. If you’ve ever wanted to be Xmen at the end of the world, pick up Mutant Year Zero.

Resources

Resources at the end of the world are limited. Players will need to spend their time constantly hunting for food, water, and other materials to survive the harsh dying world around them. Resources like food and water are expended every day for survival, but they are also used for healing. Rationing this precious resource keeps a high level of tension for the players. Players can choose to be at full health for the next encounter at the risk of starving to death. The system is streamlined so the bulk of the game is focused on the game rather than resource management, but you can make it more hard core if that is fun for you.

In Mutant, bullets are the most valuable resource after food and water. While players don’t need bullets to survive the wasteland, they are useful currency when it comes time to trade for better gear or materials. Bullets are also used for guns, and no one wants to be short a bullet in an important gunfight. Players will constantly need to weigh the benefits of trading away their bullets, and that will make for some difficult decisions.

Rot

The world rots away under the effects of the lingering radiation. While there are a few clean and hospitable areas left on this planet, there are pockets of deadly radiation spread in between. These areas give players rot points that slowly kill them. The only way to get rid of rot is to rest in a clean area, but those may be far in between during an adventure. The best bet is to avoid rot all together, or find some rot protection over time. Unfortunately, sometimes the only way forward is through a puddle of rot, and sometimes the only drinkable water is contaminated. The problem then becomes finding ways to mitigate the rot, and live with it.

Mutations

You can’t have a Mutant’s game without cool mutant powers, and this book has a very good selection of them. The DM can allow players to choose their mutation or roll for them at a table. I prefer rolling because that randomness gives the game its flavor. Survivors in this world wouldn’t have been able to choose their powers, neither should your players. That said, I’ll let a player choose their mutation if they have a fun idea that won’t kill the fun for anyone else.

As you would expect, mutations give players abilities they can use in and out of combat. Every player gets a mutation point per mutation at the start of each session that rolls over to the next if not used. Mutation points are the resource used to power the mutation. Because mutations are so powerful, this limit is used to balance the game. If the player could use their mutation as much as they wanted, things could get out of hand. Mutations can also backfire. They can explode or work as intended. They can also further mutate the user, leaving them weaker but with a cool new power to use.

Combat

Combat does not get any simpler than in Mutants. Attacks succeed on 6s and fail on 1s. Additional 6s give the user extra boons like bonus damage or the ability to disarm. Additional 1s can mean the weapon breaks, leaving its user defenseless. Weapon and gear do break in this game, and players will need a skilled craftsman for repairs, or enough bullets to buy the replacement.

What makes combat deep is the health and cover system. The way health works means that players will need to think carefully before rushing in. They may not have the resources to heal back, or they can get an injury that affects their performance. Learning how to effectively use the environment in combat is extremely important. Effectively finding cover in a gun fight or exploding a barrel can easily mean the difference between life and death.

Leveling

I love the leveling system in Mutant because it is streamlined and accessible. Players will need to answer the following questions:

  1. Did you participate in the session? (You get 1 XP just for being present.)
  2. Did you perform a Day’s Work for a project in the Ark?
  3. Did you explore at least one new sector in the Zone?
  4. Did you sacrifice or risk something for your PC buddy?
  5. Did you sacrifice or risk something for the NPC you want to keep safe?
  6. Did you sacrifice or risk something to mess with the NPC you hate?
  7. Did you sacrifice or risk something to reach your big dream?

Players get 1xp point per yes, and they level up when they earn a total of five. Leveling means players will get put a point into a skill of their choice or pick up a new talent. This system not only eliminates the guess work you would see in something like D&D, and it allows players to customize their character. Personally, it forced my players to act in ways they wouldn’t normally because they wanted an XP point. Where in a D&D campaign they wouldn’t care if the NPC died, they went out of their way to keep them alive and get to know them. I was not ready to RP as much as I have in Mutant, but I am not complaining.

Other Mechanics

There are other very cool mechanics that make this game unique and fun to play, but I don’t want this post to get too long. I pulled out the most notable that set it apart from other systems I’ve played, but also the systems I’ve liked the most. While I do not currently run a hardcore survival campaign, its nice to play something more bleak and I’ve been enjoying the story that has come from it.

Review

Mutant Year Zero is easily one of my favorite TTRPGs. I love how accessible the game is. It is easy to learn, and this is important for table of busy dads. Mutant also has some fantastic flavor with the mechanics that make for a good story.

Quality

I did get a copy of the physical book, and it is beautiful. The printing is high quality with vibrant colors, and the book is very high quality. I love the comic book style art. It gives the game its distinct personality and the book looks fantastic on my table.

The cover is phenomenal. I love how it draws the attention to the survivors combing a burning crumbling city for danger and supplies. Their nonchalant expressions suggest that they’ve grown used to the wreckage, and remain unfazed by the apocalypse. The worn mismatched outfits fit the flavor of the world, and the colors tie it all together. I love that each character has a hint of their ability showing. It is just enough to make a statement about their power, while still evoking curiosity. Are these good guys? Bad guys? You’re going to have to play and decide.

Story

The corebook has a prewritten adventure, and it is a very good place to start if you’re a beginner or just need a little help. The adventure offers a solid mystery with an interesting hook to get things rolling.

The players start at the arc, with an aging leader and dwindling supplies. They are sent out in search of more, but find hints to the fabled Eden. Eden is a place of abundance, populated by the most brilliant minds to find a cure for mutation. Some say the cure exists somewhere within its walls, the trouble is finding it. Others say its all a cruel joke told by those too dumb to realize it is all over. As fate has it, your players find themselves chasing a legend, and what they find isn’t what they expected.

Adventure

What I like most about how the adventure is written is that it gives players to tell their own story around the main goal. The adventure outlines a meta story, fills it with important NPCs and location, and sprinkles enough clues to create agency. The gamemaster players have the freedom to do what they want. I’ve never had my players more invested in the world building, because we were building our world. We had a session where we just talked about the fake mutant animals that existed in the one zone and creating bits of random lore that carried throughout the campaign. I love that I was not tied down by a dungeon crawl because it allowed us to tell some very cool stories.

Most importantly, I love that my players liked the meta story enough to keep playing through it. I’ve ran modules where I stopped using the source material because my players wanted to do something different within that world. I wasn’t ready for them to start asking questions about Eden and actively working towards it because of how much time we spend messing around in character.

Roleplay

This is one of the games where my players got into unique characters. I think the random mutation forced them to play a character they wouldn’t usually which was very cool to see. It might also help that I ran this game with theater of the mind using Alchemy RPG. The official module for Mutant is fantastic. Maybe the lack of math and battle maps gave players the room to get creative with their roleplay. Whatever the answer, it was a lot of fun.

Theater of the Mind

You can get as fancy as you want with Mutant. You can use maps with intricate terrain and figures, or load up your favorite VTT and do it digitally. Run this game in whatever way is most fun for your table. The system will work no matter what. At my table, we run games through theater of the mind. I’ll use maps here and there, but I like the focus to be the story and the current format works for us.

As a theater of mind game, Mutant is a fantastic system. The year one system makes checks and combat easy to manage, and the mechanics give enough depth without needing much outside aid. If all you have is the rulebook, some dice, and a dream, you are ready to run Mutant Year One.

Survival

Do not be intimidated by the survival aspect of this game. Run this game as hardcore as it needs to be for your table. I run a casual table and would frequently forget to manage resources. There wasn’t enough scarcity, and I didn’t deduct enough resources. I did break weapons and give players rot points, but I wasn’t running the game as intended. That said, the game never felt like it lost any of the survival element. Players were still cautious with their decisions, and scavenging when they could. My campaign, as silly as it was, was still a survival campaign. I like that freedom.

Conclusion

If you want to run a survival campaign with cool mutant characters and have a good amount of freedom to tell a cool story, pick up your copy of Mutant Year Zero. This has become our favorite, and it is going to be hard to switch to anything else. You can pick up your copy of the Mutant Year Zero rule book on the official Free League Publishing website, or on DriveThru rpg if you want to go digital.

2026 Universus TCG Roadmap: Exciting New Releases Ahead

Intro

UVS Games has just announced its 2026 roadmap, and the lineup will have fans new and old excited about the future of the game. As casual collector, I definitely see a couple of sets I want to whale on. If you want to pick up Universus, always support your LGS. You can also pick up Universus on TCG Player using my affiliate link. It really helps me out if you use it.

The Road Map

What’s coming in 2026?

2026 marks a very important milestone for Universus: the system’s 20th anniversary. With this milstone comes a collecion of iconic figures from fighting games, manga, and of course, Kaiju. Whether you are new to the game, casually collecting, or trying to take the top spot in next year’s circuit, there seems to be a little bit of something for everyone.

So what is coming?

  • King of Fighters XV Challenger Series
  • Godzilla Booster Set
  • My Hero Academia Challenger Series
  • TEKKEN 8 Booster Set
  • Street Fighter 6: Part Deux Challenger Series
  • Fairy Tail Booster Set

Thoughts

While I am not too crazy about the fighting game sets, Street fighter had some very cool unique cards and the decks were a lot of fun to play. They are a solid place to start, assuming you can’t find any Godzilla. What I don’t like about the fighting game sets personally are that most of cards are screenshots. If you’re a fan of the games in questions (and the games in questions are cool), then this becomes less of an issue. As a collector, these sets don’t excite me as much. I prefer the comic stills, especially like the ones in the Heroes of Exandira set. Those look really good in a binder.

That said, what is important are the mechanics and the unique cards that make this game worth collecting. If the mechanics change the meta enough or the unique cards in the set are cool, that will be enough to excite me. I may not vibe with most of the art for the Tekken and Street Fighter cards I do own, but the decks are fun enough and the champion cards are cool enough that I would buy into them if I didn’t already own the set.

What I am very excited for is the Godzilla cards. I missed out on the initial run of Godzilla when that came out, but what I’ve seen looks very cool. Some people will argue that Godzilla is problematic because it runs the meta, but I’ve played enough card games to know that it happens everywhere. Maybe the set changes up the type of Godzilla decks you end up playing against. Either way, as a collector, I can’t wait what this set has to offer and I am more than ready to open a couple packs.

What I am most excited for is the Manga sets. I know Deku is a problem, but the cards from previous MHA sets have all been pretty good. I feel confident in my excitement for this set, and I hope it brings new people in the space. The space needs it. More importantly, I am ready to whale on the Fairy Tail set. I love this anime and the set is bound to have some cool cards. It has to for the year to end on a good note.

Until then, lets get hyped for GUILTY GEAR -STRIVE- Blitz Booster landing November 28. Don’t forget to preorder yours today!

Universus TCG – Challenger Series Deck List: Ryu & Luke

Universus just released the Street Fighter 6 challenger series decks, and I have a copy of each. Always support your LGS, but you can pick up the Ryu challenger deck on TCG Player using my affiliate link. Here is the Ryu deck list for those who need it:

The List

Champion

  • Ru, World Warrior
  • Luke Sullivan, Gym Coach

Deck

  • Avenger: Impaler x 2
  • Hashogeki x2
  • Pale Rider x 2
  • Rising Upercut x 2
  • Shin Hashogeki x 2
  • The Unending Path x 2
  • Burnout x 4
  • Crouching Medium Kick x 3
  • Luke’s Sweep x 3
  • Sand Blast x 3
  • Solar Plexus Strike x 3
  • Battle Holds The Answer x 4
  • Endless Doting x 4
  • Excessively Buff Forearms x 4
  • First of the Ages x 3
  • My Firsts Solve My Problems x 4
  • Not Now, I’m Gaming x 4
  • Strength in Diligence x 4
  • Vagrant Truthseeker x 4

The Cards

Champion

Deck

Exciting Updates for Grand Archive Fans in 2026

Introduction

Weebs of the Shore made a few announcements over the weekend that should get fans, new and old, excited for the future of the game. If you’re looking for Grand Archive product, always support your LGS, but if you pick up product on TCG Player using my affiliate link, it really helps me out. You can also check out my newest sponsor NordVPN if you’re looking for the service.

Competitive Schedule

With 2025 worlds behind us, it is time to start grinding for 2026. Next year worlds will be in Singapore, so make sure you start planning your Acents. There are a few new countries on the list which means the game is growing and I am here for it. We also got a couple sets teased, Phantom Monarchs in December and a capstone set in March. A capstone set is meant to celebrate the entire history of Grand Archive so far, and I am very excited to see what this means. I am going to be so broke…

Revel Fest Promo

If you haven’t played all season, now is a fantastic time to hop in and grind a few events for that sweet sweet promo. Abyssal Heaven’s promo is Fire Resonance Bauble, and this card looks so good. Good luck!

Store Champ Promo

It is also time to get good to get a copy of that store champ promo. The promo for Distorted Reflections and Surviel the Winds and this is peak GA design.

Regional Top Qualifier Promo

If you needed a reason to grind out the competitive then you got it with the Distorted Reflections promo, Smoke Bombs. This art looks so good!

Ascent Top Qualifier Promo

It is really the best time to get good at this game. This card is not only a solid add to your deck, you know its going to look amazing in real life.

Sandbox Announced

Getting good is going to require a lot of practice, more than you can get at locals. Luckily, Weebs of the Shore is working on a Sandbox that will allow players a clean and hopefully automated way to play Grand Archive from the comfort of their home. I can only hope this lets me enjoy random matches, and I would appreciate a ranked mode. Not much is known yet. I assume it will be PC at launch based on the UI, but if these leads to an a phone app, Weebs of the Shore is about to take all my money.

Pantheon

Now if you don’t want to play competitively, or just want a break, Weebs of the Shore is cooking up a new casual format Pantheon. Will it be a singleton format like commander? A multiplayer game mode? PVE? Pauper? Personally, I think it will be something like commander based on the name, but we will have to wait and see.

Phantom Monarchs

Last but not least, Phantom Monarchs is dropping in December. We weren’t giving much other than a name, but we can assume it is an expansion set based on the release schedule we’ve gotten so far. Either way, I am always excited to see more grand archive.

Review of Thirst for Blood: A Pathfinder Adventure

Disclaimer

Paizo sent me the first book of the Shades of Blood adventure path, Thirst for Blood to review for my blog. While I am very grateful for the opportunity, this will be my honest opinion of the resource book. I will also be using Amazon affiliate links where possible, but you can always buy Thirst for Blood directly from the Paizo store.

Shades of Blood: The Hook

Where the once great Alzanti empire stood, now sits fragmented remains scattered across islands and at the bottom of the ocean. The Alzanti once held dominion with its advanced technology, now its scraps are sold as oddities. Its been years since its collapse, and more of the lost empires secrets have began to surface. Unfortunately, not all of them are good.

At the bottom of the ocean, hidden behind a labyrinth of traps and stone, sits a prison for the empires most dangerous foes. Among these is an ancient vampire by the name of Nizca Irocol. Nizca was so powerful that the only way to stop her was to keep her in a state of perpetual stasis. Unfortunately, the Earthfall has shaken the force that kept Nizca locked away.

Newly freed, Nizca seeks to reunite with her long lost lover. To do this, she plans to use ancient Alzanti technology to put the world into perpetual darkness, and releasing a prison full of blood thirsty creatures into the world to sow chaos.

As fate would have it, a group of eager adventures have been hired in a nearby town to investigate the sudden anomaly. What will they uncover? What treasures will they find? Do they have what it takes to save the world, or will it fall to vampires?

What is Shades of Blood?

Thirst for Blood is the first leg of the Shades of Blood saga. It takes players from levels 1-3, and acts as an introduction to the world, game, and characters. The players will arrive to the town of Talmandor’s Bounty, where they have been hired to aid a local astronomer. Everything erupts into chaos as the sky turns to black and an army of blood thirsty creatures starts attacking the city. The adventures now find themselves investigating this sudden chaotic outburst. Players will need to travel to a nearby island, and begin their delve through this fascinating mystery.

Impressions

If you are planning on running this adventure, you are going to need the GM Core. The adventure path doesn’t include any of the rules, or all of the stat blocks. There is also a free player’s guide to help players prep for the campaign. I’ll drop the file below for your convenience, but you can pick it up on the official Paizo site.

Thirst for Blood is a solid start to the adventure. It has a few alternate modes of play (not everything is solved by combat), and it does a good job at getting players involved with the world. The early missions of the game has players interacting with NPCs as they complete chores around the starting city, and slowly introduces the games many mechanics. This is a very beginner friendly resource, and a good way to get into Pathfinder.

My only concern with the first chapter is that players need to be willing to roleplay to make some of the chores fun. I do appreciate that the game sets up ample opportunities for players to grow comfortable with their characters through the many social interactions. While chapter one does a great job at helping break the ice, some of the quests can be boring depending on the roleplay.

The rest of the adventure is a solid dungeon delve with fantastic flavor baked throughout. The book introduces fun enemies for players to fight, and provides a neat mystery for them to solve. I’m sure your players will find clever ways to skip around, but there are some cool ideas that I will be using in other campaigns. Overall, if you’re into a strait forward delve, this is a great place to start.

The book itself is very cool. I love the art, and the book is printed with the high quality standard I’ve come to expect from Paizo. I am a little bummed that it doesn’t include all of the stat blocks, but I guess it is fair that they assume players will at least a GM Core handy.

Aside from my issues with the first chapter, this is a solid resource. If you like vampires and dungeon crawlers, this a cool book to own. I personally enjoy reading about all the adventure’s lore, but there are also a few stat blocks I will be borrowing for future campaigns.

You can pick up the Thirst for Blood adventure path for $29.99 from Paizo and Amazon.

Review of Urban Shadows: The Urban Fantasy RPG

Disclaimer

I was sent a free copy of the Urban Shadows 2E core book to review for my blog. While I am very grateful for the opportunity, I won’t let it sway my opinions. This will be my honest review. I will also be using my amazon affiliate links when possible. Always support your LGS, but using my link helps me out!

What is Urban Shadows?

Urban Shadows is an award winning TTRPG that just received its second edition.

In large metropolitan cities, a supernatural society operates in the shadows. Unbeknownst to the average citizen, there is an ever presence conflict between four warring factions as they try to gain dominion over the city. The balance of power is in a state of constant flux, and the political landscape of the city is forever shifting. Fate, chance, or whatever you want to call it has brought you into the this world, and it is up to you to find your place within it. Make deals, earn and pay off your social debts, and climb your way up the ladder. Who will you become? How will you shape the cities narrative? How will you let the city shape you?

The Gist of It

This is a massive book, but the gist is this:

In Urban Shandows, players navigate the complex social network of the supernatural society of a major city. They must broker deals, climb the social ladder, and most importantly, operate in the shadows.

Whatever the city, there are four factions that fight over its dominion: Mortalis, Night, Power, and Wild.

Mortalis are the humans that find themselves in the world, either by chance or by choice. Some hunt the monsters that roam the night. Others smuggle supernatural items to sell for a profit. Others play with the idea of giving up their humanity to join this world permanently.

Power is full of the people who can wield the magic of this world. It is full of the wizards, oracles, and immortals who seek to gain more power from this world.

Night is the faction of people who have been transformed into a supernatural creature of the night, and must wrestle with this new found identity. These are the vampires, werewolves, and ghosts of the city and the smaller sects that form within them.

Wild is the faction that lives on the fringes of society that wield powerful ancient magics that rival the other factions. These are the faeries, demons, and constructs that roam the city’s shadows.

The important thing is that these factions have an established hierarchy, and the players must find their place within it. The faction a player starts with, doesn’t have to be the one they end in. They don’t even have to be the same character, there is a mechanic that allows players to retire. Climbing is not easy, and it isn’t black and white. While players can fight their way through the city for territory, there are more diplomatic approaches that might prove more efficient. Trying to change an outcome with emotion or persuasion instead of fists is just as viable, if not more. The city is always moving and changing, and players need to adapt to keep up. Whether they can shake up the foundation of the city is up to a few actions and a couple dice roles. Within those four factions are 12 unique classes for players to choose from. Each class feels unique and gives players abilities to help them navigate their social mobility. There is a lot of flavor in this game, and while you can adjust your narrative to fit your vision, the book has a lot of valuable helpful examples to get a newer Master of Ceremony (game master) started.

What sets the game apart is the focus on urban fiction, which takes players to the streets of their favorite cities at any time in history. Want to start in the present and time skip to a time of calamity? Go for it! The landscape may be in constant flux, but the narrative belongs to the city.

The Book

Review

Urban Shadows is a very good resource for any new game master, even if you don’t plan on running the game itself. The amount of resource, examples, and detail that make this book the hefty beast that it is can easily be translated into other systems. The book spells out every mechanic and feature in a way that is easy to read and understand, and is filled some very cool art to break up the information.

The game is powered by the apocalypse system, and the system is easy to learn and teach. This is important, especially for newer players who just want to hop into the game and not worry about intricate nuances. The game has its complexity, but I feel like there was less time spent arguing about rules, and more time enjoying the world and story for what it is.

Character creation is easy with the class system, and every class feels balanced and unique. More testing is required of course, but it all felt fine for the bit that was done. I like that the game doesn’t have to revolve around combat (it can), and how creative solutions to problems can be. The death and retirement system is interesting. The on death abilities each class has makes death sting a little less, and I like that players can retire a character if they just want to try something new.

What is important to note about the system is that it is going to be a bit more roleplay heavy. Yes dice rolls will sway the narrative, but you are going to have to ask for favors, or gather clues, or broker deals in a way that is limited by your social standing. For people who are more interested in the political side of roleplay, this is a great choice with lots of room for good story telling.

If you enjoy physical media, the book is a fantastic addition to any collection. Its a good quality book with some great illustrations. As far as resource books go, you’ll have everything you need to run a good campaign. There are helpful examples, tables, and a couple cities. There is an appendix with a bunch of charts and tables for the GM that needs to create an meaningful encounter on the fly.

I’ve read a few different resource books and nothing comes close to how detailed this book is. For veteran game masters, it is a little over kill. But for those just starting out in the space, it doesn’t get any better. When I started my journey, I did hours of research. A lot of what I’ve learned is packaged neatly in this book, and while there is lot a GM will learn through practice, its a great place to start.

Urban Shadows is a little too RP heavy for my table, but we had fun running it. We enjoyed how easy everything was to pick up, and the flavor is sound. I ran my games in San Francisco because that is the city I know best, but the borrowed a couple of the examples in the books to fill its underworld. I really enjoyed the shift to Urban Fantasy. We play a lot of high fantasy with the occasional scifi story, and it was nice to explore a modern city with modern problems and a supernatural element. I’d absolutely come back to the system if prompted because there is a lot of room for good story telling, and some very epic moments.

Urban Shadows is a solid TTRPG. If you like werewolves and vampires and mitigating the intricacies of social advancement, I don’t think you can find anything better than Urban Shadows.

You can pick up Urban Shadows and related products on the official Magpie store, and on DriveThru RPG if you don’t care about physical media.

Grand Archive: Diao Chan Re: Collection Deck List

Introduction

Abyssal Heavey has officially released, and that means we finally have the Diao Chan Re:Collection deck list!

If you’re new, Re:Collection decks are Grand Archive’s premium product that come with a high quality deck box, dragonshield art sleeves, three packs special packs, and a competitive deck. The box also includes a play set of all the cards in the deck so you don’t need to buy multiple copies, unless you want to chase that sweet collector rare:

You can wait for opened boxes and the prices to dip, but historically, you aren’t saving much. Especially if the deck defines the meta like Silvie did. If you’re starting out, the hardest part is choosing what flavor you want but either deck is a solid place to start. Always support your LGS, but you can pick up the Guo Jia, Heaven’s Favored Re:Collection Deck on TCG Player through my affiliate link. Get in before you’re paying scalper prices.

Deck List

Materal Deck
1 x Spirit of Water
1 x Diao Chan, Enchantress
1 x Diao Chan, Dreaming Wish
1 x Diao Chan, Idyll Corsage
1 x Cleric Robes
1 x Glimmer Essence Amulet
1 x Scepter of Fascination
1 x Tariff Ring
1 x Crystalline Mirror
1 x Hairpin of Transcience
1 x Kaleidoscope Barrette
1 x Staff of Blossoming Will

Main Deck
3 x Fractal of Insight
2 x Idle Thoughts
3 x Shimmering Refraction
3 x Unstable Fractal
3 x Acquiescing Rejection
3 x Chill to the Bone
4 x Dissuading Halt
4 x Eventide Lure
3 x Fractal of Refreshment
2 x Frostbind
3 x Frostlorn Caress
3 x Frostnip Piroutte
2 x Glimmering Refusal
2 x Protective Fractal
1 x Redirect Flow
2 x Refracting Missile
2 x Torpid Fractal
3 x Bloom: Summer’s Glow
2 x Bloom: Winter’s Chill
3 x Blossoming Denial
2 x Ripples of Atrophy
3 x Season’s End
2 x Shriveling Vines

Material Deck (Visual)

Material Deck (Visual)

Tokens

Grand Archive TCG: Abyssal Heaven Spoiler Season is Upon Us!

Introduction

The Abyssal Heaven spoiler season has officially started! As always, I will collect all the spoilers in one convenient spot, and will be updating this post as soon as I can, but new updates should be up by the end of the day. The newest spoilers will always be on top. Make sure you get your preorders in, and don’t forget to support the official creators!

Spoilers