If you’re getting into Grand Archive or have been following for a moment, you’ve probably the outrageous pricing for singles. We’re in the moment of Grand Archive history where the demand for cards is higher than the supply. This is frustrating for those trying to onboard into the competitive scene but is priced out of important staples. On one hand, I understand the frustration, but I also understand the need for appropriate scaling. No one wants to be left with a wear house full of merch they can’t move.
Fortunately, there are plans for reprints of staples in future sets and possibly reprints of sets already on the market, possibly in an altered edition. A Statement Regarding Game Accessibility was posted today on the game’s official X account. The statement reads:
Thus begins the waiting game. The key takeaway is that future sets will reprint key staples like Dungeon Guide, which hopefully means the market will stabilize. While Grand Archive is nowhere near as expensive as some of the other big TCGs, it is expensive for new folks trying to enjoy some games at their LGS. I hate that I can’t support my LGS because they don’t have any stock.
I hope this announcement means more reprints, a bigger community, and a more accessible price point for entry. We will have to wait and see, but I have faith in a company that has been doing everything right so far.
If you’re mad about singles pricing, I would save up for future sets and reprints. You can enjoy games on TTS on the official Discord in the meantime. If you don’t want to wait to get into the competitive scene, I’m sure you can justify the premium with all the fun you’re about to have. Whatever you decide, welcome to Grand Archive!
The Michigan Regionals were this weekend, and Lorraine Wind Allies remain on top. While Tristain continues to prove herself as a top-contending meta deck, the splash of Nico taking second is a welcomed surprise. There were a few other neat deck ideas at the event, but I will only focus on the top three. Make sure you check out the full event for more inspiration.
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I was sent a free copy of the Pathfinder Adventure Path: Wardens of Wildwood 1: Pactbreakerby Andrew White to review for my blog. While I am very grateful for the opportunity, I won’t let it sway my opinions. I haven’t had a chance to run the game, but these are my honest first impressions.
What is Wardens of Wildwood?
Wardens of Wildwood is a three-book adventure module for your next Pathfinder campaign. Pactbreakeris the first of the books.
The Greenwood Gala is held in honor of the yearly signing of the treaty between the empire of Taldor and the citizens of the Verduran Forest. The treaty allows for peaceful and regulated trade between the two groups. This Gala is a large festival held leading up to the signing of this treaty, and it attracts people from all over to join in this magical week of revelry.
This year’s Gala is going to be big, and the organizers need additional volunteers. You and your party have been recruited to help keep the peace, but not without enjoying the festivities. The festivities end abruptly when several of the Verduran Forest’s leaders are murdered. It is now up to your party to find out the culprits and return peace to the forest without spilling too muchblood shed. Do you have what it takes?
The Book
The adventure comes in a nicely printed softcover book. The illustrations are beautiful, and the quality is sturdy. You will get a crease in the cover from use, but it isn’t a deal breaker. While hardcovers are always nice, I do appreciate the small form factor. The whole adventure is the size of a magazine, which makes transportation and storage incredibly easy. The included maps feel a little small, but you can cut them out or make copies if you would like to use them. Overall, Pactbreaker is a fine and quality product from our friends over at Piazo.
Impressions
Pactbreaker is the first part of the Wardens of Wildwood adventure path. All three parts are now available for purchase, but I only have access to Pactbreaker at the moment. I’ll be working on getting the other two installments. Stay tuned for that.
Pactbreaker is designed to take adventurers from levels 5 – 8. The idea is to give players access to a character that can make an impact in the world but still has room to grow. I enjoy running level 5 campaigns because players have enough tools to make things fun without being overpowered.
One important thing to note is that you will need access to the 2nd Edition rulebook. While most of the adventure is self contained within the book’s pages, it does not contain the rules. There is a list of supplemental reading materials for additional background and context for the campaign setting, but it isn’t needed. You can run this campaign with just the adventure book and a copy of the rulebook.
I like the flavor of the campaign. If you like woodland fantasy with cool druids, living plants, and ancient turtles, Pactbreaker is a great place to start. The adventure has cool lore, an interesting cast of NPCs, and some neat monsters that can carry into your other campaigns.
The adventure starts with a couple of encounters, but the focus of the first chapter is the downtime activities. I did find the initial encounters flavorful and open to creative solutions. I am sure your players will find a way to break them.
A big part of the first chapter will be spent on gaining influence with the various important NPCs and playing festival games. If you have ever wanted to run a festival in your campaign, the book has a good amount of rules for how to run all sorts of games. While the adventure will eventually have dungeon crawls and combat, your table should be comfortable enough with each other to participate in the festival. I can see this section being the most fun if your players are into the roleplay.
Pactbreaker is a great way to start your adventure in Verduran Forest if you don’t mind running a festival. I don’t think the festival is bad, I’ll be using some of the games in future adventures, but it isn’t going to be a fit for everyone. Once you get past the Gala, the adventure has a solid pace and a decent mystery. It definitely made me excited for part two.
You can pick up Wards of Wildwood: Pactbreaker on Amazon (using my affiliate link) or the official Paizo website for $29.99 ($19.99 for the pdf). If you run games online, you can pick up the official Foundry Module on the official Paizo website for $14.99. If you don’t know what Foundry is, check out my full review.
Ascent Taipei was the first major tournament since the release Mercurial Heart. The Re:Collection decks showed their worth, taking two of the top three spots but Laureen continues to prove why she is queen. I’ve compiled a list of the top three deck lists and included links to singles for those who need it. If you’re trying to build the Tristana or Silivie deck, I recommend finding a recollection deck, even a searched one, and building out from there.
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The new ban list has been posted, and while there were no new action bans, Corhazi Outlook has been added to the watch list, while Varuck and Freezing Hail have been removed. While it is still safe to run Corhazi Outlook, the day may come when it is banned. The rest of the list has remained unchanged. Make sure you are compliant before hitting up locals. Check out the official ban list page for the full details.
If you enjoy these updates, please leave a like, comment, and share this with your friends. If you’re looking for Grand Archive product, like the new Mercurial Heart, get it over at TCG Player using my affiliate link. Don’t forget to follow the socials. I am doing Mercurial Heart pack openings on my YouTube and Twitch.
Grand Archive has two watch lists, category 1 and 2. Category 2 is the list with the highest potential of getting banned. While you are find playing cards in this list for now, you should probably start looking for replacements in future lists. Erupting Rhapsody is the only card on this list.
Category 1 Watch List
Cards in this list may one day get banned, but they are still safe to play. Cards that get added to this list are being watched for their potential for breaking the format in future sets. Varuck and Freezing Hail have been removed and Corhazi Outlook has been added. The full watch list is as follows:
The Mercurial Heart season is here, and there are a couple of changes that you should be aware of if you’re trying to play the game competitively. There are new sideboarding rules, and the ban list has been updated.
If you haven’t picked up any Mercurial Heart, always support your LGS, but you can pick some up on TCG Player through my affiliate links. If you enjoy these updates, please leave a like, comment, and share this with your friends. Don’t forget to follow the socials!
Players are now allowed to have 15 cards in their deck as opposed the eight previously allowed. Please note that material deck cards such as Champion and Regalia take up three slots in this new system. That means that the sideboard can be made up of 5 material deck cards and 0 main deck cards, 0 material deck cards and 15 main deck cards, or a combination of the two.
Ban and Restricted List Update
Banned
There are no new bans this month, but keep in mind that following remain banned:
Category 2
Erupting Rhapsody has been moved up a category to the watch list. This means you should probably start making your decks without it in your decks because it is heading towards the chopping block.
Category 1
Chalice of blood has been added to the category 1 watch list. Category 1 is for the cards that the devs are watching as problematic, but there is no danger of a immanent ban. You can fill your decks with the following, but be mindful that a ban might come some day.
You can read the reasons for the changes on the official post.
I’ve been running The One Ring RPG starter set for a couple of weeks now. Yesterday we went off script, and we had a ton of fun with the wacky story we ended up with. Please note I was sent a free copy of the rulebook and the starter set PDFs to review for my blog. While I am very grateful, I will always be honest with my impressions and reviews.
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The One Ring RPG is a fantasy TTRPG based in the world of Tolkien’s The Lord of the Rings. The events of the RPG are meant to exist between The Hobbit and Lord of the Rings, but you don’t need to be a fan of the series to enjoy this game. None of us are big LOTR fans or super-versed in the lore. You can play the game with just the rules and make up the lore. We do a bit of both since I do have a couple of players who enjoy the lore included with the books, and I like to reward them for doing the work. If you enjoy high fantasy, story-driven campaigns loaded with Lord of the Rings flavor, this is a solid TTRPG.
Impressions
I was a little afraid to run this game because it is more heavily narrative-driven compared to other games I’ve run. This is the kind of game where you’ll need to be comfortable with your playgroup and your improved skills to keep the story going. This isn’t a game for those who enjoy min-maxing combat. While the combat is creative and fun, it is designed for storytelling. We play The One Ring using theater of the mind, and I let my players describe what happens based on the rolls. It got really fun once we adjusted the new combat system.
Running the Starter set was a good way to get my players comfortable with the system. I made a couple of adjustments to the first couple of quests, but I’ve run them pretty much to the letter. Yesterday my players wanted to explore some random town on the map because it had a funny name, and I ran with it. I picked a couple of enemies from the core rulebook, and we made up the rest on the spot.
This random, off-script detour was probably the most fun we had with the system. The dice rolls did their part in making the arc epic, but the inside jokes, the dumb lore we made up, and the friendship we’ve built over the last three years of playing TTRPGs made it all memorable.
The One Ring’s mechanics give players and GMs the freedom to tell an epic Lord of the Rings story. To run a successful campaign, game masters need to know when and where to bend the rules, and when to go off script. The adventures in the starter set do a solid job of onboarding new players, but you shouldn’t be afraid of visiting a random town, especially if you’re uncomfortable with the lore. We make up lore all the time.
Fans of the source material will enjoy the flavor, lore, and mechanics. Those who are only here for the fantasy will enjoy the storytelling. If you’re looking for a game that is a bit more combat-focused or aren’t quite comfortable with your improvisation, I would hold off. The One Ring is a solid RPG, but it is made for a specific type of fan. It’s not going to be a fit at every table.
As a group of casual dads who like to mess around once a week, we’re enjoying it for what it is.
I am excited to announce that I recently started a partnership with Paizo, the creators of Pathfinder and Starfinder. I’ll be covering both games moving forward and will start with the GM Core book.
Please note that I was sent free copies of a few of the rulebooks. I am beyond grateful for the opportunity, but I won’t let it sway any of my opinions. I am still running The One Ring, so I haven’t gotten to running a session of Pathfinder. I have read the book, and these are my honest impressions.
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To put it simply, Pathfinder is the version of Dungeons and Dragons you play when you need something more technical. The amount of rules and details loaded in this book can seem overwhelming to the casual TTRPG enthusiast, but it does fit in its niche nicely. If you’re looking for an alternative to D&D, Pathfinder is a solid option. The game is familiar enough for an easy transition but with its unique vibe. This is a fantasy TTRPG that gives GMs everything they need to run their own campaigns, but there is quite a bit of prewritten content for those who need the help.
Impressions
I’ve read through a few different rulebooks, and the Pathfinder GM Corefor 2nd Edition is by far the most detailed. This book goes into great detail on how to properly run every single mechanic of this game with tables, charts, and beautiful illustrations. This almost 400 book may seem daunting, especially to new GMs, but you aren’t reading this book cover to cover, and you aren’t going to use all the rules. This is a terrific reference, and you always have the freedom to run Pathfinder in the way that best fits your table. The book gives alternative rules so that you can run your game as casual or hardcore as you want.
What I loved most about the book is how it dedicates its first few chapters to onboarding new GMs to roleplaying games. I know most experienced GMs will skip through this section because it feels like common knowledge, but there is some good advice that translates beautifully into other RPGs.
Pathfinder seems like a solid fantasy RPG with an incredible amount of content. If you’re thinking of running this system, the GM Core has absolutely everything you need to run a successful campaign. It’s going to seem like a lot, especially for the more casual players, but it’s not that bad. Most of the book is spent on item and monster starts, charts, and ideas for settings, encounters, and plot hooks. Pathfinder is the game you get when you want everything spelled out, just in case you need it.
You can pick up your copy of the Pathfinder GM Core 2E hardcover off Amazon for $59.99 (Currently $44.70) using my affiliate link. If you don’t care about physical media, or want the ability to search, you can pick up the PDF on the official Paizo website.
World Beyondis officially live on the Akora website. If you’re trying to get into Akora, this is a solid set to start with. The set will include some exclusive promos you’re going to want to get your hands on. While I enjoy the cozy vibes of the older sets, this new set has some art cards I want in my collection. Too bad I don’t get paid till Tuesday. Stock is still available, but it is limited. Act before they’re gone!
You can find out more details about World Beyond from the official website and Discord. I’ve also collected all the spoilers in a post for those who want it. If you enjoy these updates, please leave a like, comment, and share this with your friends. Don’t forget to follow the socials. I am opening packs of Spellbound Wings on my TikTok and YouTube.
I was sent a free copy of the Dragonbane core rulebook 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. If you enjoy my reviews, please leave a like, comment, and share this with your friends. If you need to buy any trading cards, pick them up on TCG Player through my affiliate link. Don’t forget to follow the socials!
The Rulebook includes the rules, bestiary, roll tables to get you started on your own adventure. It also includes an introductory adventure if you need a good starting point.
Quality
I am a little disappointed that the cover has a glossy finish because it is going to be covered in fingerprints by the end of any session. You can easily clean it, but I wish it were matte instead. This is not a deal breaker because the book is beautiful. The images truly pop on its fine paper, and it is going to look great at your table. I have the PDF, and while I enjoy the convenience of the search function, nothing beats flipping through the pages and looking at all the pretty illustrations.
What is Dragonbane?
Dragonbane is Fantasy TTRPG brought to us by our friends over at Free League Publishing. It is an easy-to-learn system with some terrific flavor and interesting mechanics. If you’re looking for a new RPG, you are going to want to look into Dragonbane. I’ve covered this game before, so make sure you check out my older posts if you want to know more.
What I enjoy about Dragonbane
What makes Dragonbane unique is its leveling system. Classes in Dragonban act as a starting template, but players have the freedom to explore their character in whatever way feels best. Want to play a wizard who is also good at sword fighting? Dragonbane can accommodate, so long as you pass the checks.
What I enjoyed most about Dragonbane is how experience points are handled. At the end of every session, players are asked:
✦ Did you participate in the game session?
✦ Did you explore a new location?
✦ Did you defeat one or more dangerous adversaries?
✦ Did you overcome an obstacle without using force?
✦ Did you give in to your weakness (optional rule)?
Players get a point for every yes. We didn’t play with weaknesses, so they had 4 points every session to level. These points could be used to attempt to level up their skills once. Players need to roll a D20 and roll a number bigger than the skill they are trying to level. Say they have a 4 in their sword skill, they will need to roll 4 or higher to level up. My players liked this tangible form of XP, and the gambling aspect made things interesting. Sometimes you leveled all 4 skills, sometimes you didn’t level any.
What I particularly appreciated about this system is that it made creative with their encounters. They would always try to get out of an encounter without using force. This always led to interesting roleplay and took my players from being somewhat murder hobos to more developed player characters.
Dragonbane also has an interesting combat system that I enjoyed as both a player and a GM. Dragonbane uses cards for initiative which eliminates rolling and bonuses. Players and creatures draw from the same card and the lowest number goes first. These turns can be traded, which gives potential to some cool strategy. Players only have one action or reaction per round, which means they are either attacking or defending. There were times when players were on death’s door, and a lucky dodge roll kept them in the fight long enough to earn that epic kill.
I particularly enjoy that monsters have roll tables for their actions. Running a monster had the excitement of uncertainty. Would the monster kill a player with a powerful attack? Will it stun the party for another turn? Some of the tabled do need tweaking because they felt underwhelming, but I enjoyed the randomness.
Final Thoughts
I’ve been championing Dragonbane for a while now. I’ve run through both the quickstart and the prewritten adventure and enjoyed every minute of it. I did go off-script a lot in this game, but I used as much of the flavor as I could fit. The game is a great little system, and the book is a beautiful addition to my collection. This is one of the books I really wanted because of how much I enjoyed the game and how much I love the art. I fell in love with Dragonbane because of the art. My interest in Dragonbane is also why I have the wonderful opportunity to try all these cool indie TTRPGs.
You don’t need to buy the rulebook to play Dragonbane. I recommend you check out the free quickstart guide below, or on Drivethru RPG to get you started. The quickstart has a prewritten adventure to run and pre-generated characters to choose from. It is a streamlined version of the game, but it provides a solid snap shot of what to expect from Dragonbane.
Once you fall in love with Dragonbane, you can make due with the PDF, pencils, and paper. If you like physical media, the book is so pretty and printed to the high quality standards I’ve come to expect from Free League Publishing.