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Let's talk about Runewars (both kinds)
- Jackwraith
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As for the board game: I enjoy it, but there are several things that always felt off to me about it. I like the concept of the heroes adventuring around in the midst of a war, but the implementation often swung wildly between utterly irrelevant to stealing a victory that no one expected. Similarly, I like the concept of the card combat as something different from the fistfuls of dice that wargames often use, but it never felt as satisfying as other combat systems. Also, the victory condition occasionally felt extremely abrupt and not reflective of what was happening, strategically.
I really like the resource system and the multiple seasonal effects and the order card timing and the influence bidding. There's a lot to recommend about the game, but it never really stuck with my group as one of those "premier event of the game day" kind of things.
As for the minis game: I'm waiting for someone else to chime in. My distant appraisal is that it looks interesting but it's simply way too involved for where I am at this point. I loved 40K and Fantasy for the detail of most of the codices/army books. I wasn't put off at all by the time needed to outfit my Chaos Marine champions or the magic item kits of my Plague Priests. But I just went and looked at the upgrades for one command expansion for a standard infantry unit: There are 14! 14 different upgrades for the usual champion/standard bearer/musician group. 14! And half of them are in picto-language tied to the game's command wheels and/or dice. Is this what bogs the game down? Or it totally a lore thing (i.e. just not as attractive as High Elves or Space Marines)?
Side note: My favorite Terrinoth game of all time is Battlelore, 2nd Ed. and I was really disappointed to not get the fourth faction (Latari Elves) when they decided to cancel the game to move on to Runewars minis. While I enjoy all the Rune-whatever stuff and own all of it except the minis game, Battlelore 2nd Ed. was the only one that just had no flaws to me. Rune Age comes in second.
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Like I said, it’s not a terrible one, but the stupid things about it drag all the good things down. It’s this kind of game that I’m most glad they don’t make any more. Good riddance.
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- Jackwraith
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I know Corey occasionally lurks around here and love more of his games than I don’t, but Runewars isn’t one of them. I do consistently like his ideas though. As you mentioned, the season stuff is cool. That action system in Runewars is stellar, I want to see it in other games or straight up steal it myself.
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The board game is pretty good, but given that time slot, I'd rather play Starcraft, TI4, or Forbidden Stars.
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- GorillaGrody
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Jackwraith wrote:
Side note: My favorite Terrinoth game of all time is Battlelore, 2nd Ed. and I was really disappointed to not get the fourth faction (Latari Elves) when they decided to cancel the game to move on to Runewars minis. While I enjoy all the Rune-whatever stuff and own all of it except the minis game, Battlelore 2nd Ed. was the only one that just had no flaws to me. Rune Age comes in second.
It sounds like we're in the same boat. My wife and I love Battlelore 2nd, and I resented the fact that it was cancelled for the sake of some convoluted business double-think about "taking the fight" to GW in the miniatures market arena.
It feels like there's a strong desire in the community for a minis wargame that can be played on a normal table in a normal amount of time, using rules that fit in a single, 16-32 page rulebook. But I guess at that point you're just producing a really expensive board game, when other minis-centric companies are charging exorbitant prices for individual sculpts.
I can see their logic. But their logic ultimately means that a market simply isn't being met, and that, alternately, they've got a big 700-pond loser on their hands. I've been collecting Legion, but that seems like a community non-starter, too. It's just not going to happen for FFG in this arena.
I wonder if a version of Battlelore with woodblocks or standees would ever work? I'd try it.
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Personally I like the card combat which is fast, but still allows different units to behave in different ways. And getting to recruit neutral units is a cool aspect of the game.
But I agree on the victory and the adventure game part. None of those things ever worked for us, and recently we even talked about eliminating the adventure part and simply place enough runes on the board for it to work somewhat like castles/cities in A Game of Thrones with insta-win at x runes.
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- Jackwraith
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mads b. wrote: Personally I like the card combat which is fast, but still allows different units to behave in different ways.
Yep. I really enjoy this part of the card combat, too. For some reason, the system overall just never felt as good to me as most dice-driven systems that also often use cards (TI3/4, for example, or any of dozens of others.) There's a visceral impact to dice-driven systems that's just lacking in the cards and is another reason that I've never been a real fan of CRTs.
@GG: I'd be totally into a block game of Runewars/Terrinoth/Battlelore. But I'm a huge block wargame fan to begin with, so that's an easy sale.
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Especially the cards system. It encourages a certain cycle, but does allow for some clever play.
It also has build up, with more and more runes introduced as the game goes on.
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