Category Archives: Hidden Gems

Hidden Gems: Warcrow Adventures

Miniature gaming, role-playing games, and board games are becoming more and more difficult to neatly categorize these days as we see more and more cross-over hybrids. Warcrow Adventures, the latest take on the adventure game genre from Corvus Belli has been my gaming group’s latest obsession, and for good reason as this hybrid adventure game has a lot to offer.

Warcrow Adventures is based on the new miniature war game of the same name (Warcrow), using the same setting background and actual miniatures for the miniature game. An app-assisted story-driven dungeon crawler, players take on the roles of adventures using the classic Dungeons and Dragons formula in which they follow along a branching storyline, make decisions, fight monsters, find treasure, and level up!

Corvus Belli, has an outstanding reputation for producing fantastic miniatures and Warcrow is no exception. Dynamic poses, highly detailed, and a good chunky size all contribute to the wonderful quality of these mini’s.

This game borrows from quite a few different gaming genres, but the attraction is the D&D DNA-inspired treadmill. It boasts a lot of very streamlined mechanics that are deceptively simple yet impactful. Every choice you make in the game, every task you complete, and every interaction you have unveils part of a unique story while creating hurdles for you to jump through in a pretty challenging risk vs. reward structure.

I will be doing a full review of Warcrow Adventures once my group completes the adventure, but beware that this is very much a legacy-style adventure game that will take many sessions to complete.

App-assisted games are becoming more and more common and the production values of these apps are improving with each new generation. Warcrow Adventures app delivers fantastic voice-overs, a simpler interface, and a very organized structure that makes it easy to use at the table.

Already now however I can tell you that if you are a fan of adventure games, if you love Dungeons and Dragons, this is an outstanding platform for bringing that classic dungeon crawl feeling to the table.

The hybrid nature of the game, being part miniature game also offers the opportunity for everyone to do some hobby painting. Know that these are not “board game pieces”, these are actual, fully detailed miniatures, and well worth your time to paint. In fact, every miniature in Warcrow Adventures is getting a full profile and will be used in the Warcrow miniatures war game so if you are already collecting and playing Warcrow the miniature game, the adventure game has the side benefit of giving you new units for that game as well.

The Warcrow miniature game on which Warcrow Adventures is based has also indoctrinated itself into my gaming club largely based on the already well-established reputation of our beloved Infinity (the other Corvus Belli miniature game we play). We just can’t help it, one look at these amazing miniatures and you know you just need to own some!

My group immediately got to work painting these mini’s and not only has it built up the excitement to play Warcrow Adventures, but it’s got us all buzzing about Warcrow the miniature game as well the setting itself. If there was ever a setting that deserved to be an RPG, this is it!

In either case, whether you do or don’t get into the miniature game, Warcrow Adventures as a stand-alone product is already proving to be a great time, Corvus Belli has done a fantastic job building an atmosphere with its amazing setting and building a story I think any role-player would enjoy sinking their teeth into.

I’m no master miniature painter, but great minis inspire great paint jobs and I have to say, I’m pretty proud of this one!

Look for a full review shortly, but for now, if you are on the fence about Warcrow Adventures, I can tell you here and now, it’s a fantastic package!

Hidden Gems: The Middle-Earth Strategy Battle Game

In the world of miniature games, there is but one king of the throne and that is Warhammer 40k, but what if I told you that even among the fiercest 40k fans, almost unanimously, most people will agree that The Middle-Earth Strategy Battle Game is widely considered to be the best game GamesWorkshop makes.

Originally released in 2001, this miniature game based on the Lord of the Rings and Hobbit movies has been the oddly-kept secret at GamesWorkshop for over two decades, and while its following pales in comparison to some of GW’s larger franchises, the cult status of this game supported by dedicated fans has kept it afloat for years. Over two editions the game has thrived and recently GW has announced and started pushing the game with an updated 3rd edition.

Unlike many of GW’s games, however, The Middle-Earth Strategy Battle Game was made right the first time, and over the editions, very little has actually changed. The game has been streamlined sure, but the rules have remained largely the same for going on a decade now and the new editions is mostly just a repackaging of the same game. Minor tweaks so small if you already have the 2nd edition rules there is hardly any reason to upgrade.

Now the exciting part isn’t the new edition, GW is famous for its grandiose books, that is certain, but it’s the miniatures you want!

The books as you would expect from GW are absolutely over the top. Illustrated from front to back, carefully edited and printed using the most excessive methods available. The books are pure joy to read.

On the heels of this new edition, there is a new starter box set coming out as well as a general refurbishing of the entire line which is likely going to go on for a couple of years at least. The quality of the miniatures is outstanding from the images already released and we know from the various announcements that there is going to be a regular stream of new stuff to buy. Get your credit cards paid off people, this shit ain’t gonna be cheap!

The quality of miniatures coming out of GW is unmatched in the miniature market, they not only make the best miniatures, by they do so by a margin so wide, there is nothing that comes even close by comparison. They quite literally have no competition in this area and no one even tries to compete with them anymore. Painting GW miniatures is pure joy, they make you feel like a pro.

Now there are some very important things to note about this game before you consider diving into it, because this game is…. different.

There are three things that really make Middle Earth Strategy Battle Game unique, and it’s really important for fans of miniature games, especially those accustomed to the standard objective-based, list-building style games looking for a good balanced gaming experience to know them.

First is the fact that this game, while it offers a sort of list-building match-play mode, it’s very clear from the design that this is a game designed largely to support narrative play. The concept of narrative play drives your approach to collecting miniatures.

This isn’t a game where you “pick a faction” and then buy units to support your preference or “list”. What you do is pick a scenario or a group of scenarios, typically either scenes directly from the movies, or presumed battles that took place in the middle-earth history (off-camera) and then collect the miniatures you need to create that scenario. The goal is to effectively play the scenarios and collect the mini’s you need for that.

As such a typical player in this game might not say “I have a Mordor army”, they are more likely to list the scenarios their army is built for.

The second thing to note is that this is a “cinematic miniature game”, which is to say the goal of the game is to tell a story of a battle, by playing it out, but more than that, the mechanics are designed to reflect the action you see in the movies. Characters for example are extremely powerful and have unique abilities that let them take on entire hordes of enemies. The detail of the mechanics are designed to cover actions like hopping over a chasm and fighting on a ladder, there are rules for siege engines and running sieges, and special rules for magic even though there are only a small handful of characters that can perform such a thing. There are special timing rules for dueling and more importantly, the action is focused on individual models, so there are no weird grouping rules for movement or attack actions.

In the end the game plays out more like a tactical battle out of a role-playing game like Dungeons and Dragons with a wide range of special actions and unique effects. All of these rules are carefully crafted to bring that cinematic feel of the movies to the table top and the game really nails that concept but this really comes at the sacrifice of balance and you really feel that if you try to convert your army to work with match play and list building. This concept of match play was tact on to the game after the fans insisted it be added, but the game originally had no such thing.

Which brings me to the third thing. This game is crunchy as fuck! As the goal is for the game to be this cinematic, scenario-focused game, there are a lot of special rules and unique elements designed into this game to bring the right feel. This comes with some rules weight, the game can get quite fiddly and while there are scenarios of all shapes and sizes, there is no sort of standard play length or game. A scenario might be small with just 5-10 miniatures that lasts for 20 minutes or it can be a massive siege that can take several days to finish.

Suffice it to say, the scope here can be quite grand and yet the rules drill down to bring this scope to your table using a lot of minutia.

Is the game any good? Well, this is where answering the question gets kind of tricky. I would say, first and foremost, that you must be a die-hard Lord of the Rings fan, this might seem obvious but unlike a lot of miniature games, much of the game is not going to make much sense or even feel balanced unless you understand the context of the movies and its many characters. The story is really crammed into the mechanics.

The second thing is that you have to make your peace with the scenario style of play and collection. I see a lot of disappointment coming from the quasi-competitive scene. Match play and open play are fine concepts here, but the entire balance of the game is super iffy and there are clear winners and losers in the list-building department. This hasn’t been and likely isn’t ever going to be addressed because as already mentioned, its crystal clear that the primary way this game is meant to be played is scenario-based.

The current available product line for this game is huge and there are tons of scenarios that depict every scene and much more from the movies. There is so much to potentially collect, so many different experiences to have here that you could easily spend in excess of 10,000 dollars and thousands of hours and come up short of experiencing everything. It’s a bottomless pit and this is a good thing!

Finally, I would argue that this is the single most expensive game to collect in existence, even more expensive than 40k because there is no such thing as a 2,000 point army and done. It’s kind of a never-ending thing as you expand to include more and more scenarios your army can do and you are often collecting multiple factions. This includes tremendous efforts to paint as you are often working with a lot of models.

All that said, personally I tend to agree with the consensus, this game is without question the best thing GW makes. It’s addictive, something you can really obsess about and because it’s scenario based, the concept of balance and fairness really aren’t a thing in this game. Scenarios are built to depict the scenes and cinematics of the movies and this is where the games loyalty lays. It’s not for everyone but if re-creating the battles of the movies sounds good to you, no game does it better.

Hidden Gems: The Witcher – Old World

I got a chance to play The Witcher – Old World this last week and I have to say right up front, I was not disappointed.

Adventure board games fall into many different categories, I would say it’s a genre with quite a few different sub-genres, but The Witcher – Old World kind of felt like a new sub-genre was invented and that is perhaps what attracted me to the game.

In a way, Old World is a very strategic game that combines deck building, resource management and time-pressured competition. You have some of the classic things you hope to find in adventure board games via story telling through cards and other things that create a relationship with role-playing games like special abilities, leveling up, finding loot and fighting monsters, but at the heart of the game it’s all about that most optimal move each round. Trying to squeeze as many actions and gain as many benefits as possible each turn because to a certain degree, the game is a race to the finish line, giving the entire experience a more gamist feel, more like a competitive board game than what you might expect from a typical adventure game.

You can’t just sit back and do things when you are ready, the pressure comes from the other players progress and as soon as one player pushes forward, you are left with little choice but to do the same because if you’re not keeping up closely with the leader, you start to fall behind and are essentially in catch up mode.

There is also this harshness to the games monsters that you fight. There aren’t many of them and the adventurers you represent in the game are initially pretty ill-equipped to deal with these monsters. Your goal is to get yourself prepared as quickly as possible and it becomes a game of risk vs. reward. Go in to early and you get crushed, go in to late and someone might beat you to it.

I also really liked the built-in catch-up mechanic that worked very well to counterbalance players who get too far ahead of the pact. Each time you lose a battle, you gain a lot of benefits for the effort, while winning a battle costs your resources and reduces your strength, forcing you to take time to rebuild yourself. This gives the game a nice tight feel and makes taking bigger risks a plausible effort which results in you getting more of those exciting “let’s see what happens” moments.

The quality of the game components are outstanding, the art especially captures The Witcher franchise with perfection, they just nailed it with the presentation of this game.

Altogether, I really enjoyed this one, a big improvement over the last Witcher game I tried called “The Witcher Adventure Game”, which I thought was pretty shit.

Hidden Gems: Shadowdark

Among the OSR, Shadowdark is a household name already. An old-school style RPG built in the style of classic 1st edition B/X D&D but using modern 5th edition D&D rules. It won several Ennie’s including Best Design last year and stands as one of the premier OSR games for the modern era.

What makes Shadowdark special in my eyes is the fact that it brings back that classic “Dungeon Survival” playstyle popularized by classic 1st edition D&D, but without all the weird (funky) rules that make most modern gamers eyes roll to the back of their head.

This is for the most part a very stripped-down version of 5th edition Dungeons and Dragons, which means that if you are a 5e player or have a 5e group, you could run Shadowdark with minimum explanation required.

Shadowdark is supported by the arcane library, a fantastic site with tons of great material already published for this specific game. If you’re like me and you need a bit more “umf” than most OSR games offer, here you can find tons of additional classes, races and options to give this very simple game a little extra juice.

Shadowdark also borrows heavily from the brilliant editing done on other modern OSR translations like Old School Essentials giving us this amazing book that is table-ready. An easy-to-use reference that allows players to go from “I know nothing” to “Having fun playing an RPG” with virtually no effort.

Considering modern games like the 2024 Edition of Dungeon and Dragons are going the other way with its 600+ page player handbook, personally I think the timing of Shadowdark is impeccable. Right now players and GM’s are faced with the daunting task of having to figure out another D&D ruleset that has more instructions than a Boeing 747 flight manual. In contrast, Shadowdarks pick up and play ultra-light ruleset is looks very attractive by comparison.

If you are a 5e player and you are looking for something a bit lighter, with a bit more focus on rulings over rules and some clear meta-game goals, Shadowdark may be the right game for you and since the basic book is a free PDF, it costs you nothing to check it out!

Hidden Gems: Pox Nora

Hidden Gems is going to be a new article series that focuses on a “short articles” format and approach. This is a slightly new direction I’m going to take this blog where I, as it says on the tin, I will expose readers to some hidden gems (games) that they might not be aware of in a brief outline, short/brief article about it. The goal will be to produce more articles, more often but with a little less definition. It will not come at the exclusion of more robust articles but in addition to.

In today’s article, we will discuss a little PC game, Pox Nora, that you can pick up for free on Steam.

Released back in 2006, this game fell under the radar of most largely because of its rather unusual business model and playstyle.

Pox Nora is a collectible card game that is played as a turn-based strategy game that blends tactical gameplay, collecting and RPG-like combat and advancement mechanics. It’s wildly different than anything we are familiar with today, the closest thing that I can think of is the now-defunct Magic The Gathering Tactics.

Magic The Gathering: Tactics we had a lot of hope for, but Wizards of the Coast and Sony really shit the bed on this one by creating a business model that was so outrageous that people were boycotting it before it was released. It didn’t help that the game sucked some serious balls on top of it.

What is unique about Pox Nora is the overwhelming dedication its original developer has for the game. Even though back in 2009 Sony Entertainment swallowed up Octopi Media Design Lab (original developers) and almost brought the game to a destructive end, in 2014 Desert Owl Games picked it up which it turns out is a studio made up of many former members of the original development team.

Pox Nora is a highly balanced, very addictive, easy-to-learn, impossible-to-master tactic combat game with a huge focus on “deck building”, combining that addictive core of Magic: The Gathering with tactical combat. I imagine its what Wizards of the Coast probably hoped Magic: The Gathering Tactics would end up being. I personally think it’s one of the most overlooked games in PC gaming history. It has a great competitive edge for PvP action, and lots of potential, some of which came to fruition as a single-player (solo) game while simultaneously this very endless replayability on all fronts.

Pox Nora is a very basic-looking game, though I would argue very pretty considering its nearly 20 years old. For people who play tactical games, graphics are usually not your primary concern, most seek a challenging and fun game and Pox Nora is that if its anything.

This is a phenomenal game, It is free to play and actually, these days even building up your collection can be done very easily without spending a penny on the game and even if you do drop some real coin on it, you won’t be disappointed as Desert Owl Games is a very fair developer that doesn’t price gauge and has a long dedicated history of keeping this game going.

Great game, go try it right now!