When it comes to board games I am quite an addict. I read
rules for fun, check for new games on regular basis and read forums related to
all my favorite games. Some of them multiple times per day (I hope my manager
does not read this blog ;) ).
I regularly open FFG main page to check for updates. I was
very thrilled to see another expansion pack announced - Undimensioned and
Unseen.
I don’t like to spoil myself even a tiniest bit of encounter
deck. I love, however, to read preview of new player cards. This time we were
presented with 2 new cards, which seems quite a standard practice of Fantasy
flight Games.
"Turn left! I meant right!" |
Quick Thinking is a very thematic card, which continues to
build an interesting archetype of Rogue investigators as decisive, adaptive and
versatile (all of their skill cards so far feature a Wild icon!). It also expands
the idea of extra action, as well as succeeding by 2 or more (both being mostly
related to the Rogue class). Its biggest strength is having multiple of
possible uses, one of which (interrupting a turn of fellow investigator to help
them with an enemy).
There is a slight drawback/cost. Technically speaking the
card does help with passing the test. However to use it primarily for this
purpose is a waste of card’s potential (although when it’s desperately needed,
it’ll be used as poor man’s unexpected courage). In order to get the extra
action you need to succeed by 2, which means, you need to overcommit to a test
(and unless you have a way to control the draw of Chaos Token, overcommit by a
wide margin). This means spending cards and/or resources. So in fact, it would
mean it’s just a way of turning them into extra action through the use of Quick
Thinking. Action is of course not equal an action, sometimes they are more
valuable and Quick Thinking helps to get one, when it’s most urgently needed
(bit like Shortcut, though both also feature tricks of their own). Another
scenario is, where you actually want to succeed by a wide margin (.41 Derringer,
for instance). Also note, that when used by the active investigator it nicely
stacks with Opportunist.
This is exactly kind of design I’m looking for – thematic,
encouraging team playing and presenting with multiple options, both for
deckbuilding and playing. I am very keen to put it in my deck, just need to be
patient.
I have mixed feelings for Rite of Seeking (Level 4). I
wouldn’t like the character’s development to move in a direction, where simply the
difficulty of skill checks grows and so does the skill value. Consider two
scenarios. In the first scenario, you fight a monster with Fight value of 3,
having combat of 5. In the second one monster with Fight value of 7 is faced by
investigator with Combat of 9. They are not really different, are they? It does
not create a new experience or any interesting choices.
On the other hand, such cards seem to be necessary and
playing their role. First of all, they encourage specialization. You need the
team fighter with high Combat, to take down the monster with fight value of 7
(to continue using my previous combat-related example), fragile Seeker can
handle less and less enemies on his own. And specialization also contributes to
importance of team work. Moreover, on the deck-building level you need to
decide – do I take stronger Rite of Seeking or a stronger Shrivelling (not there yet, but kinda bound to happen)? Which
side of my character should I boost?
What do you think about the recent preview?
No comments:
Post a Comment