Tag Archives: Fantasy Flight

Episode 78 – After The Hiatus!

Hey everyone! It’s been a little while, but The Little Metal Dog Show is back with a blast of an episode! First of all, it’s the glorious return of gaming’s most splendid and naughtiest chap, Tony Boydell! Following the fantastic success of his beautiful game Snowdonia, he’s back with a new release that will tug at the nostalgia glands of plenty of gamers of a certain age: Ivor The Engine. Recorded prior to the 2014 UK Games Expo, we discuss the game itself and ramble off into many (and I mean MANY) topics. After that, something of an exclusive for LMDS when I get to sit down and speak with one of the most powerful men in gaming, Christian Petersen. Not only is he a highly talented designer (with games like Twilight Imperium and Game of Thrones under his belt), he also happens to be the founding owner of a little company called Fantasy Flight Games. We talk LCGs, the history of the company, Kickstarter and the possibility of an FFG Theme Park (NOTE: THIS IS NEVER GOING TO HAPPEN). It was fantastic to meet Christian in the flesh – he’s a great chap and I think that really comes through in our talk!

As always, thank you for listening. Episode 79 will be with you later in the week with another pair of big name interviews: Z-Man’s own Zev Shlasinger and Justin Ziran, President of WizKids! Be sure to check it out!

Links:

Direct Download the new episode from here! – http://littlemetaldog.podbean.com/mf/web/8nqxuh/LMDS_Episode_78.mp3

Surprised Stare’s Site! Get your Ivor here! – http://surprisedstaregames.co.uk/

Tony Boydell’s rather odd blog on BGG – http://boardgamegeek.com/blog/344

Fantasy Flight’s Site – http://www.fantasyflightgames.com/

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Army of Two – Battlelore Second Edition review

Battlelore COVER

Who’s that leaping out of the sky? It’s The Judge! And he’s been playing Battlelore 2nd Edition, the burly devil.

Battlelore, released by Days of Wonder in 2006 and later taken over and supported by Fantasy Flight, is a brilliant two player combat game using the core mechanisms of Richard Borg’s card driven light war-game system – Commands and Colours (C&C). Taking the simple and yet brilliant idea of “C&C with a fantasy theme,” Battlelore added some magical elements [that'll be the 'lore' then - Michael] to the formula and added to traditional soldiers and cavalry options with really cool “goblins riding ostriches” and “dwarves riding bears”.

However, as great as the core ruleset and the idea of a fantasy themed version are, Battlelore fell short of the sort of market penetration and long-lasting success of its World War II cousin, Memoir 44. Now, partly this is down to increased production costs making the base set prohibitively expensive to re-print, the lack of support from DoW and disruption caused by the subsequent change of ownership to Fantasy Flight. The real killer for me, though, was the reluctance to fully embrace the fantasy theme, the fiddly nature of set up and the overcomplicated ‘lore’ system. As with Descent’s second edition, as if Fantasy Flight CEO and founder Christian Peterson has been hiding in my wardrobe listening to my secret thoughts as they’ve now addressed all of my niggles and produced a second edition which could and should be the massive hit that the system demands.

[Please note: I have never found evidence of Mr. P’s late night adventures in my bedroom.]

Battlelore second edition is a superb game. Using the tried and tested card driven Commands and Colours system, players will command units of troops and demons and beasts (oh my!) against each other to claim key areas of the map, earning victory points in a straight race to sixteen Victory Points.

Battlelore PLAY2

For those of you who don’t know the C&C system, the map is split into thirds and your command cards (one of which is played each turn) allow you to instruct a number of units, often determined by the part of the map in which they are located, to move then attack the enemy. For instance, a card offering “Three on the left flank” will allow you to select three units from the left third of the board and command them. Exactly what you are doing to earn your points is determined by the set up and answers one of my minor concerns about the first edition – a super long and fiddly pre-game. Here the set-up becomes a fundamental and strategically important part of the game itself, and is great fun too. Players are dealt three set-up cards of their faction. These provide a layout for your half of the board (specifically where the trees, mountains, buildings and other terrain will be placed) along with any victory points spaces that can be fought over during of the game. There also may be a special rule, and a victory condition that only applies to that player’s faction. So you choose one that will suit your style of play, or perhaps will play counter to your opponent’s.

After both sides have chosen, revealed and built the terrain appropriately, players will muster their forces using small ‘hobbit size’ cards up to a points value – similar to a miniatures game – that specifically meets the demand of the selected scenario. This would be a force that would both help you to achieve your goals, and provide the flexibility to stop your opponents’. For those looking for a simpler game, there are pre-built armies that can be selected instead.

Making your force deck of up to eighteen cards with blank ‘decoys’, players lay them out into pre-selected deployment hexes determined by the set-up card, then reveal and add the awesome plastic models to the board. The option to present an evenly balanced force, or choose a flank to favour is a strategic choice that I enjoy. Battlelore‘s first edition did feature fantasy races – I especially miss the aforementioned Ostriches and Bears – but the majority were the mundane rank and file troops and cavalry (English vs the French – if I remember) who were recruiting fantasy races to aid the cause. Second edition, however, takes place within the Runebound universe (along with Descent and Rune Wars) and battles now sees Stone Gollums and Eagle Riders taking on Hell Hounds and Giant Demonic Chaos Lords! Throwing themselves into the fantasy theme, new Battlelore feels more epic – capturing the scale and feel of Lord of the Rings-esque battles better than any board game I can think of (sorry War of the Ring). It also has a huge amount of expansion options to add more troop types and monsters to the initial two factions with whole new races sure to come down the “Fantasy Flight Production Line of Money Making Awesomeness!”.

Battlelore PLAY1

The lore, which was utilised in a fiddly and dense way in first edition, is back in a simplified but still satisfying system here. Each turn players may add a ‘lore’ resource to their supply and / or draw lore cards which can be played to do “stuff.” These have a multitude of potential effects that could add to your competence in combat, force the enemy to retreat or even teleport troops around the board. They’re all good, if very situational, and only add to the fun. The components in this game are up to the usual exceptional standard from Fantasy Flight. The models are very distinct and identifiable from across the battlefield and the awesome leader models that tower over the rank and file adds an enormity of scale to this “army on army” combat. Worth particular note are the rulebooks. Fantasy Flight have shipped a separate rules and reference guide which are well indexed and perfect for learning and playing the game respectively. This is a huge improvement for the company and Battlelore, like Eldrich Horror, gets it absolutely right and should now be the standard for all games companies in 2014.

Are there any negatives? Well, if you like your games to be deterministic and low on luck, you’re looking in the wrong place. Now, this isn’t Talisman – the tactical and strategic decisions that you make are important and your positioning on the board is vitally important, but if you roll only misses in combat, then you’re probably in trouble. That said, the victory point system and race to sixteen points is based around positioning your troops on the right spots around the board, rather than eliminating the opposition (unlike first edition which sometimes resembled a Benny Hill sketch as a single unit fled from a chasing horde to avoid defeat). I have seen and been party to some amazing comebacks from terrible positions, where despite only having a rabble of dispersed troops left, a well timed assault forced an opponent’s retreat from a key position and a glorious underdog victory, followed by the crowd in Stuart’s head cheering.

This is the first great game I’ve played in 2014. I would recommend this with two players as intended, but also with three (in a two on one mode) and four as teams. Some will turn their noses up, but from my experience there is enough going on here that two people teaming – banging their heads together to come up with a strategy, is always going to be a good time. This also makes it easier to get to the table in larger gaming groups – like my own.

So Fantasy Flight has done it again, and streamlined, nuanced and fixed a much loved game – releasing what, in my mind, is the definitive version of the C&C system. I just need me more troops. And another faction. Or two. Or Three… here take my money! I’ll leave it on the pillow for you, Christian!

Battlelore Second Edition was released in late 2013 by Fantasy Flight Games. Based on Richard Borg’s Commands & Colours system with extra stuff bolted on by Robert A. Kouba, the game plays with two to four, with games taking between 90-120 minutes. Copies should set you back around £55 from the folks at Gameslore. Follow The Judge on Twitter – @Judge1979

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Magical Mystery Tour – Android (guest) review

Ladies and Gentlemen of the internet, I am delighted to welcome a new guest reviewer to the fold! Emma Laslett will be joining us with opinions on games old and new, and here’s her first piece: Fantasy Flight’s sci-fi noir extravaganza Android. Now, this is a game I have never managed to get to grips with, so I found her thoughts most intriguing… Take it away Emma!

Android COVER

So, this is Android – the cyberpunk/noir game of investigating a murder and getting your friends lynched in a dystopian future. You and up to four soon-to-not-be-friends play as five different detectives with a hilarious variety of life problems trying to solve a murder in my two favourite places – futuristic ethically-dodgy pseudo-American hyper-metropolises, and the Moon.

From Fantasy Flight, this is co-designed by Arkham Horror’s Kevin Wilson, and the links between the two games are definitely there. It’s huge, both in time (the box says it takes 4-6 hours, and I’ve had games of it ranging anywhere from 2 to 8), and in the sheer amount of stuff contained within the box, which brings me straight to “Emma Complains At Stuff Fantasy Flight Always Does” #1: the box is, well… just a box. The component list takes up five and a half (!) pages of the rulebook, and the game comes with absolutely nothing to put all that cardboard in, leading me to wonder how much of that 4-6 hours is meant to be spent sorting everything out from each other. As soon as you sit down to Android, its first major selling point hits you – it looks fantastic. The components are high-quality, the art is beautiful, the board has more detail the more you look at it, and an entire sixth of it is a game-relevant jigsaw puzzle – and if that’s not awesome, I don’t know what is.

Also worth mentioning while we’re on the board is the nonlinear design of it – while you’ll be moving characters from place to place à la Arkham Horror, these places aren’t joined up linearly. Instead, every location is shown by a point on the board’s map of the city, and each character has a big ruler/calliper/cardboard arc thing that shows how far they can move. This leads to a lot of interesting route planning, as you try and get where you’re going without tripping over a dodgy bar and falling face-first into a riot. I just think this is a really neat system, and not really used in any other games I can think of. This nonlinear feel is reflected in the loads of ways to earn points that are available – sure, you can try and solve the murder, but there’s also a city-wide conspiracy to piece together, shady corporations to schmooze and your own personal plots to pursue, with each character having hugely different ways to earn more points.

This last part makes up a lot of the game in general, with every character having three different plots, of which you’ll only see two in any one game, and they’re not just called ‘plots’ – each one has a bunch of text that acts as a little short story, which is great for adding to the immersion.

But then, so do all the twilight cards for each character, which add extra little positive or negative side-notes to the story.

And so do the murder suspects.

And the murder cards.

And the random event cards.

And the… Basically, what I’m trying to say is there are a lot of words in this game. Which is great! But it’s also terrible. It’s incredibly immersive, and I probably enjoy reading all the stories in Android more than a lot of books I’ve read. But this means either everything takes forever, as people try and read everything on every card, or people just lose interest in the story from overexposure – at which point you’ve lost one of the best things about this game.

So. Much. Stuff. You WILL need a big table for this one. Also, be sure to set aside a day to play it...

So. Much. Stuff. You WILL need a big table for this one. Also, be sure to set aside a day to play it as you’ll also need that…

Ultimately, this can make it feel bloated, and I’ll be honest, it kind of is. Even with each player only taking twelve turns, the game still feels overlong for what it is, and this bloat even spreads to the rules – the rulebook is absolutely massive, and there are just so many mechanics that a lot of the game just turns into lots and lots of bookkeeping. Now, I like bookkeeping, but the primary complaint I’ve had from people about Android (apart from “Oh my God, you’ve been there all day, when can I have my table back?”) is that people get lost in the massive morass of the rules and forget all the things they can do, leaving annoying Mentat-types like myself to run half the game for everyone.

Also, I don’t know whether it’s this tendency to lose bits of the game or more fundamental balance issues, but in pretty much every game of it I’ve played, at least one of the major threads of the game gets completely ignored – and it’s usually the murder, which is nominally the primary focus of the plot, which kind of works against all that lovely immersion.
Ultimately, Android is a game with a *lot* of flaws, but I still love it for the stories and the world it creates. Would it work better as a computer game so you didn’t have to do all the bookkeeping? Probably. Would it work better split into two or three different games? Almost definitely. Would it work better as a book? Arguably yes. However, if you don’t mind doing a bit of work to find a fantastic, immersive story, and you’ve got four friends who want to spend an entire day helping with that, I can’t recommend Android highly enough, even as an experience more than a game.

This is NOT a Storage Solution, FFG.

This is NOT a Storage Solution, FFG.

Android was originally released back in 2008 through Fantasy Flight. Designed by Kevin Wilson and Daniel Clark, between three to five can play with games – as Emma mentioned – taking anywhere from two to six hours, or even more. It’s available from Amazon for a shade over £20, so if you feel like getting into a flawed gem at a bargain price, why not give it a shot? Oh, and follow Emma on Twitter – you can find her there as @Waruce.

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Justified and Ancient – Relic review

 

Relic_01

The splendid Chris O’Regan returns, this time to take a look at Fantasy Flight’s latest release purloined from the Games Workshop universe. Relic takes Talisman and drags it kicking and screaming into the 41st Century. It certainly looks pretty enough but… it is any cop?

RELIC! There is only one way to say the name of this game and it is with a gruff English voice and to be cried out in true Warhammer 40,000 like manner. Relic is the 40K take on Talisman, a now 30 year old board game. Like its predecessor, Relic requires players to move around the play board until they reach the centre. At which point the end game stage is initiated and varies depending on what end condition has been chosen. But I’m getting ahead of myself, and the emperor doesn’t like those who possess the power of prescience now does he?

Relic is set in the world of the 41st Century where the Human race somehow manages to hold onto vast tracts of the Milky Way, despite the myriad of threats both externally and from within. The players take on the roles of various people who are seeking to serve the Imperium. During their duties they have found themselves in the Antian Sector. Up until recently this inconsequential corner of the galaxy was of little interest to the Imperium, that is until an Eldar Craftworld drifted into it thanks to the appearance of a Warp Rift. As the force of Chaos spew from it, the enigmatic Eldar attempt to investigate the origin of the rift. All the while rampaging Orks and Tyranids are causing terror throughout the region and it is up the agents of the Imperium to put a stop to all xenos threats.

Relic_02

With the setting out of the way, Relic essentially a highly modified version of Snakes and Ladders. Hey where are you going? Come back! Oh come on! Don’t be like that! OK I get the ‘disengage brain’ when playing Talisman and there is an element of that in Relic but that being said there is an element of depth to the game that is a teensy bit more than your average puddle. Just a bit mind, but it’s there. Really it is!

Relic is a race to the centre of the playing area, just as Snakes and Ladders is a race to the top…oh please come back. Look I promise not to mention the ‘S&L’ game ever again. No really, I won’t. Probably.

Anyway the sequence of play is split into four phases: Movement, Exploration, Engagement and Experience. Movement entails players rolling a six sided dice and moving their playing piece that number of spaces in either direction around the board and where ever they land they carry out the instructions on the board. Yes that’s right, this game is a roll and move game. Players who are familiar with a game that features vertical access steps and scale covered creatures with no legs may have encountered this form of movement before. I KNOW I PROMISED! I didn’t name it did I? DID I?

Relic_03

Moving swiftly on, the next phase is Exploration. This is where players either encounter what is written on the playing board itself or take card(s) from one of three coloured threat decks. It is at this point Engagement occurs. Typically this consists of combating a creature that has been drawn from a threat deck. These are coloured red, blue and yellow and typically contain creatures with attributes that match that colour. Red is strength, blue is will power and yellow is cunning. These attributes are compared against the player’s and dice are rolled whose total is added to the base attribute. In Relic the concept of exploding dice is added, with a result of ‘6’ being added to the combat result and additional rolls made. If subsequent exploding dice rolls occur, these are added to the total. This little mechanic can result in the loss of a battle that would from the outset seem to be a cake-walk.

Relic_04 Once the combat is over the aftermath takes place in the form of Exploration. If the player won the combat they collect the creature as a trophy. For every creature with an attribute of 6 or more the player can trade these trophies in for a level. Gaining levels are a key component of Relic as it’s the primary means of increasing attributes and thus improve their chances of facing mightier foes and challenges in the middle and central tiers of the play board.

In addition to trophies, items and other random bonuses can be used during this phase. This is dependent on what either drawn from the threat card decks or what is present on the board prior to the player landed on that space. The final check is to see if the player completed a mission at the conclusion of their turn. All players have one and only one, active mission. At their completion they earn a reward and potentially gain access to, wait for it, a RELIC!

Relic_05

Relics or ‘RELICS!!!’ are extremely powerful items that can only be collected once 3 missions have been completed and traded in. Missions vary from a simple ‘kill an Ork’ type to entering a space containing a certain player. The boons gained by relics are unmatched by any other item as they are from the Dark Age of Technology and hence infused with powers beyond the wit of even the most knowledgeable of the Adeptus Mechanicus.

Another modifier card that is introduced in Relic is the Power Card. These are cards that serve two purposes. They can be used to modify a player’s action or those of their opponents. They also sport a number at the top, which can be used instead of a die roll. This means that if a player wants to land on a certain space, they can use a power card to roll that number instead of rolling a dice.

Relic_06

Another card type is the Equipment Card. These can be bought in exchange for Influence, the currency of Relic from a seller on the player board or picked up at random from the threat deck. Some of these cards have a certain number of charges and they are placed on the card as they are used. Once all the charges are gone, the item is lost and the card discarded.

The final card type is the most interesting of the bunch: the Corruption Card. These cards represent the corrupting influence of Chaos that is seeping into the Antian Sector. These cards modify the player’s abilities, for good or ill. They are acquired in a variety of methods, typically they are in exchange for attribute gains. For example an event card from the threat deck will allow all players to gain some points in a certain attribute in exchange for taking a Corruption Card. This acts as a risk-reward element of Relic as if a player exceeds a certain number of Corruption cards, typically six but it can be higher depending on the character, the player’s character is eliminated from the game and they must create a brand new one. This is far more devastating than simply losing all of a character’s life points, as they simply reappear in the hospital minus trophies, influence and power cards.

Relic_07

Relic comes with a 10 characters, all with unique abilities that are balanced to suit a player’s style. The usual selection of Space Marines and their supporting military units are present as well as some of the more unusual and lesser known members of the Imperium. There are however no alien races present, which I found to be a little disappointing, but no doubt they will appear in an expansion. Each come with an accompanying highly detailed bust figurine that is crying out to be painted.

Relic_08

They are fixed to coloured pegs, which correspond to the attribute dial card for each player. All characters have varying limits on the number of power cards they can carry and have special abilities that are unique to them. These can significantly alter the base set of rules of play and in the hands of an experienced gamer can enhance their chances of success exponentially.

Relic_11Relic_09Relic_10 

Relic also comes with five end game scenario cards, which are placed in the middle of the playing board. These vary from a simple ‘oooh look, you made it to the middle! Get you! YOU’VE WON!’ to ‘You’ve found an ancient ship. Proceed to bombard with its vast array of weapons the rest of the players until they are very dead.’. They do add a great deal to the variety of the game and are clearly an avenue for future expansions of the game.

Relic_12

Relic is an extremely well constructed game. The level of quality is beyond what I have encountered in most other titles, including those made by Fantasy Flight Games. It would appear both they and Games Workshop have put a significant amount of effort in making this game a beauty to behold. Everything from the artwork on the character sheets to the board itself is something to be marvelled at. But is this is a case of smoke and mirrors? Are Fantasy Flight Games actually trying to deflect our attention from the fact that there really isn’t very much to Relic? Well that would be a cynical viewpoint, but it is an accurate one.

The major gripe I had with Relic is that it is a long game with poor pacing. Once players become familiar with the phases of their turn, they start to rattle through them to the point where people can and do become impatient as they wait for their next turn. It can become so bad that players start to take their turn over other player’s just to pick up the pace of the game. This inevitably results in players missing key elements of their turn as they are forced to make quick decisions at the urging of the proceeding player. The only way to counter this is the enforce the right of the player to take their turn and give them space to do so. As the game reaches its end phase the sense of urgency to complete it becomes ever more apparent and once again players are urged to complete their turns ever more rapidly.

The pacing and apparent simplicity of Relic are its failings and there is little that can be done about them. If you enforce a players right to take their full turn in an appropriate amount of time, the game will eventually grind to a trudge and in a four player game last in the region of 3-4 hours. This can be maddening as the downtime between each turn can be interminable, to the point where the phrase ‘is it my go yet?’ is the most commonly used while playing Relic.

Ultimately Relic suffers for its approachability and as such should be played with 3 people rather than 4. This reduces the down time and doesn’t result in marginalising one of the players, which can happen if a player is struggling to master the special abilities of their chosen character.

On the plus side, it’s a great deal more entertaining than Snakes and Ladders. DAMMIT!

Relic is a Fantasy Flight release and was designed by John Goodenough. Between two and four can play with games taking a good two or three hours. Copies are available from all good stores including the excellent Gameslore who will sort you out a copy for a mere £40.99. Thanks to Chris for his write-up – you can follow him on That Twitter where he’s surprisingly known as @chrisoregan!

 

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Computer Love – Android: Netrunner review

NetrunnerCOVER

Out of all the things that comprise this world of play, the aspect that impresses me most are card games. I love the scope that cards offer the designer and the gamer, the range of opportunity and the variety of formats that a few simple bits of paper can provide. Consider games such as Dominion and Love Letter, Flowerfall and Yomi… all little more than words and images on paper but all very different games. I find it incredible how card games can conjure up theme so well, and now another has been added to my pile of favourites – Android: Netrunner.

I was honoured to have Richard Garfield on the show a while ago. As the designer of the original Netrunner (as well as Magic: The Gathering, of course) he’s responsible for one of the lost classics in gaming, one that has gathered fans through the years despite only really being available through eBay and other second-hand routes. Perhaps going up against M:TG was too much of a struggle, but now Fantasy Flight have taken the reigns some sixteen years down the line. After running it through their great big LCG machine, it’s now available again – albeit in a slightly new format – and is even better than before.

Android: Netrunner is a masterclass in asymmetrical design. Players take either the Runner or Corporation side and attempt to score Agendas, with the first to seven points taking the win. The faceless Corporations will spend their huge reserves of cash to advance these Agendas while also trying to protect them with various pieces of Ice, technological marvels that only the greatest hackers will be able to break through. Unfortunately, the Runner has the tools at their disposal to do precisely that, deftly breaking subroutines and stealing the Agendas from under the Corp’s nose.

Kate is a Shaper, determined to create and play within the confines of the Corporations.

Kate is a Shaper, determined to create and play within the confines of the Corporations.

Of course, it’s not as easy as that. There’s a huge element of bluff in A:N – having control over secret information is key to gaining the upper hand over your opponent.Timing is also vital, especially for the player in control of the Runner. If you can manage to attack the Corporation servers often, you’ll put a huge dent in their coffers meaning that they won’t be able to flip the Ice protecting their precious Agendas. On the other hand, you may well be racing headlong into a trap that will cause you damage – you never know what could happen, which is why attempting to outmanoeuvre the other player is so vital.

If being the Runner is to dart about, looking for weaknesses and chinks in armour, playing as the Corp is all about force and using a sledgehammer to crack a nut. Building up well protected servers and confusing the Runner should be the order of the day if you side with the big bad guys in A:N, trying to swat them away like a mosquito. You really do get a feeling of power when you take one of the Corporation roles, creating a (hopefully) unbreachable row of defences as you march relentlessly towards victory. After all, the Corporations in Netrunner rule the world – how could a pesky little Runner stop them from achieving their goals?

Jinteki are one of the Corporations, ready to crush any attacks made on them.

Jinteki are one of the Corporations, ready to crush any attacks made on them by forcing Runners to frequently discard cards.

Quite simply, actually. Despite both players having very different goals (as well as methods of reaching them) the game is generally well balanced. Sure, the different Runner factions and Corporate identities may have a few positives and negatives when thrown into the mix, but most of the time you’ll find that match-ups are pretty even. It’s even suggested in the rulebook that you play twice each time, switching roles after the first game – if anything, it’s a great way to ensure that your skills are relatively even no matter what side you play. You’ll invariably end up preferring one side over the other – personally I enjoy Running much more – but if you want to get truly good at the game you’ll need to work on both.

As you’d imagine, what with it now being under the Fantasy Flight banner, the whole game has a sheen of class about it. The images throughout are lovely, instructions are nice and clear… even the flavour text on the cards is good. Hell, I’d go so far to say that some of it is downright funny; there are plenty of in-jokes and pop culture references to pick up on. A personal favourite is the Archer quote – definitely one for fans of the TV show.

Android: Netrunner has taken the original game and improved on it in countless ways. Where it could often require the assistance of someone else to get into the intricacies of how to play (and more importantly, how to play well), it’s now a lot easier to pick up and understand. Even the rulebook is well put together – where many other FFG products can be like molasses when you’re trying to wade through them, it’s comparatively easy to find out the information you require in this one.

Oh man, they're all so pretty.

Oh man, they’re all so pretty. And useful!

For far too long, Netrunner was left out in the rain. Those who knew how good it was championed the game but with dwindling stocks of cards, managing to play was a challenge in itself. Now, thanks to this relaunch, more and more people are getting to experience this fantastic game properly. With regular expansions being made available, FFG have demonstrated their desire to support it and sales have been good, so here’s hoping that Android: Netrunner is here to stay.

Android: Netrunner is strictly for two players only and games take around 15-30 minutes. Designed by Richard Garfield with assistance from Lukas Litzsinger, it’s now produced by Fantasy Flight Games. A copy from Gameslore will set you back £26, while the expansions (called Data Packs) are an additional tenner each. And seriously, it’s worth every penny.

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