Tag Archives: deck building

Cartoon Heroes – Marvel Dice Masters Review, Part 2!


With two of the writers on LMDS having checked out Marvel Dice Masters already – and the opinion not being too hot (or in Michael’s case, pretty negative) we thought it only fair for Stuart to give his Judge-ly view as well. Take it away, champ!

I am conflicted.  So much of the new Board Game Geek hotness – Marvel Dice Masters : Avengers vs X-Men should leave me cold.  Firstly, its based on Quarriors (and designed by the same team), which is OK I suppose, but not exactly anything that excites me.  Secondarily – luck plays a major part in winning or losing, to the point that almost regardless of how carefully and skillfully developed and executed your plan may be, if the dice fail you then you’re probably going to lose.  Thirdly, the game adopts the blind purchase / collectable model – something I have, for many years, been vocally against – particularly in Magic: The Gathering – decrying the system as nothing more than a money-sink for the weak of mind and heavy of pocket.

So tell me (and hopefully this review will aid me in resolving this conflict) why is Marvel Dice Masters the last thing I think of at night, the first thing in the morning, and is currently dominating many of my waking hours struggling with possible teams, combos and strategies?  (Sorry Netty! my long suffering girlfriend – I do think about you too…)

Marvel Dice Masters is an game that combines the deck building with dice from Quarriors (and before that Dominion) with MTG style duels.  Players draw and roll dice from a bag to generate power which they spend to recruit super heroes (represented via other dice) which go into the bag for drawing later.  Those heroes are fielded (or summoned) and can then be sent out to attack, either to be blocked by other super heroes / super villians or do damage directly to the controller.  If that players’ life reaches zero, then they are defeated!  Sounds simple?  Well, frankly it is.  The fun and nuance comes in the details and the theming.

Cards on the table (PUN OF THE DAY!): I’m a modern Marvel fan, triggered by the movies rather than any love of graphic novels.  That said, many of the characters here will be familiar to fans of the last 15 years of Marvel cinema.  Only a few required a bit of wiki-googling to get a grip on their back story and unique powers – and its those powers that are thematically rendered into the different characters’ make up.  For instance, Wolverine (represented by a classy yellow dice with familiar three bladed insignia) has special abilities when attacking alone – a lone wolf indeed.  Mr Fantastic, the stretchy one from the Fantastic Four for the uninitiated, can expand himself to block several attackers at once.  All very nice, clean and (most importantly) thematic.

So, lets explore my biases that should drive me from this game / lifestyle choice like Spiderman from a rolled up newspaper.

* This is just Quarriors?  Well, yes and (perhaps most importantly) no.  In MDM you bring your own set of heroes to the table that only you can purchase – providing a customisation that the original game lacks.  Also, the combat system is much more satisfying and creates a strong sense of commanding your own destiny whereas whether your creatures lived or died in Quarriors seemed almost arbitrary.

* Are you feeling lucky?  Yes, this is a niggle at the back of my mind.  I have been dice screwed before and my perfect plan was foiled by my Green Goblin rolling poorly right at the end, but somehow I’m having enough fun, and the playtime (10-15 minutes once up to speed) is so fast and breezy that the wild swings of luck don’t bother me as much as other, deeper and most importantly, longer games.

* Blind purchase model?  Are you mad?  Well….. perhaps.  The low price of entry to the boosters – just £1 for two cards and two dice – is just at the right level for me not to mind getting the odd duplicate (swapsies anyone?) and instead revels in all the fun that we had as kids opening pack after pack of Panini stickers looking for Bryan Robson…  Damn him and his elusive curly mop-top!  Anyway… I totally understand this being a turn-off for some people, but the fact that you only the cards have a rareness (Common / Uncommon / Rare / Ultra Rare) and you only need 1 card to field that character (and typically up to 4 dice – but those are evenly distributed throughout the boosters) in addition to access to the secondary market to fill out the collections, this feels like it takes the fun of opening a pack and not knowing what you’ll get, without the grind and huge money sink needed to ‘catch ’em all.’

So, I’ve fallen pretty hard, right down this rabbit hole.  I’ve had play mats printed, special dice bags delivered, and several ‘Hobbycraft’ bead boxes to store all my dice.  You don’t need to follow me on this path.  A £13 investment gets you everything you need for two people to play the base game.  Now, it may be the drugs talking, but I ask you to put aside the reservations and biases that you may have formed about this game from the hype and just try it.  So much thematic, fast, dice rolling fun – with enough depth to warrant multiple plays means that MDM has found itself a place on my shelf, in my heart, and throughout my upper cortex…

Now… would Human Torch combo with Hulk?

Never let it be said that Little Metal Dog isn’t fair! That seems to be a whole range of opinions on Marvel Dice Masters, which is meant to be available now – however, it’s VERY hard to find a copy and it’ll be a while until it’s here in the UK in numbers. The base set will cost you around £13 (if you can find it at RRP) while boosters – as mentioned by The Judge – are a single quid.  



Leave a comment

Filed under Reviews

Begin Again – Thunderstone Advance Starter Set review

Thunderstone COVER

If you look back through the LMDS archives, you’ll see that we’ve talked about Thunderstone quite often. From the original version and its expansions through to the rebooted Advance products, we’ve always been rather positive about AEG’s deckbuilder. Having received the recently released Starter Set, I figured I’d see if we could get a fresh voice in to discuss it, so I passed it on to my friend Simon (who is also the guy who does all our laser cut stuff for FrogFlip!). Here’s what he reckoned.

“I have never played Thunderstone by AEG before and its been on my to get list for quite awhile, but for one reason or another it unfortunately stayed on the list. So when a very good friend [Hi! – Michael] gave me a copy of the new starter set I dived straight in with a lot of enthusiasms and excitement. I wished I had swum in the dungeon-y goodness of Thunderstone sooner. So far I have played six separate times with different friends in a little over a week, and at the moment I cannot get rid of the need to play more of it.

This is a new reincarnation of the starter set, but this time it’s the turn of Thunderstone Advance to get the entry level treatment. This starter is not just a recompiled set of old cards, but a mix some old and quite a few new ones that have been finely tuned into one hell of a hero hiring, equipment buying, monster bashing, dungeon adventuring deck building game. Not only have the card decks been finely tuned, the rulebook is now easy to read and understand pages. To go from a Thunderstone virgin to a player that is able to teach the game to other people within one game was so very surprising and simple. The longest bit for the first game was undoing all the wrapping and the initial card setup, basically sorting the cards into their groups and placing them with their dividers into the provided plastic card tidy while trying not to get caught up in reading the text on the cards and ruining the suspense of the first game. I sat with a friend and read the play setup and the rules which took ten minutes maximum and we went straight into our first game; it was that simple. No reading the rules the night before in bed while trying to remember them as your wife asks day to day questions as you’re hoping to remember enough of the rules that you don’t feel a failure when you finally sit down to play.

Let me talk about the components to the Starter Set. You get over 250 cards and dividers of Heroes, Monsters, Equipment, Specials and Randomisers plus the previously mentioned rulebook. The cards are heavy, good quality stock, and feel plastic coated to allow a good amount of wear and tear at a gaming table. Artwork is great and nicely presented, not cartoony at all, and all text is in a large, clear font that is easy to read for us older players! The balance between art and rules on the cards is very good and neither detracts from the other, with the sections for the game mechanics easy to view at a glance. I also noticed that the cards where not so glossy so they’d be to hard to read when they are laid down in the Village or Dungeon locations when playing in a brightly lit room. It’s all stored in a smaller than usual box, and the great surprise inside was the strong and simple card tidy; now my cards can be kept in an easy to access way without them being damaged whilst in transit. AEG also supply two pieces of foam to help hold the cards upright – one comment on the foam (mainly for AEG if they’re reading this) is that a little bit larger piece of foam would have made all the difference, as in the end I added a bit more myself to help keep the cards firmly in place. I wish they’d included some tokens or counters to represent experience in the game and more selection of cards to help with replayability [But remember, it *is* a Starter Set- Michael].

Some of the cards you'll find in the Starter Set. There's plenty of exclusives in there too, so even Thunderstone veterans will find it appealing.

Some of the cards you’ll find in the Starter Set. There’s plenty of exclusives in there too, so even Thunderstone veterans will find it appealing.

The game mechanics are very simple, allowing players to engage one another in friendly banter and conversation whilst enjoying the game. This I found was one of the joys of Thunderstone; conversation did not distract from the game play and the game did not get in the way of being sociable. This may not sound like a big plus to some people, but for me where I am limited on both social time and game time, I feel that the ability to enjoy both makes for a better experience. The game is designed around building a powerful deck of cards from a basic starting selection that will allow you to gain the most victory points. Each time it’s your turn you draw six cards, then decide what you are going to do with your hand by using your hand to do one of the following:

– Going to the Village to buy Equipment or hire some help. You can also level up a Hero if you have enough Experience.

– Enter the Dungeon, fight a monster and possibly gain rewards. You can go and purposely lose the fight too, just to change the monsters line-up!

– Prepare, where you to put any useful cards back on top of your draw deck in a bid to get a better hand next time.

– Rest, which allows you to get rid of cards from your deck by destroying one card from your hand. Useful to get rid of weaker cards that are gumming up your deck.

Then your turn is over and on to the next player. There are many strategies within Thunderstone – do you aim to make a small but powerful deck or go for a build that has a bit of everything where you could possibly cope with any monster you might face. Whatever you choose, just remember that the Victory Points are what you’re looking for in the end, and any strategy is potentially legitimate.

I wasn’t sure what to expect when I first opened the Thunderstone Advance Starter Set box I was not so sure as nothing is given away with any content shots on the box! I have played a number of other deck building games by different companies that have been around for as long as Thunderstone with a similar number of expansions, but I and many of my gaming friends have suffered with learning the rule systems and getting to grip with correct meaning of a rule in the manual or even on a card. I’ve had to trawl through the rulebook (many, many times), go to a FAQ or even ask a question on the game’s forum. In the end I always feel like I was missing something or more to the point the other games where missing something that stopped me from enjoying the game. The end result is me leaving the other games on the shelf and me reaching now for Thunderstone. This is a game that can be learnt, played and enjoyed so quickly and easily and I wish more companies would learn from AEG and their Thunderstone Advance Starter Set.

So, the positivity continues! The Thunderstone Advance Starter Set can be picked up at most decent game stores, and the good folks at Gameslore have it in for £20.49. The set caters for between two and five players and games will normally take around an hour. Thunderstone Advance is designed by Mike Elliot and published by AEG, who were lovely enough to provide a copy of the Starter Set for this review. Thanks to Simon for the write up!

Leave a comment

Filed under Reviews

I Was Maid For Lovin’ You – Tanto Cuore iOS review

TC Intro Screen

Blimey, is it really over two years ago that I first stumbled across Tanto Cuore? Looking back at this review from July 2011, it would seem so, but the thoughts from there still ring true. The game still stands up as a Dominion-esque deck builder, albeit with only a couple of expansions rather than the immense amount that you can get for Donald Vaccarino’s magnum opus. For those who haven’t played it, the idea is that you are employing maids to work for you. However, in the world of Tanto Cuore money seems to be irrelevant – the maids are paid in Love… which is a bit odd, of course. Then again, this is a Japanese game, originally released in 2009 by Arclight who are also responsible for the racier and slightly graphically dodgy Barbarossa.

Now, referring to Tanto as ‘a bit like’ Dominion is comparative to saying a fine Cheddar is ‘a bit like’ Cheddar with some caramelised onion in it – in other words, they’re pretty much the same thing, though one has a little something extra added to spice it up. Check the previous review for more details, but TC adds the concept of Chambering into the mix where cards can be removed from your hand to be scored at the end of the game. There are also Private Maids who have constant effects on either you or your opponents’ turns, but you may only have one in play at a time. It’s these extra elements that make the game different enough to the daddy of deckbuilding to warrant your investment, I reckon – but now, as long as you’ve got yourself an iOS device, you can get in on Tanto Cuore for only a few dollars…

Yup, the game is now available thanks to the folks at Playdek. Previously responsible for such splendid conversions as Agricola and Ascension: Chronicle of the Godslayer, Tanto Cuore is the latest release to be added to their stable. If you’ve had any previous experience of Playdek titles, you can be pretty sure of what to expect – a solid conversion that has translated well to the digital format. At the moment, only the base set is available – no promos or expansions yet, but having seen what the company has done previously with other titles, I can’t see it being too long until they’re introduced, assuming that Tanto goes down well with buyers and sales are healthy.

Presentation throughout is of a high standard - Playdek have done a very good job converting the Arclight original.

Presentation throughout is of a high standard – Playdek have done a very good job converting the Arclight original to iOS.

On firing up the app, you’re presented with the usual selection of both online and offline games. A Playdek account is required for online play which is not a massive pain in the backside to set up, thankfully. The issues that surrounded accounts with the release of Agricola seem to have been sorted out, with new sign-ups getting confirmations back in moments as opposed to hours or days. The online lobby allows for the creation of new games or to just jump in on those created by other players, with settings available to control the amount of time you wish to spend playing – quick blasts of fifteen minutes are catered for, all the way up to a leisurely three weeks for those who like to consider every move with the depth of a Russian chess computer.

Offline caters for up to six simultaneous games with a combination of between two and four human or AI players. Three levels of challenge are available, with even the medium AI offering a hefty challenge. I’ve yet to even come close to beating the hardest level, either showing how good it is or how inept I am – I’d like to think it’s the former. On first play, there’s an excellent tutorial that runs you through how to play the game and gets you used to the interface, and I’d really suggest that everyone give it a try even if you’ve had experience with playing Tanto before. The symbols and terminology used throughout are the same, but there are little shortcuts and tricks in this digital conversion that are very helpful indeed.

During the game the available cards are shown in two rows across the top of the screen – all those that you can purchase in a turn have a green aura around them (much like in Ascension) and it’s a matter of a few taps to get your turn completed. The main play area is pretty much all imagery, but Playdek have helpfully placed icons on each of the maids’ pictures that tell you what abilities they’ll grant you when they appear in your hand; for a more detailed look, a simple double-tap brings the card up in full. It seems like Playdek have got the conventions of iOS play down now – if you’ve played one of their card-based games, you can easily get to grips with any others they’ve released. My only negative point is that it can be slightly fiddly on an iPhone. Even on my iPhone 5 the images are pretty teeny but that’s to be expected when you’re looking at so much information on the screen. I much prefer playing on the iPad as it gives the game the room to breathe and my fat fingers don’t hit the wrong sections of the screen.

A lot of stuff on screen, yes, but it all becomes pretty intuitive in no time at all.

A lot of stuff on screen, yes, but it all becomes pretty intuitive in no time at all.

The other benefit of grabbing the digital version is that you can easily play a game in a matter of minutes – there’s no set up, no sorting out card decks and getting someone’s discard pile confused with another player’s draw deck (seriously, that’s happened in our house – hello Andre!). Yes, I will still be breaking out the proper version of the game on a regular basis, but if you have a gaming itch to scratch and only a short time available, Tanto Cuore is a great way to spend it. On top of that, there is still no official iOS version of Dominion available, and this is as close to the mark as you can get. Sure, there’s the constant arguments over on the BGG forums about the oversexualisation of the characters in the game, but that’s a discussion for another time. See past the idea of employing maids and you’ll discover a very solid game indeed that is a bargain at $2.99 (USD). Give it a shot – I highly recommend it – and if you ever fancy a game search for idlemichael!


Filed under Reviews

Space Oddity – Star Trek: Deck Building Game, The Next Generation review

Star Trek COVER

Star Trek is WAY better than Star Wars. Just putting that out there. For me, if it comes down to a fight between what are arguably the two biggest sci-fi franchises out there, I’ll always plump on the side of the Federation over the Force. Of all the various shows, my favourite is undoubtedly The Next Generation – it was first on when I was a young teenager and showed me that there was such a thing as decent space-based television. Whether it was Picard being all badass against the Borg or The Q Continuum screwing about with the laws of space and time, it was great – even the slightly dodgier episodes where they were trying to push A Message.

When I heard the news that Bandai were working on a deck building game based on the property (Star Trek: Deck Building Game: The Next Generation) I have to admit I was a bit reticent. They didn’t exactly cover themselves in glory with the Resident Evil game, though it does have its fans, so while I was interested in how they’d handle Star Trek: TNG, I wasn’t holding out a huge amount of hope.

Thankfully, the game isn’t too bad. It’s not incredible but it’s far from terrible and will certainly keep fans of the series entertained. You could probably best describe it as “functional but a bit clunky”, the kind of game that could’ve done with a little more time to stew in its juices before being released. A little refinement to shear off the roughness would’ve been welcome, but we have what we’re given so let’s get into the meat of it.

The game follows the usual deck building 101 format with a few interesting twists – you start off with a hand of not-so-good cards and are looking to add better ones while removing the dross. Rather than coming with a single ruleset, ST:DBG:TNG (there must be a better acronym than that) there are actually three different ways to play, each one offering a slightly different experience. Exploration is a free-for-all race to score a set amount of points, Borg War is co-operative with all the players facing off against the game, and Klingon Civil War is somewhere between the two with a focus on pairing up with another player. In reality they don’t actually feel that different when you’re playing – after all, they’re all using the same basic engine – but at least Bandai have made an effort in supplying a range of experiences.

So many famous names! Everyone remembers XXXX, don't they?

So many famous names! Everyone remembers Tam Elbrun, don’t they?

It actually works in quite a straightforward manner. Beginning with that slightly crappy deck staffed with a few vaguely competent crew members, you’re “exploring the universe” in a bid to pick up characters from the show. In other words, you use Experience shown on your crew cards to buy from a selection of those available in the middle of the table. These cards are drawn from the Space Deck, a set of cards that are put together at the start of the game that represent the scenario you’re working through. Managing to get more recognisable faces into your deck gives you the chance to use their Diplomacy skills – in turn, these will let you pick up better ships and equipment. If you’ve ever played any deck builder ever, you’ll pick it up in no time at all; everything is really straightforward despite the frankly bobbins rulebook.

And perhaps that’s where the game falls down a little. Seriously, most of the rulebook focuses on setting up the game but fails to really explain how it functions in a clear way. Before you even take to playing you’re going to have to battle with the rules; not exactly what you want when you’re looking for a quick game. Once you’ve got the rules down (and frankly, it’s not that hard to understand) you’ll be grand, but man… those early games really do drag and could well be enough for some people to dismiss ST:DBG:TNG from the start. Frankly, I’d say bin the rulebook entirely and watch the videos that are over on boardgamegeek – it’s a much better way of learning to play. The straightforward nature means that you’re not really getting anything new though… it’s far from an innovative game.

From a production standpoint, again it’s not awful but far from wonderful – the cards are of a decent quality and all information is clearly presented. Unfortunately a lot of the imagery looks a little blurry, which seems to be down to the fact many photos are lifted directly from video of the original show. Others look like they’ve been taken from headshots to promote the programme when it first came out – and Wil Wheaton has never looked so young, forever immortalised in that fetching Starfleet jumpsuit. There’s also a LOT of air in the box when you first crack it open – of course, that’s down to the plans for future expansions, but I don’t think there’s a single gamer out there who’s a fan of the concept of perceived value. Give us a smaller box first, then when you make an expansion give us a bigger one that everything can fit in… doesn’t that make sense?

Bandai have also made the slightly odd decision of using d20s to track damage taken in battles. Sure, they do the job just fine, but I think that tokens would’ve done a better job (and would probably have been a bit cheaper. This may be down to the fact that I’ve knocked the table a few times and it’s annoying when you send the dice flying. I’m as clumsy as the rulebook.

Still, it’s an entertaining wee jaunt, especially for an avowed Star Trek watcher like myself. Where many deck building games care criticised for a lack of theme, this one is positively overflowing with Starships and Birds of Prey all over the place. Again, you may run the risk of people turning their noses up at it – it is Star Trek after all, and some crazy folks aren’t into it – but that’s their loss. If you’re a fan of the series you’ll be willing to forgive its faults. If you’re not, you’ll undoubtedly be a bit pickier, but there are many worse ways of whiling away your gaming hours. Now, who do I talk to about a DS9 expansion?

Star Trek: Deck Building Game: The Next Generation was designed by Alex Bykov and was originally released back in 2011. Published by Bandai, games will normally take you about an hour and play with between two and five. Should you fancy a copy of your own, visit Gameslore today – they’ll get you sorted for £22.49.

1 Comment

Filed under Reviews

Street Fightin’, Man – Puzzle Strike Third Edition / Puzzle Strike Shadows review

David Sirlin is a guy who really gets beat ‘em ups – and you’d expect him to, having had a pedigree that includes working on the excellent Street Fighter HD Remix. He’s also pretty good at putting together tabletop games of his own, as proven by the sheer majesty that is Yomi. In my opinion it’s one of the best two player games ever created, truly reflecting the back and forth of an arcade fighter and providing a fun play experience. Another of his games, Puzzle Strike, has been around for some time and has developed a loyal following. Now the latest version is available – Third Edition – with boasts that it’s the best yet… but does it match up to the task?

Before you even get to play, be ready to put some work in; there’s nearly 350 circular chips that need to be punched out from thick cardstock and sorted out into the various sets. Thankfully the plastic insert included is one of those rare useful examples, labelled with the chip types so you know exactly where they should go. When everything has been sorted out, it’s time to begin by choosing a character (there are ten included, all taken from the Fantasy Strike universe that also covers Yomi) and grabbing the three chips that represent them. A few 1-value gem chips will also be thrown into your cloth bag; these are both the game’s currency and what you’ll use to attack your opponents.

Good lord, that’s a whole mess of stuff (and it’s all very nicely put together too).

Gameplay is very straightforward, even more so if you’ve ever played a deck builder. Starting off by drawing five chips from your bag, you then have a few options open to you. As you might expect, one of the central concepts behind the game is working towards building combinations that will allow you to buy more chips and perform actions. Doing so will increase the possibilities to attack your opponents (the game handles between two and four people) – and that’s exactly what you need to be doing.

At the start of each of your turns, you must take a 1-gem chip and add it to your pile. Combine chips will let you push these together (two 1s making a 2, for example) and Crash chips see you throw them at your enemies. Any gems crashed into someone will split back into 1s which they can defend against, assuming that they have the correct chips to hand. Any that aren’t defended are then added to the opponent’s gem pile and if they have ten or more in there the game is over. It may sound convoluted but once you get a couple of rounds under your belt you’ll be hurling chips across the table with reckless abandon…

Once you get to grips with the rules, games are fast. While the main focus is on two-player affairs (indeed, there’s a whole tournament play aspect that centres specifically on that), three- and four-player face-offs are quick-paced, hectic fun. As with many deck building games, learning the rules for each individual type of chip will give you a distinct advantage, but even if you’re a newbie you should have an enjoyable time with Puzzle Strike. Should you be one of those gamers who are intent on learning just how each of the ten included characters work, you’re in for a challenge; there are literally millions of set-up combinations so be prepared to invest some major time. Or, you know, just get on with playing and having fun.

The four symbols: The Arrow bestows an extra action, Piggybank lets you save a chip over to your next turn, $1 means more money to buy stuff and the Circle allows you to draw another chip. Easy!

Everything in the latest version of the game has been streamlined to make it easier than ever to play. The rules are simple to understand but are also constantly evolving – be sure to check out the website for any updated and alterations. The use of symbols is clear throughout, meaning that you can work out what you’ll (hopefully!) do on your next turn in no time at all. Though there’s not an immense amount of art in the game what is there is very pretty indeed, especially in the rulebook. The visual focus is more on the clarity of design and it has to be said that Sirlin and his team have succeeded in producing a striking looking game – no pun intended.

For those who wish to throw themselves deeper into the Puzzle Strike experience there is an expansion available too: Shadows. Entirely playable as a standalone set, you can actually mix and match characters and powers between the two boxes however you please. Shadows offers an entirely new set of chips to play with; I’ve experienced a more aggressive vibe from them though, so if you want to start interacting (ie: fighting) with your opposition much quicker, you may wish to investigate the big blue box as well as the pink one.

As you can probably tell, Puzzle Strike is about as Ameritrashy as games can get. A gloriously arcade-style experience, if you prefer all the luck to be removed from your game you should probably avoid it. That’s not to say that there is no strategy in there, however; adapting your style around the ten chip-piles that are out for that round means a lot of thinking on your feet. Reacting to opponents’ moves is a big decision; do you take a few hits in order to take more chips at the start of a round, leaving you open to a quick loss? Should you turtle up and hope the other players take each other out?

It’s a perfect thing to bring to the table to show ardent video gamers that cardboard can be entertaining too. Could Puzzle Strike be the first great crossover title? I’m thinking it’s certainly a very enjoyable experience that’s even more fun if you get the various tropes you’ll stumble across, but even if you’re not adept in the ways of Capcom and the like you will soon discover it’s a great game regardless. David Sirlin’s design manages to present its theme better than countless other deck builders currently available and I highly recommend it, even over a title like Dominion, especially so if you’re a fan of the genre and a looking for something a little meatier.

If you’re over in the USA, Puzzle Strike Third Edition and Puzzle Strike Shadows are both available now from the Sirlin Games site for $50 apiece. If you’re in the UK you’re probably best off getting in touch with Gameslore who currently stock it for £39.99 – well worth it considering how much is in the box! Ready…? Fight!

1 Comment

Filed under Reviews