Pathfinder: Dice Conquest
The Magus and Alchemist successfully defeating Nuldranog the Vile, after running the gauntlet of Pathfinder monsters.
I picked what seemed like two of the strongest hero characters for this initial two-hander game, – but most of them (there are 6) had really good abilities – and with the help of the magical loot items picked up along the way I only had a couple of turns where I needed to take end-of-round damage due to not defeating all of the current set of opponents. (Most of the damage we took came from the creatures counter-attacking mid-round.)
Good fun. As with the original Dice Conquest, some of the enemy abilities are really horrible! It’s the same basic game system and so there’s a mixture of similarities and differences in the constraints and special abilities of the various cards of each game; but they’re different enough on the whole that I think I’ll hang on to both boxes.
Other differences from the original, aside from creature and hero abilities:
- Instead of always facing the same final creature, there are now three options to choose from (one per game).
- For the advanced rules, Traps (which were always bad) have been replaced by Spells (which are sometimes good). You generally have a 25-50% chance of a good result (apparently the team are middling spell-casters at best!)
(See also my discussion/photos of the original game here and here.)
