Wednesday, August 13th, 2014
Never before have so many gathered in one place. These will be fights to remember.
These eight, ready-to-play, 60-card Magicdecks showcase our first four dueling match-ups. Rejoin the fray as the game’s most famous Planeswalkers go head to head. Relive the Divine clashing with the Demonic, and Elves confronting Goblins. Replay the original duels, or mix and match the combatants to create new battles across the Multiverse.
Duel Decks: Anthology contains all eight decks from the first four Duel Decks products:
Official Three-Letter Code: DD3
Twitter Hashtag: #MTGAnthology
Languages Available: English
Release Date: December 5, 2014
MSRP: $99.99
Product Concept and Development:
Please note: This set will not be released on Magic Online. Contents of this post borrowed and quoted from the original source, courtesy of Wizards of the Coast.
Tags: Anthology, Duel Decks, Magic the Gathering, MTG, New Product, Wizards of the Coast
Posted in Blog, Card Games, Featured Post, Magic: The Gathering | 1 Comment »
Tuesday, August 12th, 2014
As many of you might know, I get excited about things. That’s kind of my job. But even I wasn’t prepared for what the 5th edition Player’s Handbook for Dungeons & Dragons did to me. Never before have I been such a roiling vortex of anticipation, wringing Twitter dry for each precious drop of information leading up to the release. You could have held a match to me, and it would have ignited. I was being held back from joy by the cruel, unrelenting slowness of time.
The book is out. I’m better now.
So let’s take a look at what patience and agony have bestowed upon us. Let’s see the PHB!
The first thing you’ll notice about the new Player’s Handbook is the art. You can’t escape it; it’s glorious. From the first glimpse of King Snurre’s rage on the front cover, to the paradigm-shattering sword-and-board fighter on page 148 (seriously, look it up), to page 191’s epic confrontation, the art draws you in and holds you. The style is unique, and every image evokes a whole universe of stories. Do yourself a favor and just page through once to look at the pretty pictures. Even if you’re a die-hard rules fan, it’s time well spent.
Okay, this is the big one. I’ve heard the question a lot over the past year: “How do the new rules stack up?” The answer is: amazingly well. Gone are the restrictions of 4e, limiting players to a short list of powers and a gridded combat area. Gone is the arms race of 3.5, with players quickly outpacing any challenge the DM might be able to conjure. Derek calls 5e the best edition, and I agree. Let’s talk about why.
First, it’s easy. The core mechanic revolves around ability checks: roll a d20 and add a modifier from one of the six ability scores. That’s familiar ground for most D&D players, and takes five seconds to explain to anyone just starting with the game. There’s also a mechanic called advantage/disadvantage. Say you make an attack roll against an orc wearing a blindfold (who doesn’t happen to be a kung-fu master or something). You would make the roll with advantage: you roll two d20s and take the higher of the two to determine your result. It’s easy, effective, and intuitive. Conversely, say you’re attacking an orc while YOU wear the blindfold. Now you roll with disadvantage: roll two d20s and take the lower roll.
Show of hands. Who figured out what disadvantage was before I got to the end of that sentence? It’s such a simple concept, but anyone who sits down to play immediately grasps that advantage is something you want, and disadvantage is something you want to avoid like a huggy fire elemental. The mechanic also neatly addresses the problem of mountains of stacking bonuses. In 5th edition, you almost never have an ability score above 20. Without rare magic or twenty levels in barbarian, you simply can’t. This means that a check with a DC of 20 is always a difficult thing, even for high level characters. You never say “I smash through the iron door with my face. I don’t need to roll.” 5th edition has taken the sweet spot of 3.5, that fifth to tenth level range, and expanded that feeling to cover the entire play experience.
All right, on to the second big benefit of D&D Next: magic feels like magic. One of the big issues with 4e for a lot of players was that spells were just powers like any other. A fighter attacking everyone within two squares felt very similar to the wizard spraying fire in all directions; the mechanics were largely the same. But even 3.5, and by extension Pathfinder, made magic feel mundane. “Oh, look, another +1 sword. Shame I have a better one already. I guess we’ll sell it back in town.” I don’t know about you, but I feel like finding a magic item should never be boring. Magic should be wondrous. It should be a cut above the ordinary, a way to go beyond the normal framework of life. 5th edition brings back that wonder.
Spells slots are back, for a start. Powerful magic is a limited resource. But cantrip spells can be cast freely, all day, every day, so a wizard never becomes just some goofball in a pointy hat. And magic items are a big, big deal. They can’t be bought, for a start. You’re not going to find a store full of fabulous arcane equipment in every random village, and even large cities won’t have a magical emporium. If you want a +1 longsword, you go to a library, research King Arthur, puzzle out the final resting place of Excalibur, and go fight zombie knights until you can wrest your prize from the cold grasp of a long-dead king. And if you get tired of it, good luck selling it! Dropping that down in a general store and asking for coin would be like paying for your gum at a gas station using a gold brick. These items should be strange and wonderful, and the system is designed with that in mind. No longer is it assumed that a fifth level character has at least a +1 weapon and some magic armor; you can go all the way to level twenty without ever needing enchanted equipment. That just makes it all the better when you do find it.
Quite apart from the rules, the biggest change in D&D Next is one of approach. Wizards of the Coast has given us a Player’s Handbook that meets us halfway, or more than halfway; these are tools to tell your own stories. There’s a list of gods in an appendix for several campaign settings, including historical Earth (yes, you can be a cleric of Zeus). There are quotations, pictures, and references to the Forgotten Realms, Greyhawk, and Dragonlance throughout the book. Advice is given on how to make characters come to life, since roleplay is now as important a part of the system as combat, but the book always gives you options, never mandates. With this Player’s Handbook, Wizards of the Coast isn’t saying “Here’s our game, take it or leave it.” They have made it abundantly clear that this is our game, to play as we wish. 5th edition will never tell you that you’re having fun wrong.
As you read through the book, options abound. Strange races like dragonborn are there, but it’s explicitly mentioned that they may not fit all campaign settings. Feats exist (and are amazing), but are an optional component; you don’t have to have a twenty-level feat progression just to play the game, and it works fine without them. Each and every class has two or more different variants, from the many schools of magic for wizards to the different paladin oaths, providing extensive character customization. A party of five fighters can be as varied as any other, and still be quite effective.
And the options aren’t limited to the player’s side of the screen. D&D Next returns to an emphasis on DM rulings, not rules. The system gives DMs simple tools to describe and adjudicate any situation, then quietly lets you get on with it. One upshot of this method is compatibility: with appropriate monster conversions, you can run any adventure from any version of D&D or Pathfinder, converting the encounters on the fly. I’ve done it with the Tomb of Horrors and Expedition to the Barrier Peaks, running both straight out an AD&D 1st edition reprint. And with the Monster Manual coming out in September with its monster creation rules, and the Dungeon Master’s Guide in November with a whole host of options to hack the game for whatever you want to do, D&D Next will give us more freedom to play the game we want than we’ve ever had before.
I could go on. If we were standing around at the Plainville store, I probably would. I would talk about the beautifully simple spell preparation system. I’d tell you why fighters are better fighters than anyone else. I’d tell you why I want to play every single class in the whole Player’s Handbook, or how to make a dwarf wizard in armor, or how to know seven languages at level one. But all of that is just wasting time. The rules are out there, and as a wise man once said, you don’t have to take my word for it. I’ve found my favorite D&D, and maybe you will, too.
Sam is a passionate gamer who obviously loves his Dungeons and Dragons (see photo above). When he is not playing games he can be found working on his next novel. Did we mention he also works for Battleground Games & Hobbies? He does!
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Please don’t forget to check us out on Facebook and follow us on Twitter @battleground_gh!
Tags: DND, dnd 5th edition, dnd next, Dungeons and Dragons, Player's Handbook, sam pearson
Posted in Blog, Dungeons & Dragons, Featured Author, Featured Post, Popular Posts, Role-Playing Games | 4 Comments »
Tuesday, August 12th, 2014
Nicol Bolas Funko POP Series 2
Sarkhan Vol Funko POP Series 2
Tezzeret Funko POP Series 2
Elspeth Tirel Funk POP Series 2
Gideon Jura Funk POP Series 2
Tags: Elspeth, Funk POP, Funkorific, Gideon Jura, Magic the Gathering, MTG, Nicol Bolas, Popculcha.com, Sarkhan Vol, Series 2, Tezzeret, TJ Norris, Toys, Vinyl Figures
Posted in Blog, Card Games, Featured Post, Magic: The Gathering, Store Related | 1 Comment »
Monday, August 11th, 2014
In case you missed it, earlier this month during Pro Tour Magic 2015, Wizards of the Coast – publishers of the popular card game Magic the Gathering – released the schedule of their 2014-2015 Premier Organized Play schedule, which includes the Magic the Gathering Pro Tour and Grand Prix events. However, this announcement caused quite a stir when it was relvealed that the format for each of the Pro Tour events next year would include only the “Standard Constructed” and “Booster Draft” formats.
Fans took to social media and reddit to complain in droves, most often stating that this is the “death of the ‘Modern’ format.”
Well, Wizards of the Coast must be listening to their passionate fan base. Last night, Director of Organized Play Helen Bergeot released a statement that the increasingly popular “Modern Constructed” format would indeed be showcased at the Magic the Gathering Pro Tour in 2015, as well as the addition of changing Grand Prix Vancouver to Modern as well.
“During Pro Tour Magic 2015, on August 2, we announced the schedule, locations, and formats for the 2015 Pro Tours. The Constructed format for all Pro Tours in that announcement was Standard.
Since then, we have received comments and concerns from the Magic community regarding this announcement, and the omission of Modern from the 2015 Pro Tour schedule. After evaluating all feedback and after further discussion, we have decided to add Modern to the 2015 Pro Tour schedule.
The Pro Tour in Washington D.C., which will take place from February 6–8 in 2015, will feature Modern Constructed and Booster Draft as the tournament’s formats. This is a change from the previous schedule announcement of Standard and Booster Draft.
In addition, the format for Grand Prix Vancouver, taking place February 21–22 in 2015, will be changed from Limited to Modern.
In order to address the community’s questions regarding this change and other changes related to the direction of Magic, its formats, and Organized Play, we will also be hosting a CoverItLive chat session on Tuesday, August 26, where Director of Global Brand Marketing Mark Purvis, Senior Director of R&D Aaron Forsythe, and I will answer the community’s questions. We will have more details—including the time for when this CoverItLive chat session will take place—later this month.
As always, we appreciate the feedback that you have provided us regarding recent announcements, and we will address the community’s questions accordingly.
—
Helene Bergeot
Director of OP Programs & Operations
Wizards of the Coast”
Tags: Helen Bergeot, Magic the Gathering, Modern, MTG, Press Release, Pro Tour, Pro Tour Magic 2015, Wizards of the Coast, WOTC
Posted in Blog, Card Games, Events, Featured Post, Magic: The Gathering, Store Related | No Comments »
Monday, August 11th, 2014
Indie Boards and Cards has announced two planned expansions for its deduction card game The Resistance this November, according to ICv2.com. Hidden Agenda and Hostile Intent were funded through a combined Kickstarter program that attracted pledges over $100,000, featuring promos and incentives that will not be included in the final retail version. In addition, both expansions include a number of “modules” that can be added to the base game in any combination.
Hidden Agenda includes three modules. In “Assassin,” the roles from The Resistance: Avalon have been re-themed and renamed for the Resistance Universe. The “Defector” module introduces characters that can switch sides during the game. And “Trapper” adds a spy-catcher mechanic to the game.
Hostile Intent also features three new modules. “Hunter” shifts the focus from targeting the enemy’s facilities to neutralizing their leaders. The “Reverser” can change the results of a mission, turning defeat into victory (or vice versa). “Inquisitor,” meanwhile, introduces an ability from The Resistance: Avalon that allows the Inquisitor player to examine the affiliations of other players.
The Resistance was Indie Boards and Cards’ breakout hit in 2010. It was featured on Geek & Sundry’s TableTop web program, and is currently available in 20 languages. It is a deductive card game with similarities to the classic party game Mafia and plays in about 30 minutes.
Tags: Board Games, Card Games, Geek & Sundry, Hidden Agenda, Hostile Intent, Indie Boards and Cards, Kickstarter, New Release, TableTop, The Resistance
Posted in Blog, Board Games, Card Games, Featured Post, Store Related | No Comments »
Sunday, August 10th, 2014
Sunday
ABINGTON
Format: Standard (with a cut to top 8.)
Date: August 10th, 2014
Time: 2:00pm
Entrance Fee: $10.00 (prizes awarded based upon attendance)
Sunday
PLAINVILLE
Format: Standard (with a cut to top 8.)
Date: August 10th, 2014
Time: 2:00pm
Entrance Fee: FREE
Battleground’s Facebook Page
Contact:
Please contact us at service@ battlegroundgames.com with any questions.
The event will cut to a top 8 or top 4 based on attendance. Deck lists are not required for this event.
All players will receive a full art, promo Reclamation Sage. The top 8 players will receiver a foil, full art, promo Chief Engineer.
The winner of the event will receive a sweet, M15 Game Day Playmat (shown above).
Tags: Game Day, M15, Magic the Gathering, MTG, Standard, Tournament
Posted in Blog, Card Games, Events, Featured Post, Magic: The Gathering, Store Related | No Comments »
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