Friday, December 18, 2020
Sword & Sorcery
I am still in the process of building up my collection of board games that can be played solo or by two players, and that have some story and RPG elements to them. One game that I have been quite excited to try is Sword & Sorcery. It is somewhere half way between my descriptions of Gloomhaven and Folklore: The Affliction; Sword & Sorcery is a more typical dungeon crawler board game, doesn't require pen & paper to fill out character sheets, and has more story than Gloomhaven, but less than Folklore. I was quite attracted by the monster AI and combat system. I watched different people with different group sizes play through the first dungeon, and the experience was quite different every time, due to different tactics, group compositions, and random factors.
Opening the box of Sword & Sorcery, one disadvantage of miniature-based becomes immediately obvious: Miniatures are more costly to produce and take up more space in the box than cardboard standees, thus you end up with a much smaller number of different enemies. The core set of Sword & Sorcery, Immortal Souls, has just 4 different types of common monsters, and two boss monsters. However the common monsters each exist in different color-coded levels, and even the two monsters of the same color and type aren't completely identical. Also the 5 hero types exist in two versions each, a "lawful" and a "chaos" version, which play very differently. And you can choose different powers, so there is quite some replayability. Even if the base box contains only 7 quests to play through, there are several expansions with more content, and you can find player-made quests on BoardGameGeek.
As the delivery of my copy of Sword & Sorcery took several weeks, I had the opportunity to learn the rules and prepare for the game by watching YouTube playthroughs. Always just the first quest, to not spoiler the rest. But one thing I noticed lots of people having problems with is the relatively simple math of the combat system. Basically you produce a number of hits with your attack, and then subtract a number for defense from that. For example if you land 5 hits against a defense of 3, the target takes 2 points of damage. The problem is that both the number of hits and the defenses are calculated from a number of different factors: Various cards in play, decisions by the players, and the situation on the board. Those 5 hits you land might be 1 for domination of the space, 1 for having used your action on a focused attack, 1 automatic hit from your weapon, and 2 from the attack dice you rolled. And the defense of 3 might be 1 for the currently active event, 1 from armor, and 1 from the defense dice. It is quite easy to forget one factor of this, or losing track of something. The YouTube videos are full of people calculating a number of wounds, then remembering something and redoing the calculation. So I thought there might be a better solution, and designed a 3D-printed score board using TinkerCAD:It is a simple board with one side for attack, and another side for defense. Each side has 1.1 cm square holes, in which 1 cm square cubes fit to mark the various conditions. So you just need to go through the (2D printed) lists for attack and defense once, mark the applicable conditions with a cube, roll your dice and mark those with cubes too, and then immediately see the difference between attacks and defenses.
Labels: Board Games