Posted on February 29, 2020 by Flames
It’s time for Monsters & Mayhem! Available starting today, Wizards of the Coast is ready to throw down with Dungeon Mayhem: Monster Madness – the third iteration of Dungeon Mayhem, the easy-to-learn, family-friendly, D&D card game that pits the wits and brawn of a party of adventurers against each other. Dungeon Mayhem: Monster Madness builds […]
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Posted on June 11, 2018 by Flames
Flamesrising.com is pleased to present an interview with Eddy Webb, the creator of the Pugmire RPG, Monarchies of Mau Early Access, and Fetch Quest a deck-building card game. Currently, Eddy is in the middle of a Fetch Quest Kickstarter campaign to fund new stretch goals. What can you tell us about the world of Pugmire? […]
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Posted on August 31, 2010 by Monica Valentinelli
Last week, I was able to sit down with Steve Jackson from Steve Jackson Games and a group of playtesters at ACD Games Day to play a round of the upcoming Munchkin Zombies game.
Having played several flavors of Munchkin, I thought I knew what to expect when we started to play. I couldn’t have been more wrong. You see, I thought this game would be like Munchkin: Cthulhu, where you play humans that have the potential to turn into zombies. Boy, was I off-the-mark! In Munchkin: Zombies you play…a zombie! Immediately, I was struck by how disgusting and wrong the cards were. Class cards cover all the different zombie types from your favorite movies, books and world myths. There are Strong Zombies, Fast Zombies, Plague Zombies — even Atomic Zombies! There’s also also the chance you can pick up different types of zombie Mojo, too, which functions as a special ability.
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Posted on June 24, 2009 by Flames
The guide itself does a very nice job breaking up the different planes. It gives quick rundowns on all the species you would find there, some brief history as well as each plane wishes to see. It also gives a very good indication of the dangers of traveling to each plane. A traveler can get a good sense of how to understand the culture they find themselves in.
After an overview of all the planes it also gives a well rounded layout of planeswalkers that can be found on each plane. It includes their species, current residence, home, and magic specialties. There is only one plane that does not have a listed resident planeswalker and that is Grixis. It is very clearly stated that Grixis should be a place to travel to study only, and to not make your home their too long. Death and plague rule the land, so it makes sense nobody wishes to live amongst that.
Review by Crystal Mazur
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Posted on June 21, 2009 by Flames
Wizards of the Coast LLC today announced the October 6 release of its first-ever Magic: The Gathering graphic anthology, Path of the Planeswalker. This 192-page action-packed collection combines the entire Planeswalker web comic series, as well as a never-before-seen bonus comic for MSRP $19.95.
In this popular anthology, readers get adventures from all their favorite planeswalkers including battles between mind-mage Jace Beleren and the impulsive pyromancer Chandra Naalar. The mercurial necromancer Liliana Vess tangles with the savage Garruk Wildspeaker and readers learn more of the artificer Tezzeret’s past with the Seekers of Carmot.
Path of the Planewalker represents the high quality story-telling readers have come to expect from the world’s most popular trading card game, Magic: The Gathering. It features lavish illustrations by some of the industry’s best known artists such as Mark Texeira, Christopher Moeller, Jason Shawn Alexander, and Aleksi Briclot. For more information on Path of the Planeswalker and other Magic novels, visit www.wizards.com/magicnovels.
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Posted on February 12, 2009 by Billzilla
Since monsters of various types are pretty much White Wolf Publishing’s stock and trade, it makes sense that they would attempt to diversify their product line to include horror-themed board or card games. One of White Wolf’s offerings, Monster Mayhem, has each player taking on the role of a different classic monster, seeking out victims and devouring those parts of them each fiend finds most delectable.
Players begin by selecting one of the five monsters – Vampire, Werewolf, Mummy, Zombie or Poltergeist – and placing the token for that monster on its starting space. The board is a grid of hexagons, and the players flesh out the city by placing the notable location tiles, either randomly or according to one of several sample layouts provided. Each player then draws three victims from the Victim deck and places that card by their monster’s data card.
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