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Tower Siege

Tower Siege
From: Arcane Games
Reviewed by: Marc Shayed

With the collectable card game market as glutted as it is, the traditional card games are beginning to come back in force. Games like “Grave Robbers from Outer Space”, “Munchkin”, “Illuminati”, “Gother Than Thou” and “Lunch Money”, have been growing in popularity for a while now. Perhaps it’s the appeal of the one-time purchase (or limited purchases) or the stepping away from games that have at their core the concept of “the more you spend the more you will win”. Anyway you look at it Arcane Games takes a step in the right direction with their new game Tower Siege, an expandable (non-CCG) card game.

From the back of the box:
“Tower Siege is an exciting game of strategy, luck, and ruthlessness… Players control a powerful Mage and soon find themselves immersed in a struggle for survival. The Mages battle against one another with the aid of Minions, Items, Scrolls, and Relics. These cards offer the player many strategic options as well as the use of dice to determine the outcome of combat. Players try to keep their towers intact and their Mage alive. The last Mage standing wins the game!”

Choose a Mage, choose a Tower, buy ‘stuff’, hire “Minions”… and smack the ‘bee-gee-zus’ out of the other Mages. Here we have a great new game from Arcane Games. The concept is pretty simple, all of the players are Mages in their towers waging war on each other. The Mages each have a local “Market” (their deck of cards) to pull items, spells or servants from. Things or “Minions” purchased from the market are paid for by the gold the Mage’s mines produce. They also have powers that are fueled by “Powerstones” that can be purchased in the “Market”. These powers take the form of Spells, Scrolls or powers from Relics or Magic items. Even some “Minions” have abilities that cost power that is drained from the Mage’s Powerstones.

So, Tower Siege has the components of fantasy conflict, managing resources, monsters and nifty powers. Designed as a game that contains many of the game conventions of most CCGs and thus, may greatly appeal to that crowd. The design of the game (by Nick Scott) makes it fairly easy to learn for beginners (about ˝ hour) and very easy for veteran CCG players. The art (by Colin McCulloch) ranges from good to excellent. The use of bright colors and (with what I consider to be) a classic high fantasy style really adds to the feel and overall quality of the game.

What can be termed as the basic set or “beginner set”, Tower Siege contains 2 identical decks of cards, so that even if 1 person has the game, 2 people can play. The design of the game allows for multiple sets to be played together so the game can have 3, 4, 5, 6+ Mages. But be warned, adding more players will lengthen the game (which isn’t necessarily a bad thing). With the addition of the 3 expansion sets, a single player can customize their decks so that their Mage may have a deck with lots more Powerstones and fewer Minions. In any case, players should decide how many cards are to be used in each deck, so that the numbers are even. I managed to play a 3-person game using the basic set, and combining the 3 expansion packs. I picked out and divided some of the cards evenly and was able to make 3 72-card decks. This works well, but if you do this, you should allow a few extra hours to re-set your decks.

As to the game’s combat and ‘end-game’ scenario… The Mage and the Tower have “stats” for attacking and defense (as do the minions). Items, spells, scrolls, and relics can modify those “stats” and give them new defensive or offensive abilities. ‘Attacks’ and ‘defenses’ are rolled as a percentile (1-100) on 2 d10s. If a player roles under their modified ‘attack’ or ‘defense’ score then they were successful. Successful attacks either destroy minions, damage the Mage or the Tower. Once the Mage dies… he is out of the game. The last Mage standing (not necessarily his tower) wins the game.

From the back of the box:
“If you want “War games without the bored games” and “Campaigns without the commitment”, then Tower Siege is the game you’ve been looking for. Take home another copy for an epic 4 player game!”

Well perhaps a little bit of a stretch here, but I guess a certain amount of “bravado” is to be expected. Like with most games of this type… the games are only as boring or exciting as the players who play them. It’s the interaction between the players that makes them fun and exciting. However, Tower Siege does provide an excellent opportunity for good gaming and fun interactions.

Arcane Games has also produced 3 15-card expansion packs. All 3 are intended to give new options for the player’s ‘Market’. They are “Elemental Adversaries”, “Thaylen’s Rouges”, and “Fiendish Foes”. All 3 sets have new Minions, Relics, Items, Scrolls, Spells, and a few other ‘special’ cards that will help your Mage. With there being only 3 sets, and the low cost, these would be good options for players to pick up to enhance their arsenal.

So… what does Marc really think?
I think the game is fun. I sat down with a few different people and played. The general impression that I got was that people who like CCGs would warm up to this game pretty quickly. People who like games like “Illuminati”, “Lunch Money”, “Brawl”, or even “Munchkin” will find this game to be fun, and greatly enjoyable once learn the rules and play once or twice. The price of $20.00 (US) is a good value considering that it is a complete game and no other purchase is required (unless to add more players).

Recently I received and email from Nick Scott (the game designer) concerning some rules updates and options that are being posted on their website. I hadn’t had the opportunity to play test the updates before witting this review. I, however, do not know if the update was really needed. The game is fun and plays fine as it is.

The long and short of it is this… If you want to try a cool new fantasy card game, that lets you wield magical powers, command an army of minions and smite your friends all in the same stroke, and still only buying 1 game set… then Tower Siege fits the bill.

Above all I suggest you judge for yourselves. Check out Arcane Games and Tower Siege at their website http://www.arcanegames.com… And of course at all of your local game stores!

Tower Siege
From: Arcane Games
Type of game: Expandable Card Game
Game design by: Nick Scott
Art by: Colin McCulloch
Game Components: 1 box, 1rules sheet, 2 (86-card) game deck
Game Components not included: dice (10-sided), and counters/tokens (a few per player)
Retail Price: $ 20.00 (US)
Retail Price: $ 32.00 (Can)
Players: 2+ (As sold 2 player set, but multiple sets can be played together)
Ages: 13+
Play Time: variable (figure 30-45mins/per player)
Item Number: ACG1000
IBSN: 09716465-0-3
Expansions: 3 (15-card) Expansion packs $3.75 (US) / $6.00 (Can)
* “Elemental Adversaries” (ACG1002)
* “Thaylen’s Rouges” (ACG1003)
* “Fiendish Foes” (ACG1004)
Email: arcanegames@hotmail.com

Reviewed by: Marc Shayed
Review Editor
GamingReport.com

Added: August 15th 2002
Reviewer: Marc Shayed
Score:
Related Link: Arcane Games
Hits: 9032
Language: eng

  

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Tower Siege
Posted by Anonymous on 2003-09-25 07:36:34
My score:



The whole point of the game is to stomp your opponent''s Mage. The question is, what is the best way to accomplish this?

The Marketplace, your hand, is first place to begin. You want to keep it moving; that is you want to be drawing lots of cards every turn. I try to discard a card every turn. I know that this can be painful, but it really is in your best interest. The more cards you draw the better the chance that you will draw what you need.

Use your Minions wisely. You want to get as many chances at your opponents tower as you can, as cheaply as you can. Don''t spend power on Directed Attacks if using your Siege Turtle first will tie up your opponents Skeleton – letting the rest of your minions waltz up and beat on the tower. You want quality attacks (Siege Turtle vs Tower) when you can get them, but more attacks mean more chances to take your opponent''s tower down.

Spread your attacks around, a Mage without a tower can still be protected by his minions. A Mage without a tower and without Minions is your victory waiting to happen. Take out your opponent''s key Minions before you go for his tower. Directed and Targeted Attacks let you, the attacker, choose your targets so pick of key Minions and cripple your opponent.

Scrolls are really useful and give you more powerful or cost effective options, compared to your Spells. Spells are great to use if you have the power to spare. Powerbolts can take down a tower. Shatter is quite effective at crippling your opponent by taking away key Relics and Items. Shield is great if your Mage is out of the tower or your Dragon needs a little more protection.

Creatures are the cornerstone of your army and they come in several flavors Minions, Elementals, and Rogues. You have some sub groupings of minions, Undead and Mounts, and we should not forget the Fiend from Dremour''s Cauldron. The real question is how to use them to defeat your opponent.

Make your attacks count. Always keep in mind the numerical strength of your army versus your opponent''s.

If you outnumber your opponent then you are going to get to hit his tower. Force your opponent to make tough choices. Attacking with your Siege Turtle first forces your opponent to block (knowing that your Hill Giant will get through) or take it on the tower (which is great because that is what Siege Turtle''s do best). I often use my heavy hitters first, which are blocked by my opponent, to get multiple wimps through. Consider using your directed and targeted attacks. Using them to kill enemy creatures translates into fewer obstacles between your creatures and that pesky tower. Which, means that you get more attacks on the tower?

If your opponent outnumbers you save your melee attacks. In such a situation, if you use a melee attack, all you are doing is giving your opponent a chance to kill your creature on a Riposte. A successful Riposte by your opponent will take away one of your blockers. This is a great time to use directed and targeted attacks. Directed attacks can only be blocked by creatures with the same ability, so most directed attacks end up where you send them. Targeted attacks always end up where you send them. Using these attacks you can even up the odds. When outnumbered I use my directed and targeted attacks on the weakest creatures that my opponent has, this gives me the best chance of eliminating opponent creatures and evening the odds.

Special abilities are bonuses that your minions give you, or can give you for a price (usually their attack). Always review using them carefully. It is not worth it to give up an attack to use a special ability that you did not need to use.

Let us pretend that you have an Alchemist and 9 gold. You have already purchased everything you can from your hand (Marketplace), you have already paid for all of your directed attacks, and you have already set aside all of your power for spells. Bottom line, you cannot spend that 9 gold, but you realize that this is a power reserve for a Shield spell. If you use the Alchemist your 9 gold converts to 4 power; if you don''t then the 9 gold converts to 3 power. Since you only need 3 power to cast Shield, it would be a waste to use your Alchemist for 2:1 alchemy. By not using the Alchemists special ability, you get to attack with him and give him +20PL to boot!

Items and Relics are perhaps the most challenging Tower Siege cards to use. After all they offer you a plethora of options and possibilities. Their fundamental power to enhance Minions and your Mage, makes them capable of really enhancing your army.

Minions and Mages can only carry a limited number of items, which makes their placement very important. Items give your minions and your mage additional abilities or bonuses to existing abilities. Stack bonuses whenever you can; why settle for a mediocre ability when you can have a truly violent one?

The obvious example for your Mage, from the starter deck, is the Ring of Spell Casting (+10 SS). You go from SS 20 Power Bolts to SS 30 Power Bolts and your Shatter jumps from SS 20/15 to SS 30/25. An SS 25 chance to Shatter a Relic is a very serious threat; your opponent will be sweating bullets.

Examples for Minions abound, to list a few try a Skeleton and a Short Bow (now you have a Bowman that cannot be killed). How about the Hero and a Sword and the Ring of Strength? Now your Hero is AL 55 and DL 50 (against Dragons AL 65 and DL 60); not good enough you say, add on two armor items and your Hero is tougher than a Dragon!

The Battle Steed is a different flavor of Item because it grants the bearer a Directed Attack. Did I mention that once you pay for it and bring it into play you have no additional costs to use it (unlike the Shadow Gate Relic)? The Wand of Fire grants the bearer a Targeted Attack, which is better than the melee attacks of many of your minions. How about our Hero with the Sword, Ring, and the Battle Steed? Not only is he hitting like a Siege Turtle, but he is calling his shots!

Relics enhance your army as a whole and their powers vary a lot. The thing to consider when choosing Relics is how will this specific Relic help my current situation. The Obelisk is an super Relic bar none, but if you cannot get your Siege Turtle pounding on his Tower, you probably should bring out the Shadow Gate (grants a single minion per turn a Directed Attack). Never under estimate Relics. Items are governed by the rules for Carrying Items, not everyone can use every Item. Relics work for everyone.

Choose your items and relics wisely and you will see your opponent''s Tower razed and his Mage broken and whimpering at your feet. Siege on!






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