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This is a gem of a game. A wide variety of early war planes, matched one-on-one in air combat. The game system is based on a system of ratings for speed, agility, performance and damage limits. The action is determined by the draw of varying number of regular playing cards. Fast planes get more cards, hence, more choices each turn. Playing a card determines your altitude, and range from your opponent. a plane with a higher altitude, and a positive range number can fire at the other plane. The game works well with two players, or solo.
While the basic mechanics seem simple and abstract, the game play can be very subtle, and good planning is vital. There are ways to 'stay out of range', and ways to 'break a tailing attempt' and ways to 'disengage'. Some times they don't work, though, and you are in deep trouble. Learning to use your planes inate abilities takes about a half dozen games. consider them 'ground school and basic'. After that, ...
Rating: [5 of 5 Stars!] |
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I dare say, the best Cthulhu-based game since Call of Cthulhu and the Fantasy Flight line. The material is thoroughly researched and presented very well. Eight investigators to choose from, and you'll probably need all of them as the game does not hold your hand.
Repeat: There is no hand-holding in this game. You will lose, and lose terribly, until you learn how to win.
It's not a theme park game designed to let you breeze through encounters to ensure you see all the beautiful things they put into it. It doesn't give you a 'been there, done that' t-shirt for showing up.
It is very old school, as are all the 4AD books, in that they are meant to be challenging.
If you want a game you can play so you can say you did, roll a die. If it's a six, you won! Congratulations. Here's your shirt.
If you want a game that will challenge you and keep you on your toes, 4AtGOO is one to beat....
Rating: [5 of 5 Stars!] |
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