Welcome to Endless Bag of Dice

Endless Bag of Dice is a blog devoted to pen and paper roleplaying games, board games, useful resources, tips and tricks and of course session logs on weekly basis. I sincerely hope that the blog can provide a sustainable platform also for you to share your thoughts and opinions about the related topics. Enjoy your stay and take a look around.

Days of Wonder's Small World (designed by Philippe Keyaerts) is a two to five players game based on the older game Vinci. In both games players take control of a civilization and spread across the landscape which varies from lakes to mountains. Small World is a fantasy themed game unlike its predecessor. Players take the roles of Giants, Trolls, Humans, Orcs to conquer regions and to survive until it is time when their civilization eventually passes. This means you'll be most likely using more than one race before the game ends. In short, like the game title says it, you'll fight for the control of a fantasy based terrain that is just too small for everyone.

The visuals of the game are fantastic and looks great. Days of Wonder has really hit the spot with the quality of the included material. Although not all will enjoy the somewhat humorous fantasy theme, I just cannot hate a game where elves are just so... gay. All in all, when I look at the board, the images, the useful detachable boxes etc. it makes me smile and I know that Days of Wonder has at least done something right.

The game usually takes 50 to 90 minutes and during that time, players will go through about 2-5 races, depending on the choices and strategies you use. You enter the board through the border regions, conquer territories and gain victory points for each territory you occupy. Sooner or later you have stretched or taken casualties with your race that you'll put it in decline and get prepared for a new race. Knowing when the golden age of your race has gone, is one of the ticks of the game.

You'll start the game with 5 victory coins and you have six race/power combos available to choose from. The races are in a column and the first race is always cheaper than the ones further in the column. Every time you choose a race, you pay one victory coin until you reach your chosen race. This way, the other races also become more interesting to others to take. When a race is chosen, one additional race enters the scene thus there are always six available. Once you have chosen your race, you'll get race tokens according to the numbers according the race/power combo you have chosen. After that, you'll enter the world.

You have four different maps in the box. The map size varies according the number of players you have. This way, the world stays small and the game still has appeal even with two players. The map is set up with some lost tribes tokens which are neutral race tokens in several predetermined regions. Normally when you conquer empty regions, it'll cost you two race tokens, but if you conquer what that is already occupied i.e. with lost tribe token, it costs additional race token. Thus the difficulty of conquering the regions increases according to tokens already on the board.

Once you have conquered your regions, you can rearrange your tokens to prepare your defenses against another players. When you have done that, you'll end your turn and gain victory points according to regions you occupy. When your turn comes again, you’ll take as much tokens you want into your hand and keep conquering. This goes on, until your race has grown thin, or you think you would benefit more from another race and thus want to start with a new race. When you have decided, you'll put your race to decline; leave one race token to the regions that are yours and when the next turn comes, you can choose a new race just like in the beginning. The races put to decline are no longer playable.

There are fixed amount of turns according to the number of players and during the games you gather victory points as much as you can, and the player with most points wins.

One could think that the game is the same every time you play it, but there is little more to that. Every race has a special ability which affects the game in some manner. i.e there might be a lot bigger number race token one race has than another or with certain race it is easier to conquer certain regions. If the race tokens aren't enough, there are also the power tokens which together form the race combo, which you're using while playing.

All in all Small World is a nice way to spend a hour or two. The theme is funny (though it will not appeal all) the design is very good and the game is kept rather simple. Since there are lot of race/power combinations, it seems a bit confusing at first, but like with many games, the second time is already way better. The game scales well and every game is a new experience. If you like good games, try Small World. 4/5

PRO's

  • New experience every time
  • Strategic thinking
  • Visuals and quality

CON's
  • I have too big fingers for small tokens

This is the 100th post here at Endless Bag of Dice and the first session log of our new Dragon Age: The Shield of Ferelden campaign. I don't know was it bad karma or something like that, but the session had some unexpected turns of events. Since this is the first session log of Dragon Age, I will include a Cast of Characters to the end of the post:

In the Frostback Mountains, there had been numerous reports of the Avvar tribes raiding more arrogantly the farms and outskirt villages near the The Shield. The early months had been the coldest in many years and have forced the village's hunting parties to scout food from a wider area. Village of Cantagan was not an exception, but they were lucky enough to have the help of our PC's

It was a cold winter morning. The sun was shining, but it didn't help at all. Clear skies meant cold nights so there was nothing to cheer about. In addition the group was hungry, since it they hadn't eaten for a long time. That was the reason they were there, at the hunting trails of village Cantagan, searching for food. Once they were ready to continue, Jorn Saavorwel, the group's leader, took control of the scene and soon they were heading north following the tracks of a reindeer. The tracks weren't fresh, but due the skills of Jorn, they were steadily gaining on the animal.

The weather was a poor friend at Frostbacks and it took its toll on Lintarn who didn't have enough warm clothes for the hunt. In the freezing cold they continued, until they saw strange marks depending from the trees; deer skulls, white feathers and sticks. They had arrived to the territory of the Avvar tribes. It didn't take long until they saw a small wisp of smoke in the distance. Lintarn snuck closer and was not prepared to the sight she saw.

There was blood everywhere in the snow. One of the barbarians lay dead with his face towards the ground. He was partially eaten, now covered in small red curtain of snow as the snowflakes were slowly falling from the sky. There was another body in the tent, mutilated badly and it was almost hard to tell was the gob of meat ever human or something else entirely.

The hunger makes people to do desperate things - even when there was fresh tracks of reindeer at sight - and Isik and Lintarn allowed themselves to eat the flesh of the poor bodies. Larridan was horrified, Jorn too stunned to say anything and Awallen disgusted by this act. The words of Larridan went to deaf ears as the hunger had already taken control of Isik and Larridan. It was almost that the act was considered normal according the steadiness and calmness of their deeds.

After that they resumed to tracking and soon Jorn found the animal. As the animal sprung to escape its attacker, a pack of big, dark brown figures rushed to the animal. They looked unnatural, like wolves, but not quite. They were bigger, meaner and way fiercer. As the creatures learned that Jorn was standing there in amazement, they attacked without hesitation. A fight followed. Two of the creatures attacked Isik, one ran straight to Jorn and the last of them attacked the dalish elf Awallen.

The fight was bloody and Larridan had to put extra effort to his healing spells to keep his companions standing. Few moments later, the creatures lay dead on the ground and Isik took one of their heads as a trophy to himself. Awallen settled for the teeth. What surprised the group was the nature of the creatures. The creatures were something that they had never seen. Could it be, that the blight - the sin, stemming from men itself - was returning to the world once again. The circling falcon above the group got the attention of the group. It was time to return to the village, and fast.

When the night came, Lintarn was complaining the weather once again. It was too cold and she was the only one who didn't have a tent. Awallen was kind enough to let her in. When Isik came to woke up Lintarn, since it was her time for stand watch, Awallen was not too happy to see Isik trying to take Lintarns place next to her. Awallen's fists made that clear. The next morning, events too a more dangerous turn. Lintarn and Isik demanded to eat parts of the deer flesh, but Larridan disagreed. The village was not long away and there was dozen of hungry mouths to be fed. Larridan suggested that the deer was to be taken to the village and they would all get their share of the meat. This however was not ok to Lintarn and he approached the carcass. Larridan gave a warning strike with his staff to stop Lintarn taking the meat. Isik reacted to Larridan and attacked him with fierce strike to the head. Stupified and suprised the attack, Lintarn cast a spell to defend himself. Isik, now enraged to witness spellcasting, drew his steel with the murderous intent. Jorn and Awallen tried their best to prevent the events from happening, but Larridan had to flee and there was nothing they could do. "You'd better run!" Isik yelled as the apostate ran. They took their meat, ate it and continued towards Cantagan.

Larridan however, had arrived first and there was not a warm welcome to Isik and Lintarn. Larridan had gone to the Chantry and explained what he had seen about the flesh eating: Act that is considered to be connected to blood magic and demon worship. As the villagers expressed that these two were no longer welcome to the village and they were to take the meat, Isik was enraged and accused Larridan of witchcraft and sorcery. Larridan however had a reputation of a healer and his actions proved him valuable, so the words of the Fereldan freeman were not taken heavily. Enraged by the course of events, Isik threathened to kill everyone who was even considering to take the meat and thus he took it to himself and Lintarn. They left while Jorn, Larridan and Awallen stayed at Cantagan. Jorn did what he could in favor of Isik and Lintarn to be able to return, but since there was no sign of remorse or efforts from themselves, the village elder Mavervo had his decision.

Not wanting to involve, Awallen went straight to the inn and started heavy drinking. She was soon joined by Larridan who was sorry for the whole thing. It was morning when they both found themselves passed out with formidable amount of empty bottles around them. As you can guess, the feeling was not the best. Mavervo, Jorn and few other respected figures in the village however had been involved in a council concerning the creatures Jorn and others encountered and dire news they had got from the village of Verrano. The Avvar had ransacked Verrano and it was a matter of time when it was time for Cantagan. It was decided that someone should head straight towards The Shield and ask for the help and tell them about the creatures. Jorn, of course, accepted the mission and soon Awallen and Larridan agreed.

Meanwhile Isik and Lintarn were suffering from the cold weather and problems with harassing wolves. The smell of blood was too much for other creatures as well. They were hungry, it seemed that the whole Frostbacks was starving. While Jorn, Awallen and Larridan were sleeping steadily at Cantagan, Isik's and Lintarn's good night sleep was interrupted by big black bear, hungry for the meat they had in their camp. When Isik saw what was happening, he instantly charged against the huge, formidable and dangerous animal. No one could blame that Isik did not have courage, but it was not enough. The bear destroyed the warrior, but the cost had been great. Lintarn was considered lucky since the animal was gravely wounded and she managed to finish the creature. So she stood there, stupefied and freezing. Not knowing what should she do now...

One day later the three of them found Lintarn wandering towards Cantagan. She explained what had happened after their ways had parted. Jorn explained where they were going and Lintarn joined their cause. They burned Isik at the slopes of Frostbacks and stood silent. "Back to the mud..." Larridan said as he thought the journey what was just beginning. "This is just the beginning".

I enjoyed the system. The stunt-system especially is to my liking, since it brings visuality and selection to combat maneuvers. The combat is handled quite quickly while there are some things that would require some clarification. Few quick house-rules fixed these issues. All in all, Dragon Age Role-playing game hits the spot!! I'm very anxious to continue this campaign.

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The Cast of Characters:

Jorn Saavorwel: A noble from Denerim. Jorn is on a journey to prove himself - and his father - his worth. Jorn's father is a notable bann in Denerim.

Awallen (Fenwyn): A cast out Dalish elf woman with bad temper. She is travelling to learn some self-discipline.

Larridan Alawei: Apostate elven healer learned with the arts of magic. Larridan wants to be acknowledged and wants to work real hard in order to achieve it. The fact he race is what it is, makes it difficult.

Isik: Isik was a thick-headed Fereldan freeman. He used to live in Denerim for years working as a small thug and scoundrel. A black bear ended his journey at Frostbacks.

Lintarn: Lintarn has lived a tough life in Denerim, suffering from racism and the fact of being a woman. After a mysterious incident, she was forced to fled the city and has been travelling ever since.

Mavervo: The head of the village Cantagan. Middle-aged man with already grey beard and big gut.

Since the release of Dragon Age: Origins, I've been a huge fan of the world of Thedas. Last Sunday, our 4th edition Forgotten Realms campaign: The Merchant's Domain ended which means there is a gap to be filled. To fill that gap, Green Ronin Publishing has released Dragon Age Roleplaying Game. Right now, I don't see any better opportunity to give this a try, so next Sunday we will begin something titled: Dragon Age: The Shield of Ferelden Campaign.

To deliver a good campaign, we sat down together with my players and thought what do we really want from this campaign. The results were clear: Some crawling in shit, slowly ascending to results and fighting with some darkspawn. In other words, the Blight was a clear choice for the theme. So without further ado, here is the introduction to our campaign:

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Those who had sought to claim Heaven by violence destroyed it.
What was
Golden and pure turned black.
Those who had once been mage-lords,

The brightest of their age,
Were no longer men, but monsters.

--Threnodies 12:1.

Sin was the midwife that ushered the darkspawn into this world. The magisters fell from the Golden City, and their fate encompassed all our world's. For they were not alone: No one knows where the darkspawn come from. A dark mockery of men, in the darkest places they thrive, growing in numbers as a plague of locusts will. In raids, they will often take captives, dragging their victims alive into the Deep Roads, but most evidence suggests that these are eaten. Like spiders, it seems darkspawn prefer their food still breathing. Perhaps they are simply spawned by the darkness. Certainly, we know that evil has no trouble perpetuating itself.

The last Blight was in the Age of Dragon, striking hard against Ferelden, spreading like venom across all Thedas. After the blight was over, the young King Alistair assigned all resources to the rebuilding of Ferelden and to the protection of his nation; He constructed a vast wall against the threat of Avvar and Orlais in the West which later became known as The Shield. But history has shown that nothing lasts in the mountains. Wind and rain eventually eat away the strongest holds and Avvars never stop moving; Lowlanders often forget that there is no such thing as a permanent peace in the Frostbacks. Avvars still follow their own gods: Korth the Mountain-Father, Hakkon Wintersbreath, The Lady of the Skies, as well as dozens of animal gods never named to outsiders

Now, over hundred years later, the darkspawn are becoming fast no more than the stuff of legends once again. In the Frostback mountains, there has been numerous reports of the Avvar tribes raiding more arrogantly the farms and outskirt villages near the wall. The Grey Wardens, now working in cooperation with the grandson of King Alistair; King Sarilan, constantly seek out new recruits worthy of joining their ranks.

[EDIT 14.1.2010] While the Avvar tribes are moving restlessly, the brave folk of village Cantagan at the shadow of Frostbacks are struggling to survive in the harsh conditions of the region. Winter has struck hard: The early months have been the coldest in many years and has forced the village's hunting parties to scout food from a wider area. Tonight however, the night seems to be too cold to bear...

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For my players: I have already created my character and I wish to receive yours as soon as possible. I created elven apostate male named Larridan. So spellcasting and maybe some healing has already been covered. Make effort to e-mail me your characters before Saturday so I can take a look at your character goals and ties.

[EDIT 15.1.2010]
Kalmisto: Dalish Elf Warrior
Walter: Human, Fereldan Freeman Fighter
The Mac: City Elf Rogue
MkaY: Elven Apostate Mage
Arska: Human, Fereldan Freeman Rogue

Ties and relations and other shit. Very quick summary: [Walter] and [The Mac] were originally both from Denerim so they do know each other vaguely. Something happened in Denerim (INSERT STORY HERE) thus [Walter] and [The Mac] left or were forced to leave the city. By accident, they met on the outskirts of the city. [The Mac] had previously heard a tip that [Kalmisto] was seen just outside the city so he sought out him out in hopes to someday join the Dalish. [Kalmisto] however was not ready to return back to the Dalish for the moment so [Walter], [The Mac] and [Kalmisto] decided that it would be safe to travel together for the time being. Together they travelled long and far until the winter struck hard.

They sought shelter from the village of Cantagan where they met [Arska] also surprisingly from Denerim, stuck at the village since the snow has blocked the mountain paths and [MkaY] who had arrived to the village one month earlier to offer his services as a healer. Since that they've been stuck in the village because of the weather and worked together only to survive. The cold winter has now turned out to be almost unbearable and people do need to eat...

It was well known to me, that the campaign was slowly drawing to an end, but the fact that it came in today's session surprised me. Let's go through what happened and then I will say few words about the campaign in general.

The session began with a glimpse of what was happening elsewhere. One unit of Amn's military forces rode steadily towards the village of Greenhay with the intentions to get rid of - once and for all - about the guerilla attacks that had been occurring against Amn recently. The village of Greenhay was supposed been supplying the rebels thus Lieutenant Ferlan and his men (played by the players) rode and eventually arrived to the village.

The players quickly adopted to their new roles and quite mercilessly found out that the rumors were true. The smith of the village had been creating and delivering arms to the rebels. Soon, one smithy burning, the troops pursued the smith who fled quickly after the soldiers arrived. It didn't take long to arrive to the rebels hideout. A fight emerged... The head of the rebels was a big dragonborn with the symbol of Tempus with him and he almost singlehandedly took care about the attacking soldiers. When lieutenant Feral got the fatal wound the last thing he saw was how two of his soldiers transforming to werewolves and finishing the big dragonborn and the remains of his unit...

Back in the Tiger Palace, our heroes woke up among the doorstep of Prince Kamril's tomb. The one who had been punished even in death to suffer the most foulest of curses; the Hom-dai. It took a long while to determine how they would deal with the tomb guardian, but eventually Gildin just took his place in front of the guardian, and the guardian asked him something. The problem was, that Gildin didn't understand a word it said. Luckily Dabbil translated and together they answered the riddle the guardian asked: The answer was time.

When the doors to the chamber opened they found out the actual place was full wondrous things; all related to time and sky. Surely everything was quite different they expected to see. Prince Lauredeas ran Kamril was a ancient man, but still held an aura of power. The heroes released the prince in promise of treasures and ability to bend time to their benefit.

But when it came to actually change time and possibly unmake everything the heroes had done, the heroes were not ready after all.

So they pursued another route and searched the bastion of knowledge from Deneir's monastery. The building was an old, ivy-veiled stone structure strongly reflecting a fortress. The huge building was more than 400 feet across and 200 feet deep. It consisted of four above-ground levels and was suspected to have an unknown expand of storage tunnels and catacombs beneath. The first floor contained the library proper with unnumbered collections of mostly unique and ancient books, parchments and artifacts. The second floor contains smaller study chambers and guest rooms for visiting scholars. From there they sought knowledge and eventually took great interest in the legend of Jintran the Warrior. The man who slayed the elder black dragon Cagoprhas and gave the wealth to the Calimshanian leaders. The plan was clear: Make sure the evil dragon dies, and while Jintran went to tell the leaders about his deeds, loot the lair.

Which was almost exactly what happened and soon the heroes were incredibly rich and the players were given the opportunity to told what happened later in the characters life...

Ok, now you see what went differently than the dungeon master expected. The DM thought that the heroes will use the opportunity to bend time, to the benefit of the Amn and make sure that werewolves never execute their wicked plan. Since that did not happen, the characters became incredibly rich and thus the players avoided the final confrontation which was planned :) Since the campaign ended, every player told what happened later...

Shivra hid most of her wealth in various places and followed Dabbil and Gildin in their journeys. Dabbil gave money to the people who had suffered and forced to seek a refuge after that black day in Amn (He also kept a mentionable amount to himself). Gildin and Dabbil together used a lot of wealth of recruiting a mercenary army to help the rebels and eventually the war against the lycanthropes and Amn was victorious and all the lycanthropes were all killed. After that, they set on a journey once again; to find Prince Laeredas ran Kamril, and to return Gildin back to his own time.

It wasn't the ending that I had first thought, but it was an ending still. The campaign was pleasant to play, although I have to admit that it was not so consistent that I had first hoped for, but still! The hours spent on the campaign were pleasant and fun. We still continue to have role-playing games every Sunday, but now it is time for a new campaign. A Dragon Age campaign which takes place somewhere in the world of Thedas, in the verge of new Blight... But that requires another post!!!

Dominion Review

Posted by MkaY 2 comments

Holidays come and go and while pen and paper role-playing games are somewhat harder to arrange quickly, board games can be picked when the opportunity raises. This has recently given me opportunities to play some Dominion from Rio Grande Games. The game is ranked 6th at BoardgameGeeks with 10696 votes and after you have read this review, you know why I think it has earned its place there. The box looks nice, it feels sturdy and has all it needs to be an excellent board game, but is it a board game or something else?

Dominion is a game of developing your feudal provinces by building a deck of cards. You can expand your kingdom by drafting the best cards for your deck out of a selection of 17 cards until you have the biggest lands. The biggest lands here mean the highest point value. Other families like your friends, no doubt try to do the same. In each Dominion game there are ten Kingdom card-piles chosen from a set of 25 plus there are seven card types that are always the same which consists from Victory, Treasure and Curse cards

The game begins each player with an identical deck of cards. Few estate cards which account for victory points and seven copper coin cards. Then the deck is shuffled and takes a hand of five cards. This happens at the start of every turn so you’ll always have hand of five in the beginning of your turn. If you run out of cards – and you will – you shuffle your discard pile and now you have a new pile to draw. 17 stacks of cards are at the table where players can buy cards to make their own decks.


The game is incredibly easy to learn since the main purpose is kept simple: The sole purpose of the game is to build the biggest kingdom, in this case, gather most estate cards which give you victory points.

In every turn, there are three phases: (1) Play an action. You may have bought action card which allows you to do various things. (2) Buy one card. You can buy Kingdom cards, Treasure cards of Victory cards to build your deck. Kingdom cards give you possibility to do actions such as have extra coins to in your buying stage etc. Cards you have bought go to your discard pile. The last stage is (3) Clean up your play area so you’ll put what is left in your hand to your discard pile and draw five new for the next turn.

Buying victory cards seems like a natural choice that you would go for, but there is a catch. Victory cards are worthless while they are in your hand. While in play, you cannot do anything with that so it will be just a dead load while Treasure cards allow you to buy more cards and Kingdom cards allow you perform actions. If you have hand of five Victory cards, your turn is completely wasted since you cannot do anything during your turn. That is the reason Kingdom cards are the true essence of this game. By buying Kingdom cards you can manipulate your deck so that when you think that the time is right, you can set your goal to buy those Victory cards. And with a 10 different Kingdom Cards-piles during each Dominion game, this really gets exiting with every player trying to do their best.

The game ends when three deck-piles on the table are empty so because of this, each player has the possibility to affect when the game is going to end. If you have a feeling that your friend has bought few more of those victory cards than you, you better continue the game and do your best. But when the game eventually ends, you add up the points in your created deck and the highest amount of points wins. Yes and it is simple as that, the entire game.

Once you have quickly figured what is going on, the game goes really fast and you’ll notice that you are suggesting already another round. Considering that there 25 Kingdom card decks and 10 of them are in each game, you have a lot of variety in your games. This gives you many approaches to the game and interest to play great many games. Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. Dominion is fun and fast. You can include about two games in an hour easily. The rules are clear and the actual game is simple and the final outcome with various cards and subtle strategies are just.. juicy!! After few games, I'm now ready to buy the expansion. 4/5

PROs

  • Fast to learn
  • Simple mechanic
  • Light
  • Strategic thinking

CONs
  • (Repetetive)