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Since its formation in 1968, Tower of Power has forged a reputation as a crack band of high achieving musicians fluent in all realms of soul, rock, and pop with a sophistication and punch like that of a Jazz big band.
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Welcome Mister Polker Face as lot number 78 in the Iowa Quarter Hors. How to be poker face.
- When time begins, the group will have 10 minutes to build the tallest tower possible. Give students a 5 minute, 2 minute and 1 minute warning. When time is up, nobody is allowed to touch the tower. While debriefing, have someone go around and measure the towers, keeping track of how tall each one is.
- Tower of Power itself is pretty simple to do, and only requires you to slay some level 42 Giant Readers and Giant Loggers. The Giants themselves are pretty typical enemies and are weaker versions of the ones that spawn just to the Northeast.
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- All patrons, regardless of age must have a ticket for all events
- All performances, dates, times and prices are subject to change without notice.
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Tower Of Power Rugby Games
(JohnBandettini)
Ohh that tickles
It's a game for 1 to 4 players with a play time of 45 to 90 minutes depending on the number of players. First game will probably take longer, but once you get to know the game that is probably about right.
The game was originally published in Russia a couple of years ago. The English language version published by Z–Man games will be available soon. This review is based on a preview copy supplied to me by Hobbyworld. Some of the components in the finished copies will be a significant upgrade from the components in this version. Where applicable I will point out the differences.
The game itself is a Fantasy themed tower defence game. Here is how the game describes itself.
The castle is under siege! Legions of monsters surround the ancient walls ready to smash the gates open. Giants trample the crops, fire riders burn villages while an ice dragon terrifies citizens from his new nest on the citadel tower. And only a handful of heroes stand between the enemies and their triumph.
The box is what I call typical Days of Wonder size, similar to the Ticket to Ride games. It has a Dragon on the cover, attacking a castle. It sums up pretty well what the game is about, letting you know instantly that you are in a fantasy setting and theme.
So what is in the box?
No surprise that it has a rule book. Though the way games are heading we may reach a stage, where like most video games you don’t actually get a rule book in the box as it is all online. I hope it’s not soon.
The rule book is pretty good, it has a lot of illustrations and examples. We did not have any questions during play that could not be resolved from the rule book and after the first play rarely had to look anything up. The rule book includes suggestions for your first game and a number of scenarios to vary how the full game plays.
This is the main board. In the published version, it will be a jigsaw style which fits together a bit tighter. This version just pushes together, and can move around a little if you are not careful. In the middle of the board is the Citadel. All of the players start the game here. If you have Dragons in the game, they can land here. (This is not good)
Around the Citadel are six districts. Each district has 3 sources, 1 tower, 2 foundations and 1 square. The sources are the coloured globes near the citadel in each district. There are three of them in each district. These are the players main source of mana. You need mana to defeat the various enemies attacking the castle. To gain mana, you place a mana piece of any colour on the mana source and take three mana tokens matching the colour of the globe.
The towers are on the inner wall next to the citadel. There is one tower per district. If a player places a mana on there, they get to take all the mana tokens on the sources in that district. It’s not that easy to see the foundations and squares in this photo. There are a couple of areas that specific cards can be played. The foundations are areas the players can play cards to gain a benefit in the district, they cover up the buildings near the outer wall. The square is where some of the attacking enemies can land. They cover up the sources and while they are present in a district, mana cannot be collected in this district.
Finally if a player is in the Citadel, they can as an action take all the mana currently on the towers.
The enemy cards go around the outside of the main board and players can usually only fight creatures that are adjacent to their current district. Each player turn a new enemy is drawn from the deck and placed on the next available space on the walls. If there are no available spaces, the players lose the game.
These are the player characters and the enemy camp. In the retail game the player characters will be minis rather than standees. I have only played the game four player, but I don’t think it will be that different with less players.
Each character comes with their own player aid card. The only difference between them is the image of the character. They are pretty good though, going through the turn order. Giving details of spells players can acquire, the abilities of enemies and the artefacts and structures the players can acquire during the game.
Here is a selection of the enemies you will be facing during the game. There are a lot more of them than you need for a single game, giving a good amount of variety. They also come in three levels of difficulty, so you can adjust the level of challenge by changing the mixture of enemies you face.
In the top left corner of each card is the amount and colour of mana you need to defeat the card. The rainbow colour enemy you can see, means it needs one of each of the different mana (or two of each for the Leviathan) to defeat it. Next to that is the name of the enemy with its image below. Under the image is a grey band which will have one, two or no icons on it. This is the ability of the units which trigger when the card is played. All the cards I choose for an example are pretty high level, there are some easier enemies.
Finally at the bottom of the card are spells. These are not spells the enemies use, rather they are rewards the players gain when they defeat an enemy. The spells are all one off abilities and can be used when applicable. There is quite a large range of spells. Some examples that you can see include lightning, which you can see on three of the cards. This just allows you to add the amount of lightning to an attack, meaning you need less mana. The arrow spell allows you to attack any enemy in any location, you are usually only allowed to attack enemies attached to the district you currently occupy.
The inquisitor card has as you can see a different orientation. The inquisitor is placed sideways by the wall. The enemies either side of him are undefeatable, you need to deal with the inquisitor first.
There are five types of Ritual Cards. Players always have two ritual cards. When they use one they draw two and keep one. After you defeat an enemy if you have a ritual card of a matching colour, you can play it in the district that you defeated the enemy. How it works depends on the type of Ritual.
The cards pictured above show the Artifacts. There are two different types of artifacts. Each artefact you own can be used once per turn.
The collector allows a player to take a cube of any colour from another player. (As it’s a co-op game, try to agree it with them).
The transducer allows you to discard a mana token and take one of any colour from the supply. As more often than you would like you often find yourself in a position where the colour mana you want is not easy to get, these can be very powerful cards.
The other ritual cards are Structures. There are three different types of structures. Each district of the board can contain up to two structures.
The Source kind of does what it says, adds another source to the district. So the district has more available mana
The Obelisk allows players to take an extra mana when they take one from a source of the same colour in the same district. (So make sure you play them only in districts where there is a match)
Finally, the mana tokens. In the version I have they are cubes, the final version will have much nicer looking tokens.
So what do I think of the game?
It’s hard to rate the components as the finished retail version will be quite different. Certainly the copy I have is playable and if it was released as such I might not think they were great, but certainly not that bad.
The cards have nice artwork. The board is functional and the colour choices are easy to tell apart. The cubes are like cubes from many other games. I have only seen photos of the mana tokens but I think they will make a big difference to the feel of the game.
I must admit, tower defence is not a particularly favourite game type of mine, so it’s a tribute to the game that I found it enjoyable and engaging even if it’s not one I will play that much. The game plays pretty smoothly, the escalating ways you need to use to both collect mana and make more mana available are interesting.
One thing we learnt in the very first game is, never leave yourself with zero mana. Two of us did it at the same time, and it pretty much cost us the game.
The other key point is that the spells can be used to create some great combos. This was something we did not quite realize in our first game (a loss) but became very clear in our second game (a win) .
One of the problems I often have with co-op games is the difficulty level, which I appreciate is hard to get right. A lot of co-op games IMO are either too hard or too easy. I soon get bored with a game where either is the case. When I play a co-op game I like to feel that it is possible to win every time, but I also like to know that I won’t actually win every game. Every game I have played of this (Only four player, it might be different at different player counts) has come down to more or less the last card giving a very good balance.
The game does have a bit of a puzzle feel to it, so does encourage the players to work together. Victories will be very hard to come by if you don’t work well together. The ritual cards can be very useful, but it can be frustrating if you keep getting the wrong colour ones.
If I have one knock on the game it’s the lack of the theme. It has some clever mechanics, but I never felt that I was defending a citadel from rampaging hordes of mythical creatures. I felt that the game play was fairly abstract and it was really about counting cubes. As long as that does not bother you too much I have no other real issue with the game.
So if you like the idea of a co-op tower defence game, this is a pretty good one. Very smooth game play, plenty of variety with the enemies. It’s easy to change the difficulty level if you are finding the balance not right for you, and finally the length of the game seems very suitable for the weight of the game.
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- Last edited Thu Oct 26, 2017 11:28 am (Total Number of Edits: 2)
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