Here’s what is new this week:
- Halls of Hegra
- Dragons of Etchinstone
- The Land Beyond
Halls of Hegra
From an abandoned mountain fortress you command a group of Norwegian volunteers fighting numerically superior German forces in the early days of WW2. Halls of Hegra is a solo only game where you play as the commander during the siege, which is divided into three stages. The mechanisms you will use are worker placement, bag building, and area control / tower defense.
A delightful solitaire design that walks the line between euro and wargame mechanics, and appears to do so quite effectively. It has a clever press-your-luck aspect to the bag building, as you draw four discs each round but if you draw a Doubt, it stops your draws for the round. The game is split into three parts, with each one being quite unique on what you’re trying to balance and accomplish in order to survive the siege.
Dragons of Etchinstone
Etchinstone, the last great nation under the wide reaches of Valorfall, is under grave threat of a kind no one saw coming. Four ancient dragons have seized control of pivotal strongholds in every direction - North, South, East, and West. It’s up to you, the strongest of the rare Ether Mages, to make the perilous quest to each of these strongholds, defeat the dragons, and bring peace back to Etchinstone.
I continue to be awed and impressed by the cleverness in which designers adapt to restrictions, such as only having 18-cards to make a complete game from. This is a solo adventure, where you’re manipulating the cards in your hand to overcome obstacles and encounters, trying to survive through four regions before taking down the dragon. With six different difficulties, and some delightful artwork to boot, this is one that I’m sure at least some folks will be excited to check out and get to their table.
The Land Beyond
You are a racoon. You lived your whole life on an island but now you have a hot air balloon. You want to be free and reach The Land Beyond.
Cezar does it again with another clever RPG experience, this one drawing you in with the promise of cute animals. Of course, there’s something to be said in defense of a system that requires no preparation, allowing you to pick it up and jump right into playing the game. However, the most unique aspect might just be the premise of resolving an entire adventure with a single die roll. Does that intrigue you? Then don’t miss this one, managing Gas and Burdens to go far, encountering various Prompts and Elements to provide flavor to your unique journey in this game.
Game of the Week: Mindburners
Mindburners is a cyber-occult dungeon runner game for 1-4 players. As void runners, players must push their luck and enter the void to gather resources, thwart their opponents, battle horrific foes, and seal the breach, closing the void forever.
Forget running in the Net, you want to run in the Void. In this competitive game there’s a deck of cards that all players will need to overcome, and there are things you can do to help your player prepare for it. Survive better than the others and you’ll score more points, allowing you to achieve victory first. Yet every choice has some degree of risk tied to it, and the more you risk the harder you might fall. A fun, fast press-your-luck game of head-to-head competition that also comes with a really interesting solo mode to play.
Check out Games of the Week here: https://www.pnparcade.com/collections/game-of-the-week
See you next week with more information on our newest print and play games!