Post by zerodemon on Jun 2, 2012 18:08:18 GMT -5
What to say about Conquest Red...
Well first off, much like the Conquest Blue and Yellow deck it is more of the same. The deck contents are (unsurprisingly) very similar to the Quest Red deck, but insert just enough new stuff to make this a fun booster for fans of the original game.
A few things disappointed me somewhat. Witch's Spirit is exactly the same as Mad Donnelaith and the red bunny powers duplicate those from the first red booster. I would've preferred some more variation for the P-cards (this applies to the blue/yellow booster too, except for Lemon Squeezie and Bizarre Baccarat) and some new powers would've been appreciated (though admittedly thinking up 5 new powers would be difficult inside the Killer Bunnies structure.)
Where those things disappointed, everything else impresses. Outside the standard cards (ie weapons, dolla, choose a carrot and barrier) there is plenty to be impressed with. The Whiner and Shiner cards are an interesting addition, affecting the new kind of terrible misfortune card (known as casting cards) in a fun way, by making players vote for who dies and subconsciously creating voting blocks and alliances in game. The cards don't have much of an effect as yet, since there are only two casting cards, but I can see JB making more use of the Whiner/Shiner parties in later expansions.
Pop Culture References continue to rule Conquest, even more so than in Quest, with nods to Family Guy, the Matrix, Star Trek Voyager and Red Dwarf being the most notable examples (Everybody's Dead Dave is a personal favourite.)
So how does it play? Metal cards are conspicuous by their absence from the Red Booster, and I feared a dilution of the new mechanic. You'll be happy to know that playing with either Conquest alone or Conquest and Quest Blue, Yellow and Red together, the mechanic remains considerable, allowing for a fluid stock exchange which speeds the acquisition of carrots considerably (something Quest completists will tell you was a problem from time to time, with epic 4 hour games trying the patience of less dedicated friends and family.) The Metals Exchange only becomes irrelevant if playing with all of Quest and Conquest added together (which is no surprise with only 9 metals and some 990 cards.)
An odd difference from the original red quest booster is the choice to not include defence cards. These are being saved for release in the violet expansion, despite the fact that Rooney's Weapons Emporium II is included in this booster.
Overall the expansion operates well as both an expansion to Conquest as a standalone game and as an additional expansion to the entire Quest/Conquest line. It will be interesting to see where CTA take Conquest next, and how far they will diverge from the Quest formula. One thing we do know for sure is that much of the game is already mapped out, as they mention cards from the Diamond expansion (this sits in place of the chocolate expansion for quest) inside the rulebook.
Well first off, much like the Conquest Blue and Yellow deck it is more of the same. The deck contents are (unsurprisingly) very similar to the Quest Red deck, but insert just enough new stuff to make this a fun booster for fans of the original game.
A few things disappointed me somewhat. Witch's Spirit is exactly the same as Mad Donnelaith and the red bunny powers duplicate those from the first red booster. I would've preferred some more variation for the P-cards (this applies to the blue/yellow booster too, except for Lemon Squeezie and Bizarre Baccarat) and some new powers would've been appreciated (though admittedly thinking up 5 new powers would be difficult inside the Killer Bunnies structure.)
Where those things disappointed, everything else impresses. Outside the standard cards (ie weapons, dolla, choose a carrot and barrier) there is plenty to be impressed with. The Whiner and Shiner cards are an interesting addition, affecting the new kind of terrible misfortune card (known as casting cards) in a fun way, by making players vote for who dies and subconsciously creating voting blocks and alliances in game. The cards don't have much of an effect as yet, since there are only two casting cards, but I can see JB making more use of the Whiner/Shiner parties in later expansions.
Pop Culture References continue to rule Conquest, even more so than in Quest, with nods to Family Guy, the Matrix, Star Trek Voyager and Red Dwarf being the most notable examples (Everybody's Dead Dave is a personal favourite.)
So how does it play? Metal cards are conspicuous by their absence from the Red Booster, and I feared a dilution of the new mechanic. You'll be happy to know that playing with either Conquest alone or Conquest and Quest Blue, Yellow and Red together, the mechanic remains considerable, allowing for a fluid stock exchange which speeds the acquisition of carrots considerably (something Quest completists will tell you was a problem from time to time, with epic 4 hour games trying the patience of less dedicated friends and family.) The Metals Exchange only becomes irrelevant if playing with all of Quest and Conquest added together (which is no surprise with only 9 metals and some 990 cards.)
An odd difference from the original red quest booster is the choice to not include defence cards. These are being saved for release in the violet expansion, despite the fact that Rooney's Weapons Emporium II is included in this booster.
Overall the expansion operates well as both an expansion to Conquest as a standalone game and as an additional expansion to the entire Quest/Conquest line. It will be interesting to see where CTA take Conquest next, and how far they will diverge from the Quest formula. One thing we do know for sure is that much of the game is already mapped out, as they mention cards from the Diamond expansion (this sits in place of the chocolate expansion for quest) inside the rulebook.