We probably don't need another thread like this, but I'm making one anyway!
I got to play my first game of Runewars today with a demo copy from a local store. It was a blast. As is typical of a first game, rules were missed, triggers were forgotten, but fun was had, nonetheless. We decided to play a full skirmish game instead of the starter scenario. I got to take 1 point of upgrades (woohoo!), and my opponent, fielding the undead, got 4 points of upgrades. We had the flanking objective out and two Rocky Outcrops as terrain (which, in hindsight, really should have been one Rocky Outcrop and one Spikes).
The whole game was quite the charade, with each of us making horrible action choices turn after turn. Kari never even got into Melee combat. She was behind some Oathsworn Cavalry who were engaged with some Reanimates, and no turn or wheel could clear the Reanimates as she moved. (I found this out the hard way by wasting two turns of movement.)
It feels like the Daqan Lords are really strong, straight out of the box. I forgot to set a charge when my cavalry ran into the Reanimates, my Spearmen got their march canceled by getting charged first, Kari never got into melee, my Rune Golem only got one attack in, and I forgot the flanking bonus on my cavalry, but despite all of that, I still won. My opponent lamented that with my high defense values, there was no way for his archers to deal damage to my units. After the Spearmen went down, the Oathsworn Cavalry kept doing the initiative-3 melee attack and taking the +1 defense modifier, so by time the Reanimate Archers activated at 5, my units all had 3 or 4 defense.
I was really pleased with how the game played, though. Playing a skirmish game at 100 points wasn't nearly as boring as I was led to think it was, which makes me that much more excited to try the game at 200 points.
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Shifting gears a bit, I want to talk about the hidden action choice in this game. When I got to the store, my opponent was in the middle of a Shadow War Armageddon game with another player. I watched the game and thought it was alright, but not terribly exciting. I thought the idea of pinning units down with fire was a neat one, and it was fun to watch the units crawl, but it just didn't feel tactical enough. At the end of the game, my opponent said something along the lines of being excited to try Runewars after that game since it has a lighter, more streamlined rule set. But as soon as he started activating units, he said he could feel the tension of trying to predict what I would do and not knowing how the round would go. It seems that while the rules are not as "crunchy," Runewars is certainly not an "easy" game to play. I mean, it can take a lot of energy out of you to predict your opponent and try to choose the best moves. It's mentally taxing because of the tactics and strategy, not because you are referencing a codex of unit-specific rules.
[Now I go on a tangent about my game preferences without any particular reference to Runewars.]
Today's game made me think about my gaming preferences and I learned that hidden-choice mechanics lead to some of my favorite games. As an example, I love BattleLore: Second Edition, but I get very frustrated playing BattleLore: Command. Part of that is because in BattleLore: Command, you can track your opponent's moves and figure out which movements they have left. Also, there are enough choices in movement that the game almost boils down to the old I-go-you-go games.
Star Wars: The Card Game, is slightly different, but I loved the edge battles in that game for similar reasons. Sure, all card games have hidden tricks as opponents play instants and events, but there was something special about the bluffing aspect of the edge battles that really engaged me more than other card games.