What I like about Sneaky Cards is you get to leave cards all over the world. You get to sneak cards to people with pranks, gifts, and activities. Every time we sneak a card in, I say we “trick” the card in.
The most hilarious cards are: Lay in a public space until someone checks on you. Find someone wearing the last item on the list. Finally, give someone extra tips along with this card.
I gave it 4 stars because sometimes it’s hard to find people to give the cards to.
What I don’t like about it: sometimes it’s hard to find people to take the cards and play with you.
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Neave Blacktalon the Knight-Zephyros is an amazing Hero character for your Stormcast Eternal armies in games of Warhammer Age of Sigmar by Games Workshop.
Neave Blacktalon plays as a single model, and her abilities make her perfectly suited for hunting key enemy heroes. She’s a capable filler hero if you have enough points left over in a list. Her sculpt is looks nice with her dual axes, choice of two head sculpts, and bearskin cape.
I enjoyed putting this model together and painting it in the cannon Hammers of Sigmar paint scheme, which are the colors I have most of my Stormcast Eternals collection painted in.
Neave Blacktalon does one extra damage per attack if targeting an enemy hero with Lightning-fast Strikes. She also gets one extra attack with her Whirlwind Axes if she charges with the Nemesis ability. She can even run and shoot in the same turn with Tireless Hunters.
By far her best ability, Windrider, allows Neave Blacktalon to follow in the wake of any other Stormcast Eternal unit that uses Ride the Winds Aetheric, such as Vanguard-Palladors and the Lord-Aquilar. This gives her sudden bursts of speed across the battlefield.
When in combat, Neave Blacktalon gets two shooting attacks at a nine inch range with her Boltstorm Pistol. She hits and wounds on a three plus with one damage each.
She then gets a whopping seven attacks, hitting and wounding on a three plus with minus one rend and one damage each with her Whirlwind Axes.
If she is charging a hero, Neave Blacktalon gets EIGHT attacks doing TWO damage each. With the dice on my side, Neave has obliterated chaos wizards, a skaven warlord and even the mighty Slambo in a single round of combat. I even used her Windrider ability once in a game to follow my Lord-Aquilar all the way up the board, behind enemy lines, where the dynamic duo proceeded to annihilate every enemy supporting hero and a Skullcannon before the enemy general killed her.
Neave Blacktalon is a fantastic model with a beautiful sculpt and does well hunting enemy heroes on the battlefield. Neave deserves a place in your Stormcast Eternals armies collection for your games of Warhammer Age of Sigmar by Games Workshop. You can find her on Amazon right here.
Want more? Check out some of our other lists and reviews below.
With Games Workshop’s release of the Warhammer
Age of Sigmar: Soul Wars starter set came a new chamber for the Stormcast
Eternals, the Sacrosanct Chamber. This
sect of the Stormcast Eternals focuses on magical weaponry, enhancements and
beefy spellcasting.
Sequitors are the first choice for your battleline units in games of Warhammer Age of Sigmar. Sequitors are the Liberator’s final form. Better in every way and currently undercosted in the 2018 Generals Handbook, they are a must have inclusion in your Stormcast Eternals, and specifically Sancrosanct Chamber lists.
The Sequitors Stormsmite Mauls and Stormsmite Greatmaces are solid weapons. Both hit and wound on a three plus. Sequitors shine when you take as many Stormsmite Greatmaces as you can, one in every three models, plus the Sequitor-Prime unit leader can take one as well.
For example, a unit of ten models can have four Stormsmite Greatmaces! To top that off, a hit roll of six with a Stormsmite Greatmace does D3 hits instead of one. This allows for some crazy extra attacks with good dice RNG (random number generation).
Sequitors can also take Tempest Blades instead of Stormsmite Mauls, granting them an three attacks instead of two, but they wound on a four plus instead of a three plus.
Sequitors have two wounds and get to reroll saves of one for any units carrying a Stormshield (sorry Greatmaces, but that’s the tradeoff), on top of their base save of a four plus. They also get an ability called Aetheric Channeling which allows you choose to channel aetheric power into their weapons or shields at the start of the combat phase.
If you choose to channel aetheric power into your shields, you get to re-roll ALL of your failed saves, not just the ones. If you choose weapons instead, you get to re-roll all failed hits. This ability stacks with the Evocator’s Empower Spell, which if successful allows the Sequitors to re-roll failed wound rolls. A minimum unit of Evocators is a must have inclusion in lists running Sequitors.
While I personally feel that Sequitors are a little overpowered as an automatic inclusion in games of Warhammer Age of Sigmar, they are not impossible to deal with. They can be hammered down, or at least weakened with shooting attacks. This gives them better balance against armies with lots of shooting, such as the Kharadron Overlords.
Editor’s note: This is a very long review. Put your phone on silent, close Facebook, get some popcorn, and settle in. We’re going to be here a while.
I suppose it’s easier to explain my feelings about this game if I start with a little story.
I’ve been a huge fallout fan since the original top-down isometric view turn based games of Fallout one and two. Fallout 3 was a huge leap forward in that universe for a lot of us fans. Its storytelling, choices, and combat were all great. The bugs in the game were amusing at best, and as long as you were careful with saves, they were rarely game breaking.
Since that time, I’ve thoroughly enjoyed a lot of Bethesda’s titles, not just the Fallout games. Fallout: New Vegas, Fallout 4, Skyrim, and the new Doom and Wolfenstein titles have all been fun and I’ve enjoyed them all to various extents. I’m not just a Fallout fan, I’m a Bethesda fan, and I have been for a long time. Unfortunately, with Fallout 76, I don’t know if I can honestly say that anymore.
Fallout 76 was released on November 14th 2018 and is an online multiplayer version of Fallout 4 on a huge map. The map is set in the hills of Appalachia in West Virginia. Players can scavenge the wasteland and complete quests together or solo.
You experience the story through leftover holo tapes and notes as there are no real NPCs in Fallout 76, save for a couple of robots that you return to for quest lines. There’s some great storytelling in Fallout 76, but it’s hard to find and is often interrupted by random attacks and many, many game breaking bugs. So many bugs, it would be hard to list them all here.
As of the writing of this review, it’s been over three months since Fallout 76 released, and despite Bethesda’s updates, is still a broken mess with rampant cheating, severe server stability issues, broken animations, quests with broken markers, and a boring, somewhat lifeless world.
I wanted to love Fallout 76. I would have settled for being mildly content.
I bought Fallout 76 with my Dad so we could Fallout together. It was something we had both had really wanted for a long time. We jumped online the second the game went live, ready to experience the new world side-by-side.
Shortly after launch, the friends list in the game bugged and auto blocked us from each other, making it so we couldn’t play the game together. The glitch kept us blocked from each other for several weeks before a patch finally fixed the issue. Eventually, we found each other again through a mutual friend that was also playing Fallout 76.
That one bug alone was frustrating for us. We persevered, and when we finally could play together again, we had problems staying on the same server. It sometimes took up to an hour to get on the same server, meet up and start playing. Even then, we would only get an hour or two to play before the server would disconnect or one of our clients would crash.
When we were successful at questing and exploring together, I found the majority of quests I took on to be forgettable and uninspiring.
The grind to maintain your weapons and equipment and gather ammo and materials can be downright depressing at times, and ends up feeling very unrewarding. Bethesda has continued to Nerf this grind, making it longer and longer while not fixing the basic issues many players have with the game.
It seems like whenever Bethesda releases a new patch, the game is broken in new and frustrating ways. But hey, that Atomic Shop seems to have some great new skins every week for sale.
How Bethesda thought their aging creation engine would be able to stand up to massive online play is beyond me. I was really hoping Fallout 4 would have been their last title built in the creation engine, but quality of their product is something that seems to be much less important to Bethesda these days and that is really unfortunate.
The worst part of it all is that I pre-ordered and paid full price for Fallout 76. Two weeks after release, it was half price.
TWO. WEEKS.
Now, retailers are dumping copies as fast and as cheaply as they can. There are many people who believe the game will soon go free to play. I can’t get a refund because I actually played the game and gave it a shot. How am I supposed to feel like a valued customer after this experience? The answer is, I don’t.
I’m going to have a hard time supporting Bethesda in the future. Bethesda gets to keep my money for Fallout 76, but it was such a bad experience all the way around.
If you are looking for a fantastic RPG experience, check out some of my favorites like:
There are also several new games on the horizon that have me excited for 2019. Cyberpunk 2077 and The Outer Worlds being at the top of my list.
Papa Steve’s Views on Fallout 76
I have logged over 4500 total hours on just Fallout New Vegas, Fallout 4 and Skyrim V (The Elder Scrolls), all titles from Bethesda, so when I say I enjoy PC games, I’m not kidding. I pre-ordered Fallout 76 and paid full price for a game that was soon available for half price. Guess I won’t be buying any Bethesda titles at full price ever again.
Most of the games I enjoy have an element of inventory management. Fallout 76 takes this to a new and extremely frustrating level. My title for this broken game is “What am I out of now?” You have to spend way too much time looking for junk material so you can eat, drink and maintain your physical body, weapons, and armor. This is so tedious as to detract from the fun parts of the game.
The scenery and light shading are spectacular. But wait. What am I out of now?
You start the game emerging from Vault 76 and begin you quest
following the vault overseer’s trail.
Looking for that next holo tape to explain what you need to do
next. There are the game main missions
and a separate list of side missions that changes as you complete quests and
obtain new one.
I have played Vault 76 an hour or two daily since launch, and have achieved level 58 as of this writing. I’m still trying to get my monies worth out of this game, and have a friend who still plays. Playing co-opt is fun and the only way I can move forward is to find like minded players to team up with. I have had random encounters that showed the power of team work that this game requires if you are to succeed.
The bugs in this game are numerous and frustrating. My pet peeve is I lose the 100 pound carry bonus I’m supposed to have when I’m wearing my hard earned set of excavator power armor if i exit the armor during game play. It doesn’t come back until I exit the game and restart again, already in my armor. What a bunch of crap. Too bad the armor exit key is right next to the move forward key. Watch where that finger goes! Oops, too late.
Might as well shut down and go get a snack.
To say I’m disappointed would be an understatement. How do I compete in this world when there are level 200 plus players out there? I don’t like “Player Killers” and will leave the game if I end up on a map with a high level “WANTED” close by. I have had my base attacked with mini nukes by a group of other players conducting raids. I didn’t enjoy these gaming sessions.
In the end, I’ve had fun exploring the map solo and trying not to get killed by the dangers of the game. I guess I’ll wait it out to see what is added when the other vaults become available as DLC’s.
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With Games Workshop’s release of the Warhammer
Age of Sigmar: Soul Wars starter set came a new chamber for the Stormcast
Eternals, the Sacrosanct Chamber. This
sect of the Stormcast Eternals focuses on magical weaponry, enhancements and
beefy spellcasting.
Evocators are equipped with Tempest Blades and Stormstaves and get a whopping four attacks. They hit & wound on a three plus, with minus one rending and one damage each.
The leader of the unit, the Evocator-Prime gets an additional attack with his Tempest Blade and Stormstave. If it’s not obvious from the attack profile of their weapons, this is nuts. Even a small unit of three Evocator models is throwing thirteen dice when attacking, with a 66% (3+) chance of successful hits and then wounds on the dice.
On top of that amazing melee attack profile, Evocators have an ability called Celestial Lightning Arc that allows them to reroll saves of a one against shooting attacks. Not only that, after resolving their crazy number of attacks per game model in the combat phase, the Celestial Lightning Arc ability allows you to pick one enemy unit within three inches of the Evocators and roll two dice for each model in that unit. On a roll of a four plus on those dice, the unit suffers mortal wounds.
Celestial Lightning Ark can decimate big blobs of one-wound infantry, giving you two dice to roll for each model, and a 50% (4+) chance of success. This almost guarantees that you can finish off or at least cripple almost any group of infantry after one round of combat. You can equip them with Grandstaves instead, sacrificing one attack and rending, in exchange for doing two damage per hit. Evocators are very hardy with three wounds each, and a standard four plus save.
If that’s not enough to get you excited about Evocators, the unit also counts as a Wizard as long as it has at least two models left. Evocators are restricted to only casting one spell a turn, and unbinding one enemy spell a turn, with the only spell they can cast being Empower.
And what a spell Empower is. Empower literally does what it says, and if successful, empower’s another Sacrosanct or Redeemer Chamber unit with a reroll for all of their failed wound rolls. This spell makes pairing a unit of Evocators with a unit of Sequitors a no brainer.
The Sequitor’s Aetheric Channeling ability, if used to empower their weapons, lets them reroll all failed hit rolls. Being able to reroll all failed hit and wound rolls when attacking maximizes the Sequitor’s damage output in close combat. So, it’s always a good idea to backup a unit of Sequitor’s with at least a minimum unit of three Evocators.
Evocators are another somewhat overpowered unit that are new to the Stormcast Eternals, but their awesomeness is reliant on being able to cast a successful spell. This is something that’s more difficult in the 2nd Edition of Age of Sigmar, with the increase in spell unbinding range. They are wonderfully sculpted and very cool models available in either the Warhammer Age of Sigmar: Soul Wars starter set in a unit of three or in their own box in a unit of five.
I absolutely love this unit of Warhammer miniatures, and if you take the time to learn how to use them with your army, I know you’ll enjoy putting them down on the gaming table, too.
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The Celestar Ballista adds a versatile artillery piece to armies of Stormcast Eternals. The Celestar Ballista was released in the Warhammer Age of Sigmar: Soul Wars box and in a separate easy to build kit.
The separate kit has its own unique sculpts for the Sacristan Engineers that crew the machine, and a different front armored plate of the ballista. This makes for some decent variety when picking up multiples of the Celestar Ballista for your shooty lists.
The Celestar Ballista models have two modes of fire with the Versatile Weapon ability. You decide which to use before firing in the shooting phase. Single shot has a range of a whopping thirty-six inches, with one attack hitting and wounding on a three plus, with minus two rending and one damage. This miniature model is perfect for sniping some wounds on an enemy hero unit out of reach of your battle line units.
The rapid fire mode is where I feel the Celestar Ballista really shines. Getting four attacks and hitting on a five plus, instead of the three plus Single Shot gets you. No matter which firing mode you choose, any time an attack hits, it explodes into d6 hits on the target because of the units ability, Chained Lightning.
In single shot mode you have a small chance to do six hits, and in Rapid Fire mode that increases to a potential twenty four wounds being dealt!
Obviously, the stars and dice rolls have to align perfectly for that to happen, especially with the harder to hit rolls, but you can still hope to average a few wounds every time you pull the trigger in rapid fire mode if the dice are with you. (If you feel like the dice you’re rolling are “unlucky”, check out the bag of 40 dice from Wiz Dice below. Papa likes to have a few sets on hand just in case.)
The Sacristan Engineers crewing the Celestar Ballista have to stay within one inch of it when moving, and defend it in close combat with their Sigmarite Blades. If you have the Celestar Ballista in a piece of terrain cover, it gets plus two to its save of a four plus because of their Bastions of Death ability.
Celestar Ballistas are a must buy for any Stormcast Eternals or Order faction player in games of Warhammer Age of Sigmar. Costing only one hundred points when building a list, it’s easy to fit one or two into your miniature game army, and they are definitely worth the points cost. The Celestar Ballista pairs up well with the Lord-Ordinator as he adds one to all hit rolls made by any Order War Machines like the Celestar Ballista within nine inches of him.
Building models has always been a great choice for a hobby. It’s relaxing, fun, builds fine motor skills and gives you full control over how you pose or build your models. Whether you build muscle cars, airplanes, tanks, or full armies of fifteen or twenty-eight millimeter models for tabletop wargames, you’ll need a core set of tools in your toolkit to be able to build them properly.
For me, miniature modeling is my meditation and therapy. It’s my time to recharge after a stressful day, or simply have fun creating something. I gravitate towards twenty-eight millimeter figures since I play Warhammer Age of Sigmar by Games Workshop. But whether you are new to miniature modeling, or you’re looking to round out your modeling toolkit, this list should give you a starting point no matter what kind of modeling project you’re tackling. In no particular order, here are my top 10 tools of the trade for building and customizing plastic, resin or metal model kits.
Clippers
Building plastic model kits starts with clipping parts of the model off of the plastic sprues. The sprue is the frame that holds all of the parts together after it comes out of the molding machine. You’ll need a good set of clippers to cleanly cut the parts off the larger parts of the sprue. I use the Cheery Lynn Designs S140 Metal Snippers. They make clean cuts and have thin cutting tips to get into those hard to reach places. Because they are capable of cutting metal, they can be used for metal and resin kits as well as providing a very clean cut on plastic. Another great and affordable choice is the IGAN-170 Flush Wire Cutters.
Hobby Knife & Extra Blades
After cutting out your parts, you’ll need to clean up any leftover mold lines and bits of sprue on each peace. A good hobby knife that uses number eleven (#11) blades is a must-have when building any model kit. You can use the sharp side of the hobby knife for cutting and trimming parts, and you can use the back side of the blade at a ninety degree angle to scrape off mold lines. I use the Excel Blades Soft Grip K18 Hobby Knife because you tighten the blade down on the back side of the knife and it prevents the blade from getting loose during use, which is an issue with cheaper hobby knives.
I highly recommend picking up at least a one hundred (100) count pack of extra number eleven blades so you can always be using a fresh and sharp blade. Dull blades can cause the knife to slip and instead of cutting the plastic you can end up cutting yourself. I change to a new blade after every few model kits, depending on their size, as a safety precaution.
Pin Vise
A Pin Vise is a precision tool for drilling small holes. Pin Vises are necessary to drill out the end of weapon barrels as they are often filled in on a lot of model sculpts and adding small magnets to models for swapping weapons. Pin Vises are also essential when building metal models, as the joints often need to be pinned as well as super glued for strength.
Pinning is a modeling technique where you drill small holes into the mating surface of two parts and glue in a small section of stiff wire or paperclip when attaching the parts together. This reinforces the model in the same way that rebar bolsters concrete.
Pin Vises normally come with a set of tiny metric drill bits, but I recommend picking up a small set of standard (SAE) drill bits as well, because most pin vises can hold up to a one eighth inch drill bit and one eighth inch is a good size for most magnetization needs. I use an older Citadel pin vise that is no longer available, but for more up-to-date kits, I recommend either the Paxcoo Pin Vise kit or the CML Supply Mini Micro Drill Bit Set and Pin Vise. Both sets come with a thirty piece set of micro drill bits in a range of sizes.
Work Holder for Small Models
For painting individual miniatures or parts of all scales, it is useful to have something to hold the miniature after you’ve built it to get it primed. Work holders or painting handles can be made of just about anything. Old pill bottles, small jars, or wooden craft block are all useful as a work holder with the addition of some sticky tack on top to hold the mini or part.
Games Workshop also has an official Warhammer 40K Citadel Painting Handle with a spring loaded top made for holding primarily twenty eight millimeter miniature bases. I have one in addition to my home made painting handles, and it works awesome with enough weight in the base to hold even full metal minis without the handle falling over when you set it on the table.
I mainly use it for single hero figures that I spend more time painting on and it works great. Games Workshop also has two other versions of their painting handle, the XL is for holding larger based models than the standard size can hold and the Assembly Handle that has two soft hold clips for holding delicate parts while gluing a hard to work with miniature.
Tweezers/Pliers
A good set of tweezers and a set of pliers are essentials for your toolkit. Some model parts are very small and hard to hold while gluing pieces in place. Tweezers assist well here, as well as with adding rocks and plants to your bases after painting. I suggest you grab a set of Tweezer Guru Precision Tweezers as they are high quality without being too expensive.
Pliers are a necessity for pinning models as they are needed to straighten out lengths of wire or paper clip and then cutting them to length. I like to use a set with a ninety degree angle on the jaws such as the Ion Tool 7” Angled Needle Nose Pliers as it makes it easier to shape your pinning material as well as removing temporary pins. ProTip: Never use your pliers directly on plastic parts as they will quickly ruin detail.
Plastic Glue
A good plastic glue is necessary to build any plastic model or miniature. There are several options available from all of the major brands like Plastruct, Tamiya, Testors and Citadel. Plastic glue actually melts the plastic where it is applied and when two parts are glued together this way a permanent bond is created as the plastic from the two parts melts together and then dries. Plastic glue also comes in several thicknesses. I personally prefer the Tamiya glues as they have a nice brush in the cap for precision application. I use the Extra Thin consistency for most of my model building needs, and medium consistency Plastic Cement for more gap filling action between parts.
Super Glue/Super Glue Accelerator
Plastic glue is great for plastic models, but if you are building in resin or metal, super glue is the right adhesive for the job. I have found most plastic minis don’t adhere well to their bases with plastic glue, so I attach all of my minis to their bases with super glue.
Super glue is useful for adding rocks, plants, cork, etc to your bases. Virtually any super glue will work for building models, and cheap super glue is readily available at any hardware or dollar store. For me though, I’m one of 5% of the population that is extremely allergic to super glue (you can read more about what to do if you have a glue allergy here), so use I use Super-Gold+ Odorless superglue that doesn’t off gas the substance I’m allergic to.
A proper super glue accelerator like Insta-Set does what it says and instantly sets and dries any super glue it comes in contact with. I find this to be essential when attaching built models to bases as it’s inconvenient and sometimes impossible to hold the model to the base in position until the glue dries.
White Glue
You might be surprised to find that standard white glue used in kid’s craft projects is a useful adhesive to keep on hand. Elmer’s is the most common brand here in the USA and is the one I use. White craft glue is useful for gluing grass flocking or dirt/rock mixes to bases. It can be thinned down with water in a one to one ratio to allow it flow down and through thick coverings of these materials. The white color allows you to easily see where the glue is being applied, and it dries clear and takes primer and acrylic paints well if needed.
Green Stuff
“Green Stuff” is a universal two part modeling putty material with a long working time and a twenty-four hour full set time. Green stuff can be worked by clay carving tools or molds to fill gaps, or to create unique custom parts for your miniatures. This one material can expand your ability to be creative when building models by allowing you to easily customize pieces to your own liking or for special purposes.
Add a cheap set of clay molding tools like this eleven piece set from eBoot and you’ll be making custom parts in no time.
Games Workshop also makes a product called Liquid Green Stuff although not everyone likes it. For me, I find that it is useful as a gap filling material as well as giving you the ability to add texture to flat surfaces.
No matter which version of Green Stuff modeling putty you use, once dry, green stuff can be easily sanded and primed for painting.
Sanding Sticks
Once your model is built, and your green stuff is dry, you may need to cleanup some minor flashing or sand down your modeling putty into the proper shape. Sanding sticks like these twenty packs from DuraSand are cheap and come in many different grits and can be further cut to any length. Essentially, they’re a more flexible emery board like those used by nail salons. Sanding sticks are able to get into those hard to reach places and their flexibility means you can bend them around curves of different radii with ease. I keep a little cup on my hobby table full of sanding sticks ready to go when building models or using green stuff.
I hope these recommendations help you to get started building your go-to toolkit for modeling. The more you model, the more creative you’ll get with finding tools to keep your creativity going. No matter if you’re just starting out, or you’re a modeling professional, having the right tools for the job makes all the difference.
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Castigators are a new ranged infantry unit for the Stormcast Eternals in games of Warhammer Age of Sigmar. Added with the release of the Warhammer Age of Sigmar: Soul Wars box in a unit of five, Castigators are the heavy hitting ranged trooper of the Stormcast Eternal Sacrosanct chamber. Castigators are also available in the Tempest of Souls and Storm Strike bundles along with a seperate easy to build box that builds three Castigators including both male and female models and a single gryph-hound with a new sculpt unique to this box.
Castigators are armed with Thunderhead Greatbows with an eighteen inch range, one attack each hitting and wounding on a three plus with minus one rending and one damage each. Very similar to the Judicators Skybolt Bows, with their bows getting a twenty-four inch range instead. The leader of the unit is a Castigator-Prime and that model gets plus one to hit with its greatbow. That’s about where the similarities with judicators end though.
Castigators have an ability called Burst of Celestial Energy that allows hits with the Thunderhead Greatbows of a six to inflict D3 hits instead of one if the target is a Daemon or Nighthaunt unit. This ability makes them a must include when fighting either of those forces Judicators.
Castigators also have Aetheric Channeling, similar to Sequitors, that allows the unit to either reroll hit rolls of a one or increase their rending from minus one to minus two. They’re a great ranged option for your Stormcast Eternals army with great model diversity in beautiful and detailed sculpts.
Male and Female models are in the units, and some have their helmets removed which gives some great visual variation when they’re set out on the table.
The only real issue is their availability. Games Workshop really needs to release a ten model box of Castigators to make it easier to build up their units as there are only five in the starter set and three in the easy to build box. People who want to build shooting armies of Stormcast Eternals will find it difficult to build up more than a small unit without having a bunch of duplicate models. If all you want are the Castigators, buying a bundle box or a starter set just isn’t cost effective.
I hope Games Workshop will release a full unit kit for Castigators like the have for all the other ground troops for the Stormcast Eternals. Either way, check out Castigators yourself for your games of Warhammer Age of Sigmar.
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Tsuro by Calliope Games is a wonderfully delightful tile laying game for two to eight players, easy to play for ages eight and up. In Tsuro, you are an ancient dragon flying a path through the skies. The tiles have twisting lines representing these paths, and you lay them down one at a time to move your dragon through the skies.
The tiles can be placed in any orientation, but must be put down in the path of your dragon. If your path takes you off the board or runs you into another dragon, you are eliminated. Players take turns laying tiles, moving the dragons until all tiles have been placed or only one dragon remains on the board.
Tsuro is very fun, easy to learn, and quick to play even with a full eight players sitting around the gaming table. Its attractive Asian theme is beautiful and consistent throughout the box and game pieces.
As easy as the board game is to play, there is ample opportunity for strategy as well. It pays to be careful reviewing the tiles in your hand, choosing the one that will keep you alive while eliminating another player.
Another strategy is to isolate your dragon in one section of the board, doing your best to stay away from other player’s tile influence in hopes that you can survive longer than anyone else. This strategy has obvious diminishing returns with a higher number of players in the game. But, there is still room for the gaming group to experience high level play if everyone chooses to be competitive and cutthroat.
Tsuro is a staple of our family game night and travels with us on camping trips, along with other great portable games like Qwirkle and Zombie Dice. In fact, we love Tsuro so much that it made it on our Top 10 Board Games list, which you can read here.
Calliope also makes another version of Tsuro called Tsuro of the Seas (pictured above) where you are a ship captain sailing the seas, avoiding the dangers the lurk both above and below the waves. Both games make great inclusions to your gaming collection. If you want to add Tsuro to your family game night, look for it on Amazon here.
Want more? Check out some of our other lists and reviews below.
Munchkin by Steve Jackson Games is an amazing card game for three to six players. In Munchkin, like in other high fantasy role playing games, you are an adventurer defeating monsters and gathering sweet, sweet loot while backstabbing your friends.
Although the base Munchkin game is plenty fine on its own, we recommend getting the Deluxe edition of the game as it includes a game board, standies, and player cards to make keeping track of your score easier. The Deluxe edition also makes it more apparent to everyone who needs a good stabbing to stop them from winning.
Munchkin’s cards and humor are where this card game really shines. Using long established role playing game tropes, Steve Jackson gives our love of high fantasy a modern twist that every gamer can appreciate.
Afraid of dragons? Not me, sir. I’m more afraid of the Insurance Salesman.
Building up your character throughout a game is rewarding, and there are many opportunities for meta gaming, alliances, trades and backstabbing. Once you get going, Munchkin is a fast-playing and silly card game with tons of replay value. But, should you get bored, more expansions and alternate themed versions are available than just about any other game out there.
So, if a full traditional pen and paper RPG theme isn’t for you, check out Munchkin Zombies or Munchkin Marvel Edition instead. Munchkin is a fantastic inclusion for your family game nights and is recommended for players age ten and up, although our six year old has played and had a fun time with some help.
Want more? Check out some of our other lists and reviews below.