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Author Topic: Fistful of Lead does Ronin  (Read 2985 times)

Offline Maniac

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Fistful of Lead does Ronin
« on: January 14, 2020, 07:01:50 PM »
My gaming club has recently started to try out Fistful of Lead as an option for a good, adaptable, historical skirmish game.  Currently we play Saga, Ronin, and En Garde! in this arena, which when you mix the other games (BKC, Warmaster Ancients/Medieval, Sword and Flame, etc) starts piling up in terms of rule sets.  Galactic Heroes just released a campaign, and I figured this would be a good place to try round two of FFoL with the added benefit of comparing it to Ronin (which is a very excellent game in it's own right).

I modified one of the campaign missions (which are a fantastic tribute to the Flash Gordon serials from the 30s) to suit Feudal Japan, printed up some cards, and setup for a 4-play game.  I added a bit of randomness to the game with blind draws which occurred when a player searched a house (eliminating starting position advantages, and better fitting with the narrative).  Additionally, I wanted to capture some of the feel of political maneuvering which occurred during the Sengoku Jidai period, and the players could switch sides during the game. 

Episode 1:  Aftermath
The Otomo clan has been negotiating with Portuguese traders to supply them with superior European harquebus and cannons to deal with rival clans.  A ship carrying the first shipment and the key Otomo negotiator, one of Lord Otomo’s daughters, sank in a fierce storm.  The survivors successfully offloaded some of the cargo and have shored up in a small village.  Players represent either the rescue party, a rival Shimazu clan party, or loosely aligned parties that have converged to scavenge what they can.  The goods are scattered around in various buildings and the highest prize of all, Otomo’s daughter, is still in the village.

Special Rules:
Sights to Search:  Deal out 6 cards (A, K, Q, J, 10, 9).  Each one of these cards corresponds with a location below.  When a search is initiated, flip over the top of these six cards and place it next to the building being searched.  If a player fails in a search, unless noted otherwise they may search again.
Searching:  A miniature that enters one of the searchable locations can spend actions searching as per the Dark Day of the Destructo Ray rules.
Check for results based on the location below. 

A:  Document cache.  The building contains what looks like key papers that the finder searches through.  Perhaps there is something useful?
Successful Search:  You have found important trade agreements which will secure trade rights with the Portuguese.   2 RP for finding the trade agreements
Something Bad:  A feral cat was hiding amongst the papers and tries to attack the searcher.  Roll on the Wound chart with a -1.  Armor has no effect on this roll.
K:  Otomo’s Seal.  A chest containing the Lord Otomo’s seal has been found.  The bearer could forge all kinds of papers with this.
Successful Search:  You can secure the seal from the chest.   3 RP for finding the Seal
Something Bad:  Booby-trap!  The crew clearly didn’t want this to fall into the wrong hands.  A hidden mechanism sparks flint and powder which burns the chest/seal and possibly the searcher!  Roll on the Wound Chart.  No future searches can be performed on this location.
Q:  Otomo’s Daughter.  A willful and headstrong girl at the best of times, she has been shaken and is afraid after the near death experience and the crew having left to seek rescue.  Otomo will want his daughter back and might even pay for her return.
Successful Search:  Lady Otomo is a bit tetchy at the moment.  She may not be ready to come back with a rescue party she does not recognize.  The searching party must make a Hard Task roll (8+) to convince her they are Otomo clan retainers or over power her and take her captive.  If failed, move the lady up to 10” towards a new hiding spot and this site cannot be search again unless she flees back to it.  If successful she joins the controlling player’s party and activates on the same card as that model on all future activations.
Something Bad:  BANG!  Armed with a harquebus and supplies she fires on the searching model.  Roll to hit at close range with a d10.  If hit, roll on the Wound Chart as normal.
5 RP for ‘rescuing’ Lady Otomo
J:  Weapons.  Key supplies and munitions are in the building.  These could be valuable to your war effort.
Successful Search:  You find useful equipment.  This could be used to arm your forces for the coming conflict. 2 RP for securing supplies
Something Bad:  Piles tip over.  Stacked up haphazardly, the munitions tip over and threaten to burry the searcher.  They must make a Hard Task (8+) to avoid injury.  If the task is failed roll on the wound chart.
10:  Snakes!  Oh no!  You’ve stumbled on a nest of snakes that have apparently moved into the abandoned building!  Defend yourself!
Successful Search:  Lucky for you the snakes are out, and you have found some koban hidden under a pile of dirty clothes! 2 RP for securing the koban
Something Bad: Snakes attack.  Roll a d3 and place the equivalent counters on the ground next to the searcher.  Each snake uses a D8 for close combat , has 1 wound, and has the Poison/Venom trait.
9:  Abandoned House:  The building is deserted and the is nothing of value inside
Successful Search:  A lucky charm is found amongst some broken crockery. 1 RP for securing the lucky charm
Something Bad: Nothing of value is found.  Cannot search the building again.
Additional RP:
1 RP is scored for each enemy model put Out of Action
1 RP is scored for each snake defeated

Finale:
The crew ending the game with the Lady Otomo gets to choose their starting location in the next mission.  If no buntai is in control at the end of the game, roll a D6 for each player with surviving models.  The highest number gains the Lady, in the confusion she has run into your lines and been picked up by loyal forces. The game ends after 10 turns


Factions:
Otomo:  A minor outpost near the edge of Otomo territory, a survivor washed ashore near you.  You are a Samurai that has been tasked with reaching the site and securing anything salvageable.  Your Hatamoto has tentatively secured an alliance with a local Buddhist shrine by promising them they can continue to practice their heretical faith.  However, they are still heathens and maybe you could secure an alliance with the Shimazu against enemies of the true faith?
You start the game by combining points with the Sohei at the end of the game to determine victory.  At any point during the game, you can try to convince the Shimazu Coastal Patrol player to join forces against the heathens.  If the player agrees you will abandon your alliance with the Sohei and combine points with the Shimazu player at game end.
Sohei:  You are a monk at a small Buddhist temple nominally on Otomo land.  With the clan’s conversion to Christianity the abbot is leery of what may happen to the temple.  Currently you are aligned with the Otomo clan in a desire to appease them and avoid trouble.  However, the situation on the ground may dictate that you abandon the Otomo and start a rebellion.
You start the game by combining points with the Otomo at the end of the game to determine victory.  At any point during the game, you can try to convince the Bandit player to join forces against the Christians.  If the player agrees you will abandon your alliance with the Otomo and combine points with the Bandit player at game end.
Shimazu Coastal Patrol:  You were part of a Shimazu costal patrol mission who sheltered in a near-by bay when the storm blew in.  You saw the Otomo ship run aground and the survivors make for a local abandoned village.  A small scouting party, you are looking for opportunity to expand your clan’s influence.  You have tentatively hired some Bandits to help you, but maybe its beneficial to allay suspicion and support the Otomo party?
You start the game by combining points with the Bandit at the end of the game to determine victory.  At any point during the game, you can try to convince the Otomo player to join forces against the heathens.  If the player agrees you will abandon your alliance with the Bandits and combine points with the Otomo player at game end.
Bandits:  You are a local bandit group that saw the ship go down but were intercepted by the Shimazu coastal patrol on the way to scavenge.  Nominally you have aligned with them out of fear of reprisals, but maybe the Sohei would be better allies?
You start the game by combining points with the Shimazu Coastal Patrol at the end of the game to determine victory.  At any point during the game, you can try to convince the Sohei player to join forces against the Christians.  If the player agrees you will abandon your alliance with the Shimazu Coastal Patrol and combine points with the Sohei player at game end.

The two clans each had two Samurai, and then Ashigaru retainers.  They took light armor for their team trait while the Sohei had Fearless and the Bandits had Stealthy.
« Last Edit: January 14, 2020, 07:47:19 PM by Maniac »
On time, on target, or the next one's free

Offline Belisarius

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Re: Fistful of Lead does Ronin
« Reply #1 on: January 14, 2020, 07:20:57 PM »
A pic or three would be nice ...... :D

Offline Maniac

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Re: Fistful of Lead does Ronin
« Reply #2 on: January 14, 2020, 07:23:30 PM »
The clans started in opposite corners, with the bandits and sohei in the other opposite corners (adjacent to their allied faction (playing area is 4 x 4, moving in off the long ends of my table).

It is said, that you should keep your friends closed and your enemies closer.  So what to do with 'enemies' who are temporarily friends.  Apparently you shoot them.  The bandits and Shimazu came out shooting at each other in a rush to secure supplies for their faction, proving that the alliance was tenuous at best.


Apparently their ancestors were displeased as one of their searches turned up the abandoned building and they rolled a 1 ensuring absolutely nothing but old, moth eaten garments and mats were found.  To top it off, each side suffered some minor wounds before coming to their senses and turning to face the encroaching Otomo clan at the other end of the village.

The Otomo clan stopped at the last building in the village on the north side, and began to flow, like water around it, wary of their Sohei compatriots and the rival Shimazu clan.  Their search was initially unsuccessful, and their first volley up the field was inconsequential.


On the subsequent turn they searched again, and this time discovered a nest of snakes inhabiting the building.  Luck went even further against them when the luckless Ashigaru was bitten and poisoned by one of the vipers before he could react.  Meanwhile the Sohei would secure Lord Otomo's seal and his daughter while a missile battle erupted down the length of the village.  In this the Otomo/Sohei alliance seemed to gain the upper hand, wounding or killing the encroaching hordes.


The bandits and Shimazu were finally able to meet some success, and uncovered both a weapon stockpile and the trading documents (respectively).  Momentum seemed like it was about to switch towards them as despite wounds/death among the regulars, their heavy hitting specialists and leaders had marched up the field ready to deal death to the Otomo line which was spread apart. 


Meanwhile, the Otomos were struggling with the deadly vipers, one Ashigaru going down and the other heavily wounded before they finally subdued the snakes.  They barely had a chance to catch their breath before bandits reached their lines.  The noble lieutenant was ordered to move up by his captain and secure the rear while he continued to organize defense of the main road.  The dour samurai took the orders to heart, and promptly massacred his opposition with little fuss (some very very bad die rolling, all night long by the bandit player, at one point rolling a 1, 3, 3, and a 1 in successive rounds of combat).


Meanwhile, the Sohei were starting to crumple under the Shimazu onslaught.  They were holding the line, but sensing opportunity and fearing what they would do with both the seal and Otomo's daughter, the Otomo captain called out to the Shimazu captain and the Christian clans joined forces against the heathens.  Stunned by the betrayal, the Sohei captain was cut down while standing aghast (rolled a 1 in combat vs the natural 10 of his opponent).  The two Sohei archers moved backwards to buy time as it was late in the game at this point.  In the end, it was a narrow victory for the Christians, winning 13 to 12 in the final score.  The Sohei would retreat to lick their wounds and the rebellion seems likely.  Who knows what chaos will ensue with a powerful bargaining chip in Otomo's daughter and the opportunity to forge any number of orders?
« Last Edit: January 14, 2020, 07:43:10 PM by Maniac »

Offline Maniac

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Re: Fistful of Lead does Ronin
« Reply #3 on: January 14, 2020, 07:28:14 PM »
Overall we really enjoyed it.  It was interesting how well we captured the variances in armor, weapons, and skills with the FFoL system (capturing the feel for the era and mimicing aspects we like about Ronin).  The guys generally agreed that while they liked the Ronin combat pool system, the rules and play for FFoL seemed to be a bit better.  Surprisingly, remembering special abilities seemed easier, even though there are more in FFoL.  Perhaps the lack of adding/subtracting of modifiers coupled with having the figure stats on cards was the deciding factor.

As always, while we enjoy a straight up slug fest, having a scenario also makes the game far more enjoyable.  I think we'll play it again, and I'll have to see how I want to adapt the campaign to fit the narrative as it develops.

Offline Nimrod

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Re: Fistful of Lead does Ronin
« Reply #4 on: January 14, 2020, 09:32:39 PM »
Very interesting thought to use FFoL for samurai themed games. 
Also I really liked your scenario ideas too and it is a pleasure to look at all of that beautiful terrain and minis used in your game. 

Offline Maniac

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Re: Fistful of Lead does Ronin
« Reply #5 on: January 14, 2020, 10:21:59 PM »
All credit for the base scenario ideas goes to Wiley Games  (https://wiley-games.myshopify.com/products/dark-day-of-the-destructo-ray-a-campaign-for-fistful-of-lead-galactic-heroes).  I just tweaked it some to fit the needs of a period change (no Blood Worms roving the board, randomizing the locations, and setting up for multiplayer with a kink tossed in).


Offline BaronVonJ

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Re: Fistful of Lead does Ronin
« Reply #6 on: January 14, 2020, 10:26:21 PM »
Glad you liked the rules, and yes Fistful of Lead is a tool kit for whatever game you want. Love the adaptation of the scenario.
We use it for just about everything, including a Starfighter game releasing early Spring. Yes, we took a Wild West game and made a very enjoying space battle game with it.
If you like samurai battles, we'll be running a demo of Fistful of Lead Big Battles at Salute in conjunction with Oshiro modelterrain.
-J
« Last Edit: January 14, 2020, 10:34:19 PM by BaronVonJ »

Offline Bravo Six

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Re: Fistful of Lead does Ronin
« Reply #7 on: December 21, 2020, 01:24:12 AM »
Maniac, I may have to steal borrow some of your scenario ideas.  ;)

Offline fred

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Re: Fistful of Lead does Ronin
« Reply #8 on: December 21, 2020, 07:26:29 AM »
Great looking game - and sounds great fun.

Offline BaronVonJ

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Re: Fistful of Lead does Ronin
« Reply #9 on: December 21, 2020, 04:06:20 PM »
As Maniac so graciously pointed out, the scenario book he's basing his games on is here:
https://wiley-games.myshopify.com/collections/galactic-heroes/products/dark-day-of-the-destructo-ray-a-campaign-for-fistful-of-lead-galactic-heroes
Only $3 too.

Offline Maniac

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Re: Fistful of Lead does Ronin
« Reply #10 on: December 22, 2020, 09:22:21 PM »
As Maniac so graciously pointed out, the scenario book he's basing his games on is here:
https://wiley-games.myshopify.com/collections/galactic-heroes/products/dark-day-of-the-destructo-ray-a-campaign-for-fistful-of-lead-galactic-heroes
Only $3 too.

I highly recommend the scenarios.  They are well written and easily adaptable.  It is meant to be Flash Gordon in theme, but can really be shifted into whatever is needed.

I am looking at playing scenario 2 with my kids over Winter Break if I can (with some tweaks to the game to fit terrain, table, and system).  See below for the scenario:



Scenario:
After ‘liberating’ the Lord Otomo’s daughter, a meeting in a remote village has been setup with the Imperial Emissary who will broker a deal with the foreign devils for gunpowder and firearms.  Otomo, Shimazu, and Buddhists have descended on the village.  The Buddhists have a suite of forged documents and Otomo’s daughter in tow, while the two rival clans have broken their alliance in an attempt to gain the upper hand in Kyushu.  All players are out for themselves.  The Imperial envoy starts in the garden and the woods are impassible for this game (the open air garden in the middle left of the photo).  There are no alliances this time, Kyushu’s future may be at stake.
Terrain:
4ft x 4ft table, the four corners should be filled with trees or blocked out to render them impassable.  The village runs from one side to the other.  Shimazu and Otomo clans start on opposite sides of the town, within 6” of their table edge.  Rice paddies or similar fields extend to one of the open sides.  The Sohei start within 6” of the table edge in the rice paddies with Otomo’s daughter (who has no combat values for this scenario).  Each of the buildings can be searched, if desired as seen below.
Scoring:
Deal out 8 cards: A, K, Q, J, 10, 9, 8, 7 to each of the buildings in the village (or a corresponding number based on your buildings).  A model may spend their entire turn searching a building (i.e. they must start in base contact with the building and be unengaged, enemy models in contact with building count as engaged as if they were in btb contact.  No searching while the foe is also intent on ransacking the place).  The A, K, Q, J score points as followed:

A: Koban:  The emissary has a large amount of koban that could be useful stored in this building.  Score 2 VP for finding the Koban and perhaps you can keep your men fed this season.

K: Itinerary papers:  This building contains the paperwork for the emissary’s mission.  Included are safe conduct passes throughout Kyushu.  This would enable unfettered access for spies and assassins.  This is worth 3 VP

Q:  Supplies:  Weapons, food, gun powder… the emissary is traveling with a small stockpile off goods which can be used to equip your followers.  2 VP for finding the supplies

J: Assassin:  A ninja has been stalking the emissary, the model who discovers it may attempt to sway the ninja into supporting your faction for this scenario.  Roll 2d6 and add them together, the searching model must score a 9+ (models with Commander may re-roll once at their discretion) to convince the ninja to join with them.  If the model fails, the ninja flees believing capture is imminent.  If successful use the following profile:

Ninja:  Rank: 3 Fight: 3 Initiative: 3  CP: 3 Shoot: 2  Armor: none  Weapons:  Shuriken, Katana, Attributes:  Acrobatic, Kenjutsu

Emissary: Any model can convince the emissary to join them on a roll of 9+ (models with Commander may re-roll once at their discretion, Otomo’s daughter adds +1 to any roll).  The Buddhists have the right paperwork, or one of the clans has convinced the emissary of danger.  Failure means an unengaged model can try again next turn.  Once converted the emissary joins the controlling player’s team.  Use the following Profile:

Emissary:  Rank: 3  Fight: 3  Initiative: 3  Initiative:  3  Shoot: 2  Armor: none  Weapons:  Katana, Wakizashi  Attributes:  Niten, Yadome

At the end of the game the emissary is worth 5 VP to the controlling player

Otomo’s daughter can be captured by either the Otomo or Shimazu clans.  To do this they must be the only model in btb contact with her model at the end of a turn.  Otomo’s daughter is worth 1 VP if captured by either clan, but otherwise provides no VP for the Sohei.

All enemy models killed count as 1 VP, heads may be taken for an additional 1 VP per head.

The faction with the most VP is the winner.

I'll post some faction photos and game shots once we have a chance to run the game.
« Last Edit: December 22, 2020, 10:02:06 PM by Maniac »

Offline Bravo Six

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Re: Fistful of Lead does Ronin
« Reply #11 on: December 22, 2020, 10:18:00 PM »
Perfect! Looking forward to that Maniac.  :D

Offline Maniac

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Re: Fistful of Lead does Ronin
« Reply #12 on: December 23, 2020, 02:12:18 AM »
I took some photos of the factions today.  My kids each painted their own armies (my daughter received hers for Christmas a few years back, and my son received his for his birthday.  If you have kids, be supportive in whatever they do or choose, it helps immensely in fostering an enjoyment of the hobby) and the Otomo clan are mine (the leader of each of theirs is one I painted up for them).

First up the NPCs (Ninja, Emissary, and Otomo's daughter)



My son's Bushi (his favorite color is green, and Shimazu seemed like a great choice as they were historical rivals of the Otomo clan, his head honcho is by me):



My daughter's Onna-bugeisha (Hers are female sohei, so for this scenario an allied nunnery.  We researched Warrior nuns of Japan, and I had her color up several pictures of a female samurai to find a color scheme she liked before painting):



Lastly, some of my clan Otomo:



Ronin is a great game for kids, simple with a nice mix of easy addition and subtraction.  When painting with your kids, be happy with whatever they produce as it will encourage their interest in gaming.  It also helped my daughter to research a little on Onna-bugeisha and to color in some black and white pictures (thanks Google) to decide on a color scheme.  My son, who loves to craft, knew what he wanted from the get go.  Someday I'm sure they'll want to revisit their figures, but for now these work and help keep them interested in playing.




Offline Maniac

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Re: Fistful of Lead does Ronin
« Reply #13 on: December 28, 2020, 08:32:57 PM »
Part 1
Word had reached my lord that the traitorous Buddhists had brokered a meeting with an emissary to the throne.  It was said they were looking to negotiate the sale of gaijin made teppos and powder to support their revolution.  When they heard of the imperial tour of Kyushu they saw a chance to make contact with the foreigners, and so bypass normal trade routes.

Initially the Shimazu seemed willing to maintain our fragile alliance, but our spy in their camp revealed their plan to cut Lord Otomo out of the deal by ambushing the Sohei and forging the alliance themselves.  I have always said bushi speak too freely before a girl when seeking her affection.  She has more than earned her payment.

My lord snuck into the camp jump before dawn, coming from the east.  We knew the emissary would be meditating in the village garden shortly after daybreak.  This would afford us the optimal chance to reclaim what was ours and possibly seek vengeance upon the heathens and dog faced Shimazu.

Bold as brass the Shimazu strode in from the West, while the Buddhists surreptitiously snuck in across the rice paddies.  Each group slowly searching the village for any worthwhile goods or supplies.  Initial attempts met with no success on this front, while our archer and the Shimazu traded fire down the street.  The exchange went poorly for the hapless Shimazu, who’s jingasa saved him from the first arrow (my son rolled double 1s, while I stunned him in the first exchange, to then miss me again as I caused a light wound).  Undeterred the two drew again, and this time the honorable Otomo clan scored first blood with an arrow protruding from the Shimazu bowman’s thigh. 



The searches, meanwhile, were turning up unlucky for everyone.  Cries of disgust could be heard across the morning air as would-be brigands and loyal ashigaru turned out hovels and shops finding nothing but useless junk.  Finally, one of our samurai found an interesting scenario upon encountering an old man who pulled a sword on him (despite having commander, I roll back to back 4s).  Backed into a corner the loyal retainer tried to reason with the old man to no avail.  Whereupon the ‘old man’ dropped a smoke capsule and scampered up and out through a window high on the roofline.  It seems someone had not wanted the emissary to meet with anyone in Kyushu, but who?



Near the middle of the village, the Sohei were surprised by a lone Shimazu spearman.  Fearing he would give away the position of the Lady Otomo, they had no choice but to engage, while nearer to us two of our men and our Captain found two Sohei flanking around the village headman’s house. 



Without hesitation the two ashigaru rushed the initiate in the open where their superior numbers overwhelmed the more skilled foe, spearing her through the heart before taking her head (my daughter successfully parried the first attack, missed hers, and took a grievous wound.  In the following round, wounded and weakened the two ashigaru finished her off and beheaded the figure…no time for nicety here…).


(just before being mercilessly slaughtered)

The archery duel continued, with a second arrow striking the Shimazu fool in the arm.  By now any sane man would have run for cover, or perhaps he was loyal to a fault.  This proved enough of a distraction for the Shimazu captain to reach the park and convince the emissary his life was in danger. 


(Psst...Dad, remember to turn the turn counter...).

Overall, so far my son is winning, having secured the emissary and his papers.  May daughter, while down a model has secured the koban and is in third place.  The Otomo clan (me), sits in second having recovered the supplies and having exacted some vengence on the wicked sohei.  Still, we're in turn 6, and it's anyones game at the moment.

Initial thoughts as this is a FFoL modified scenario with Ronin rules. 
1.  The combat pool mechanism is still a great part of Ronin.  It requires some thinking and planning to use effectively, and makes for some nice cinematic battles
2.  The modifier system is a bit clunky.  FFoL does this better, and cleaner.  Also, the out of ammo result from a 1 would have been nice touch during the archery duel.  Honestly, this was the slowest part of the game, perhaps because we haven't played Ronin in a while (having played X-wing and Galactic Heroes the last couple times).
3.  Have premade cards/sheets.  Make sure the abilities are written out on them.  This makes it MUCH faster during gameplay.  Definitely one to remember when making up FFoL cards (i.e. instead of just writing Killer, also write out what Killer does)
« Last Edit: December 28, 2020, 08:41:35 PM by Maniac »

Offline BaronVonJ

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Re: Fistful of Lead does Ronin
« Reply #14 on: December 28, 2020, 09:18:39 PM »
Great game. I always have the traits definition on the cards.