Enemy cards, Division abilities, and some items will reference these conditions for either worse challenges to face or stronger abilities on your end. Weather – During each round, you will pull a weather card, which will list 1-3 different weather conditions – including Monsoon, Night, or Fog.This is standalone, though, so you can play without Onslaught if you do not yet have it. More Cards! – Because Dreadmire can be combined with Onslaught, it instantly opens up options significantly, allowing you to choose which troops are available to buy, buoying the item pool and diversifying enemies. They aren’t huge, but they do add some interesting elements to the game: Differences from Onslaught to Dreadmireįor those who know the Xenoshyft system and are more interested in what Cool Mini or Not changed between editions, let’s dig into the differences. Throw in a boss monster in every wave and the game gets pretty darn difficult by the third wave. Each enemy has not only attack and health you must beat, but a Reveal effect that might mess with your plans (reversing order, dealing extra damage, bringing units back from the dead). Depending on the round number and the difficulty level 3-4 enemies will appear in your lane face down. This matters because once you’ve planned your troop lane, the wave deploys. Once you do that, though, those cards become theirs, so don’t thin your deck too much by helping others. This is super important, because you can give your troops or items that benefit another player to someone who can best use them and vice versa. They then deploy their troops and items to ANY lane on the table. During each round, players will take turns recruiting new troops (paying with Xenosathem) and buying new items. The game takes place over 3 Waves, each with 3 rounds, so there are 9 total rounds. Each of these items have certain symbols on them as well, some of which will correspond to your Division power or discount. The retail edition of Dreadmire comes with 20 different item options so you’ll use just short of half of those. After these are dealt out, the item array if populated from an item tracker deck. You will also get a Division card that provides some special bonuses and makes your deck and powers slightly more unique. Your starting deck consists of six 1-Xenosathem cards and four Militia cards. Each player is given two lanes – one for their characters and one for the enemies that they will be facing. Think Space Hulk but as a cooperative deckbuilder. In Xenoshyft, you and up to three other players represent troops on an alien world harvesting a rare energy source, Xenosathem, that happens to be like sweet, sweet candy for a whole range of nightmare fuel creatures. If you haven’t played it before, let’s do a quick run through of how it works. The core of the game remains intact, so if you’ve played Xenoshyft before, this is more of the same with some tweaks and small additions. Where a lot of games attempt to reinvent the wheel in their second iteration, Dreadmire adds just enough to be interesting without gutting what makes the original such a good game. Would I like this game any better than its predecessor? Was it still brutally (read: nigh-impossibly) hard at low player counts, and downright impossible when played solo? The answer to both of those is yes, and for both reasons I was impressed. So I was hesitant when Xenoshyft: Dreadmire hit the table this year, at just about the same time, with just about the same mechanics. I enjoyed it quite a bit actually, but after those initial half dozen plays before the review on Episode 87, it fell to the bottom of the rotation and didn’t get a lot of play. Almost exactly a year ago, I cracked open a fresh new copy of Xenoshyft: Onslaught I brought home with me from Gen Con.
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