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Anno Domini 1252 | Review

Anno Domini 1252 | Review

In this review we will talk about Anno Domini 1252, an old school solo tabletop RPG. This is not the first time we talk about solo role-playing games, a genre that is gaining ground in recent years. Before we begin, I want to thank Giovanni Poli and Coleman Piskins Roleplay Games for sending us a review copy allowing us to begin our crusade against the forces of good!

Although Anno Domini 1252 contains a well-detailed lore, the game faithfully follows the principles of the OSR (Old School Renaissence), the kind of games inspired by the very first editions of Dungeons & Dragons. Therefore this game has a very simple setting and regulation. Enter the dungeon, defeat monsters and find the treasure, hoping that nothing goes wrong.

Anno Domini 1252 is a game written by Giovanni Poli and composed of 165 pages in A4 format with a flexible cover. Inside there are several illustrations by Fabrizio Peraldo Neia, which will help you immerse yourself in the intriguing setting.

You can find Anno Domini 1252 on DriveThruRPG for $8.68 in digital version.

Review of Anno Domini 1252 – Evil Incarnate

As I told you at the beginning of this review, in Anno Domini 1252 we will play the villain. However, it is necessary to make an important premise. The game is set in 1252 in Burgundy, during a fierce repression by the Holy Inquisition. Our adversaries will therefore be the fanatics of the Christian religion, exponents of the holy office who have branded us as heretics. You can imagine how the line between good and evil is completely arbitrary.

We will have in our hands six Classes to choose from to carry out our personal crusade against the forces of the church. Each character will have unique abilities that will get stronger as we level up. Our protagonists are:

  • Beast of the Underworld: Once a normal human being, they have been mutated by the Evil One into a very powerful and ruthless warrior.
  • Heretic: a fervent follower of the Evil One that they worship, receiving help and powerful spells in return.
  • Shapeshifter: blessed with the ability to change their body, they have always been an outcast. A spirit of vengeance with a single purpose.
  • Necromancer: jealous custodian of ancient knowledge. Obsessed with the pursuit of power given by black magic.
  • Witch: the quintessential enemy of the church. Loyal customers of the courts of the holy inquisition. The Corruptresses par excellence.
  • Vampire: very personification of evil. Free from the burden of humanity, they are driven by the desire for blood.

Character Creation

Anno Domini 1252 succeeds in its main aspiration, which is to be a simple game that doesn’t get lost in useless details. Character creation follows this philosophy, taking no more than 10 minutes for the player.

We start by rolling four 8-sided dice and add up the best three. We repeat this operation three more times and arrange the results in the four characteristics which are:

  • Strength: is the physical power of our character and its bonus will be added to the attack roll and the damage of our melee weapons.
  • Reflexes: represents our characteristic for all tests of agility and stealth; we will also add its bonus to the attack and damage rolls of ranged weapons and to our defense roll.
  • Instill Terror: represents the psychological pressure that we are able to exert on our opponents.
  • Self-control: indicates our ability not to give in to the Evil One, avoiding turning into a bloodthirsty beast.

Each Class will then add bonuses and malus that complete our character. Finally, all we have to do is choose our equipment and we will be ready to launch our personal war against the inquisition.

The Mechanics of Anno Domini 1252

Completed the character, we just have to start playing. The manual provides us with all the elements to start our game using the Random Dungeon Creator (RDG). We will therefore randomly generate the places where our victims (or our perpetrators) hide. Taking advantage of a system of tables, we will define the type of place, the conformation of the rooms, the enemies, the traps and even the treasures. Everything will be rolled randomly leaving the player the possibility to define the nuances and fix the smudging.

With this system, after choosing to play a Necromancer, I created the location of my first raid. I spent about ten minutes generating this hunting lodge, taking the time to also define the motivations that prompted my character to face this challenge. The assault then lasted more or less the same amount of time, as luckily for me it turned out to be a fairly simple challenge. In fact, attack and defense will be managed by the player and the enemies will have fixed values ​​that we will have to equal or exceed.

The manual provides everything we need to create a compelling challenge. Inside there is also a bestiary with a detailed description of the different enemies, so as to tease the imagination of the reader.

Final Thoughts

Anno Domini 1252 is a very simple TTRPG. Each game will last about half an hour, or even less once we memorize the results of the different tables. The real beauty of this game lies in its high replay value. Thanks to the simplicity of the regulation, we will be able to exploit its system to always create new challenges, reaching the halls of power ready to rip out the heart of the Holy Inquisitor.

Anno Domini 1252 puts in our hands all the tools to experience an exciting adventure, far from the stereotype of the spotless and fearless hero. We will be a tormented being, hunted by their enemies and hated by all. I recommend the purchase of Anno Domini 1252 to all those who want to put their imagination to the test by creating a story of massacres and revenge.

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You Nameless Scum [ Gamebook ] | Review

You Nameless Scum [ Gamebook ] | Review

First I want to thank Rinaldo Agostini for sending us a copy of You Nameless Scum so that we can write this review. It is the first gamebook in English inspired by the horror role-playing game Mörk Borg.

If, once you have read our review, you want to buy it, you can find it in the physical version for around €23 or digital for around $7,70.

Once the necessary premises have been completed, it’s time to throw ourselves into this adventure that promises to be rapid and brutal.

The Contents of You Nameless Scum

In order to play this title it is not necessary to know the rules of the TTRPG Mörk Borg. If we manage to survive until the end of the gamebook, however, we will be able to use our character within the game sessions. In case you are also interested in experimenting with this possibility, I refer you to our review of Mörk Borg.

The plot of the work is very simple. Our protagonist wakes up in a cave, not knowing how he got there and with no other memories. Its only purpose is to survive. The setting is filled with lethal dangers, including a strange infestation that seems to affect multiple creatures.

In case they survive, I appreciated that completing the gamebook corresponds to creating a character and their background for Mörk Borg.

A First Look at the Gamebook

The first advantage of You Nameless Scum is to have focused on a compact and pocket format that facilitates playability. The 155 pages host 243 paragraphs full of details and descriptions that transport the player to a macabre setting. So the atmosphere that is created is perfectly in line with the role-playing game that inspires it. However, unlike a normal session, the gamebook never loses its tone by imprisoning the reader between its pages.

To complete the narrative part, there are a good number of extremely evocative color illustrations. Their style recalls what was seen in the Mörk Borg manual. The most commonly used colors are black and white, which alternate between writing, illustrations and background.

You Nameless Scum Mechanics Review

The mechanics of the gamebook is very simple and takes up just six pages. In order to play we will need a classic set of dice (from d4 to d20) and a pencil. The gamebook guides us step by step in the creation of our unfortunate survivor, helping us to generate characteristics, abilities and possessions. The gamebook follows a regulation that is based on the classic overcoming of a difficulty threshold.

For example, if we are asked for a test of strength with grade 13, we will have to roll a die out of twenty, add up our strength modifier and equal or exceed the difficulty. This modality follows both the simple tests and the fights, in which a fixed value of attack and defense is indicated to equal or exceed.

Final Thoughts

You Nameless Scum is an excellent gamebook that succeeds in its attempt to transport the reader into a distressing setting.

The format, the layout and the graphic component blend perfectly, never resulting heavy, but helping the reader to get lost in its pages.

If you enjoyed this review of You Nameless Scum, keep following us to stay informed about other gamebooks!

Inferno [ D&D5e ] | Review

Inferno [ D&D5e ] | Review

We begin this review by thanking Acheron Games and Two Little Mice for branding us with the sin of pride for sending us the complete Inferno bundle.

It’s been a while since we started talking about its Quickstart; not satisfied, we took the time to interview Daniela Giubellini, the project’s main artist. We were excited, also because the premises were at a high level and the editorial team was discussing what the finished product would actually be. After a year and a half of waiting, the time has finally come to write the review of Inferno.

In case this product is also an irresistible temptation for you, the complete package is available for around 140€. Individual manuals or other accessories are also available; I refer you to Acheron’s website for the amount and purchase modalities.

Before we rejoice in our sins, it’s necessary to explain briefly what we’re talking about. Inferno is a setting for D&D5e based on the imagery created by Dante Alighieri for the Divine Comedy. If you’re imagining a world where adventurers simply descend into hell to make deals with Lucifer, you’re playing the wrong game. Inferno is much more than that, as it introduces a number of very interesting mechanics and asks players to go beyond the simply exterminating Devils and the damned. Inferno is a real journey in search of a feeling that shouldn’t exist in this place of the damned: Hope.

“Through me the way is to the city dolen;
Through me the way is eternal dole;
Through me the way among the people lost;.
Justice incited my sublime creator;
created me divine Omnipotence,
the highest wisdom and the primal Love.
Before me there were no created things
only eterne, and I eternal last.
All hope abandon, ye who enter in!”

Inferno, Canto III, 1-9

Let’s Sin of pride: Analysis of the Bundle

The focus of Inferno are the three manuals, which are similar in their presentation but differ greatly in their choice of colors. Black, red and blue dominate the scene. Modern images mix perfectly with Gustave Doré‘s historical engravings. Like other products bythe authors, Inferno maintains a two-column structure, with single-column sections alternating in some places. The visual impact and readability of these two manuals are really of a high level, and only in some details Inferno lacks attention. But we will talk about that later in a section dedicated to the maps and illustrations of these great manuals.

After the manuals there is the Guide Screen, which consists of three horizontal facades, enriched with a splendid illustration by Daniela Giubellini. The bundle also includes the A2 map of Hell with relative enlargements, created by Fabio Porfidia and 4 squared maps of the main game areas. Finally, to pay homage to the beauty of Dante’s work, Inferno – Divina Commedia was created, an artbook that includes the first canto of the poem in both Italian and English versions. The game is rounded off with two decks of cards that summarize monsters, emblems and equipment.

A Guide to Inferno

The game system behind Inferno is D&D5e, but as I mentioned in the introduction there is much more. In Inferno there is a very interesting mechanic that is connected to Hope, the most valuable asset in a place that has an invitation on the door to leave this feeling out. A unique experience, carried out by the master who bears the name of Guide.

The characters are Lost, living beings forced to go through hell embodying the sin that could one day force them there. They are living beings who came here before their time. Hell will try to capture and enslave them, so the challenge for the players will not be to defeat the hordes of the damned, but to survive this journey with a shred of hope. After all, there is no concept of “death” in hell. Everything that will be destroyed will be recreated by divine will within a few moments. An infinite journey in a place created to snatch hope from the body.

This journey is covered in the Inferno – Virgil’s Untold Tales manual. Inside is the campaign that guides the Foundables from the dark forest to the Giudecca. There is a detailed description of the different groups as well as a bestiary with the characteristics of the infernal guardians and judges.

Review of the Protagonists of Inferno

Inferno is a journey, and its protagonists are the Foundables. These unfortunates are represented by 12 archetypes. They are an infernal reinterpretation of the D&D5e classes closely linked to the sin that will one day drag them to this place of pain. Each archetype is represented by its own infernal emblems. Clothes, shape and weapons that give life to the Foundable and make up its substance.

It is not possible to get rid of an emblem because it represents the burden of guilt that binds us to Hell. The corruption it represents and the knowledge that we cannot abandon it will quickly consume our hope. Obviously the emblems are not only a condemnation, but also a form of power. However, as mentioned earlier, power will lead to corruption and we must choose its use carefully.

In addition to the Foundables, three other playable races that completely deviate from this concept were unlocked during the Kickstarter campaign. Ignavian Angels, Magni Spirits and Malebranche will be able to join the journey, aware however that for them there is no real salvation. their place in hell has long been decided and the only thing they can do is prove themselves worthy of the God grace.

Among the twelve archetypes, the one that struck me the most is the Saint, the archetype of the Lost Paladin; having shed blood in the illusion of understanding and fulfilling the will of the Lord, he is forced to dwell in the Seventh Circle, among the violent and blasphemous. This version completely overturns the classic vision of the Paladin and is a clear example of the interesting roleplay possibilities given by the manual.

A Journey Through the City of Sorrows

The Inferno – Dante’s Guide to Hell manual devotes over 92 pages to describing the darkest place in the world of RPGs. Personally I consider it the most important part of the manual, since it allows us to fully enter this type of setting.

Hell is a dark and terrible abyss in which the concepts of time and space do not exist. In the first paragraphs, the authors explain how it is possible for the lost to survive this journey, detailing each group with long descriptions full of ideas that will help the masters give context to their adventures.

While reading it was very interesting to imagine the different places described, especially the final battle with Lucifer inside the Giudecca. It is an icy hell in which the lost decide whether to ignore the promises of the evil one to abandon their sins; the perfect conclusion of a long journey through the many groups.

Inferno Art Review

Within this review I have shown you several illustrations of the many artists who participated in the project. Daniella Giubellini, Fabio Porfidia and Vincenzo Prattico have done a superlative job creating a graphic sector beyond expectations. It is sufficient to browse through the manual to notice the beauty of the many images present in the manuals and in the artbook. The illustrations fit perfectly within the three manuals and the graphic choice of colors is very spot on.

Obviously such a full-bodied work carries with it some small smudges, such as the presence of mirrored images that bear the artists’ signature upside down. Personally I think it’s an insignificant detail that doesn’t detract from the hard work behind the development of the two manuals.

Final Thoughts of this Inferno Review

Inferno is an extremely good product with very interesting mechanics that allow masters and players to bring to the table a particular experience based on sin and the hope of redemption. Obviously, to fully experience the sensations of this setting, a certain seriousness is required at the table, to avoid transforming everything into a parodic version of Dante’s journey.

The manuals are aesthetically incredible and this further increases the value of this excellent product. A highly recommended purchase for all those who want to bring Dante’s journey and the horrors of hell to their table, all in D&D5e sauce!

If you enjoyed this Inferno review, stay tuned for more D&D5e products!

La Notte Eterna [ D&D5e ] : Quickstart Analysis | Preview

La Notte Eterna [ D&D5e ] : Quickstart Analysis | Preview

In this preview we will analyze the quickstart of La Notte Eterna for D&D5e, giving you a first impression of the setting and the new mechanics. The project has been on Kickstarter for a few days, and the crowdfunding campaign is proceeding at full speed, thus unlocking a good number of stretch goals.

The Kickstarter offers a wide choice that satisfies both those who only want the manuals and those who cannot help with a few more gadgets. Manuals, dice sets, miniatures and more await you on the Kickstarter page ready to enrich your collection. The basic manual will consist of about 400 pages and will contain everything you need to immerse yourself in this new adventure. Inside you can find maps, illustrations and extensive descriptions of characters, places and monsters.

Obviously you probably would like to give it a look before the purchase and for this reason it is possible to download the digital copy of the quickstart for free on the Ali Ribelli publishing house website. With the download you will have access to about seventy pages of material, more than enough to get an idea of ​​the setting of La Notte Eterna.

A Look at La Notte Eterna

La Notte Eterna is an epic fantasy setting that comes from an idea by Jason R. Forbus. Almost twenty years have passed since this setting saw the light in a first edition with the T20 system. Today, however, La Notte Eterna returns, enriched with new ideas, and material for masters and players!

161 years have passed since the day the Celestial War began. A conflict that sees the divinities and their immense armies lined up in a struggle for supremacy that has so far not decreed winners or losers.

When the first battle cry arose in the sky, with the power of thunder, the darkness of a greedy and terrible cosmos swallowed up the sun. It was lost in a blanket of icy stars without leaving a trace; stolen, it is said, by a blind and cruel god.

Consult the scholar, speak well with the common people, ask them the name of this perennial darkness that has darkened the sky and the hearts of men: “This dark age, of blood and tears,” they will answer you, “it is La Notte Eterna

The sunlight has long since left the lands of Neir, and while the deities wage their eternal war, the creatures of the night have launched their attack on mortals. New alliances have been forged between once-enemy races. The balance of power has drastically changed and today the world of Neir is very different. New races, subclasses and a detailed geography will allow us to play very different campaigns, satisfying all tastes.

Preview of the New Mechanics of La Notte Eterna

The setting is based on the D&D5e game system, but with some significant changes. The first novelty introduces the Meteor system and represents a significant event in the world of Neir. Powerful artifacts, extraplanar creatures and cursed objects. The remains of the war that rages between the gods rain down on the earth, changing the destiny of men and entire nations; in fact, a simple divine artifact can shift the balance of a human conflict. A very interesting cue that allows the master to create a plot around the arrival of a meteor.

The second novelty consists of the Magic of the Sphere, a unique type of magic that allows you to share your vital essence to bring ancient heroes of the past back to life. As with Meteors, Sphere Magic can easily be used as the centerpiece of a campaign. The search for a relic can be the starting point needed to put together a group of adventurers.

Both of these mechanics are well explained in the quickstart, which also provides us with some examples of the types of artifacts and heroes we can bring into play.

Final Thoughts

As you can see from this preview, La Notte Eterna seems a captivating setting, with some extra rules that add very interesting elements to D&D5e. The mechanics of the Spheres and Meteors offer further ideas that can kick off entire game campaigns. I invite you to download the free quickstart and play the adventure included, so as to live the beauty of this new setting for D&D5e.

If you haven’t fallen in love with this setting yet, I point out that the publishing house occasionally releases adventure ideas called Star Gazer; it is an actual newspaper of the game world. These chronicles of La Notte Eterna are completely free and report events that took place in the lands of Neir; masters and players can use these cues by inserting them into their sessions. A very interesting support that shows the interest and passion in La Notte Eterna project.

If you enjoyed this preview of La Notte Eterna for D&D5e, keep following us to stay informed about other similar products!

Household – Quickstart Analysis | Preview

Household – Quickstart Analysis | Preview

Today our search for tomes to read and worlds to explore leads us to discover the preview of the new version of Household. After winning the RPG of the Year award at Lucca Comics & Games 2019, Two Little Mice decided to present a new version of the smallest RPG in the world. In fact the authors Rico Sirignano and Simone Formicola decided to renew the first edition (aesthetically and mechanically) taking advantage of the experience accumulated over the years.

In this preview we take a look at the Household quickstart, that consists of 87 pages and can be downloaded here. Inside we find chapters dedicated to the setting, the regulation, and an adventure ready to play.

If the project is of interest to you, we recommend that you visit the official project page.

As you can imagine, there are many things to say; so let’s enter the house!

Let’s Take a Look at the New Household Edition

For those unfamiliar with Household, we are talking about an RPG set inside an apparently abandoned house. I say apparently, because in reality small creatures move along its corridors, almost invisible given their size. Some call them “the littlings”, but they prefer to identify themselves through different kingdoms with different customs and needs. Fairies, Boggarts, Sluaghs and Spriggans; within the quickstart we have a detailed presentation of the four playable races and their different peculiarities. We will experience incredible adventures from the point of view of creatures for whom a ladder is seen as a mountain, and for whom a needle becomes a lethal sword.

For those who know the first version of Household, on the other hand, don’t worry; its splendid setting does not undergo changes and new yet unexplored rooms of the house are added. One of the aspects that has undergone changes is certainly the graphic aspect. In fact, a large team of artists joined the team. Daniella Giubellini, Antonio de Luca, Federica Costantini, Alessandro Paviolo and Fabio Porfidia added new illustrations and reworked those of the first edition to add beautiful details.

Preview of the New Household Rules

The regulation is certainly the aspect that has undergone a more drastic renewal than the first version. The Household system was already simple and intuitive, but the two authors decided to take a step forward, taking inspiration from the experience accumulated with their second game, Broken Compass. In fact, the new version of Household is deeply influenced by it and further simplifies the system in order to make everything even smoother.

Even the creation of our men undergoes profound variations, allowing greater personalization through professions and vocations. The Quickstart gives us a first overview of all these possibilities and we sincerely look forward to being able to browse the finished product!

What does the Household Kickstarter Contain?

A monumental Kickstarter, I don’t think there’s a better way to define it.

Household provides supporters with manuals, adventures, maps, dice, cards and miniatures. On Kickstarter you will find the different types of pledges that offer a wide choice to please both those who prefer only the digital version and those who can’t resist the charm of physical manuals.

Obviously it is possible to purchase the various additional contents at any time, personalizing your order as you wish.

It is important to remember that the shipping costs must still be added to the shown prices; at the moment they are not detailed to the cent, in order to avoid unpleasant increases and nasty surprises.

As in any Kickstarter, it is impossible to define a precise delivery day, even if it is currently scheduled for 2023.

Let’s Draw the Household Preview Sums

Household is coming with a completely renewed graphic layout full of details and new illustrations. The simplification of the game system is another important aspect of the new version. The setting is the same that we learned to love; a fragile peace cracked day after day by revenge and intrigue. War is upon us, and the littlings are ready for fantastic adventures.

This work will certainly bring a lot of juicy Stretch Goals into the pockets of supporters. The authors have been able to demonstrate that they can guarantee a very high quality level and also for this reason we advise you to keep an eye on this project!

If you enjoyed this preview of Household, keep following us to stay informed about other similar products!

Death in the Dungeon – Companion | Review

Death in the Dungeon – Companion | Review

In this review we talk about Death in the Dungeon again and we introduce its first expansion, Companion. if you haven’t done so yet, I invite you to read my article about the core rulebook in order to have a clearer idea on the subject. This expansion maintains its basic characteristics, that is to be fast and simple to play. The game keeps following the principles of the OSR (Old School Renaissance) too.

Death in the Dungeon – Companion was created by Neuicon and consists of about 30 pages in A5 format with soft cover. Inside there are several illustrations by William Dvorak, while the cover is made by Blake Davis, the same artist who of the base manual. The artistic style of the illustrations is perfectly classic, which is exactly what an enthusiast of the genre would hope to find.


You can find Death in the Dungeon – companion in major stores in digital format for $ 1,99.

Review of the New Features Contained in Death in the Dungeon – Companion

The first big news of this expansion are fifteen pages that explain the history of the world of Kith. In the core rulebook there was only a short two-page paragraph about the lore. This time, however, the authors wanted to add juicy details on the history of the different races, on the cities and on the peoples who inhabit them, also giving a glimpse of the different religions.

These additions will come in handy if players decide to add even a minimum of context to their battles, creating a rich background on the different members of their group.

Review of the New Rules of Death in the Dungeon – Companion

This expansion not only adds juicy setting details, but also perfects the rules for solo play. In the core rulebook the opponents in our solo games were not other adventurers, but monsters randomly chosen from a table. The management of battles against other adventurers is regulated within the Companion and this finally allows us to enjoy the game to its fullest.

In addition, there are five new scenarios that can be developed to add more hours of fun.

Final Considerations

Death in the Dungeon – Companion adds interesting new features that integrate a gripping story into a fast paced game. The rules for managing solo battles with adventurers are another point in favor of the purchase.

In its first expansion, Death in the Dungeon confirms that it is an excellent war game with a simple ruleset and a very affordable price. A good way to start approaching this type of games.


If you enjoyed this review, keep following us to be always informed about products like Death in the Dungeon – Companion!

Death in the Dungeon | Review

Death in the Dungeon | Review

In this review we will talk about Death in the Dungeon, a skirmish and exploration game that will take us to the depths of the earth. Death in the Dungeon can be placed in the war game category since it requires a squared map, a meter and miniatures. Obviously there could be alternatives, but these are the elements suggested in the first pages of the manual.

Death in the Dungeon is a game created by Neuicon and consists of 40 pages in A5 format with a soft cover. Inside there are two illustrations by Peter Pagano while the cover is made by Blake Davis; these works are qualitatively very valuable, making an artistic side that does not shine for abundance very fascinating.

You can find Death in the Dungeon on DriveThruRPG in digital format for $ 2,99.

The Creation of the Group

Welcome to the death. Welcome to the dungeon

The creation of our group of explorers is very fast and takes us about fifteen minutes. Players must agree on the amount of gold that will be used to form their groups. Once chosen, it will have to be spent in the following categories:

  • Races: Each race has a specific cost that increases according to its movement range. For example, the dwarf has a move of 10, while the elf has a move of 20.
  • Classes: Also in this case the cost is given by the efficiency, that here is called level of power. This stat is used to hit the enemy, and is compared to the defender’s armor.
  • Armor: The cost is obviously given by the die that is rolled against the power level.
  • Weapons: This is the last category and provides us with a great choice based on the strategy we want to follow. We can opt for ranged weapons, or weapons with a longer range. The die obviously increases with increasing cost.

The classes are well balanced, and the manual provides some hints for creating some interesting challenges. You surely understand that we will have to carefully choose our team trying to balance movement, attack and defense. Strategy is the key.

Review of the New Rules Introduced by Death in the Dungeon

Death in the Dungeon is a classic wargame, that is a strategy game in which miniatures and obstacles that represent the forces in play are arranged on a map. A simulation in all respects of a clash between sides that will see our characters face those of our opponent in battle. The regulation is very simple and is summarized in a few pages. To play we need a 30x30cm or 60x60cm grid. We will take turns activating our units, moving them as if they were pieces on a chessboard. The manual offers several possible scenarios that represent alternatives to the classic game. We will be able to fight in a dungeon that is collapsing, or in a crypt full of enemies; in the manual there are five of these different modes.

Death in the Dungeon can be played by multiple players or solo. In this case the opponents are replaced with randomly generated monsters. After each fight the winner will be able to loot the loser and use the money to upgrade his equipment. This allows us to create a sort of campaign in which, thanks to exploration, we will be able to create a larger and better equipped group.

Final Considerations of the Death in the Dungeon Review

Death in the Dungeon is the simplest war game you can get your hands on. It can be a good start for those who want to try this type of game at a very low price.

Each game will last around half an hour, or even less once you become familiar with your party’s stats.

If you liked this review, keep following us to be always informed about products like Death in the Dungeon!

Press Start – Quickstart [ Gamebook ] | Preview

Press Start – Quickstart [ Gamebook ] | Preview

Today our search for tomes to read and worlds to explore takes us back in time, with a preview of the brand new Press Start. Acheron Games and Nerdcore decided to put together two staples of teenagers who lived in the 80s and 90s. Gamebooks and game rooms have been masterfully combined to recreate that magical atmosphere full of fast-paced action. More experienced adventurers will surely remember the afternoons spent in front of the arcade cabinet with only a few coins in their pockets. Now it will finally be possible to face those challenges one page at a time through the many choices present in these gamebooks. Street Fighter, Ghosts’ n Goblins and Ninja Gaiden are just some of the games used as inspiration.

Some News about the Press Start Preview

Press Start will consist of three gamebooks that will let us live compelling stories in the typical arcade style of that period. The covers and illustrations created by Francesco Biagini, Oscar Celestini, Elio Ubaldi and Turbogamma take inspiration from those videogames and even the character sheets are themed and involve the reader in this amazing atmosphere. For now I have only been able to play at their first levels, but I can say that Mauro Longo, Samuel Marolla, Franceso di Lazzaro e Gabriele Simionato have done a great job, and I can’t wait to have the finished product in my hands. The search for atmosphere seems to be a very important point in these gamebooks, so much that Kenobit created an appropriate musical theme to accompany our adventures.

At the moment Press Start is a crowfounding campaign on GameFound and it has already achieved its goal, also unlocking the first Stretch goals. Now that we have talked about the artists and authors of this project, it is time to see in detail the three gamebooks.

Games of Death II

Get in the ring and get ready to fight enemy after enemy till you reach the final fight!

The first gamebook we have in our hands is Games of Death II, a classic fighting game. A simple story and a single goal, to make our way one match at a time until we reach the trophy and earn the title of champion. Our energy, power and stamina ​​are indicated on our character sheet. Our choices will decrease these values ​​or those of our opponent. One shot at a time, between defense and attack, without ever lingering. It’s time to insert the first coin and choose our fighter.

Round 1 Fight!

Ghasts’n Gremlins

Enter the demonic realm and fight ghasts, gremlins, bosses and underbosses, till the final fight with Satan themselves!

The second gamebook is Ghasts’n Gremlins. In this adventure we will have control of the valiant princess Priscilla and we will have to save our beloved through different levels that emulate platformers. A classic hack ‘n’ slash metroidvania where we will have to deal with aberrant monsters and exciting challenges. To simulate the 80’s videogames even better, a checkpoint and wound management mechanic linked to the disappearance of the armor has been added, in addition to hidden bonuses and treasures dropped by enemies.

Shugendo

Shugendo emulates the appealing, NINJA themed platform games that were all the rage in the legendary 80s.

The third and final gamebook is Shugendo, an adventure in the classic ninja style in which we will have to make our way to save our master. A race against time facing the ninjas of a rival clan, hiding in the shadows or throwing us headlong into the action. At the end of each level we will find a boss waiting for us, ready to put a spoke in the wheel. We will have to choose whether to favor action or stealth following the path of revenge.

Conclusions of the Press Start Preview

We tested all three gamebooks and each adventure was a pleasant journey into memories. Whether you have lived through the 80s or not, these three game books will be able to make you spend several hours of fun with a simple and intuitive mechanics. It is possible to choose different forms of pledge, preferring the physical or digital form. In addition, it is even possible to choose which gamebook we want to buy, without having to take the whole package. Acheron gives us full freedom by providing a preview of the gamebooks so we can get an idea of ​​what we will have in our hands (it is actually a quickstart to download). I invite you to take a look at the Gamefound page and let us know what you think about this project.


If you enjoyed this preview of Press Start, keep following us to be always informed about other gamebooks!

Thousand Year Old Vampire | Review

Thousand Year Old Vampire | Review

Today we are pleased to show you our review of Thousand Year Old Vampire, a solo role-playing game that brings the hard choices of an immortal into our daily life.

Written by Tim Hutchings, this game has received good feedback from industry critics, obtaining excellent results at the ENnie Award and the Indiecade in 2020. We want to thank the Narrattiva publishing house for bringing this title to Italy. You can buy Thousand Year Old Vampire on the Narrattiva store at a price of € 29.90.

“Observe all those you have loved and hated as they grow old, and eventually turn to dust”

The Art of Thousand Year Old Vampire

Narrattiva has made something amazing in presenting the Italian edition with a work that involved both professionals in the environment and budding writers. Each of them was able to leave their own narrative cue then randomly selected to compose the manual. Each copy of Thousand Year Old Vampire is therefore one of a kind as it contains completely different ideas. In addition, to underline the uniqueness of each single volume, the cover is also created randomly by mixing different graphic elements together to obtain about 12,000 different versions. A huge amount of work carried out with the sole desire to bring us a product that lives up to expectations. We could almost call it a collector’s item. I hope you will agree with me that the effort and work it took to bring this game to life is well worth the price.


Review of the Mechanics of Thousand Year Old Vampire

Let’s say that if a game wins the best regulation award at the ENnies Awards, I start with a fairly high expectation. The Thousand Year Old Vampire mechanics are simple and intuitive. There are two main ways to play it.

  • The short game in which we will have to respond with a few lines to the different cues that we will find during the game.
  • The game with the diary instead represents a completely different experience since we will write a real chronicle of our life. Each idea is told on a page, and in the end we will have a complete document in our hands that we can reread.

The first part is related to the creation of the vampire. Memories of our mortal past, and the trauma of transformation form the backbone of the tale. From this moment the game proceeds in a semi-random way through the different narrative cues that help us discover the desires of our vampire. We will be forced to make choices, to live the burden of sacrifices, to forget those we once loved and hated.

My Experience with Thousand Year Old Vampire

“The stars revolve above you in the night. The seasons merge. You are like an automaton, unaware of the passage of decades. A century passes. Eliminate a memory. Eliminate all mortal characters.”

My experience with this type of RPG is extremely limited, so I approached Thousand Year Old Vampire with a certain diffidence, not knowing how I would respond to the idea of ​​telling a story to myself. As a player, I am used to playing by taking advantage of the aids given to me by other players and by the master. In this case I had to manage myself and this put me in front of several problems. The first was my lack of order in organizing memories. At the end of the game I found myself in a messy pile of absolutely confused papers. I then created an Excel file with precise tables for the memories, resources and characters, and this helped me a lot, even if it partially reduced the pleasure of writing.

The second problem is perhaps the biggest flaw and at the same time the greatest value of this game. Thousand Year Old Vampire responds in proportion to the commitment that is put into creating the story. We are given an idea of ​​a few lines linked to a theme of a certain depth, and there have been evenings when I was not in the mood to go into the details of how it made me feel to realize that I have lost all the mortal affections I had created in my lifetime. Other nights, however, I was extremely inspired also thanks to an adequate soundtrack in the creation of my story. A fluctuating experience, perhaps too much, at least for me.

Final Consideration

Summing up I have to say that Thousand Year Old Vampire is a really good game. Each game allows us to live a completely new experience and the replay value is limited only by the imagination. I recommend it to everyone, even those who like me have little experience with games of this type. Leaving the comfort zone for once to experience something different turned out to be extremely interesting, absolutely to be tried again in a moment of tranquility in which I will be able to maintain the consistency and mood necessary to carry it on.

If you enjoyed this Thousand Year Old Vampire review, stay tuned to keep up to date with what’s new in Narrattiva!

Blood Sword [ D&D5e ] : Quickstart Analysis | Preview

Blood Sword [ D&D5e ] : Quickstart Analysis | Preview

In this preview we will analyze the quickstart for D&D5e of Blood Sword, giving you a first impression on the setting and the new rules. During this year’s Play in Modena, we met with pleasure Edizioni Librarsi and thanks to them we got our hands thanks to the paper quickstart of a new setting for D&D5e. The world of Blood Sword has finally become a setting for the most famous RPG in the world. The project, financed by an excellent crowdfunding campaign, collected 40,000 € in a short time, managing not only to finance the work, but also to unlock a considerable number of stretch goals. This manual will be released in 2022, but it is possible to pre-order everything on the Tambù website (where you will find the same pledges present in the Kickstarter).

The final manual will consist of about 250 pages and will contain everything you need to immerse you in this new adventure. Maps, illustrations and extensive descriptions of characters and monsters. Obviously you do not buy anything in a poke and for this you can download the digital copy of the quickstart for free on the Tambù website. With the download you will have access to about fifty pages of material, including an adventure and the cards of the pre-generated characters. What better way to get an idea about it?

A Look at Blood Sword

Blood Sword was born from an idea of ​​Dave Morris and Oliver Johnson who together gave life to one of the most famous book series ever. These interactive novels allowed not only to face the clashes on squared maps, but to face the challenges alone or with a group of friends thus creating a new type of experience. You immediately understand how all this comes very close to the concept of role play, especially systems like D&D.

When I read The Battlepits of Krarth’s, the first volume of the new edition of Blood Sword, I couldn’t get the idea out of my head that it would be great to play an adventure within this setting. I imagined myself at the table observing my players intent on facing the mysteries and trials of the deadly labyrinth; I almost savored the pleasure of seeing them immersed up to their necks in the political intrigues of wizards, with a mission still not entirely clear. Fortunately I didn’t have to force myself to adapt anything as Dave Morris, Valentino Sergi, and Daniele Fusetto did all the work. Thanks to the combined efforts of Tambù, Edizioni Librarsi and Officina Meningi, this new setting with dark tones has finally seen the light.

Preview of the D&D5e Rules of Blood Sword

The setting is based on the D&D5e rulebook, but with some significant changes. The first novelty introduced is called Crossroads and represents that set of encounters, challenges, puzzles or battles that always involve vital choices for the group. These Crossroads contain one or more scenarios and are activated by one or more triggers based on the choices of the players. They can be resolved with a success or a failure, and help the master to give a clear direction to the adventure by following the type of game to which this work is inspired.

The second novelty consists of the Blood Dice, a 6-sided dice that shows on three of them a red sword called audacity, while on the rest there are broken blue swords called thrill. The audacity and thrill add a new mechanic to the game related to the morale of our adventurer. If morale is high we will have significant advantages related to rest and physical and mental conditions; and instead the roll of the dice will show the broken sword, the situation will quickly worsen.

After all, think about it; you just failed a group vital test. Everyone was counting on you and, however much they hide it, the disappointment is evident on their faces. It is not easy to fight when tired, or when morale is low. The obstacles seem immediately insurmountable to us. Blood Sword adds this mechanic and players will have to put this condition into play; successes and failures will have an even more important weight.

Final Considerations

Blood Sword presents itself as an exciting setting, with a regulation that adds very interesting elements. Character development does not only involve improving stats. The fears of our hero come into play, allowing us to play a well-rounded character, giving new ideas for interpretation. I invite you to download the free quickstart and play the present adventure, so as to touch the beauty of the manual and the setting. Pre-orders are open, and you just have to decide which pledge to buy.

If you enjoyed this preview of Blood Sword for D&D5e, keep following us to stay informed about other similar products!

Before the Stroke of Midnight [ D&D5e ] | Review

Before the Stroke of Midnight [ D&D5e ] | Review

This time we bring you a review of a Midnight Tower adventure, whom we thank for sending us a printed copy of Before the Stroke of Midnight. This English adventure for D&D5e was inspired by the works of Edgar Allan Poe and is designed for 3-5 9th-level characters, but can be easily scaled to cover levels 1-20. Created by authors Tove Lund Jorgensen and Erik Jorgensen, Before The Stroke Of Midnight was presented as a Kickstarter project and collected £ 27,766 in a short time. Like the other Midnight Tower adventures we reviewed (Rise of the Ice Dragons TrilogyBefore the Stroke of Midnight can be purchased at DrivetrhuRPG in digital version for $7.50 (about € 6.40), or in physical, hardcover and printed version, in color, the Standard version for $29.90 (about € 25.52) or the Premium version for $39.90 (about € 34.05).

A Look at the Graphics from Before the Stroke of Midnight

If we exclude the thanks and the character sheet, Before the Stroke of Midnight is 73 pages long. The manual consists of the actual adventure and the Black Raven Copendium, in which we find new magical items, monsters, and information that complete the setting. Being a detective adventure and not a classic dungeon, the manual is full of details. Entire paragraphs are dedicated to the description of the various NPCs, their ambitions and their dark secrets, thus making each character unique.

The artworks present are many and of a high level. The portraits of the monsters and co-stars are functional to the adventure and help the narrator in the descriptions. Others are integrated into the work to create that dark atmosphere typical of Poe’s works that inspired the authors. Finally, to complete everything, there are detailed maps that will help the narrator and the players to move around the various locations.

The Review of the Plot of Before the Stroke of Midnight

The Duchess Rose Blackraven of Shieldsborg Castle is dead. However, her last will is missing, and it is unclear who will inherit from her.

You must find the will before midnight and identify the true heir to Shieldsborg Castle. Search the old castle for clues, interview the secretive residents, and investigate the mysterious surrounding areas.

But be careful – more blood will be spilled, and a new murder will occur before midnight.

The intro of Before the Stroke of Midnight could hook you easily into any adventure. A carriage as black as night stops outside the inn where the characters rest. The wood is marked in several places by deep scratches, and a pale and frightened man gets out of the carriage. He is injured, but seeks someone’s help to deliver a message to Shieldborg Castle.

From this point, the plot continues in a linear way with a good number of perfectly inserted twists create an atmosphere of danger around the characters. Being an investigative adventure, it is not designed for a purely physical approach, but the fact remains that Before The Stroke Of Midnight leaves players the possibility to decide whether to jump into the fight or demure in favor of diplomacy.

A few Notes for the Dungeon Master

An adventure designed for characters from 1st to 20th level can present problems especially if there are characters in the party who use magic. Some divination and enchantment spells can easily resolve any investigative situations that arise. It will therefore be the narrator who must calibrate the challenges. Fortunately, the Before The Stroke Of Midnight manual is a pefect ally. Inside the Black Raven Compendium, we find some magical objects designed for the occasion, as well as monsters to give the players a challenge.

Final Thoughts on Before the Stroke of Midnight

Before The Stroke Of Midnight is an adventure designed for those who want to play detectives tracking down culprits through clues and interrogation. The players choose who to question and when. Obviously this type of adventure requires the narrator to prepare and carefully study the setting and the many NPCs, but at the same time it offers continuous twists. I appreciated the attention to detail and the care of the material. I recommend Before the Stroke of Midnight to anyone who wants to experience a mystery inspired by the works of Poe.

If you enjoyed the Before the Stroke of Midnight adventure, stay tuned to stay informed about other similar Midnight Tower products!

The Battlepits of Krarth [ Gamebook ] | Review

The Battlepits of Krarth [ Gamebook ] | Review

In this review we will delve into a deadly dungeon by discovering The Battlepits of Krarth together. This is the first gamebook in the Blood Sword series (printed for the first time in the early 90’s and republished in a new edition by Fabled Lands Publishing). The gamebook was written by Dave Morris and Oliver Johnson, who in 2014 decided to revise the Blood Sword saga by correcting part of the original rules and adding new elements to the plot.

The Battlepits of Krarth is made up of 540 paragraphs which, together with the many and beautiful illustrations by Russ Nicholson, will transport us inside a deadly dungeon.

You can find The Battlepits of Krarth here at a cost of $ 8.99.

The First Steps into the Labyrinth

Every thirteen lunar months, the Magi of Krarth hold a desperate contest to see which of them will rule that bleak and icy land. Teams of daring adventurers are sent down into the labyrinths that lie beneath the tundra, each searching for the Emblem of Victory that will win power for their patron.

Only one team will prevail. The others must die.

The back cover provides us with the first useful elements to enter the setting. Some news, a first assignment. Of course, we still don’t know the mystery of the Blood Sword, as we are novice adventurers in search of glory and power. With these goals in mind, we will enter a deadly maze, made up of challenges and traps. And we will not be alone. The labyrinth is full of enemies and will adapt to our choices. The first decision will be about whether facing this challenge alone or with the help of a party.

Review of The Battlepits of Krarth – Party Building

The part that I liked the most about this gamebook is the fact that it can be played alone or in with friends. Normally reading a gamebook is a solitary experience, or at most we can talk about shared choices, but the protagonist is always only one. In The Battlepits of Krarth instead we will have the opportunity to play up to four heroes at the same time, creating a close-knit party ready to face any challenge. The only rule to maintain the balance of the mechanics is that by increasing the number of people in the party, the average level will decrease.

  • 1 player = one hero of 8th level in a category of your choice;
  • 2 players = two 4th level heroes in different categories;
  • 3 players = three 3rd level heroes in different categories;
  • 4 players = four 2nd level heroes in different categories.

The categories (or classes) that we can choose for our heroes are four. The Warrior specialized in combat, the Sage with psychic powers, the Enchanter skilled in the use of powerful spells, and finally the Trickster who does not need much introduction. Each class has its particularities and its strengths among the characteristics.

You Don’t Always Feel Better Alone

I faced the maze for the first time as a Trickster, while in subsequent tries I decided to move an entire party of four by sharing the burden of choices with another player. In all the games, the maze has always proved to be a challenge as fun as it is cruel. All players will feel like protagonists as the gamebook presents different choices based on the class. We will often find ourselves in front of paragraphs that end with:

If there is a Trickster in the party who wants to act go to ….

The different paths will provide additional information or put players in difficulty. I really appreciated this possibility as it continuously involves the whole group who will have to decide the actions of their respective characters. The only note that I feel I can make is that if you face this challenge alone, you will be the only target of all attacks by suffering the numerical superiority of the enemy. You will therefore have to be lucky with the dice, or your health will go inexorably down, leading you to a premature demise.

Review of the Ruleset of The Battlepits of Krarth

Now that we have decided the number of heroes that will descend into the maze, we just have to understand the rules better. Let’s start by saying that it is very simple. On our character sheet we will have several features:

  • Fighting Prowess = combat ability and physical strength.
  • Psychic Ability = resistance to spells and, in the case of the Enchanter, the predisposition to magic.
  • Awareness = the set of mental abilities such as quick thinking, reasoning skills and common sense.
  • Endurance = represents the state of health. Injuries result in the loss of a certain number of stamina points. Points can be recovered with healing spells or potions.

As you can see from the images above, the scores to be entered depend on the level of our character. We won’t have to decide anything as the values ​​are fixed. The tests will be considered passed if the result of two six-sided dice is equal to or less than the score. In case of death we will have to start our adventure from the beginning and make more prudent or fortunate choices. If, on the other hand, a character dies in a group of several players, he/she will move the opponents who will try to stop the party.

Final Considerations

The Battlepits of Krarth manages to let us live an exciting challenge. The choice of the group greatly affects the way in which we approach the story. Inside this work we also find some mini-games and mini-maps that will help us manage the combats that really seem a full-fledged role-playing game. We could consider The Battlepits of Krarth as a premise to a larger story. In this gamebook we will become familiar with the rules and increase our fame and our skills.

If you love gamebooks you will love the possibility to play more than one character, or to finally involve your friends in an exciting journey. This gamebook is a must in the libraries of the lovers of the genre.

And always remember the house rule: as long as you don’t take your finger off the page you just leaved, you can always go back, hoping not to get lost in the corridors of the labyrinth.

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Edgar Allan Poe The Horror Gamebook | Review

Edgar Allan Poe The Horror Gamebook | Review


Today we will explore a different story from the ones about I have written a review so far, inspired by the works of Edgar Allan Poe and I thank Officina Meningi for sending us all the Edgar Allan Poe the horror gamebook material so we could write this review.

This gamebook was written by Valentino Sergi and illustrated by Francesco Corli and Moreno Paissan. It transports us into a nightmare in which doubt and fear are in constant pursuit. We find ourselves hunted by relentless pursuers, unable to understand who or what we are or where we are – at least at first. We have to rely on our intuition as we make decisions, as we make our way through the ruins of a forgotten place where death reigns supreme.

Edgar Allan Poe the horror gamebook was funded through a Kickstarter in just a few hours, unlocking several stretch goals in the following days. Additional chapters, a color map, and a cleverly designed soundtrack help the reader navigate this corrupt and sick city. The gamebook can be pre-ordered on the Officina Meningi website at cost of € 15, in addition to the hard copy signed by the author, the digital pack containing the files in ePub, Mobi and Pdf format and all the stretch goals unlocked during the Kickstarter are also included.

A Brief Introduction

 want to give you a small glimpse to help you understand this world that we are going to explore:

<<I recognize you, even if i don’t remember you. I don’t know who invited you here, if my creator and executioner did or his even more terrible creation, the red Death, but it doesn’t really matter, they are two sides of the same nightmare>>. The crow flutters at those words and spreads its wings, <<to implore you … wait! Answer my question! … when will I leave the horror of this deserted, enchanted land?>>. The bird has already vanished into the darkness of a starless sky, but its answer echoes through the walls with a croaking voice: <<Never more!>>

From the first page, the work transports us into this atmosphere of doubts and fears. We wake up in an unknown place, covered only by a few rags, and to different creatures intent on finding out whether or not we are … appetizing. Open your eyes wide! We will drown in the despair of the darkness that surrounds us, while our pleas for help find no answer. You don’t know who you are, where you are, nor the reason that brought you here. Armed only with your intellect you still have to move forward.

Edgar Allan Poe the Horror Gamebook Review Content

The first question that came to my mind when I started reading this book is, “how will death be handled?” In the gamebook, a wrong choice leads to a premature departure but, by following the memory, you can go back and start over, even if this breaks the flow of the game. The author found an interesting loophole called Avatar. When you die, the story has no end; but for a particular reason that is explained gradually, you are reborn not too far from your corpse.

You regenerate in a pool of dark liquid next to thYou regenerate in a pool of dark liquid next to the barrel where your corpse floats; The Plague King bends down until his nose is level with your eyes, then slaps his open hands on both knees and bursts into a long laugh: << It’s a blast every time! Don’t worry about the body we’ll put it to good use, as always >> your gaze falls on the rib cage used as a brazier and you feel a deep sense of nausea

You realize the avatar is a prisoner, stuck in an infinite cycle of resurrections, forced to relive his own death and observe his own remains.

We walk in a ruined city corrupted by disease and suspicion. Behind every door, souls in pain await us, protagonists of the stories of Edgar Allan Poe. Imagine my astonishment when behind a door I came across the figure of the Plague King intent on toasting with his court. The gamebook is full of quotes from Poe’s works, entire paragraphs taken from his best known works. The Plague King, the Raven, and the Mask of the Red Death are just a few of them, and all are expertly blended into a compelling story..

Playing Edgar Allan Poe the Horror Gamebook

Playing this gamebook is simple, as it requires nothing but a pencil and a eraser. Unlike other gamebooks, your avatar doesn’t have statistics, but real feeling. Depending on your choice, he or she may trust you or not trust you, or be traumatized or suicidal. This makes you a real puppeteer. The avatar breaks the ‘fourth wall’ a few times, speaking directly to you, sharing his desires and despair with you. The gamebook is full of mini games and riddles, some perfectly linked to the setting, others breaking away a bit from the atmosphere so wisely created, instead. Since there are no classic character statistics, the author has substituted puzzles to reveal obstacles or dangers.

For those who have problems with puzzles, the solutions are included in the last pages of the book. Personally, I advise you to spend a few minutes; don’t do what I did, who instantly and dramatically threw in the towel ….

Final Considerations

Personally, I recommend buying this gamebook. It’s the first time I approached a horror work and i was very satisfied by the atmosphere it managed to create, thanks also to the many images present. I immersed myself in this story by reading it all in one day. I greatly appreciated the quotes of Poe’s works and the tricks used to unite the different stories. There are several possible endings, and I invite you to replay this title several times so as to try all of them.

And always remember the house rule: as long as you don’t take your finger off the page you just passed. You can always go back or, in this case, pile up your corpses!

If you enjoyed this review, continue to follow us to be always informed about products such as the Edgar Allan Poe The Horror Gamebook!

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