|
|
Shadowfist (1994)
Date Reviewed: 8-1-03
Critical Kobold Rating:
(5 out of Dice)

|
|
|
I came
across Shadowfist at
its Gen Con booth the year of its release. I was only marginally
interested upon seeing the display, because while it was nicely
packaged (and they were giving away free posters), I was already
numb from the constant barrage of new games being thrust towards me
at the Con. Ah, but I do know that once I opened my first
Shadowfist package and looked at the cards, I was hooked. I
hadn’t even read the rules yet, mind you, so I didn’t have the
faintest clue how it was played, what all the myriad symbols all
over the cards meant, or anything else about it.
But sweet
monkey giblets, was it an amazing spectacle!
The overall
feeling of the game is intended to emulate the Hong Kong "wuxia"
films, much like Crouching Tiger, Hidden Dragon, or some of
the low-budget chop-socky films produced in the 70's, with a touch
of more modern action flicks such as The Matrix and Big
Trouble in Little China.
|
 |
|
| |
FAKED DEATH
Shadowfist
was originally produced by Daedalus Games, the same company that
first printed the wonderful Feng Shui rpg. (See this kobold’s
review
of that here.) The two products are set in the same
quirky “universe”, so the rpg and the ccg mirror each other in tone,
setting, characters, and action.
Daedalus
printed two ’Fist expansion sets in addition to the core set
before going under financially, and the card game died a brief
death. It was revived a few years later by the next publisher,
Zev Shlesinger of Z-Man Games, under whose illustrious banner
several more expansions were released… before the game was once more
sentenced to death due to costs. THEN, it was picked up once more by
a couple of fans, who have released yet three more sets under the
Inner Kingdom Games logo. So, the ccg is once more alive and
kicking, if not perhaps thriving as it once did a decade and a half
ago.
In the
world of Shadowfist, time travel is possible using magic
portals leading from one period in history to another. In each time
juncture, there are groups who secretly manipulate world events by
controlling “feng shui” sites. These sites are locations that give
their owners control of the world’s mystical ch’i energy there,
allowing them to change reality and mold the world into whatever
image they’d like. All these factions throughout history are
therefore using their agents and resources to find, steal, or
destroy feng shui sites along a timeline spanning more than two
thousand years.
And you
thought your job was rough…
The
Cards
Sites
The
objective in the card game is to control several feng shui sites to
win. These are either played from your own hand, or may be “seized”
(taken over) from your opponents’ own play areas. Each turn, feng
shui sites generate Power for their owner, representing the ch’i of
the site. The more Power you possess, the more cards you can play,
so you want a nice supply of sites generating Power for you.
Your sites
are the territories you control as a player, and you need to guard
your sites jealously from the other players, who will be attacking
them to destroy your power base. Even worse, instead of destroying
them, your wily enemies may steal your sites, to use as their own! (Thooooooose
bastards!) In addition to generating Power, many sites have
extra abilities, such as healing characters or deflecting damage
done to them. |
|
| |
Characters
Your first
line of defense, and agents of attack, are Character cards. These
represent the factions throughout history involved in the Secret War
for domination of the timeline. Characters may be individuals, such
as Battlechimp Potemkin, a cybernetic rocket-powered gorilla rebel
who can lay the serious whoop-ass on enemies, or more generic cards
like “Mooks”, who are groups of low-level errand boys.
Characters
all have Fighting scores that denote their effectiveness in
combat. The higher the Fighting score, the more damage your
Character can sustain, and the more hurtin’ she deals out.
Characters will be doing the fighting for you, and will either be
attacking feng shui sites, doing combat with opposing Characters, or
both.
Many
Characters also have special abilities, such as being able to
instantly assassinate other Characters, reducing damage done to
them, or sneaking around opponents to avoid combat. More powerful
Characters from the same faction often have traits common to their
group as well, such as the power to cast spells, or access to
high-tech equipment, or masterful kung fu abilities.
(“Ah! I see you,
too, know the deadly ‘Quivering Uvula’ technique, young one!”) |

The 4 (upper right)
is the Fighting score. The Lotus Faction and Magic symbols and 3
Power (lower left) are the Cost to play the Character. The Lotus
faction symbol (lower right) is the Resource the Horror provides to
you. |
|
| |
States
States are
helpful additions to your other cards. States may be weapons,
vehicles, equipment. They may be skills or combat techniques that
you play onto your Characters to boost their effectiveness, or
perhaps defenses and bonuses you play on sites to make them more
powerful.
Events
Event cards
(a staple among most ccg’s) allow you to change the rules briefly,
unleashing a nasty surprise situation on your foes, or saving your
own bacon in the clutch. These are the only cards that can be played
outside your own turn, so they have the most potential to muck with
your opponents from afar, when they think you’re harmless.
(Heh heh.
Suckers!)
|
|
| |
 |
Edges
Longer
lasting than Events, Edges also alter the game rules in some way,
but they
usually
hang around until your enemies find a way to banish them. Edges are
generally
powerful,
giving you an ongoing advantage over your silly competitors for the
duration of
the game.
Getting more than one Edge in
play can seriously cheese off your adversaries, making
them
glare at you and mutter curses about your ancestry. Fun, fun! Expect
a lot of kung fu
punishment
to be coming your way if you do this.
|
|
| |
So What’s the Point?
OK, to
win, you need to control five feng shui sites. To do that, you play
them out of your hand onto your playing area, or attack someone
else’s and take it for your own. (Yooooooou bastard!) You
need to take some care with this, because your sites need to be
played in a prescribed pattern of columns and rows on the table, and
where you place your sites in your arrangement may impact
your game play and the sites’ usefulness.
Your
Characters are played out at these sites as well, and given whatever
states you’d like. On your turn, you’ll use these guys to do your
bidding, fending off attacks against your sites or setting them
loose upon hapless opponents. The first guy to control five feng
shui sites is the winner. TA DA!! Simple as that.
”This is
Gonna Cost Ya, Pal.”
But, you
can’t just slap cards down willy-nilly. Each card in Shadowfist
has a Cost. This may be a cost of Power and/or Resources.
In order
to play cards, you need to have the Power available to pay
for them. Each turn your sites will generate Power for you, and you
can then play as many cards as you can pay for… but once you’ve
spent all your Power that turn, you’re empty, dude.
Next, even
if you have the Power, you may still need the proper Resources
available to play the card. Most cards have Resource symbols on
them; these symbols tell you whether you are required to have those
Resources in order to use the card, or whether the card provides
those useful resources to you. These symbols may represent the
Faction associated with that card, or they may represent the areas
of technology, magic, or chi.
If the card you want to play
requires resources, then that means you have to already have a card
in play that provides those resources before you can bring out the
new card. More powerful cards
require more than one of these Resources in order to be played.
Resources provided by cards you play allow you to bring out even
more cards with Resource requirements. It's a snowball effect
for your arsenal.
Example: I want to give my
character a fusion rifle. The fusion rifle card has a Cost of 1
Power, plus a “Tech” symbol. I have the one Power point in my pool
generated by my feng shui sites, so I can pay that. Now I have to
make sure I have some other card already out with the “Technology”
symbol on it. Luckily, I have an arcano-technician character in
play, and he provides a Tech resource. So, with the Power and
Resource requirements covered, I can go ahead and play the fusion
rifle onto a Character. Someone's about to get toasted, baby!
What the %&*#
Is Goin’ On Here?!
The best
part of this game is the freaky bizarre mixture of elements. The
setting of the ccg is a heady stew of fantasy/ sci-fi/ action
adventure. As a player, you’re free to design a deck that mixes all
the diverse factions you want, throwing in sites, people, and
equipment from all over the history timeline and from every genre.
You may
have ghosts from first century Mongolia armed with disintegrator
rays zooming around in a hovertank to protect your noodle restaurant
feng shui site. Your opponent may attack your bamboo garden with a
cyborg demon from the future leading a band of Chinese river pirates
from the year 1861. And that’s before you unleash the nuclear
weapons!
I love this
game. Out of all my ccgs (and I have a LOT of ccgs), I play this one
most often and with the most glee. Perhaps it’s my warped sense of
reality, or my appreciation for kicking ass, but there are few games
on the market that can compare to the simplicity, variety, and
absurdity of a few hands of Shadowfist.
|
|
| |

Friends
will be lining up to kick your ass in Shadowfist! |
|
| |
|
|
|
[Go to Critical Kobold Game Reviews Page] OR
[Go to Critical Kobold Movie Reviews Page]
|
|
|
|
|
|