Quick Guide

Note: Everything here is based on a prototype of the game.

Rogue Angels game information:

=> BoardGameGeek
=> Official Website
=> Facebook Page
=> Instagram
=> Twitter (wants to be called X)
=> Kickstarter (closed but viewable)
=> Gamefound (you still can preorder it / pledge for it)
=> Rules

=> The Video that first got me interested in the game (TableTop Tolson – one of my favorite reviewers)
=> The Video that rekindled that interest (Inspired 2 Game – one of my favorite reviewers)
=> Excellent under 10 minute review (Dice Treasures – even has the black dice and numbers on standee bases)
=> Nearly 100 short 1 minute video clips
=> One A Day Video Clips

=> Video Playlist (a short select collection of videos about the game)
=> Background Music (as you play the game)

Rogue Angels is using Gamefound for the Pledge Manager.

=> Rogue Angels <=get your copy on Gamefound

* Art and Info provided with permission from Sun Tsu Games who kindly sent me a prototype!

Featured post

An Updated Look at our 16 Heroes (coming up next)

Next … I am planning an updated look at our SIXTEEN HEROES! I think every single one of them has been updated from the prototype to the final game! So… stay tuned!

Probably will start with a look at the Heroes who had EVERY ONE of their Action Cards updated:

  • Xalia
  • Laelia
  • Gia U’Coni
  • Sigyn

First Look at tracking damage inflicted on an enemy

Let’s take a look at actually using the cool rotating health dials within the base of an enemy!

The Rulebook includes an example, so let’s use that example. Here it is from the bottom of page 24 … first (since that is what we are looking at) take a look at the enemy standee that gets inserted into its cool rotating dial base. In this example, the enemy is RED #1 … so that is the base cover that is used:

The dial started showing enemy health of 4 (top) and then shows enemy health of 1 (bottom).

Next … we will be using one of Memnon’s Action Cards for this example. In the prototype, the weapon was named K90 CC Gun … in the final game the weapon is called K90 Rifle as shown here:

Continue reading “First Look at tracking damage inflicted on an enemy”

Ohhhhh … Brilliant acknowledged!

There are a few game companies that I admire for not only putting out great games, but also for providing superior support (and communication) as well as trying their best to help the gaming community.

Stonemaier Games is one of those great game companies.

I was looking at Emil’s game prior to Rogue Angels: Legacy of the Burning Suns … it was simply called “Burning Suns“. It created and defined the universe that we find ourselves in when we play Rogue Angels. Well … Jamey (head honcho at Stonemaier Games) posted a short overview of a mechanism that Emil included in Burning Suns that Jamey considered BRILLIANT. True! Take a peek at how Jamey put it:

Congratulations Emil … and, I think that Rogue Angels also has a few brilliant aspects to it as well.

First Look at Player Aid card

I asked Emil about the Player Aid card … and he has now shared it with us! It also answered my question to Emil about an icon glossary! Here is the near final (v8) front and back:

and

Watch for another quick article to run through some of the key points on this card!

First Look at Enemy Standee Bases (with built in damage tracking)

When playing Rogue Angels prototype, I used really tiny D6 dice to keep track of the health remaining for enemies. For the curious, I used different colored Koplow 8mm dice for this.
=> Koplow 8mm D6 dick pack (Amazon – look at the comments to see how MANY people are using these tiny dice to track damage etc)

But now we can take a peek at how the final game will utilize the base for the enemy standee to track it’s health as a DIAL that you can turn as it takes damage! This appears to be a fantastic way to handle tracking enemy health! And page 6 of the rulebook includes  a look at these near final enemy rotating bases!

Continue reading “First Look at Enemy Standee Bases (with built in damage tracking)”

First Look at the Near Final Rulebook

I think it may be time to start looking at Rogue Angels again now that it is nearing completion.

UPDATE (late July 8): I got a msg back from Emil … a newer revision (#23) to the rulebook may be released soon … so hold off printing till then:)

The rulebook is at revision 21 right now and still referred to as “draft”, so it is NOT the FINAL rulebook. However … it DOES give us a look at how Emil has redone the rulebook from scratch. And I like it. I like it A LOT. It is much better than the rulebook that came with the prototype (which is why there are prototypes … so they can evoke comments and suggestions there by making the final that much better). Here is a link that should let you view the rulebook in it’s latest iteration (Emil likely will keep updating the file here):

=> Link to his official Dropbox
=> The Official Dropbox
=> The Rules and Campaign Books folder

I printed a copy of the rulebook and got it spiral bound at Staples a few days ago. Emil has already updated it even more since I printed it! So you should get the latest greatest revision using the links above!

First things I can mention … it now has THREE (or four) ways to find things in the rulebook. Page 3 has a normal index (I would call it a Table of Contents [update: Email is changing it to “Table of Contents” in rev23]) … but also the same list but in Alphabetical order! PLUS the last page of the rulebook (ie, the back cover) has a Keyword Index. And you also can flip through the pages (or scroll through online) to find what you are looking for – sounds tedious, but actually, Emil now has so many really nice graphics and game shots on virtually all the pages so what you are looking for might catch your eye easily.

Here is a comparison of the “Play an action card” page of the prototype rulebook (on the left) and the nearly final (on the right):

Continue reading “First Look at the Near Final Rulebook”

Leaning more and more towards co-op games

I am leaning more and more towards CO-OP games (cooperative games) where everyone is on the same team.

Of course, Rogue Angels is an excellent choice for co-op play! But while you are waiting for it to arrive, remember that there are some other really good co-op games available too! Here are just SEVEN:

  1. Flashpoint: Fire Rescue (with many expansions and even a campaign edition)
    • Here you are a team of firefighters (each with special abilities) trying to put out a blaze and rescue the people (and pets) in the building (some expansion scenarios are NOT building but submarines, etc). Each scenario has it’s own map that is a grid of squares.
  2. Labyrinth Chronicles (Special Edition)
    • You can play the game as a co-op Legacy campaign game or as a one shot co-op game. There are REAL walls that you slide back and forth, shifting the maze! Yes, the game is actually a 7×7 grid that acts as a maze with shifting walls.
  3. Endangered (with many expansions)
    • Technically, as a team of 1-5 players (each player has special abilities and cards) you are trying to save an endangered species (which varies based on the scenario). However, saving the animals doesn’t actually mean you win! To win, you must get 4 out of 6 randomly selected countries ambassadors at the United Nations to VOTE FOR YOUR PROJECT! Yes, you will need to save the animals … however, don’t lose sight of the goal to influence 4 ambassadors to vote for you! The game is typically played on a single board of a 6×6 grid of squares.
  4. Endeavor: Deep Sea (with an expansion end of 2026)
    • This game is interesting in that you build your “map” as you play using medium sized rectangle “ocean boards”. You expand your crew each round (they each have special abilities). The co-op version of the game is interesting in that it uses mostly the same rules as the competitive version, but you try to successfully achieve several of the scenario goals (that are gradually revealed as you play).
  5. The War of Mine (1st Edition now … soon with the 2nd Edition)
    • I originally got this game because I wanted to try to get a feel for what it might be like trying to live (ie, survive) in a war torn city. Not as soldiers fighting … but as civilians left in a bombed out city! They realistically crafted the game based on real people’s journals who lived through just that! It is purposely hard to win (just like it is hard to survive in a war torn city).
  6. Pandemic & Pandemic Legacy (many versions)
    • There are a wide variety of editions of Pandemic … where you are a team of specialists (each with special abilities) trying to cure diseases before they wipe out the population! My favorite version is the dice based edition: Pandemic: The Cure. There is an interesting video about the=> Many Versions of Pandemic
  7. Vantage (solo or co-op)
    • So … you (and your fellow crew mates if playing with more than one) crash land on a new unmapped (as of yet) planet. The game is different in that as you draw “map cards” on your turn, you are NOT creating a map of the world … instead you are simply exploring and heading in one of the main compass directions (unless you are taking an action at your current location).

Official Update 53/32

=> Kickstarter Update #53
=> GameFound Update #32 (should be the same as Kickstarter)

Highlights:

There are roughly about 50 copies of Rogue Angels and you still might be able to pledge for a copy!

Chapters 6 and 7 have been submitted to be printed (well, technically, 2 more days before it gets submitted).

The rulebook, training manual and lore book are being processed.

The rulebook is being recreated from Scratch!!! However, it should still have mostly the same look and feel! Here is a peak at this process:

Continue reading “Official Update 53/32”

Official Update 52/31

=> Kickstarter Update #52
=> GameFound Update #31 (should be the same)

Highlights:

April was mostly quality control and more final editing (a very time consuming process). Four more chapter books have been submitted to the printer. Now closer and closer to the finish line! Next up are chapters 6 and 7 plus the final rulebook and training manual.

Even handwritten quality control notes! Here is what it looks like after TWENTY passes through each chapter… checking… correcting… checking the corrections!

The checklist:

NARRATION:

Check issues with layout and pacing (it’s in orange). Check that narration is inside square brackets [ ] and look to see if they can be shortened or combined. Fun Fact: there are about 3,400 narration scenes in the game!

STOPLINES:

Verify that all the GO TO and PROCEED TO and ADVANCE TO references end in the correct locations! Another Fun Fact: there are 3,046 stoplines in the game!

Continue reading “Official Update 52/31”

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