Salut,
Pas là. RTT certainement. Tous. Ou COVID, vas-t-en savoir…
On voit les cartes des ennemis et les tokens sur le plateau de jeu. Pas de figurines pour les vilain méchants. On prendra les figs de SM du coup, comme tu le dit…
Sinon :
"Just played the Contra demo and was even better than I expected!
If you’re familiar with their games (Altar Quest, Brook City, Hour of Need, Street Masters), you know how most of their Modular Deck System (MDS) works.
It’s a cooperative game set in the sidescrolling videogame Contra. Each player is a Commando that must run and gun their way to victory! Everyone has a different special ability and a unique deck that defines their play style.
You start with your basic weapon, 1 of each advantage (1 red, 1 blue and 1 green), 4 cards in hand, 4 lives and a mission: destroy The Wall at the end of the level!
On your turn, you can Move, Attack with the gun you’ve equipped and/or use all the cards you want. Many of these cards let you move, attack, gain advantage, give other Commandos actions and more!
Combat is resolved by rolling six-sided dice. There’s 2 succeses, 1 critical and 3 advantage sides (1 of each colour).
Each critical you roll, you get to roll an extra die, which means you could roll endlessly (one can dream ).
With the advantage sides you get to decide if you spend an advantage token (or a card in hand) of the matching colour to turn it into a success, or you can get an advantage token of the matching colour. This means you always get something anytime you roll!
Everytime you kill an enemy, you get to draw a card so you can potentially keep playing!
Enemies act after every Commando has taken their turn. Their actions were fast and simple, but still lethal and thematic. This kept the game going at a good pace!
The stage also gets to act. This means unexpected events could happen depending on the stage you’re playing. And, if its deck runs out, it’s game over. So you should always keep pushing forward!
I didn’t play Contra a lot and don’t consider myself a fan of it, but… The theme is there! There’s elevated terrain that you have to jump onto in order to reach it, rivers that slow you down if you cross them by making you discard cards, the bridges explode once you cross them, there are weapons laying around for you to pick them up, turrets are build onto the map and « respawn », enemies don’t stop coming… It’s all there!
Everything started peacefully, but soon we were running and shooting eveything that tried to stop us! We’d help each other getting extra movement and dice rolls to finish everyone quickly.
When I got a Flamethrower, I knew what I had to do… I saved some cards and ran straight to The Wall! I got there quickly, but, as I was within its range and enemies kept coming, things started to get messy. Luckily, I had a Pulse skill that let me fry 2 enemies and The Wall all at the same time! But even then, enemies wouldn’t surrender! I kept shooting at the turrets of The Wall while using advantage to evade incoming enemy fire. Scott was still traversing the jungle, sabotaging turrets and trying to get to the boss as he was getting hit by snipers. When he finally got to the boss, he fought with all his might and almost dies to it. I kept shooting and turrets were looking weak. We almost got them when then… The demo time finished! .
I just loved the game . It exceeded my expectations. I didn’t think there’d be different terrains and thematic ties like that, even though I know their games are thematic . It was a nice surprise! I liked everything about it. So fun, fast, simpler than their other games, but still thinky and with different options to consider. Really cooperative as you can all try to come up with the best card combos and execute them. Also playing on other players’ turns is really fun!
A must have for me and maybe my favorite one out of all their games ."