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Review of Arena Arcane

Arena Arcane is a rip off of magic, with some hack-n-slash flavor, added to it. To avoid WotC's patent on Magic, Arena Arcane has eliminated land and tapping. Instead of tapping, every servant you summon has one action and your sorcerer has two. Every action, that isn't defensive, in nature, requires you to roll 2d6. This allows the person who rolls better dice to win.

Unlike Magic, you start with a card in play, that represents your sorcerer. As you bring servants into play you form ranks. This gives the game more of a hack-n-slash feel, since you roll dice for everything and don't try to use to much logic. Most of the fighting is done between the servants you summon. This causes the game to drag on, as you can continually hide behind your servants, to avoid taking damage.

The artwork on the cards is weak and a better quality of card stock could be used. The rules seem complete at first glance, but there can be some misinterpretation of some of the rules. There are so many variables built into the system that strategy can be thrown out the window, for the most part. I was unable to find an original idea in this game.

This game is still in it's playtesting version, but without some major changes to the rules, I wouldn't bother with this game.

Style: 2 (Needs Work)
Substance: 1 (I Wasted My Money)

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RPGnet Reviews1998-07-20 Joseph Zarebski's Summary: Go to the full review for more information.

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