Golden State Gaming Network:  Andromeda Fight League is an incredible melding of both a collectible card game and a miniatures skirmish game. It is a wonderful combination of two of my favorite types of games. The modular board is a great way to navigate different encounters for an ever changing experience. The individual characters gives the game depth and allow for a sense of flexibility not often seen in many games. This allows you to draft your crew to fit the scenario as well as the ability to draft your favorite characters. The fluff fits the game nicely and adds a sense of fun to the game. This is one of the games where your ability to customize and be flexible will add to not only your enjoyment but the over all replay-ability. This game has quickly become one of the favorites on the game shelf. Its easy to teach and even easier to play. I cant wait to see this game pop up at my FLGS and on the convention scene.

Billy T. Salazar Golden State Gaming Network

Cal Poly Pamona Gamers Union: AFL is a very nice blend of strategy and luck, making sure that a strong player is very likely to keep control of the board and keep his opponent in check, but can occasionally be outdone by a somewhat weaker player. This is not to say that luck dominates AFL’s gameplay, rather the random element is to be planned around and manipulated to one’s own advantage, and ensures that players of around equal strength will have an interesting and intense match.

AFL uses four of of eight boards, each of which is double sided, to make up the 8×8 battlefield that will be inhabited by the fighters. The game includes 40 fighters and each player will draft 10 of those fighters. Each fighter has a card and a token to be used as reference and for representation on the battlefield respectively. Along with the fighters, each player has an inventory of magic cards which can be used to affect the match. Six-sided-dice are used throughout AFL, being used from maximum movement, to critical strikes and critical failures.

Before the actual game starts, there is a drafting element, where each player decides what fighters they would like to use in their game, what magic cards they would like to have access to, even to what terrain they want to fight on. This ensures that each player has some idea as to what the others has, and similarly acts as a built-in balancing mechanic, making sure victory is due to superior planning and luck, not to an unbalanced out-start. I have found the drafting element to be quite interesting, and it is what initially drew me to AFL after having played Blood Bowl and Warhammer.

Each fighter is interesting and affects the gameplay in unique and interesting ways. One of my favorite fighters is “Swordsman of Hope”. The “Swordsman” is a prime example of manipulating the odds in one’s own favor. When the “Swordsman” faces off against an opponent that is significantly stronger than itself, then he has a much greater chance of landing additional damage against his opponent. This forces the opponent to plan around this fighter, forcing the opponent to land a finishing-blow to “Swordsman” early in the match.

Magic plays a large part of the game. First of all, magic cards can only be used if they have enough “magic” points to cast each spell. However, the amount of “magic” that each player has in not symmetrical, and is determined by the “magic” score of each fighter. Using magic is a bit of a double-edged sword due to the fact that most of the fighters that have a lot of “magic” are significantly weaker to their non-magical counterparts. However, it is worth drafting these weaker magic-users to play the magic cards that will tip the game in your favor or that will save your fighter from being instantly annihilated. I find it is best to not focus on magic but to also not neglect them entirely.

All in all, I find AFL to be quite a sound game. I find the mechanics to be quite fun and entertaining while also being challenging. The strategy is at the level that I regularly want to play with friends, not being so difficult as to be tiring, but also being hard enough to be interesting and give me something to think about.

Antonio Negrete – Cal Poly Gamers Union

Guild Master Gaming: Some fight because they have to, others because they want to. Either way, they are part of your stable. You deploy your team against another, supporting them with your magic. Let the games begin.

I recently received a prototype of Andromeda Fight League (AFL). The game pits two players against each other in terms of team gladiatorial combats.

Each player has a team of ten fighters, there are different ways of acquiring your stable of fighters presented. You can build a deck, draft fighters, etc. From your stable, six fighters are randomly drawn, you then choose five of the six to field.

The field is also drafted by the players. There are an assortment of possible fields and each player places two fields to create the final field where their combatants meet. All of the capabilities of the fighters are open to both players after placement, so strategy comes into play as you decide how to move and attack.

You also have the ability of supporting your team through the use of magic. Along with your fighters you have magic cards. Magic cards can be played to affect a fighter, your opponent, or the game field. But, just like the number of fighters you can field, the number of magic cards you can play is limited.

Let the game begin The fight takes place in skirmishes—one player defeating the five fighters of the other player constitutes winning a skirmish. The first player to win two skirmishes wins the combat. Skirmishes can also end in a draw. After each skirmish, there is the ability resetting your draw of fighters, magic, and the terrain from the initially created decks for this combat.

There are rules in AFL to maintain a balance for each skirmish. Every fielded team is close to equal for overall abilities. So, although there is the use of a die, luck is not the overall determining factor of the outcome, but it still plays a part. The rules are not complex. We were able to figure out everything we needed to play on one reading. This allows for quick learning and not having to refer back to a rule book to see how to get to a resolution of an action taken.

AFL is a good filler and cabin game. The setup is quick, and so is resetting between skirmishes. If you have a little more time, you can redraw fighters and magic, or continue for best three out of five, or greater. You can also easily interrupt a game and come back to it because each skirmish starts fresh.

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Just Been Played:

Cloak and Meeple:

(This review also has a nice game play explanation)