BoardGame Review: Way of the Fighter: Super – Is This Board Game Arcade Perfect?

<p><em>Disclaimer&colon;<&sol;em> <em>As part of a new initiative on BagoGames we will be covering a number of board games that will look at the game from an experienced board gamer&&num;8217&semi;s perspective while also discussing how easy or difficult the game was for non-board gaming friends or family to learn to play&period;<&sol;em><&sol;p>&NewLine;<p><em>Way of the Fighter<&sol;em> is a new arcade-fighter based board game from Ninja Division and designer Benjamin Yamada&period; The game is designed for two players to carry out a 1v1 match in a traditional <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;new-fighter-enters-street-fighter-v-arcade-edition-fray-later-month&sol;"><em>Street Fighter<&sol;em><&sol;a> style brawl&period; <em>Way of the Fighter&colon; Super<&sol;em> and <em>Way of the Fighter&colon; Turbo<&sol;em> both include a track and five characters with enough cards to customize decks for each&period; So&comma; if you purchase both versions&comma; you will have 10 fighters total and a load of cards to build decks that suit your playstyle&period;<&sol;p>&NewLine;<p>But first&comma; is the game worth your hard earned money&quest; It largely depends on what you want out of your board game&period; I will say this&comma; the game is extremely rules-heavy&period; While quick-start guides are available&comma; there are a number of questions left unanswered that you need to consult the rulebook for&period; In addition&comma; some of the rules seem to be extra work until you start to understand the game a bit more&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter size-full wp-image-134932" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;02&sol;13222300&sol;WOTF-gameplay-shot-ra-21&period;png" alt&equals;"" width&equals;"5000" height&equals;"3000" &sol;><&sol;p>&NewLine;<p><strong>How It Works<&sol;strong><&sol;p>&NewLine;<p>Before starting a game of <em>Way of the Fighter<&sol;em>&comma; each player chooses a fighter&period; These characters include all types of traditional fighting game archetypes&comma; from fast combo based characters to heavy hitters with a ton of grabs and status effects&period; Next&comma; each player grabs their 46 card deck and takes out their block card &lpar;which never gets discarded&rpar; and one basic card for each of their four &&num;8220&semi;fighting styles&&num;8221&semi;&period; This creates an opening hand of five cards&period;<&sol;p>&NewLine;<p>Each character has a special ability&period; Jun&comma; a fast&comma; combo-based school girl&comma; for example&comma; gets an extra point on all her rolls for strikes and blasts&period; Finally&comma; each player puts six dice in their starting pool &lpar;called the burnout pool&rpar; and the rest create their hitpoint bar&period; Two types of dice will sit in the hitpoint bar&semi; white dice that roll from 1-3 and colored dice that roll 2-4&period; These are your core and power dice respectively&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter size-full wp-image-134935" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;02&sol;13223928&sol;WayoftheFighter-Jun-EyeoftheTiger&period;jpg" alt&equals;"" width&equals;"800" height&equals;"800" &sol;><&sol;p>&NewLine;<p>Once everything is set&comma; each player rolls three core die to decide who has initiative&period; Initiative comes with a number of boosts&comma; but for now&comma; it simply decides who wins ties and who gets to move first&period; Once this is all decided&comma; the player that wins the initiative powers up one die&comma; while the second player powers up two&period; Each player draws a card &&num;8211&semi; or discards three cards and draws three cards &&num;8211&semi; and moves their energized dice to the active dice pool&period; This was the first confusing step&period; Why are we energizing then activating dice&quest; It becomes clear later&comma; but caused plenty of confusion&comma; especially for my wife&comma; in our first game&period;<&sol;p>&NewLine;<p>Now&comma; the player with the initiative has three choices for movement&semi; shift one space forward or back and draw a card&comma; crouch and energize another die &lpar;which will then become active in the next round&rpar;&comma; or jump forward or back up to two spaces&period; The second player then does the same&period; This is actually a very strategic part of the game as your cards&comma; which are the different moves you can perform&comma; have a grid on them and can only hit certain areas&period; So&comma; you need to look at the options in your hand before deciding how to move&period; If you can&&num;8217&semi;t play any cards while jumping&comma; you obviously won&&num;8217&semi;t choose to jump&period; If you have no cards that hit a jumping opponent&comma; you obviously want to move as far away as possible and prepare for a block&period;<&sol;p>&NewLine;<p>I don&&num;8217&semi;t recall a moment when I couldn&&num;8217&semi;t choose any of the movement options based on my hand&period; I seemed to always have one or two options at a minimum and normally more&period; Now that movement is done&comma; each player chooses a card and places it face-down in front of them&period; The cards have a number of rules and factors on them&comma; but the important part of this step is the priority number &&num;8211&semi; which is essentially how fast the card is&period; Each player then secretly chooses a number of dice &lpar;between 1 and 4&rpar; to roll and reveals them at the same time&period; Once the roll is done&comma; each player has a moment to decide if they want to make any last many choices &&num;8211&semi; such as using the initiatives card to add 2 to a roll&period; Then they reveal the cards they chose&period;<&sol;p>&NewLine;<p>The player that has the highest total of their roll&comma; the priority number on their card and any other bonuses&comma; has their card go first&period; This is also one of the few issues I have with <em>Way of the Fighter<&sol;em>&period; If the players tie&comma; the player with the initiative card wins&period; Once a player is hit&comma; if their card has not yet gone off&comma; it is discarded with no effect&period; I would have preferred that a tie means that both players hit&period; The advantage of a board game&comma; though&comma; is that you can make that a house rule if you see fit&period; I have played enough fighting games in my lifetime to have a double knockdown or a double knockout to sorely miss this as a staple of the rules&period; And to clarify&comma; if you and your opponent are both going for a strike that does 2 damage&comma; the player with the highest roll will hit first&comma; and the player that is hit will have to discard their card without doing any damage&period; The only time that this doesn&&num;8217&semi;t happen is in the case of blocking&comma; which is handled very well&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter size-full wp-image-134933" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;02&sol;13223524&sol;TeaserFighterMenu-10-900x900&period;jpg" alt&equals;"" width&equals;"900" height&equals;"900" &sol;><&sol;p>&NewLine;<p>For the most part&comma; this is how the game goes&comma; until someone is knocked out or the turn timer is over &lpar;12 rounds total&rpar;&period; A few final notes&comma; though&comma; to explain certain aspects without just writing out the entire rule book&period; When you take damage&comma; you remove dice from your energy bar equal to the damage taken&period; These dice go to your energize pool&comma; which will then be added to the active dice on your next round&period; This is where it starts to click&period; Taking damage gives you a bit of an advantage on the next swing&period; Blocking also does not cancel &lpar;in most cases&rpar; your opponents attack&comma; but if you don&&num;8217&semi;t win the priority roll on blocking&comma; the block will be discarded and you will take full damage&period; Otherwise&comma; the block can reduce the damage or negate it completely&comma; and may have other keywords that can throw your opponents plans off a good bit&period; Grabs&comma; which are the bread and butter of a number characters can completely cancel blocks&comma; which gives a nice level of strategy to choosing the card you wish to play for the round&period; Once you start to understand the rules&comma; every single choice is deeply strategic and relies heavily on trying to read what your opponent plans to do&period;<&sol;p>&NewLine;<p><&excl;--more--><&sol;p>&NewLine;<p><strong>But is it Fun&quest;<&sol;strong><&sol;p>&NewLine;<p>So&comma; here is the thing with <em>Way of the Fighter&period;<&sol;em> I want to love it&period; I really do&period; But good lord&comma; there are a ton of different rules and a great deal to keep up with&period; My first time playing&comma; I really didn&&num;8217&semi;t enjoy the game as much as I thought I would&period; This was because I never felt like I had any control over what was happening&period; I was fighting the rules more than the game itself&period; The second game we played&comma; we got about halfway through before real life took over and made us stop&period; By the third game&comma; I was having a lot of fun&period; I was controlling the battlefield and keeping the dice in my active pool high&comma; trying to make sure I could land big hits that could potentially lead to combos&comma; which let you play additional cards after your first hit&period; I still feel like the game is a bit rule heavy&comma; but I think I can explain why it has to be that way&period;<&sol;p>&NewLine;<p>If you were around when <em>Street Fighter II<&sol;em> first hit the arcades&comma; you would get up to the cabinet and just <em>hope<&sol;em> to pull off some kind of cool move on your first play&period; The more you played&comma; though&comma; the better you became&period; You had to learn the rules of the game&period; Look at the fighting games of today&period; <em>Tekken<&sol;em>&comma; for example&comma; is like college&period; You need to memorize long strings of combos&comma; learn which combos link to which combos and understand all types of information about frame data and each character&&num;8217&semi;s strengths and weaknesses&period; Fighting games are far from easy and are actually very rules heavy in the arcade or on your console&period; So why should you expect a board game that tries to emulate that level of fighting to be simple to just pick up and play&quest;<&sol;p>&NewLine;<p><img class&equals;"aligncenter size-full wp-image-134934" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;02&sol;13223612&sol;way-of-the-fighter-jun-cards&period;png" alt&equals;"" width&equals;"1000" height&equals;"720" &sol;><&sol;p>&NewLine;<p>I mentioned quick-start rules earlier&comma; and this is going to big one of my biggest knocks on <em>Way of the Fighter&period;<&sol;em> They do help you get set-up and started&comma; but then you run into something like a Mode card&period; What the hell is a mode&quest; How do they work&quest; The quick-start rules say nothing about it&comma; and I have it sitting in my hand and it seems cool&comma; but I really have no idea how to use it&period; In my opinion&comma; the quick-start rules need a rework&period; They need to remove some of the advanced cards&comma; give players a basic deck of 20 very easy to understand cards and keep the rules simple&period; Then&comma; once they have played through a game or two&comma; learning about how the dice move through the pools&comma; how the movement on the board works&comma; and how the characters get different abilities&comma; they can start incorporating the more advanced stuff&comma; like modes&comma; or cards that move you forward and link to a specific type of card&comma; to give you that sweet feeling of setting up a big combo that your opponent thought they had moved far enough away to avoid&period; The game just has so much going on to start&comma; that you are going to have to beg your non-gaming friends to give it a few more chances after the first game&period; Fortunately&comma; my wife is trapped and has to play&comma; as this is part of the new series on the site&period; For others&comma; no matter how good you are at explaining the game&comma; if they aren&&num;8217&semi;t used to the more complicated board games out there&comma; it is going to be a tough sell to get them to try again&period;<&sol;p>&NewLine;<p>Still&comma; now that I completely understand the game&comma; and my wife has a good grasp on how it should work&comma; we can get through a game in about 30 minutes without too many issues&period; We still occasionally forget to move the initiative card back and forth as it is used&comma; or remember to energize if I get hit&comma; or add one to her roll&comma; or other small rules&comma; but for the most part&comma; that is just because we are still getting used to all of the rules that go on in each round&period; The game itself is actually extremely fun and strategic and recreates that 2d fighting game experience very well&period; Will it be the first game I pull out when friends come over to play&quest; Probably not&period; Will my wife and I stay up after the kid goes to sleep on a Friday night and have a drink or two while we talk and beat each other into the ground&comma; probably so&period;<&sol;p>&NewLine;<p>In the end&comma; the fun that you get out of <em>Way of the Fighter<&sol;em> will come from how invested your partner is in learning how to play the game&period; I left out a number of finer details when it comes to the rules&comma; but just know that your first few games will be a trial by fire&period; If you stick with the game&comma; though&comma; it is a game that you can actually have a great deal of fun with&period; In addition&comma; rules are included for tag team matches&comma; where two teams of two can work together in teams&period; I didn&&num;8217&semi;t get a chance to playtest it&comma; but from looking at the rules&comma; it doesn&&num;8217&semi;t add much complication&period;<&sol;p>&NewLine;<p><strong>Do I Need Both Versions&quest;<&sol;strong><&sol;p>&NewLine;<p>Currently&comma; I am only playing <em>Way of the Fighter&colon; Super<&sol;em>&comma; and honestly&comma; it has more than enough to last our needs for a while&period; We have a number of board games to review and learn&comma; and we have yet to use all the characters or create custom decks&period; So&comma; depending on how often you plan to play the game&comma; pick the copy that has the characters you like most&period; Ultimately&comma; it comes down to aesthetics&period; I do feel that <em>Way of the Fighter&colon; Turbo<&sol;em> will be on my shelf in the future&comma; but there is no rush to buy it just yet&period; The art in the game is beautiful and captures that <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;ultra-street-fighter-ii-final-challengers-review&sol;"><em>Street Fighter<&sol;em><&sol;a> feel flawlessly&comma; while also being its own thing&period; This game is a love letter to fighting game art&comma; and the cards are a joy to look at&period;<&sol;p>&NewLine;<p>Each of the pieces is high enough quality as well&period; The characters are cardboard cutouts with full standing art for each&period; Would I like to get a figure instead&quest; &lpar;The 3d statues do exist&comma; they just cost extra&rpar;&period; Probably&comma; but from a rules perspective&comma; it makes sense to have 2d cutouts instead of 3d statues to represent each character&period; The game <em>does<&sol;em> feel like a premium game and the instruction booklet includes biographies of the characters and the story behind the game&period; Is it <em>Game of Thrones<&sol;em>&quest; Not even close &&num;8211&semi; this is a fighting game story&period; But it is nice to see that this much attention to detail went into the game&period;<&sol;p>&NewLine;<p><em><strong>The Wife&&num;8217&semi;s Take&period;<&sol;strong><&sol;em><&sol;p>&NewLine;<p>I am not a gamer&period;  I can count on one hand the number of combined board and console games I truly enjoy playing&period;  <em>Way of the Fighter<&sol;em> would not make my top 5&comma; but I&&num;8217&semi;m glad I gave it a shot&period;  Bottom line&comma; it&&num;8217&semi;s complicated&period;  Incredibly complicated&period;  After attempting to play a few times&comma; I can confidently say I have a base level understanding of the game&period;  But as previously stated&comma; I&&num;8217&semi;m not a gamer nor do I have the necessary bandwidth for the intricacies of this type of game&period;  However&comma; I would likely play again on a weekend with a very large glass of wine in hand&period;<&sol;p>&NewLine;

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