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Friday, September 13, 2024

Cardboard Corner: Review of "Battle of Neom" expansion for Redline

I do not normally review small expansions for card games. But, in contrast to many heavily corporatized TCG-esque games hitting the market these days, Redline is an indie game worth feeding the buzz. As always, I am not being paid for this review.

Redline: Tactical Card Combat has done things the right way. Rather than spend significant time and energy dumping a large quantity of unknown content onto the market and see how it goes, they've started practically and scaled slowly. The core set, released in 2021, consisted of two starter decks and the tokens, dials, dice, etc. needed to play. The follow up release was another pair of starter decks which could be mixed and matched with the core. Bringing us here, the third expansion: “Battle of Neom”. With two new starter decks for the current factions, things just keep getting better.

Battle for Neom” introduces a couple new core mechanisms applicable to both existing factions. First is the keyword Scorched Earth, which is found on the three new missions included in the set. Missions with the keyword can be damage and destroyed, i.e. flipped over and their capture cost set to five. Also, if a player had control of that mission, they lose it. Such missions coming alive, players can feel the battlefield change underfoot. The second is Entrenchment. The equivalent of being dug in, entrenchment counters act as shields, absorbing individual points of damage and a new dynamic to the efreets which feature it.

Along with many new efreets and upgrades, there are more new “toys” to play with that depending on the deck/faction.

On top of two new generals, the United Nations of Earth feature a major new keyword. It's Spotter. One efreet at the same mission as another friendly efreet “spots” for that friendly efreet, allowing it to fire on its behalf. This allows a single efreets to fire twice (or more) per combat round, depending on the number of spotters. For those paying attention, big hitters paired with spotters can do big damage.

Digging into destruction, there is a powerful new keyword for the Crimson Pact of Mars: Casualty (along with two new generals, as well). It awards bonuses and effects when one of your own efreets is destroyed. Yes, this means there are times you want your own destruction, including one of your two new generals. Sometimes the best way to get ahead is to shoot yourself in the foot? This expansion says yes.

Battle of Neom” doesn't change my fundamental criticisms of the game, namely in the area of balance/testing. As a simple example, one of the CPM's strategy cards converts all missions to Scorched Earth, and alters the victory conditions to: If all missions are rubble (i.e. have been destroyed via combat), then the CPM player need only control three missions to win instead of five. It's fucking impossible. I've put concerted effort into this strategy several times and never come close. Razing someone's deck happens faster, no getting around it. This leaves me with the feeling that such cards looked good on paper in design, enticing and thematic, but don't have the capacity to be playable in a real game. But as I've said before, and I stand by it: Redline is a kitchen table game. Bash your efreets together, roll the dice, shake hands with the winner, and shuffle 'em up again. It's still fun.

Like “Redline: Siege”, “Battle of Neom” adds two new decks, new ways to play, and a wealth of new efreets and upgrades. With this release, the factions now have +/-180 cards and five generals each to build custom decks, which in turn adds another level to the game: deckbuilding. All in all, “Battle of Neom” expands the core game in fun directions without breaking first principles. Redline remains an under-the-radar LCG-type game worth your time if such games are in your wheelhouse. I'm now more than curious what the next expansion, “Payday” and it's introduction of two entirely new factions, will bring.

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