The Binding of Isaac is a hugely successful videogame, and thanks to two extremely lucrative crowdfunding efforts that netted around $8 million, you could argue that its a highly successful card game as well. The videogame fits almost too perfectly into begin turned into cardboard, with its roguelike genetics being suited to the randomness of dungeon crawler, variable bonuses and and player powers sitting well within the tabletop realm. There's around eighty thousand people who have some kind of variation of the tabletop game. So surely its extremely good because well funded games are always amazing, aren't they. I'm approaching this as someone who is away from the hype canoe sailing down the river rapids of marketing and excitement and so this is probably going to be dull in comparison. I'm also someone who is a fan of the game, and has spent many an hour running around randomly generated dungeons of blood and filth. For those unfamiliar with the videogame, you play
So how exactly do you launch one of Osprey Games most successful game series into the skies and maintain the balance, avoid the boredom of circling for targets and keep the strong overall deck building main mechanic? Carefully. You do it carefully. You treat it with the biggest kid gloves. After all, they launched Undaunted Stalingrad to much critical acclaim last year which presented itself as a semi legacy game that changed as you played. Undaunted Battle of Britain appears to be like the palette cleanser after such a successful meal, but shows that Trevor Benjamin and David Thompson aren't happy to just make another version with a few changes in order to make it appear like the game is now just trucks and soldiers in the skies. Undaunted on the ground is all about steady movement, planning out the route to attack and controlling areas and important targets. Undaunted Battle of Britain had to deal with the problem of making you feel like you were soaring the skies, continually