In Summoner Wars: Alliances, this battle has been brewing for a while now — two battles, actually, now that I think about it. Sure, it’s the fight between the Deep Benders, which I suspect is a sort of yoga squat, and the Sand Cloaks, which sounds bonkers itchy. Just shake them out, y’know? And stop tracking all that sand all over the carpet.
More importantly, it’s the fight between Somerset and Dan. A fight that will leave only one of us left standing. Or at least a fight that will break our stalemate.
It was inevitable that I would do a review of Plaid Hat’s latest and greatest, Summoner Wars: Alliances. Not here, however. Oh no. Over at the Review Corner, see.
What’s the Review Corner? Well, it’s like that graffiti-encrusted spot sandwiched between the high school gym and the auto shop. We ditch class, smoke cigs, and trade reviews of board games, eyes peeled all the while for the school cop to come rumbling over in her golf cart. The folks over there were nice enough to ask if I’d do a review now and then, and I answered with a resounding “Okay.” The rest, as some people say (not me), is history.
You can find the review over here.
Deals have been struck. Some benevolent, some… well. It was always inevitable that once the Summoner Wars began in earnest, the sixteen factions who found themselves in possession of summoning stones would seek alliances, no matter how desperate or ill-motivated. And when it’s between the Tundra Guild and the Cave Filth, that’s one fight you sit back and let run its course.