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Fight! Round 2 $13.95 $5.00
Average Rating:4.5 / 5
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Fight! Round 2
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Fight! Round 2
Publisher: Divine Madness Press
by Daniel O. [Verified Purchaser]
Date Added: 03/04/2013 06:50:22
This is how an expansion should be: Fight! Round 2 is full of new options, rule subsystems and move elements to emulate just about any fighting game, though the main focus seems to be games like Samurai Shodown and Soul Calibour (more complex weapon and armor rules), Guilty Gear and BlazBlue (all kinds of exotic special moves and risky instant kill attacks), Mortal Kombat (various kinds of finishers) as well as some King of Fighters games and the "vs Capcom" series (helpers and tag team super moves).

There are also rules for mor unorthodox "fighting" games, from social combat to traditional fantasy to DBZ-style battles where everyone can fly (turning the simple, one-dimensional battlefield into a two-dimensional grid). Even a Tokusatsu and/or mecha campaign is handled.

I can't recommend this enough if you already liked the core book. If there's something you couldn't properly emulate with Fight!, it's very likely you can do now with Round 2.

Rating:
[5 of 5 Stars!]
Fight! Round 2
Publisher: Divine Madness Press
by Emma M. [Verified Purchaser]
Date Added: 05/27/2011 08:47:35
A useful book, which adds all kinds of crunch & fan-service goodness to an already great product. 'Fight!' is quickly becoming one of my favourite systems, simply due to its' elegance & breadth of character creation possibilities, and 'Fight! Round 2' adds even more to the mix. Sure, there are one or two bits you'll look at & think 'I am never going to use that in my campaign', but the additions & options offered will surprise you. Want fatalities a la Mortal Kombat? They're here. Want team fighting? Got ya covered. Want fantasy, supers or even mecha? Comin' right up. In other words, the options offered here are as varied and colourful as the 2-D games the system emulates. Some of the crunch seems a bit excessive, as I believe the core system is pretty much playable as-is, but there will always be someone who cites an obscure move variation from some unheard-of fighting game, and this book can help GMs deal with those players without resorting to a cattle-prod. Useful? Yes, very. Essential? For me, yes, but some may not agree. Worth it in any case? Oh yes...buy this. If you liked 'Fight!', you'll find oodles of stuff here to make your game better. FLAWLESS VICTORY!

Rating:
[5 of 5 Stars!]
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