darkspawn design mentioned modern audience/new audience the story is heading in good direction talking about the hair fix the hinterlands problem neve/harding guilttrip Free! it feels like bioware/DA is back didn't like the qunari design the combat is really fun stakes felt really high learned lessons for DAI the style/design changed with every game it's a "tactical" game verbal jabs care for the story more than gameplay darkspawn design mentioned modern audience/new audience the story is heading in good direction talking about the hair fix the hinterlands problem neve/harding guilttrip Free! it feels like bioware/DA is back didn't like the qunari design the combat is really fun stakes felt really high learned lessons for DAI the style/design changed with every game it's a "tactical" game verbal jabs care for the story more than gameplay
(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.
darkspawn design mentioned
modern audience/new audience
the story is heading in good direction
talking about the hair
fix the hinterlands problem
neve/harding guilttrip
Free!
it feels like bioware/DA is back
didn't like the qunari design
the combat is really fun
stakes
felt really high
learned lessons for DAI
the style/design changed with every game
it's a "tactical" game
verbal jabs
care for the story more than gameplay