fix the hinterlands problem verbal jabs stakes felt really high Free! talking about the hair learned lessons for DAI care for the story more than gameplay it's a "tactical" game the story is heading in good direction it feels like bioware/DA is back darkspawn design mentioned didn't like the qunari design modern audience/new audience neve/harding guilttrip the style/design changed with every game the combat is really fun fix the hinterlands problem verbal jabs stakes felt really high Free! talking about the hair learned lessons for DAI care for the story more than gameplay it's a "tactical" game the story is heading in good direction it feels like bioware/DA is back darkspawn design mentioned didn't like the qunari design modern audience/new audience neve/harding guilttrip the style/design changed with every game the combat is really fun
(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.
fix the hinterlands problem
verbal jabs
stakes
felt really high
Free!
talking about the hair
learned lessons for DAI
care for the story more than gameplay
it's a "tactical" game
the story is heading in good direction
it feels like bioware/DA is back
darkspawn design mentioned
didn't like the qunari design
modern audience/new audience
neve/harding guilttrip
the style/design changed with every game
the combat is really fun