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