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