Gloom of Kilforth: February 2014

Wednesday, February 26, 2014

1066, Tears to Many Mothers Rules v1.0

Here is the rulebook to my new game 1066, Tears to Many Mothers - any questions please ask away!


I just designed my own photo gift

And now you can see a sneak preview of all the cards on Printer Studio here:


I just designed my own photo gift:



Premium 310gsm (linen) Poker Size Custom Cards (Blank Cards) Playing Cards 1, 13 or 54 photos, $18.24

2014 catch up, creativity and "1066, Tears To Many Mothers" gamers wanted!

EDIT - 1066 has now been added to the BGG database here:

http://boardgamegeek.com/boardgame/155122/1066-the-tears-of-many-mothers



For numerous horrible reasons 2013 was a difficult year for us.  I’m not going to dwell on it, and I’m determined to minimise its impact on 2014.  The end result is that after an unusually long drought, I’ve recently undergone a period of renewed creativity, the first in a long time.  The kind where ideas keep me awake at night so I have to pen them down and get them worked out as quickly as possible.

Truthfully I’d been banging my head against the wall on a follow up to Fantasy Quest, basically a similar game with similar mechanics, in a horror setting with more of a focus on story and interactive decision making than combat, magic and levelling up.  The players are characters lost in a dark village where ‘very bad things’ are happening.  As they discover secrets about themselves their characters use emotions as resources to play actions which help them investigate their personal stories.  When their fears grow and their contentedness recedes their actions become more extreme and the game becomes more dangerous.  What combat there is happens quickly and is often deadly for the players.  Depending on the players’ ability to stay on top of the situation the board can actually be flipped over as the village literally goes to hell.  I was tiptoeing around the HPL mythos but wanting to develop more of a Hellraiser/Silent Hill type feel in an unspecified era of time.  As the number of choices each player has in each encounter grew the game’s complexity started to widen, and I didn’t want to lose that sense of exploring and mystery.  But I hit a certain mechanical blockage and will have to return to the game another time.  I still think there’s plenty of mileage in the ideas and will revisit it someday, but basically it was becoming too elaborate for me to focus on at this time so it has been shelved for the time being.

Luckily, I’ve had many other ideas percolating over the years…

As a child I always loved the history behind the Norman conquest of England in 1066, and particularly the Battle of Hastings as a key event in that conquest, and I ended up studying medieval history at college.  That such an instrumental event in English history was decided over the course of one battle in one day, and the heroism of and myths about both sides in the conflict always captured my imagination.  When Edward the Confessor died in January of 1066 he was succeeded by King Harold II, but numerous other claimants decided the English throne was theirs instead.  King Harold was quickly betrayed by his scheming brother Earl Tostig, who convinced Harald Hardrada, leader of the Vikings to try to take the throne.  Hardrada soon invaded from Norway, landing in the north-east of England and successfully defeating the English forces in the north.

In response King Harold set a still-unbroken world record by marching his soldiers 200 miles north in just 4 days to meet the Vikings at Stamford Bridge.  The trek was so unprecedented that Harold took the Vikings by surprise and defeated them so decisively that he ended the Viking threat to Britain for good.  But meanwhile Duke William of Normandy had been making his own plans to invade from the south and had already set sail for the shores of our fair country.  Once Harold received news of William’s invasion he had to march his soldiers the 200 miles back down south to meet and battle the Normans too.

And this is where my latest game ‘1066, Tears to Many Mothers’ comes in!

For a long time the game’s incarnation had been as a miniatures/cubes battle game on a map, and progress on it had been pretty slow.  So much of the game had been card-based that as soon as I made the decision to abandon the board fully and make it solely a card game, everything clicked and the game finally came together.  Fundamentally inspired by game mechanics from the likes of Magic the Gathering and The Lord of the Rings LCG but without the collectible nature, 1066 is a two player, non-collectible, asymmetric, competitive card game in the style of Magic, The Call of Cthulhu LCG, Mark Chaplin’s Aliens and even the Uncharted Board Game, which puts players in charge of the Normans or the Saxons and recreates the historic Battle of Hastings.

With a focus on quick, tactical play and a thematic abstraction of the events of the time, there is no deck building required, each player simply grabs his deck and shuffles and play begins.  And whilst there is a focus on some of the legends and mythology of the time you are to be warned, this game may also contain historical information.  :P

After putting the final touches together, I sat down with Sam to road test it, and I was really delighted with the results.  The first few play-tests of Fantasy Quest had been abortive at best and the development process continued for a long time after.  It had been a little soul-destroying (if ultimately very constructive) to have my close friends and family rip Fantasy Quest apart inch by inch forcing me to rebuild it into a much sturdier shape.  But the mechanics of 1066 are so much simpler and directly interactive that we were able to make a couple of minor adjustments on the fly here and there, with a lot of lessons learnt from my other games.  So when we reached the knuckle biting finish of our first game I was buzzing, even if Sam did strike the final blow and win the game.  And then quickly follow it up with another victory by slaying my King Harold with some truly devious card play culminating with an Arrow to the Eye…



Although greatly abstracted, like the real battle the game is fought over three Wedges with players comparing the Might of their cards in each Wedge.  The winner each round inflicts damage on that Wedge equal to the difference, and each Wedge has 10 Health.  The first player to defeat two Wedges wins the game.  Sounds simple, but of course, the game is all in the card play and the varying card abilities.  Each Wedge has three Rows, so players can play up to 9 Units or Characters at a time, with up to 3 Tactics cards in a 4th ‘Reserves’ Row.

But before players can duke it out at Hastings each side has a series of Objectives they must first overcome, such as crossing the channel to invade England, or marching back down south from Stamford Bridge to meet the invading Normans.  These act as miniature battles in themselves with players inflicting damage on the Objectives to defeat them, whilst also bringing their forces into play for the final showdown where one player will determine the fate of Britain!



And now the beta version is ready for the wider world!  I’ve tried to pare the rules down into a single reference card, which might make sense to seasoned gamers with the decks in their hands, but will no doubt provoke many questions too.  Here it is for reference:




So if your interest is piqued and you’d like to play the game just let me know below or by PM and I’ll make the PDFs available to you.  Please note that as with my other designs, the graphics are all mine but the art is only placeholder stuff and not final of course.

Here are some teasers of the cards:












The Wax seal shows their cost to play in Resources.  You can discard cards for Resources on a 1 to 1 basis, and other cards in play can grant you extra resources.
The cross shows the Character's (or Unit's) Zeal.  Whoever has the most Zeal in a Wedge each round scores 1 extra bonus damage on that Wedge.  The swords represent Might, and the heart represents Health.

This is an ‘Alt Wars’ card game and if there is enough interest I will eventually follow it up with other famous battles, such as Agincourt.

There will be more info forthcoming about the game on this very blog here, so keep your eyes peeled.

FYI, the title quote comes from Eilmer of Malmesbury, writing in the Anglo-Saxon Chronicle in 1066.  He had seen Halley’s Comet in its perihelian passage and by all accounts it blazed in the sky for days, causing much concern to the medieval inhabitants of Britain.  So much so that Eilmer claimed it foretold the end of his country as he knew it, and he was right:

"You've come, have you? You've come, you source of tears to many mothers, you evil. I hate you! It is long since I saw you; but as I see you now you are much more terrible, for I see you brandishing the downfall of my country. I hate you!"
- Eilmer of Malmesbury, Anglo-Saxon Chronicle, 1066.



And finally, for those of you who have scrolled all the way down here, my next game is a coop and has you take a ‘present day to near future’ squad of elite soldiers up against a series of enemy bases and targets over the course of a military campaign.  You’ll be levelling up your squad, purchasing new gear, upgrades and skills, infiltrating lairs, hacking security, and taking out terrorists, rebels and their henchmen through the scope of a sniper rifle, down the barrel of a machine gun or with the blade of your knife as you choose your own specialist approach to tackling each objective.  Sort of Phantom Leader with commandos instead of aeroplanes…

Friday, February 14, 2014

1066, Tears to Many Mothers

Here's a sneak preview of my next new game, 1066, Tears to Many Mothers:



More info here too:

http://ratdorg.blogspot.co.uk/p/1066-tears-of-many-mothers.html

Wednesday, February 05, 2014

No more new games - play what you’ve got!


Inspired by chats with fellow BGG user boom04, and after reading numerous other gamer blogs about playing x games x times, I’ve decided to put a ban on new games being purchased in 2014, with the sort of cop-out caveat that ‘expansion purchases only’ are still allowed.  Whilst saving shelf space and cash and pleasing my non-gamer wife at the same time, it will also allow us a year to play through all the games we’ve already got – and there are a fair few of them, though a very modest collection compared to many other gamers.  If a brilliant, must-have game emerges this year I’ll just have to wait to see if it survives a few months of fair reviewing and the cult of the new to become a lasting classic, and if so I should theoretically have no problem picking it up in 2015 anyway.  I’m also prepared to be proved wrong and break my ban if it’s THAT good.  However, since I have three Kick Starters on their way this year already - Myth, Kingdom Death: Monster and Shadows of Brimstone (spot a pattern??) - we should have enough to be going on with anyway.

So Sam and I, and whoever we can drag in along the way, are going to go through the collection and tick each game off as we go until we’ve tried the whole list.  Outside of play-testing my new designs and solo gaming I usually only really get a weekly evening of proper gaming so actually playing through everything we’ve got solidly might prove tricky.  So far, in January, we’ve managed to stick to the plan though, so I’m interested to see if and how that persists.  I’m going to outline the games played, a brief overview or mini-review of my experiences with said games, and then at the end of the year maybe even decide which ones are for the trade pile and fight my instinct to not trade anything away.  Here are some thoughts on key games, some games that we won’t really need to play, and also what we’ve played so far in no particular order…




Through the Ages: A Story of Civilization

I genuinely had a bout of buyer’s remorse after picking TtA up at UK Games Expo 2012 for a whopping £60, and I figured that despite my enthusiasm for the Civilisation theme it would probably never get played due to time and complexity.  It was a minor agony to pick up and get into rules-wise so when we finally did get around to playing it we took it in stages as the rulebook suggests.  The Basic game in one week’s session, the Advanced game the next, and finally the Full game the week after, with a few rules lookups on BGG.  After that it soon became the regular fixture for three of us for a good few months in 2013 and I absolutely loved it.  After years of gaming, this complex yet bland-looking Euro – albeit with one of my favourite themes ever (always loved Civ on the PC) – unseated all of the trashier minis games and adventure games in my collection to became a strong contender for my favourite game of all time.  And to be honest it remains a contender to this day too.  Nothing beats that feeling of taking a couple of almost cave dudes with pointy sticks and evolving them over the course of an evening (but really over centuries of empire building) into fighter pilots and astronauts.  However, once we discovered the brilliant http://boardgaming-online.com (BGO) the game – and my learning and enjoying it – really took off.  After a comparative handful of weekly TtA games in real life over a few months I’d soon racked up over 100+ games online, and I sometimes won some too.  The online version takes away all the aggro of setting up, playing and tearing down a 5-6 hour game and…  drags it out over days and weeks instead!  But it works beautifully and you can just take it one turn at a time.  I’ll always want the option of being able to pull out the real thing though, and nothing beats that tactility of real cards and physically building your empire over pizzas and beers.

Real life games played in 2014 = 0
Online games played in 2014 = 30+, most of them ongoing



Eclipse

The only thing that knocked TtA aside from its regular weekly spot in 2013 (apart from the fact that we went digital with BGO) was the discovery of another little semi-Euro game called Eclipse, which is weirdly similar to TtA, but which also has plastic space ships which can explore the galaxy and blow shit up.  Seriously I love so much about this game: the awesome components, the development of techs, the blueprints of the ships as you gradually tool up, the absolutely brilliant mathematical way your planets build your economy in science, material and money – it’s just so ‘neat’, the little ships multiplying as your power grows, the exploration aspect of this game, something which I really miss in TtA, and finally, the theme really beautifully evokes Mass Effect, Star Trek, Star Wars, and even the books of Iain M Banks.  I’ve had much less success at winning Eclipse than TtA – I’m not confident enough yet to be aggressive enough I think - but I enjoy it almost as much.  Eclipse became our weekly go-to game in 2013 up until our regular number three player, unfortunately for us, upped and left us to move to Dubai, fortunately for him.  Eclipse definitely works better with three or more players (four players works really nicely) so it won’t see as much play when there are just two of us, though occasionally we are able to rope other victims into playing it too.  It’s on the list in any case, and even if we can’t get a bigger group, Sam and I are going to battle it out at some point and hope that the increased AI presence from the expansion content still keeps us busy and engaged enough.

Games played in 2014 = 0 yet, hopefully this will change soon



Nations

This was an intriguing prospect from the outset, a pared down TtA without all the hassle of setup and tear-down, taking it in turns to take turns - like Eclipse (instead of taking all your actions at once in TtA and then going to put the pizzas in whilst you wait for your next turn), less hassle of upkeep and corruption, more even-handed wars that don’t effectively remove players from the game for hours, etc.  So I squeezed it in as a last minute Christmas 2013 purchase before the gaming embargo slammed down.  It had good stock for me coming from the Lautapeli guys who made Eclipse, and when I opened the box I was only mildly disappointed to see that they’d taken the bland graphic design of TtA and made it…. slightly less bland.  The artwork is a moderate improvement, and the variety of cards is great.  That you’ll only get to see a handful of them each game increases replayability but changes it up from a strategic race to grab the cards you know are eventually coming (in TtA) to a reactive, tactical game based on what might be coming down the line.  It’s unlikely but you might never see any Leaders for example.  Or Advisors as Nations calls them.
It plays a hell of a lot faster than TtA - in one session in January we were able to play three games in one evening.  The solo option is great too and as I’ve said elsewhere it is a doddle to grasp, but a bugger to master, as it should be, and is a great tool for learning the game. There are extra event tiles included specifically for the solo game and a lot of thought has clearly gone into this side of it, which I appreciate, and it rates your play by comparing you to a famous leader like the old Civ PC games used to, so you have a score to strive to beat each time.
I've played about 8 solo games now and would happily break it out again soon. This potentially gives me an unfair advantage in multiplayer games, but you can (and I have) offset that by using the included setup rules to start off on a harder level to other players by producing less resources each turn.
On the whole, I love it and think it will replace TtA in 'real life' for the most part, mainly due to play time, though I will never part with my TtA.

Games played in 2014 = 3



Agricola          

Medieval farming – ugh.  How did this get in here?  Well, I’d been asking for recommendations for Euro games to buy (http://boardgamegeek.com/thread/637276/ameritrasher-wants-a-euro/page/1) and Agricola had held the top spot on BGG for so long I had to see what all the fuss was about.  Since I usually prefer guns, swords, dice, monsters and theme in my games the notion of breaking out ‘the farming game’ isn’t usually appealing to me.  But it was on the list, Sam had spanked me at it last time, and I remember enjoying trying to beat my score in the solo version, so we broke it out.  And it was way more enjoyable than I remember!  In fact I seem to remember thinking this exact same thing last time we played.  After some careful agonising and repeatedly bagging the first turn marker just so Sam could not, I managed to build the best farm I’ve ever made and filled every farm space, which I often don’t manage to do.  I also blocked him on the family reproduction and this resulted in a resounding victory which could have coloured my opinion of the game – last time he wiped the floor with me so maybe we only enjoy games we win!  I really like, and am equally frustrated by, having to choose which actions you can do each turn out of the many that you want to.  And seeing this mechanism carried over into much more thematic games like Robinson Crusoe makes me appreciate just how cool worker placement games can be.  It also has to be said that with the animeeples the components really are quite nice, and it’s a pleasant game to look at, though not beautiful.
So many other games owe Agricola a debt and it’s easy to see why.  I think I’d enjoy it more if at the end you had to fend off an army of orcs which came to burn down your farm, but as it stands it’s still a pretty great game, and we’ve not even cracked open the Komplex card decks yet!  Next time…

Games played in 2014 = 1



Runebound (Second Edition)

Thematically, this is more like it for me – high adventure in a magical world!  That said I’ve racked up some negative experiences with FFG, and their games, and particularly their games’ tendencies towards being beautiful on the surface but bloated and messy underneath.  Unfortunately Runebound embodies these traits quite heavily, and this session was a reminder as to why it doesn’t get played often.
We had to use a few variants to make it more manageable and interesting.  We always play 4 XP to level up instead of 5 because 5 would literally be unbearable – next time we’ll probably play the one where it costs 1+n XP to level up where ‘n’ is the number of level ups you already have.  We’ve got loads of the small deck expansions so the treasure deck is split into the three types (allies, magic, and armour/weapons) and three of each card go into each city’s market deck so that you don’t get hosed if you’ve been dealt the wrong hero class.  Luckily we both had fighters so that wasn’t too much of an issue this time around.  You also have to use Judd Jensen’s excellent Cities of Adventure rules or the cities are boring as hell.  And with hindsight we probably should have used Mr Skeletor’s Midnight/Doom Track from the solo play variant just to have a stronger time limit.  It was an enjoyable game bashing baddies, experiencing bizarre and occasionally pointless events (I had an old hero’s ghost helplessly following Sam around for almost the entire game until he finally decided to whack it on the ghostly head), and levelling up, and there’s a metric ton of variation with the little expansions mixed in.  Though it totally vexes me how the easier green and yellow cards dramatically outweigh the more difficult blue and red cards in quantity, when in actuality you’re looking to move on from green and yellow encounters asap, and the reds which you encounter every game, are limited to just a small handful, it just means that all that green and yellow variety is wasted, whilst the reds become repetitious.  It eventually came down to us both having two out of the three runes required to win, but it went on far too long, well over 3 hours, and after it became obvious that Sam was going to beat me to that final rune, it still took another good twenty minutes to play out the inevitable conclusion.  And those movement dice.  :yuk:  I think I remember defending them years ago, but now I just find them overly complex for what little they achieve.
Overall, it was slightly less enjoyable than I remember, and it dragged with two players so I’d hate to play it with more players, it seems designed almost for solo play – if the included solo doom track rules weren’t completely broken.  But Sam enjoyed it more this time around, so again, maybe the enjoyment is more to do with who wins the game…  ;)

Games played in 2014 = 1
                                                                                                     


Defenders of the Realm

I still love this and would happily play it regularly, we had a great time play-testing the free expansion material, and a load of extra expansion content for Richard, particularly the hopefully forthcoming Companions and Catacombs expansion.  Great mechanics, amazing Elmore art, which I was practically raised on with AD&D, and a real sense of tension all the way through, this is easily one of the best coops available.
Sam is slightly less enamoured with it at the moment though.  We lost three times in a row on all the basic settings, which was somewhat of a surprise since the last few times we played it we had no trouble thrashing those generals.  The Wizard and Sorceress didn’t show up in all three games so maybe that had something to do with it.  I love Defenders of the Realm, I think it nicely fills a grand fantasy war adventure niche, and the support of its designer Richard Launius in supplying continuing free content to expand the experience and of its champion, my man DrCrow, in answering any and all rules questions, are just the highest bar set for board games - Eagle Games are so lucky to have both of them involved.  I’m buzzing for the next trove of content that Richard will dream up for this beauty.

Games played in 2014 = 3


                       
Mage Knight Board Game     

This is another long, long game, and one session of it took all night, a session which I won fairly decisively.  Sam played Krang and I played Wolfhawk and we played a standard Conquest game with all the new stuff shuffled in but none of the new scenarios and no Volkare.
It has to be said, I love Mage Knight.  The wealth of decisions, the way the world randomly populates as it goes, the effects of terrain, the varying encounters, reputation, influence, the deck building and levelling up – it all adds up to a really intricate and detailed package, with tons of brain burning decisions to be made every turn.  Thematically I’m not fond of it all taking place over just three days, I’d prefer it if each action represented a day or something, and I’m not familiar with, nor very interested in, the MK world, but these are very small complaints.  Between this and TtA I became a huge Vlaada fanboy, and that led to my impulse purchase of Dungeon Lords, which I still haven’t yet tried.  As a solo game, Mage Knight is pretty peerless.  As a multiplayer game, as Sam rightly pointed out, it’s a lot like you’re playing different games on the same board at the same time.  Outside of PvP, much like Runebound – though a far superior game to Runebound - there’s little else you can do to influence each other, and the PvP is of no real interest.  I get that the threat of it might add an edge to the game or whatever, but if you come to blows in a two player game like this it’s going to seriously affect the rest of the game one way or another.  Next time we’ll play one of the cooperative Volkare scenarios instead.

Games played in 2014 = 1



Dungeons & Dragons: The Fantasy Adventure Board Game

We broke this out over the hols at the family’s when we had a little downtime and there were no other board games around.  If time permitted I wouldn't actually mind finishing the campaign, more for closure than anything, but this is not a bad little dungeon crawler.  Very simplistic, it’s sort of aimed at families or kids, much like HeroQuest.  The levelling up is too arbitrary for me (you finish x adventures so you go up a level) and we haven’t yet reached the more complex scenarios, so it’s more of a little goblin basher early on.  Also, again like HeroQuest, it’s really not that much fun for the DM player.  Will probably hang on to this until my son is old enough to play, but at the moment it’s really just extra parts for the D&D Adventure System games like Castle Ravenloft.

Games played in 2014 = 3



Forbidden Island

Okay, this is kind of a cheat too because I haven’t played much of the actual board game in ages.  However, it deserves a mention because I have played loads of games of it on the iPad because it plays so quickly.  I probably wouldn't break it out in ‘real life’ unless I'm introducing new players/kids – it made a great present for my 8 and 9 year old nephews for example.  I love the simplicity of the game and the theme, the artwork is absolutely beautiful, and I just think it’s really a perfect little game.  I don’t know why the Forbidden Desert theme doesn’t really do anything for me, I guess it doesn’t seem as exotic or interesting somehow – if they were movies I’d be more interested in seeing Forbidden Island than Forbidden Desert.  I guess I should give Desert a go sometime.  Maybe it’ll make another nice present for my now 9 and 10 year old nephews…  But yes, Forbidden Island will remain in the collection as a gateway game should the need ever arise to introduce somebody to gaming this way.  If it comes to game night though, I’d much rather play and get my teeth into something meatier.

Games played in 2014 (on iOS) = 10



Uncharted: The Board Game

Played an absolute crap ton of this at work last year – over 50 games – with a work-mate who’s not strictly a board gamer but who loves the PS3 games.  Thought I'd be burnt out on it but actually still enjoy it when I do get the chance to play.  It helps to be a fan of the theme because it is quite pasted on, and I’m not a fan of the ‘stills from the video game’ art, nor the very basic graphic design, which is actually a bit of a ball-ache when you’re recompiling the decks at the end of each game (Why do normal treasures have the same borders as normal action cards?  Why??), and indeed it seems like a little bit of a wasted opportunity given how rich and beautiful a game based on the Uncharted series could and should be.  But there’s something extremely compelling in its quick fire, highly tactical, take-that style gameplay that just makes every game a tense and very enjoyable battle for your life – grab the treasures, shoot the bad guys, beat your mates, simples.  Also, having played every single variable layout, game type (regular competitive, coop, solo survival and direct shoot-each-other versus mode), and variable powers hero included I’m still stunned at the enormous replayability.  Honestly, on the surface I can see how this game has been overlooked by the community at large, but I picked it up for £20 and it’s actually a little gem, and not one I’ll be getting rid of any time soon.  In terms of price against play time it’s probably one of the most valuable games in my collection, though to be fair that probably wouldn’t be the case if my colleague didn’t get into it the same way I did.  I intend to do a more detailed review of this at some point to try to help raise its profile some more.

Games played in 2014 = 2



DC Comics Deck-Building Game

Okay, this one gets an honorary mention in the list because in the unlikely event that I don’t get to play it this year, like Uncharted I’ve actually already played it enough with my work mate at lunchtimes to have given it a thorough road testing, so it fills that spot of sort of ‘non-gamer’ game.  And it stands up pretty well.  The theme is almost absent apart from the pretty pictures, it’s bordering on a game of top trumps in that respect, but it’s so simple and fast to set up and batter through a game that it sticks around.  It also allows you to pull off some cool, ridiculous combos that aren’t really balanced at all, but that’s part of the fun.  Like with Forbidden Island and Uncharted, I’d usually prefer to play something heavier come game night, but this is a sweet little filler game – and they have their uses too.  I don’t know if I could strongly recommend this game, it just filled a gap for us.  In all honesty, Marvel Legendary looks more compelling, but this game was another cheapy, and at £20 it was actually a third of the price of Legendary in my FLGS. The set up for Legendary looks like a bit of a nightmare, and that semi coop gameplay seems a bit hokey.  And from the reviews if you play full coop it sounds way too easy.  And at the end of the day I’d take Batman over, well, any Marvel hero…  :whistle:

Games played in 2014 = 0



So that’s it for January, hopefully I’ll do a catch up again soon – I think we’re going to crack on with Doom next.  And finally, here’s the rest of the games we want to get through this year:


Arkham Horror
Dungeons & Dragons: Castle Ravenloft Board Game
Dungeons & Dragons: Wrath of Ashardalon Board Game
Eclipse
Invaders
A Touch of Evil: The Supernatural Game
Warhammer Quest
Dungeons & Dragons: The Legend of Drizzt Board Game
Last Night on Earth: The Zombie Game
Robinson Crusoe: Adventure on the Cursed Island
Tales of the Arabian Nights
Claustrophobia
Doom: The Boardgame
Dungeon Command: Sting of Lolth
Fortune and Glory: The Cliffhanger Game
Gears of War: The Board Game
The Lord of the Rings: The Card Game
Lords of Waterdeep: Scoundrels of Skullport
Pathfinder Adventure Card Game: Rise of the Runelords - Base Set
Resident Evil Deck Building Game
Rune Age
Space Hulk: Death Angel - The Card Game
Star Wars: The Card Game
Thunderstone
Call of Cthulhu: Collectible Card Game
Return of the Heroes
Descent: Journeys in the Dark (Second Edition)
War of the Ring (first edition)
World of Warcraft: The Boardgame
Dominion
Flash Point: Fire Rescue
Descent: Journeys in the Dark
Dungeoneer: Vault of the Fiends
Zombies!!!
Space Crusade
Talisman
HeroQuest
Revolver
When Darkness Comes
Lord of the Rings
Gloom of Kilforth: A Fantasy Quest Game (this will obviously get a lot more play than the other games, but I’ll try not to go on with myself about it too much)



And here are the games we haven’t even played yet, which we’ll hopefully get to squeeze in at some point too:

The Ares Project
Constantinopolis
Dark Darker Darkest
Dungeon Lords
Magic Realm
Omen: A Reign of War
Sedition Wars: Battle for Alabaster