Hall or Nothing Productions Ltd

Tuesday, June 24, 2014

No more games - play what you’ve got! Part 4, But You Can’t Just Throw Away Gifts, Obviously…


I’ve banned new games from being purchased in 2014 to 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. 

My birthday came and went in May, and a couple more titles got added to my list as presents, which I wasn’t sure we’d be able to crowbar in this year at all: X Wing miniatures game base set, Twilight Struggle, DC Heroes Deck Building game expansion Heroes Unite - which is really more for my son than me, since we play that game nearly every day now - and Eldritch Horror.  Not tried X Wing or TS yet but I did get a solo run through of Eldritch Horror, which left me eager to try out Arkham Horror again.

I was also invited to an old RPG playing friend’s stag do where we went knife throwing (tricky), tomahawk throwing (exactly as fun as it sounds), tried archery (turns out I’m a bit of a Legolas, scoring three bulls-eyes in a row in one round) but primarily drinking and playing board games out in the countryside.  Great fun, great bunch of lads, and also got to play a few new games I wouldn’t otherwise have had the chance to, see Bonus Plays below.   Also got to add a few more to this list at the UK Games Expo, where we very successfully demoed 1066, Tears to Many Mothers.



A Touch of Evil: The Supernatural Game

Easy coop win against the Siren with Sam as the student of the occult and me as the witch I think.  I got the amulet which lets you use spirit instead of combat and boosted my spirit with allies and church visits and a raft of investigation - I was gaining three a turn.  Found the lair early on and some uber powerful elders joined us; the siren didn't really have it in her to stop us.  We also had the best/luckiest crop of event cards ever.  Great game, but there's a lot of fiddliness, tokens and upkeep, and remembering this has made me leery of Shadows of Brimstone, especially if they're using pen and paper in that one too...

Players = 2
Expansions = The Coast, Allies, Madness, HP 1
Games played in 2014 = 1
Rating in 2013 = 10
Rating in 2014 = 9



Claustrophobia

It was the mission where one of the ‘good’ guys has been possessed and you have to go kick his arse and then take him back.  Sam was the trogs, I was the condemned, and as it played out it was an easy win for the heroes.  I lost one Blade dude only, you know the disposable fast, spindly types.  There was some scenario rules confusion until we found the right demon card representing the possessed dude, thanks to BGG for the clarification.  This is really a great game, and I’m excited for the expansion material.  Love that Croc the designer has supported it so well with so much extra free downloadable content, just like Richard Launius does with his games.  It’s really quite a simplistic game but ruthlessly tactical, it plays very fast, and it really does look fantastic.  Highly recommended game for two players.

Games played in 2014 =1
Rating in 2013 = 8
Rating in 2014 = 9



Dungeons & Dragons: Castle Ravenloft Board Game

Without time for a full on campaign, we abandoned the copious house rules we have for this game and just set up a scenario.  Though we did have all the treasures shuffled in from all three D&D games, and used the optional doors, treasure chests and monster tokens.  Sam took Thorgrim the cleric and I was Alissa the Ranger and we attempted one of my favourite scenario combos.  Start off easier with the official Search for the Sunsword WOTC bonus scenario, waste the baddies, grab the Sunsword, and then set off on the Hunt for Strahd Part 1.  We battered the first scenario, clobbered Strahd’s henchman – the flesh golem – eventually, but were weakened by the Grey Hag turning up and vaping us with repeated lightning bolts.  And when Strahd finally showed the Traps they started springing, and we ran out of XP to cancel them.  Until we were being alternately beaten by the self-healing Strahd, nipped at by his minions, and lightning’d by the Hag.  Our powers and items ran dry and though we had a couple of opportunities to take him down and we were even 1 damage away from finishing him, I, in typical fashion, fluffed my rolls and he knocked us both out and claimed victory over our sorry arses.  I’m not ashamed to say we used three healing surges, though they were little consolation by the time it came around to spending them, since we lost one a turn for three turns!

Players = 2
Games played in 2014 = 2
Rating in 2013 = 10
Rating in 2014 = 10



Dungeons & Dragons: Wrath of Ashardalon Board Game

Free the captives!  We swapped roles this time with me as the cleric and Sam as the fighter, and we opted out of taking on Ashardalon (might have been an option if we hadn’t just had our butts kicked by Strahd in Castle Ravenloft) in favour of going after the rather humorous, frightened villagers, whose AI cards are a lark.  With hindsight, if I were to house rule this scenario it would be to have all the villagers act every turn instead of rolling to see who, if anyone, acts.  That would ramp up the chaos considerably!  Another close finish – though we didn’t use any healing surges, the villagers were getting massacred as soon as we found their prison chamber.  The two guardian grells started chomping on them straight away whilst we tried to distract the Duergar Captain boss.  But a conga line hoard of monsters had been growing in the darkness behind us.  We sniped them along the way, and I threw out two blade barriers and minced a whole bunch of them thanks to a lucky treasure draw, but they were still legion by the time we reached the final battle.  As the monsters chopped away at our luckless villager friends, we chopped away at them, and the chop-off finally fell in our favour as we brought down the Duergar captain and his two grells, the rest of the monsters departed, and a traumatised Alek (sp?) cowered quivering behind us, the only survivor of his town.  But our heroes were too busy celebrating their rare victory to notice his twitching PTSD nervous breakdown.

Players = 2
Games played in 2014 =1
Rating in 2013 = 10
Rating in 2014 = 10



Eldritch Horror

Actually got this as a birthday gift, so it lies outside the ‘no new purchases’ rule, right?  Right??  Anyway, I set it up for a solo run through to get the rules down, and they were very familiar indeed – in fact I was expecting some correlation to and with Arkham Horror but I just didn’t realise how much they had simply lifted wholesale from the source.  At first I thought this was lazy, particularly with all the reused art and token design, but I guess it adds coherence to FFG’s own Lovecraft themed universe.  And when it comes down to it, the gameplay is the thing, and this game is quite enjoyable.  I get that they’ve themed encounters more to each Ancient One, which is nice, though it really impedes the variety of encounters you will have from game to game.  My first attempt was an abortive solo effort by the soldier Mark, who made very little progress and was soon smashed into cosmic dust by the Ancient.  My second effort was again with a single investigator (to see if it really works that way, you know, just like it does not in Arkham Horror :P), this time the sailor Silas, and though he was crippled early on, my replacement investigator – the martial artist – came along and nicked all his stuff, which I thought was a nice touch and added continuity to their story, just like how HPL’s protagonists built on the successes and failures of their predecessors.  I harvested as many clues as I could, chanced some lucky rolls, and happened to be in some lucky locations, whilst a lot was happening all around the world which I couldn’t do much about.  But in the end I was able to complete all my mysteries and seal the Ancient One away until next time with a loosely snatched victory.  I like this, and look forward to playing it with a group to gauge opinions.  It is certainly more likely to see table time than Arkham Horror, until it bloats itself up with expansions of course.  Oh, and I didn’t find the world map very impressive at all, particularly in comparison to the far superior efforts of Fortune and Glory and Tales of the Arabian Nights, but this is a small complaint.

Players = 1
Games played in 2014 = 2
Rating in 2014 = 7.5



Bonus Game Plays!



Resident Evil Deck Building Game

I mistakenly thought this was still on our to play list (it wasn’t) and we had a bit more time left so we broke out a quick game of Resi Evil.  Sam was Leon, a stalwart choice if you cash in on his awesome pistols combo, and I was loads-of-life Chris, who starts with 120HP but cannot heal.  A couple of reckless early explores from Sam saw Leon go down a few times, whilst we both raced to grab the higher cost ammo really early on (not normally a tactic either of us pursue).  I stuck to my strategy and plodded along and Leon’s recklessness cost him dearly as I built up my deck.  By the time I ran into Uroboros he didn’t stand a chance.  I often wonder what the expansion packs would add to this game, especially now that they are no longer being printed.  But as a self contained little game, Bandai have (and have since abandoned) a little winner with this one, just like Uncharted: The Board Game.

Players = 2
Games played in 2014 = 2
Rating in 2013 = 8
Rating in 2014 = 9



Sentinels of the Multiverse

I actually managed to finally get in a game of Sentinels of the Multiverse this month.  A mate invited me round to his house to introduce me to a couple of his gamer mates (they’re more into war games and role-playing than board games) primarily to show them 1066.  And since my new decks arrived we had two games going at once, which was great.  They had some interesting feedback, some very useful, some a bit whacky and game-changing, but they all said they enjoyed it and would play again.
One had to leave early so with three of us left we broke out Sentinels, which I’d spied upon walking in and hoped to crack open.
Really enjoyed it!  Very interesting design, I really like how each of the hero and villain decks are unique and I especially like the environment cards that introduce new events.  There was a fair bit of book-keeping, but no more than Arkham Horror for example.  We played against Omnitron the Sentient computer, Ross was Haka the ethnic Hulk dude, Al was Ra the Sun God, and I got Legacy, who I thought was a Superman type character from the pics, but who actually turned out to be a passive support type almost Cleric/Healer character.  Since that’s a role I don’t usually play it was a little bit duller for me than it could have been I think, but actually with the buffs I was giving the other guys I was vicariously inflicting as much damage as either of them each round.  I had one Ongoing card which actually attacked but it got cancelled right quick by the baddie’s special ability.
We took a bit of a beating and the wounds were stacking up, but we stayed on top of every event and droid that came out and stacked any leftover damage onto Omnicron, eventually leading to his defeat.  Quite tense, very enjoyable.  Wish the DC game was like this!  Still not sure if I’d pick it up though, since we have the super hero theme covered.  And as much as I admire their all new hero designs, they’re so obviously rip offs of other mainstream heroes it just lets it down a bit.
Also discovered we’d been playing it slightly wrong after the fact, by not flipping over the villain’s ability card every turn, but using both sides at the same time, which made it more difficult!  But we weren’t playing the advanced ability either (not sure if that would have had too much of an impact though: +1 damage one turn, -1 the next or something similar).

Players = 3
Games played in 2014 =1
Rating in 2014 = 7.5



DC Deck Building Game: Heroes Unite

After how eagerly my little one tucked into the DC Deck Building Game this was an inevitable purchase, so I picked it up from the UK Games Expo for £25, given that it’s an expansion, and not technically a new game.  Ahem.  Anyway.  £25 is actually more than the £20 I paid for the basic game, but worth it for the amount of play it’s already seen.  I generally don’t like the cards as much as the basic game, and I don’t recognise half of the characters, though at 4 years old and as a massive fan of Batman: The Brave and the Bold my boy is developing an encyclopaedic knowledge of the DC universe.  He also always asks whose baddie the villains are, so we have to sync up the heroes with their nemeses, which is an interesting narrative decision for him to make so young, a pretty much ‘it must be canon’ attitude.  Don’t know where he gets that from.  Anyway, the art is great, the gameplay is more of the same, and it’s definitely worth a look if one wanted to expand the variety of the base game, though I’m not brave enough to mix and match anything more than just the super heroes and super villains just yet.  I think the Crisis expansion pack is a must buy too.

Players = 2-3
Games played in 2014 = 30+
Rating in 2014 = 9



Gunslinger

At the UK Games Expo we were sat down in the Hilton bar where James Fallows gave us a run through of this little gem from the old Avalon Hill catalogue.  Looks like it could be another Hamblen great like Magic Realm, we just played the very first introductory scenario with Doc Holiday versus the two thugs, though we just decided to play it as a free for all instead, with no special abilities.  Barely scratched the surface of the game to be honest.  It was basically three of us facing off against each other, slowly moving towards each other in some salty old saloon and weighing each other up whilst chewing cigars and drawing a bead on each other, Ennio Morricone’s riff from Fistful of Dollars tinkling away in our ears.  Then the rolling and shooting started as we bluffed each other out and tried to keep our targets in our field of vision.  I alternated targets whilst Sam and James drew down on me, but then after some tumbling and misfiring they started shooting each other, so I joined in and we took down James’ poor cowboy, who tried to hold onto his bubbling innards as he rolled around on the floor.  Sam and I had some wounds too and as he unloaded on James to finish him off I drew down on Sam and prepared to open fire.  As he darted out of my line of sight the unfriendly woman from the Hilton came over and told us to clear off because it was no longer gaming time.  ‘Could we just finish this game?’  ‘No.’  I really hope they find a more welcoming venue next year.  Anywho.  Great little game, interested to see more of it, and I’m especially intrigued by the RPG and character development aspects of it.

Players = 3
Games played in 2014 =1
Rating in 2014 = 7.5



7 Wonders

Been wanting to try this for ages but never able to get up the numbers, or find anyone with the game.  So it was the UK Games Expo to our rescue again, and we had six guys altogether, some clearly experienced, who instantly set about on their strategies whilst the rest of us muddled through and tried to defend ourselves with armies once we realised how important they were (i.e. after getting our arses repeatedly kicked).  Lovely components, lots to keep track of, quite difficult to pay attention to what everyone else is doing with six players, and it sort of felt like there were two games going on, one on our side and one on ‘theirs’ and sure enough this is how the scores panned out.  With me and the guy opposite doing pretty well in our respective mini games, whilst the guys on either side of us battled and squabbled with each other and generally lost out.  I came second and the guy opposite wiped the floor with all of us.  Liked the tableau effects and the card art, really like how the game seems to scale for players very well, and I can see what all the fuss is about.  I’d happily play this again, but not one I’d add to the collection any time soon.

Players = 6
Games played in 2014 =1
Rating in 2014 = 7



Cargo Noir

Always loved the look of this game and fondled the box a few times in my FLGS, so I was eager to try it out when somebody turned up with it.  It’s really a bidding game and with three players it ended up being rather weighted.  The guy who owned it knew what he was doing whilst me and the other guy just bluffed our way through it and ended up bidding against each other far too often, letting the leader increase his lead and gather tons of cargo, so we lost by a good margin, with me placing last, having been unable to buy my next two ships until after the halfway point.  The components are nice, art is great, but I’m not sure if I really enjoy bidding games, as it all just feels so… arbitrary, and that bidding and blocking each other is the main interaction.  Maybe I just need more experience at it.

Players = 3
Games played in 2014 =1
Rating in 2014 = 5



Coup

Super fast playing card game where you start with two cards, get one action a turn and have to be the last man standing.  You bluff out what action your cards allow you to perform: Duke can take 3 gold, assassin can attack another player (make him lose a card), Captain blocks assassin, ambassador lets you swap cards, etc.  You can use gold to attack other players too.  Anyone can challenge you to reveal what card you really have and if you’re blagging you lose a card, and if you’re not they lose a card.  I got knocked out pretty early by assassination and had nothing to defend myself with, but it was fun to watch the conclusion, and the whole thing played out in about ten minutes with 7 or 8 players.  Apparently it’s like Love Letter but more enjoyable.  I thought it was neat for a party game, but tbh any parties I normally go to don’t really usually involve gaming.  Would happily play again as it plays so fast.

Players = 7
Games played in 2014 = 1
Rating in 2014 = 6



Last Night On Earth

This was the first time I’ve played this with 6 players and it scaled nicely, everyone had fun and got into it making their own sound effects and narrative embellishments, including the two zombie players, who played their cards with glee and moved their zombie minis with the required amount of groaning SFX.  We randomly picked Defend the Manor House and I was worried that the guys who hadn’t played the game before would think it was a crap shoot as I’ve only ever seen the heroes lose this scenario.  I was Becky the nurse – I got bitten a few times and started to ‘Feel Strange’ and was all ready for turning into a zombie hero and getting a replacement character when a friendly hero removed the feeling strange card and the priest made it over to me to give me a first aid kit.  Suddenly I was back on fighting form and hitting the gun store to stock up on ammo and guns and blow some undead meat away.  I was able to play an early Faith on the priest and soon he found a crowbar and machete and was unstoppably whacking zombies left, right and centre, pretty much becoming the hero of the day.  The guy next to me playing Johnny couldn’t roll for shit, and sat in the gun store looking for revolvers, firing them, rolling a 1 and losing them, and then searching again, but he was laughing whilst doing it and seemed to be enjoying the general frenzied fray.  The chap who owned the game was playing Sally and spent almost the first half just searching and stocking up, pretty much out of the action, whilst the rest of us fought for our lives.  We kept racing to the middle to lure zombies out of the manor house, then rushing back out to the buildings to search for more supplies.  I felt the inevitability of defeat the whole game, but slowly and steadily the sun track marker climbed down, and even though Johnny eventually got eaten by a zombie hoard, and then Sally sacrificed herself by accidentally covering herself in gasoline and igniting herself and a bunch of walkers, we were keeping them at bay.  After a final push where the biters only needed one more zombie in the manor to win the game, we all charged out of hiding and fired our weapons and smacked a few of them upside the head and then the sun came up.  The hero victory was jubilant with us all shouting for joy as the zombie guys were going “nooooo…” and everyone else in the room was looking over and wondering what the hell was going on – but really wanting to join in I reckon…  Great game.  Goes back up to a 9 again, you just really have to have the right crowd for this game.

Players = 6
Expansions = None
Games played in 2014 = 2
Rating in 2014 = 9



Rune Age

Had some spare time at a gaming event and even though I’ve already checked this off the to play list, I thought it would be a good, easy one to teach, so we tried this out with 4 players, with me basically teaching three noobs how to play the basic Dragonlords scenario, the race to beat the big bad, with the expansion races thrown in, but no mercenary cards to keep it simple.  For the first time I tried using Forced March to pare my deck right down and ended up with just seven high power, non-Gold cards.  The guy sat next to me was pretty savvy and was trying to convince everyone to gang up on me, even though he was hoarding most of the neutral cities, and there was much back and forth attacking between us all trying to take them off each other.  The two other guys picked things up slowly but steadily, and to be honest, they probably should have ganged up on me from the outset.  I took out a few of the Dragonlords and harvested their rewards, and before the event deck could reshuffle I was ready to take on the big baddie king dragon and handily kick his arse.  It played long, probably a couple of hours, but everyone was engaged, and everyone said they’d be happy to play again if they had time.  Still loads of life left in this game with just the base and expansion pack, a nice complete little package that never quite plays the same way.

Players = 4
Expansions = Oath and Anvil
Games played in 2014 =1
Rating in 2013 = 8
Rating in 2014 = 9



Here follows the rest of the games we want to get through this year, slowly but surely we’re getting there....

1    1.         Arkham Horror
2.         Call of Cthulhu: Collectible Card Game
3.         Constantinopolis
4.         Dark Darker Darkest
5.         Descent: Journeys in the Dark
6.         Descent: Journeys in the Dark (Second Edition)
7.         Doom: The Boardgame
8.         Dungeon Command: Sting of Lolth
9.         Dungeon Lords
10.        Dungeoneer: Vault of the Fiends
11.        Eclipse
12.        Fortune and Glory: The Cliffhanger Game
13.        Gears of War: The Board Game
14.        Gloom of Kilforth: A Fantasy Quest Game
15.        HeroQuest
16.        Lord of the Rings
17.        Lords of Waterdeep: Scoundrels of Skullport
18.        Magic Realm
19.        Omen: A Reign of War
20.        Race for the Galaxy
21.        Return of the Heroes
22.        Space Crusade
23.        Space Hulk: Death Angel - The Card Game
24.        Tales of the Arabian Nights
25.        Talisman
26.        The Ares Project
27.        The Lord of the Rings: The Card Game
28.        Twilight Struggle
29.        War of the Ring (first edition)
30.        Warhammer Quest
31.        When Darkness Comes
32.        X-Wing Miniatures Game
33.        Zombies!!!

Tuesday, June 17, 2014

Tuesday, June 10, 2014

Gloom of Kilforth: A Fantasy Quest Game - Final call for play-testers

Hi guys,

I'm drawing close to the final version of the game and after speaking with Indie we are now looking for some brave volunteers for this last round of play-testing. A few of you have already been in contact, but if there are others out there who want to put this game through its paces and help make it even more awesomer for its release please register your interest below.

We will need feedback on the game so please only reply if you feel able to provide some. For those who already have play-test copies who would like to continue to be involved just let me know and I'll update you on the new stuff you'll need once it's ready.

Thanks for your continuing interest in the game!  cool

We're interested in player counts of 2-4 (cooperative or competitive) at this stage, since single hero play has already been tested exhaustively. If you can handle this as a solo player you're most welcome!

Monday, June 02, 2014

1066, Tears to Many Mothers winner announcement!!

Apologies for the delay people, I've been out and about and am back on the internets now.

I'm delighted to announce that, with his excellent rendition of "I get my kicks in 1066" the winner of our competition to get yourself a free copy of 1066, Tears to Many Mothers (Featured Here) is....  drum roll....  Steve Dell!


Thanks to all of you who entered, and I'll try to run this competition again sometime.

Steve, please send me your address details to holycriphesacrapple at gmail and I'll get your copy posted out to you ASAP.

Cheers, and happy gaming everyone!  :)


Tristan

Wednesday, April 23, 2014

No more games - play what you’ve got! Part 3, Hang On – Some Of These Aren’t Even On The List

I’ve banned new games from being purchased in 2014 to 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. 






Pathfinder Adventure Card Game: Rise of the Runelords - Base Set

We started from scratch after losing key heroes in our last attempt at the campaign, and so we set about bashing through Perils of the Lost Coast.  Sam was Kyra, I took Valeros.  We plowed through the first two scenarios but it came down to the wire in scenario 3 with the big baddie Black Fang, with me having to back away on the brink of death with no cards in my deck and Sam going in on the last turn with one final roll of the bones.  But he nailed it and we made it through.  Pretty tense.  Not sure how we're going to slot this campaign in with all the other games we're supposed to be playing though this year though.

The simplicity of the game quickly shows up after repeated plays, but it’s a nice easy game to come back to and the delayed release of each expansion works nicely for us.  I’m going to give Skulls & Shackles a miss because the pirate theme doesn’t interest me as much, and I’m not sure what kind of new stuff they’re bringing to the table with it, mechanically or otherwise.  Not that you’d necessarily need it with this type of game, where more is usually good - one of the biggest failings of the LOTR LCG for us was that the attempts to make each expansion scenario really different, though admirable, more often than not fell flat, with some adventures feeling positively un-play-tested - and we actually play-tested a lot of them!  The quicker release schedule of PAG will suit fans, and maybe the third set will be more thematically interesting, though I’m not at all familiar with the Pathfinder universe.  So far it’s been cool albeit generic enough fantasy, though I’m not a fan of their goblin art, or the papyrus sheet background which each image gets, and the card layout itself from a design point of view, well, yeah, it might be clear to read but it looks like a prototype to me.  It’s a shame WOTC don’t release a similar game because with the D&D brand and worlds/settings it would be ace.  Luckily we’ve got the adventure system games for that.  :P

Games played in 2014 = 3
Rating in 2013 = 8
Rating in 2014 = 7.5




Flash Point: Fire Rescue

Not played this in a while so we broke it out and actually convinced my staunchly non-gamer sister who was staying with us to join in.  The rules are simple and fast playing – although we opted for the basic game so as not to overwhelm my sister’s non-gamer brain - and it didn’t take much time to pick back up at all.  The family friendly coop theme makes me think of Forbidden Island, as does the simplicity, though FI has seen more play time.  We set up in 5 minutes flat, scanned the rules, and quickly managed to rescue a few peeps with my sister carrying all the animals out of the building, and me mostly catching false alarms, much to the others’ mirth (I make for a very lazy fireman apparently, who spends most of his time outside the building smoking fags).  Then the fires started breaking out in force and smashing the building up at the same time.  Before long we suffered two casualties to the smoke and flames, but we had rescued the requisite 7 victims to win the game.  Undeterred about the game actually ending we carried on to rescue the final victim just to see if we could.  And we did.  All in it took less than 30 mins and was good, family friendly fun.  My sister tried to hide the fact that she enjoyed herself enormously and then let us get back into the nerdier games where we get to blast things and slay monsters.  Great components, and clear gameplay, reminded me how glad I am to have Indie be the producers of Fantasy Quest.

Games played in 2014 =1
Rating in 2013 = 7
Rating in 2014 = 7




Invaders

I chose the invaders and set off straight away from turn 1 in earnest attacking Eurasia (and because my opening hand held a whole bunch of cards which get bonuses when played into Eurasia) where the battle raged the whole game.  An early Revenant, coupled with the Black Goo made sure Sam was on the back foot early on.  I piled up the baddies in Eurasia and boosted them with some alien hybrid children, activated most of my strategies, and piled through towards the finish.  There was a hiccup on the penultimate turn when Sam retaliated with some missiles and took out my big guys, bringing my invasion temporarily to a total stop, but then I brought in the Lucifer tripods to Africa to drain what was left of his deck and bag the win.

Love this game.  The sci-fi horror theme is gritty and nasty, Chechu’s artwork is brilliant, easily equalling if not bettering his stunning Wild West imagery for Revolver, the gameplay is fast and tactical, but tense and exciting.  Really this game deserves way more attention and notice, and should have made a bigger splash than it did.  I also realised how this game and Mark Chaplin’s designs - alongside Magic: the Gathering and its ilk of course – have influenced my own ‘asymmetrical card decks’ design template for 1066, Tears to Many Mothers.

Games played in 2014 = 1
Rating in 2013 = 10
Rating in 2014 = 10



Revolver

Continuing the Mark Chaplin theme we loaded up our revolvers and shot through two games with Sam as Ned and me as Colty, Sam was smacking me up left and right in the first game as I made a pitiful stab at the Mexican border and by the time we reached the train, Colty and his remaining henchmen were gunned down right quick.  I’d felt overwhelmed the whole game, so played again with the same sides to see if the bandits were outmatched.  Still felt overwhelmed the whole game and made another paltry go at the Mexican border, since I started with 3 cards which removed tokens from it.  But as usual, that tantalising victory mirage never came to pass, and I got shot to bits the whole game through.  Made it through to the final couple of turns at the 3.15 with just Colty left.  I gambled big time and took the rarely played desperate act of derailing the train, destroying everything except Colty and a trusty pistol, Sam had 4 cards left to hit me in the final turn but couldn't bring any of them to bear, so the gamble paid off and I bagged the victory in the closest game possible.  Love this game too, but it just squeaks underneath Invaders in rating because Invaders has more options available in a given turn and feels more epic.  Plus Invaders is weirdly kinda sorta the sci-fi horror themed game which Revolver began as when it was Aliens: This Time Its War.  Which is so meta that my chest might burst just thinking about it.  But there’s a space for both (well, all three) in any self-respecting gamer’s collection.  Ooh, and it takes about 25 minutes to play this once you’re a dab hand.

Games played in 2014 = 2
Rating in 2013 = 9
Rating in 2014 = 9



Return of the Heroes

We went about setting everything up for a Heroes’ Return (Of The) with a couple of the expansion heroes, but I slowly realised with growing dread that I couldn't remember any of the rules, and that the reference sheets I'd printed from BGG didn't help in that regard (been spoilt by Universal Head's more comprehensive pdfs), and after about twenty minutes of poring over the rules, both official and printed fan-rewritten versions, we started to feel like it was far too much effort, so we packed it back up and cracked on with Robinson instead!  I’m going to have to get this back to the table for a few solo plays to get the rules down properly before we break it out again…

Games played in 2014 = 0
Rating in 2013 = 7
Rating in 2014 = ?



Robinson Crusoe: Adventure on the Cursed Island

After playing the latest session this goes back up to a 10, just really a perfect adventure game.  I can’t even remember any issues all that time ago from learning the rules now, and once you have them down the brutal narrative and deliciously painful decision making come to the fore, guiding you through a really great and terrifying island experience.  We played Volcano Island and made an epic start, exploring like crazy with me as explorer and temple-raider and Sam as soldier taking care of hunting duties.  Battered through the first three temples and grabbed a ton of really good treasures (including all the Indiana Jones homages) and barrels, with loads of wood, and thanks to Sam’s sharp shooting we had fur and food coming out of our ears.  We put down a shelter with 1 roof and never rolled more than 1 rain the whole game.  Steadily moved across the island to the far end, easily built the 'jolly' boat – it was more of war galleon with the amount of wood we had - and bagged a tidy win with 40+ points.  Or did we?  Whilst counting the points I suddenly realised we'd only explored 5 of the required 6 tiles, meaning that we'd survived, but failed the objective!  As that gigantic ash cloud moved ever nearer to our shocked heroes, the end credits rolled.  We’ve played all the contained scenarios now, and I can’t wait to give the online King Kong scenario a go too.  Also keeping an eye on Ignacy’s games and eyeing up Stronghold as a potential future purchase.  He’s up there with Vlaada as a truly brilliant game designer, and I’m excitedly looking forward to seeing what he does with The Witcher franchise in board game form.  Robinson am hard…

Games played in 2014 = 1
Rating in 2013 = 9
Rating in 2014 = 10



Resident Evil Deck Building Game

I drew Barry, Sam was Ada, and we hit the mansion hard.  I died twice mulching through the lower level stuff, levelling up my magnums ability, whilst Sam tinkered around with his deck, pulling in the higher gold cards and taking two magnums to block me.  Once he’d levelled up his ability to look at mansion cards and put them to the bottom before exploring I tried to bite back my cries of ‘that’s broken!’ but didn’t, and instead cried ‘that’s broken.’  But through my early exploring I had already managed to bag the other three magnums and some crucial yellow herbs, and by this point it was too late.  I was averaging 75 damage with a magnum most turns, and pared my deck right down with many shattered memoriesesies.  Facing Uroboros for the third time I took him out with a gigantic revenge blast using a magnum and gattling gun for the victory.  Scores about 42 to 27.  This is a great deck builder, with a cool theme, and I’m oscillating about picking up the expansion stuff for it, especially since it has now been discontinued.  Wouldn’t know where to start with the expansions though, and, somewhat refreshingly, there’s a shit ton of variability and replayability in the base game anyway.  Some of the character abilities seem a bit off, and some way more powerful than others (don’t think Wesker has lost a game in our circle), but having been raised on Talisman 2nd edition, I’m quite resilient to this sort of design idiosyncracy/flaw/ idiosyncracy.

Games played in 2014 = 1
Rating in 2013 = 8
Rating in 2014 = 8



Star Wars: The Card Game

Over the months of steadily shuffling the games around on my shelves as they get played this title somehow shuffled down to the bottom spot in a big stack, and I think for that very reason alone (i.e. being harder to physically get at) it circulated out of our regular playing cycle.  Which sucks, because it’s a great game!  So with a Herculean effort we heaved the boxes above it out of the way and pulled Star Wars out for a game.  My 4 year old is going to absolutely love this game a in a few years as he’s currently going through the same sort of absolutely mental Star Wars fandom which I went through at his age.  Indeed, just last night he was babbling about Obi Wan and Yoda in his sleep.  :)
Sam took the Jedi, I was the Imperials, and it took us a while to get the rules straight again.  My fault mainly because I kept thinking I was remembering things but wanting to see it written down somewhere, and though I was usually correct it wasn’t much fun for Sam watching me sift through the rule book.  Need to print a proper crib sheet for this bad boy.
Rules lookups aside, the game itself didn’t take long.  After feigning a couple of rubbish early turns I started to bring in the big guns, with a resources overload and my star destroyers started going after the Jedi objectives just to pass the time.  I’d destroyed three objectives compared to the Jedi’s one before the game ended in annihilation for the Jedi.
The Pod system works well for more casual gamers (and us) but can lead to imbalanced decks.  I love the art on the cards, and am so glad they didn’t just go with stills from the movie.  Also the expanded universe stuff doesn’t really bother me as I’m a fan of the Clone Wars cartoon series, which is actually better than the prequel movies for a bunch of reasons, including better acting of all things!

Games played in 2014 = 1
Rating in 2013 = 8
Rating in 2014 = 8




1066, Tears to Many Mothers

I remember Ian Hislop on Have I Got News For You once saying he had an idea for a Pokémon style collectable card game but with important historical figures and dates on them instead of cartoon monsters (this was at the height of Pokémon mania).  I wonder if this had an influence on my designing a history based card game…
In any case playing and testing continues, prototypes are available in competitions on BGG and over at my blog, and the beta version is winging its way to publishers now.  There’s been a reassuring susurration of interest from people who are into gaming and history and potentially teaching themselves, their friends and/or their families a little bit about one of the most important battles in English history.  If this gets traction I’ll continue with the Agincourt battle follow up game.  My plan is to move through a few of the major historical battles and eventually tackle the first and second world wars through the major battles and in a similar format.  By that point the games would be multiplayer instead of just two player head to head, and we will have campaign rules for the major battles which reach through the entirety of each war.  In theory.  But war gamers generally prefer to use minis rather than cards, so this whole thing might end up going nowhere fast!  :D


Games played in 2014 = 50+



DC Deck Building Game

Finally, I need to say a little more about this game, as I was perhaps a little too harsh on it last time, or just not positive enough.  Alongside Star Wars, my boy is currently Batman-mental too, and when he saw the box for this he wanted in.  So we started playing a very basic version with no hero abilities, mostly just adding up our power each turn and going after one super villain each game…  And it has been absolutely brilliant!  He’s learning his maths and we’re getting to spend even more quality time with him away from the TV and watch him get terribly excited when, for example, Blue Beatle turns up, who is one of his favourite guest characters from the rather brilliant Batman: The Brave and the Bold.  Or listen to him pronouncing vulnerability (vunabeeyatee).  I’d hoped he might get interested in games through something like HeroQuest and am face palming about how simple it was to grab his attention and help with his numbers, and also grow his already relatively encyclopaedic knowledge of the DC universe through this game, which has really suddenly revealed its true, great potential.  Expansion sets, Mr Hyra?  Oh, go on then…

Games played in 2014 = 10+
Rating in 2013 = 8
Rating in 2014 = 10




BONUS GAME PLAYS!

The following games are titles outside of our 2014 games list remit, which we cheekily played at the Bolton GNOME games day (big shout out to the organisers of said event).  This was great because we got to try games we were interested in but would usually have to buy.



Mice & Mystics

Onto the wish-list with this one.  We played the first scenario with some chap called Richard who was learning the game with us, and had some helpful pointers from the friendly bloke who actually owned the game and was photographing the event.  Though we took a while to get going and learn the rules, we beat the adventure with one 'page' to go and it was a great, fun, easy to play (once you know how!) coop dungeon crawler which will be a fantastic fit for families playing with their children and reminded me strongly of the book Redwall, which I think I read when I was about 8 or 9 so I only remember in vague terms.  We skipped over the story segments for brevity, but these will really help flesh out the experience for families playing together.  Lovely minis, tiles and components too.

Games played in 2014 = 1
Rating in 2014 = 7.5



Citadels

This is an interesting and quite ingeniously devised city/VP building card game with nice art (and controversial nudity - zoinks!), fast playing turns, cunning tactics and devious treachery, and low-ish overall game time where you’re constantly guessing at your opponent’s moves to maximise your own.  Actually really enjoyed this as a sort of filler game, though I could see how it could go long.  Worth picking up for less than £20, but not sure it would get much play in our collection as it's just not meaty enough.  Another top bloke James Fallows taught us the game, and soundly kicked our arses too – thanks for that James if you’re reading!  You’re going to teach us Magic Realm next time whether you like it or not…  :)

Games played in 2014 = 1
Rating in 2014 = 6.5




Lost Legends

James taught us this one too.  It’s a very mathy card-based dungeon crawler, more mathy than Thunderstone maybe, and by the same designer Mike Elliott, though it’s perhaps less intuitive and a little more complex than TS.  As always, familiarity with the cards helps, and as with Thunderstone I’m not a big fan of the level of abstraction, though you don’t quite have that whole TS situation where a dagger, a torch and an iron ration go wandering into a dungeon.  Great art, nice game, just don't feel the need to add this to my collection as it's a bit too abstract for me personally.  This has nothing to do with James kicking our butts again either…

Games played in 2014 = 1
Rating in 2014 = 6



Here follows the rest of the games we want to get through this year, slowly but surely we’re getting there....

A Touch of Evil: The Supernatural Game
Arkham Horror
Call of Cthulhu: Collectible Card Game
Claustrophobia
Constantinopolis
Dark Darker Darkest
Descent: Journeys in the Dark
Descent: Journeys in the Dark (Second Edition)
Doom: The Boardgame
Dungeon Command: Sting of Lolth
Dungeon Lords
Dungeoneer: Vault of the Fiends
Dungeons & Dragons: Castle Ravenloft Board Game
Dungeons & Dragons: The Legend of Drizzt Board Game
Dungeons & Dragons: Wrath of Ashardalon Board Game
Eclipse
Fortune and Glory: The Cliffhanger Game
Gears of War: The Board Game
Gloom of Kilforth: A Fantasy Quest Game
HeroQuest
Lord of the Rings
Lords of Waterdeep: Scoundrels of Skullport
Magic Realm
Omen: A Reign of War
Resident Evil Deck Building Game
Return of the Heroes
Robinson Crusoe: Adventure on the Cursed Island
Space Crusade
Space Hulk: Death Angel - The Card Game
Star Wars: The Card Game
Tales of the Arabian Nights
Talisman
The Ares Project
The Lord of the Rings: The Card Game
War of the Ring (first edition)
Warhammer Quest
When Darkness Comes
Zombies!!!

Thursday, April 10, 2014

Win a copy of 1066, Tears to Many Mothers!!

Dear readers of my humble blog,

How would you like to win a copy of 1066??
This is your chance to win an unused Printer Studio prototype copy of my forthcoming game 1066, Tears to Many Mothers, posted free to anywhere in the world!



Note that this is a ‘prototype only’, the cards for the official release will look substantially different - i.e. all the artwork - so this is pretty much a one time opportunity. You will receive 172 (count em!) linen finished cards with gorgeous art but you will not receive any tokens with the game (you'll need generic tokens of 2 different colours, and a first player marker would be handy). You can download the rules from the BGG 1066 files page here:


All you have to do is pop a Comment on this page below explaining why you’d like to win a copy, and the most creative/interesting response will be chosen on 31st May 2014!

NB.  This competition is not connected to the Games4GeekGold listing on BGG.

Thanks for reading and good luck!



Tristan

Thursday, March 27, 2014

No more games - play what you’ve got! Part 2, Return of the Living Deck Builders


I’ve banned new games from being purchased in 2014 to 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. 

Truth be told, we’ve not passed the first quarter and I’m already wavering a little on this rule with the launch of the MERCS Recon Kick Starter.  If it goes anywhere near as mental as Myth it will be too good to resist given the amount of toys on offer for the standard pledge amount.  I pledged Captain on Myth and I’m worried about the seeming lack of structure and rules palava but very much looking forward to my international package arriving, whenever that might be.  And once our American friends sort out the rules FAQs and make us some nice reference sheets to get stuck in with I’m sure the whole game will run like a dream… 

Anyway, I’m definitely keeping an eye on Recon too to see how it goes, and already threw in my dollar pledge to keep up with their updates, and also because – despite all the rules hassles and apparent issues with Myth - they genuinely seem like a great bunch of guys.  Also, the Fireteam Zero KS game looks sweet too, with a great theme and cool minis…  Must.  Resist…

February was all about play-testing 1066, and getting to grips with Sedition Wars, which was an unexpected development considering I’d only originally bought the game for parts.  But Sedition Wars turned out to be a neat replacement for Space Hulk, which you can read all about if you scroll all the way down to, um, the next sentence…





Sedition Wars: The Battle for Alabaster

I didn't KS the game, and judging from the hate in the BGG forums I feel really bad for those that did.  But it was going ridiculously cheap in the UK last year (£20 for 50+ minis in the core set) and I needed the gluing and assembly practice for when [thing=55690]Kingdom Death[/thing] arrives.  I was dreading the process, but the barrier to entry on the game turned out to be even more enormous for me than I’d thought:

  • The rules are a mess and took a thorough re-re-reading, with much head scratching.
  • I had to glue in all the FAQ updates to the rulebook, and some of those didn't make sense either.
  • Having not assembled minis since a Warhammer skeleton set when I was a kid (I should post pics of those – they’re hilarious, like each dude has a giant mutant fungal infection, if fungus looked like massive glue globs) I had to invest in some precision sprue clippers.
  • I had a nightmare with poly cementing the figures because they all just fell apart overnight, undoing all of my meticulous work, that was one disappointing morning.  Lesson learnt – don’t bother with poly cement.
  • Eventually got some loctite glue from eBay and spent three nights gluing the buggers together (everything except for the big monster's mouth tentacles, which I’ve left in the box to this day as being too fiddly for now).
  • Managed to glue my forefinger and thumb together too, which are now permanently in the 'A-okay' pose.
  • Then we had to pilfer the doors from Space Crusade as the game doesn't come with any, even though they're pretty essential to the gameplay.
  • Then we had to nick the tiny red dice from Warhammer Quest to track character's health because the wound counters were too cluttered.
  • Had to buy a hobby box to store all the counters in, which are poor quality paper counters, a few ripped whilst being punched, and paper particles were [i]everywhere[/i].
  • Then when we finally played there was much rules up-looking on BGG required midgame too.
  • Also, the tiles are afflicted by the dreaded warping.
  • Universal Head's rules summary is essential to play it as are his updated character cards, so thanks once again UH for saving the day.
  • And I still have to paint the minis.  Luckily I’m not a minis painter, so that will probably never happen.  Although, now that I’ve moderately successfully tackled gluing minis…
  • Anyway, had I known there would be so much prep involved I might have avoided it altogether.


All that said, when we finally got to play, I was quickly addicted!

  • There is way more going on here than in Space Hulk for example, with tons of individual character abilities, which can be activated in different ways on different turns.
  • There are cool terrain features to interact with which change the landscape of each scenario.
  • The flavour text is great, and really bulks out the huge rules book, though I didn’t read all of the flavour because…  it really bulks out the huge rules book.
  • The back and forth play of actions and reactions makes for incredibly tactical and tense games.
  • The minis are some of the best I've seen, and I especially love the overall look of the Vanguard figs.
  • The tile art is really nice, if a little dark.
  • And for a few weeks earlier this year this was all we played.
  • The theme is a total winner for me, and it feels a little more gritty and nasty – vanguards getting infected and mutating into baddies, corpses turned into radioactive spores which can turn into monsters too - than say, Doom, which I also enjoy, but which is more cartoony.  I think I prefer Sedition Wars.
  • The force points totals for choosing your guys each mission gradually open up as you progress through the scenarios, which means you can learn the basics with the first scenario and then you get to move on and access the bigger dudes and abilities as you go along.  I’m really looking forward to opening up the bigger squads and bringing out the big guns.  On both sides.
  • In fact I'd happily go back to play it again right now, whilst the rules are still vaguely in my head, preferably.
  • And now I also have some basic glue skills to apply to KD:M when it lands…


In our first two games I bagged two wins against Sam as the Strain, and the first game could not have been closer, with it coming down to the last die roll, which is kinda what you want in a game like this.
Then we played another session the week after and as I was the Vanguard in scenario 2 Sam wiped me out handily, which does mean that currently the Strain are unbeaten.  But I think it’s too early with a game like this to judge if the Strain are over-powered, it certainly didn’t feel like it in our second game.
Definitely want to play again with more force points to see more of the game and to try for a win as the Vanguard, but overall, and more importantly - for the price I paid - this was a really great purchase.

Games played in 2014 = 3
Rating in 2014 = 7.5



Last Night on Earth: The Zombie Game

Took quite a few sessions over the years with the base game alone before I realised I needed every expansion going for this game.  Started by picking up Survival of the Fittest, which I think was a mistake as Growing Hunger makes for a more sensible progression, and SotF assumes you’ve already read the GH rules anyway.  But once I picked them all up we were off, all the expansion decks got shuffled in, and we haven’t looked back.

We decided to have a bash at Plague Carriers, because it didn’t look too complex, and I think we’d only played it once before.  Sam played the zombies, with me as Victor the crim and Goddard the teach, whilst Dan was Sally the schoolgirl and Sam the diner cook.  We hobbled off to a tricky start but soon tooled up our heroes.  With fairly few wounds and some meek resistance from the Walkers, we raced out of hiding and hopped around the board getting head shots on all the plagueys with some added dynamite fun from Goddard and his permanent ‘lighter’, handily wiping them out with about 7 turns to go on the sun tracker.
As light and breezy as this is once you get past all the rules and FAQ issues, and as dice and card reliant as the luck is, LNoE is such a fun game, it will always have a place in the collection, even though it can sometimes go long for what it is.  And occasionally, like this time, the end result can be pre-determined maybe sooner than you’d like.

I’m intrigued by the levelling up rules from Timber Peak, but I’m not seeing the value in getting that as well as the base game now that we already have the LNoE expansions instead, and there just isn’t room in the collection for both.  Plus LNoE has so much replayability built in.  I’m also reminded that I picked up the Horror Clix game Freddie Vs Jason for £2 a few years ago, and the minis and bits from that went straight into the box for LNoE.  Which means at some point I’m going to have to sit down and design that Freddie Vs Jason Vs Zombies Vs Heroes scenario…

Games played in 2014 = 1
Rating in 2013 = 9
Rating in 2014 = 8




Thunderstone

I love the art style for this game, love it.  I really like the idea of light and its impact on the different levels of the dungeon, but I think it’s poorly executed.  It’s just basic maths at the end of the day, but it detracts a lot from what you’re doing whilst you’re working it out, even after a few plays, and there’s so much adding and subtracting that you really get less of a feel of dungeon exploring, which is ostensibly what this game is.  I hear they’ve tightened this up in the new edition, but I’m not really interested in re-buying the game again.

However, as a light deck builder, this passes the time nicely.  The random setups give tons of replayability, but can deliver some occasionally very odd gaming combos.  This particular session we ended up with only really high cost heroes in the line up, which meant it took us longer to get going, but then we beasted through the dungeons more quickly once we were up and running.  The pace was pretty even, though it felt like Sam was dominating for the most part, levelling up his heroes more often than I was.  But all those extra village visits would be his undoing as I just kept chipping away at all the monsters, and eventually beat him to the Thunderstone for the victory.  Just.  The scores were 47 to 45!

A good solid deck builder, but not the best deck builder…

Games played in 2014 = 1
Rating in 2013 = 8
Rating in 2014 = 8



Dominion

Sam properly kicked my arse at this.
I’ve still got tons of respect for it as the daddy of Deck Building Games.  But it feels like most other DBGs have improved dramatically on the design since.  This feeling might be mitigated with expansions, but why bother doing that when you can build on better DBGs already instead?  And there are so many Dominion expansions I’m not sure I’d know, or care, where to start.

That said, it’s a good, fast playing game, with occasional minor confrontation thrown in with certain cards in the random set up, like Militias and Thieves.  Again I like the card art in this game, which I’m a sucker for, though the box art is bafflingly rubbish – seems like a missed opportunity there, but certainly didn’t hurt its sales figures!  I don’t really get the feeling of building my city, but then I don’t really get much thematic satisfaction from deck builders, because everything you build or develop quickly disappears into your big stack of cards.  I think Mage Knight (or even Pathfinder) handles this deck building implementation more ‘thematically’ by making it a set of spells, items and actions you have available, instead of buildings or people that occasionally pop up, depending on what hand you’re dealt.

I’m developing this deck building mechanic as one element for my horror game Blackmoor, where your deck is a set of emotions your hero has.  Playing emotions drives the actions available to you, and as you explore the game, your more placid emotions are gradually replaced with more extreme anxieties, fears and rages, as your hero starts to gradually lose it from the events he’s witnessing.  So, for example, if you see flitting shadows in a darkened room you might get an anxiety card, but if you see a massive rearing tentacled beastie you get a terror card.  An anxiety card might help you to run away from something, but a terror card is less likely to help you, it might even drive you to do something crazy to get rid of it, like murdering an ally or stranger.  And of course if you don’t get rid of that terror card, and it’s still in your deck come the endgame, well, then really bad things are going to happen to you...  Since deck-building decks are constantly in flux I think mechanically it fits nicely with how a person’s emotions are constantly in flux, whereas more fixed game elements, like items or people will stay out in play independently of the deck building aspect of the game.

Anyway, rambling aside, Dominion am good, but not as fun as the other DBGs.

Games played in 2014 = 1
Rating in 2013 = 7
Rating in 2014 = 7



Rune Age

Okay, so here’s my current favourite strictly DBG (i.e. not Mage Knight) deck builder.
This is a hugely underrated gem of a game, with loads of different play styles which are all thoroughly fleshed out and enjoyable.  There’s a nice solo option, some great competitive scenarios, some which have direct conflict and plenty of attacking each other, some are more like competitive races, and then, especially with the expansion included – and you really do need the expansion if you get this game, for the extra units, variety and races – there are really cool cooperative scenarios too.

We decided on the competitive racing type for this session with two games of Monument, which we’d not played before (I won both sessions).  This is yet another great scenario, where you’re racing to build your civilisation’s great wonder or, er, Monument.  This is a great, really enjoyable game in any case.  Beautiful art, typical of FFG, set vaguely in the Runebound world, and with the random card load-outs and asymmetrical starting races, punishing event cards in all the scenarios, and the varying scenarios themselves, there is a ton of quality variety and replayability in this comparatively teeny tiny box.  The die roll when tackling events adds a really sweet element of tactical pressure – do I go and smite this dragon now with a potentially under-prepared force, or do I wait until I’ve got the firepower to tackle it and potentially risk my opponent getting there first?  There are also plenty of opportunities to sneakily steal your opponent’s cities and cause havoc with his deck too.  Actually notched this up a point in the rating because it plays so quickly and easily.  Definitely on a par with Resident Evil for best deck builder, probably even better than RE though.

Games played in 2014 = 2
Rating in 2013 = 8
Rating in 2014 = 9




1066: Tears to Many Mothers

We’ve been play-testing the crap out of my latest two player game design, 1066, Tears to Many Mothers, and I’m really delighted with the results.  Plays much faster and more aggressively than Fantasy Quest, which makes sense since it’s a more directly competitive conflict game, and with a much simpler rules set, which is much kinder on my feeble designer brain when I have to explain how to play it to others.

I put a ton of time and effort (like, hundreds of hours so far) into getting the little historical details to match up with the gameplay where possible, writing in as many of the characters and events involved in the battle of Hastings as I could, whilst keeping the deck sizes relatively pared down – currently just 77 cards on each side - though there are obviously narrative jumps and embellishments to aid the overall playability.  And every card has its own bit of historical flavour text so you might actually learn something as you go.  I should really start pitching this format to schools!  Re-living and re-writing one of the most important battles of the middle ages has never been so much fun!

We’ve repeatedly swapped sides and tinkered and tested and though they’re asymmetrically designed, both decks are evening out in the wash in terms of balance, and more importantly, fun.  There are plenty of cards on both sides which can trigger a moan of despair from your opponent, but also plenty of nasty quick-death cards to effectively counter them.  My mate at work, despite getting his arse kicked every time, keeps asking to play it at lunchtime, which has been an absolute god-send in terms of getting repeated play-testing in.  He finally, literally, beat me at my own game yesterday, now that familiarity with the cards and tactics is beginning to set in, especially in the little details – like manoeuvring Units and Characters into their most effective slots (e.g. the Norman cavalry were stationed at the rear, whilst the Saxon housecarles led the shield walls from the front, so if you can match those positions with your cards you’ll get a bonus), just like in the real battle.  And my gamer buddies have greatly enjoyed trying to break it, of course.  It even gets asked for like, you know, a regular game now, to kick-start the night.  :D

So many games, so many stats, but the most notable victories are the down to the nail ones, where both sides have claimed a Wedge each and are fighting hard for every single point of damage on that last Wedge.  Or when Harold gets his last point of health taken out by an Arrow to the Eye.  Or when the Saxons bagged that final Wedge battle by careful manipulation of… Drinking and Singing, literally drinking and singing their way to victory!

After compiling tons of feedback on everything from the rules, to the card template layouts, to the balance, quantity and relative strength of every card, I’ve ordered the latest and probably final version of the cards from Printer Studio and I cannot wait for them to arrive.  :)

Games played in 2014 = Many.  Tears.  To Mothers.

Oh, and here's a pic of Sam and me throwing down on 1066 at the GNOME 2014 Bolton gaming event, image courtesy of William Riley:




  
So that’s it for now, hopefully I’ll do a catch up again soon.  Here follows the rest of the games we want to get through this year.  Oh, and World of Warcraft: the Board Game has finally gone, I ditched it for £20 at the Bolton gaming event.  Slow and steady wins the race.

A Touch of Evil: The Supernatural Game
Arkham Horror
Call of Cthulhu: Collectible Card Game
Claustrophobia
Constantinopolis
Dark Darker Darkest
Descent: Journeys in the Dark
Descent: Journeys in the Dark (Second Edition)
Doom: The Boardgame
Dungeon Command: Sting of Lolth
Dungeon Lords
Dungeoneer: Vault of the Fiends
Dungeons & Dragons: Castle Ravenloft Board Game
Dungeons & Dragons: The Legend of Drizzt Board Game
Dungeons & Dragons: Wrath of Ashardalon Board Game
Eclipse
Flash Point: Fire Rescue
Fortune and Glory: The Cliffhanger Game
Gears of War: The Board Game
Gloom of Kilforth: A Fantasy Quest Game
HeroQuest
Invaders
Lord of the Rings
Lords of Waterdeep: Scoundrels of Skullport
Magic Realm
Omen: A Reign of War
Pathfinder Adventure Card Game: Rise of the Runelords - Base Set
Resident Evil Deck Building Game
Return of the Heroes
Revolver
Robinson Crusoe: Adventure on the Cursed Island
Space Crusade
Space Hulk: Death Angel - The Card Game
Star Wars: The Card Game
Tales of the Arabian Nights
Talisman
The Ares Project
The Lord of the Rings: The Card Game
War of the Ring (first edition)
Warhammer Quest
When Darkness Comes
Zombies!!!
1066, Tears to Many Mothers