Hall or Nothing Productions Ltd: Myth
Showing posts with label Myth. Show all posts
Showing posts with label Myth. Show all posts

Friday, December 12, 2014

No more games - play what you’ve got! Part 8, Mythical Warfighting

Part 1: No more new games - play what you’ve got!

Part 2, Return of the Living Deck Builders

The Not Nearly As Thumbed Part 3, Hang On – Some Of These Aren’t Even On The List

Part 4, But You Can’t Just Throw Away Gifts, Obviously…

Part 5, Part 5, Fortune and Zombies, Kid

Part 6, MISSION FAILED!!!  I BOUGHT NEW GAMES!!!

Part 7, Stop buying new games - remember?!



I’ve supposedly * banned new games from being purchased in 2014 to allow us a year to play through all the games we’ve already got.  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.  

*  Actually failed though, see part 6 above.


Play what I’ve got, eh?  Well, thanks to my most recent failings and new purchases what I’ve got isn’t all old games now, and of course the allure of the Cult of the New is undeniable.  So whilst I might have WANTED to continue playing through our list of games and trying to actually finish this year’s quest to play all the games we own, what we actually ended up doing is playing with all the shiny new stuff instead.  

Interestingly, our little regular two player gaming combo has recently expanded to between 4 and 5 regular players, which really mixes up what games we play, and has basically indefinitely shelved 2 player games like Twilight Struggle.

So here’s the list of Willpower Fails/New Arrivals this year (so far):

1. Friday
2. Greenland
3. Legendary Encounters: An Alien Deck Building Game
4. Shadowrun: Crossfire
5. Warfighter: The Special Forces Card Game

The only one I haven’t even played yet is Greenland, which looks interesting and very different from my usual fare - the others have already proven to be great games.
And here’s some more Faintly Justified New Arrivals:

6. Advanced HeroQuest (traded for my old Advanced Space Crusade)
7. Eldritch Horror (birthday present)
8. X-Wing Miniatures Game (birthday present)
9. Innovation (gift from Dicky P)
10. Myth (technically backed previous to this year so that’s okay)
11. Shadows of Brimstone (technically backed previous to this year so that’s okay too)

Seems like there’s no hope of completing my mission to play everything by the end of 2014 now, but hey, stay subscribed anyway, because, you never know…



Myth

We should not really technically be playing this yet because it’s not on The List for this year, but my Kick Starter Captain pledge finally arrived and it’s an absolute behemoth!  Can’t believe how many minis you get – there was no way it was going to all fit back in the box.  There are also a quadrillion tokens, so storage is quickly an issue.  I do feel sorry now for those who buy this at retail, but I guess just two enemy types only is what you get in Claustrophobia and that’s a great, contained game.  

The horrors I’d heard about the rules put me off sitting down and trying to figure Myth out, and the caustic negativity surrounding the game in the BGG forums was so intense that for probably the first time ever I didn’t even want to turn to the forums for help.  That said, Dave, a friendly fellow BGGer came to our aid.  Turns out he lives just around the corner from me, backed Myth at mega Apprentice level, had already figured out the rules AND got his own campaigns going, and he offered to teach us how to play.  So it was the he (Acolyte) sat down with Sam (Apprentice) and me (Soldier) to wander into the homes of some grubbers, muckers and crawlers and set about attempting to mercilessly slaughter them all, as with any good old dungeon crawler.

And since you can create your own difficulty on the fly, we only have ourselves to blame for the merciless slaughter that actually ended up being inflicted on us!  Our first tile went okay, and we were bashing monsters and picking up GP and potions but also gathering some threat.  But on the second tile everything went downhill.  The darkness struck back, and captains started appearing and before long Sam’s Apprentice was overrun and taken down, so we called it a day.  We all enjoyed it, and I was pretty happy with the experience, seeing a lot of potential in the game.  I’ve since set up my own copy and played through two solo run-throughs of the downloadable walkthrough scenario using the Soldier and Acolyte.  But both times I was slaughtered when Yarrdu showed up once and the Terror showed up the next time.  Judging the difficulty of this game is as difficult and random as I feared I think.  I certainly don’t see the ’just make it up’ aspect that they were pushing as any kind of feature at all, and this was the one element I was dreading.  So I’ll have to play it a bit more to be able to judge that difficulty level accurately and respond accordingly.  I wish they had played it enough to round out some missions that introduce you gradually, especially since they’ve included a form of campaign play in the way that you ‘level up’ the treasure bag.  Again, another missed opportunity – I’m fairly sure most players are more interested in progressing their hero abilities more than they are in altering an abstract notion of how much treasure their hero may or may not collect in the next adventure.

The rules are as abysmal as every other commentator has noted, and I’ve since read the fanmade rules to try and digest the gameplay.  He’s done a sterling job of parsing them down, but they’re still so damned unintuitive at their core that even Universal Head would have his mind blown trying to create a player aid for this game.  Which is a shame, because there does seem to be an enjoyable adventure romp underneath all this murky mental swamp.  And the miniatures and tiles are really top notch, way better than I was expecting even.  Hope to table this again some time soon, and at least beat that bloody walkthrough…

Players = 3
Games played in 2014 = 3
Rating in 2014 = 7






Warfighter: The Special Forces Card Game

Wow. Just wow.  Game of the year 2014?  Right here.
Finally and probably permanently but the kybosh on my development of my own squad-based action card/board game Oh Dark Hundred.  I only design games that I want to buy or play which don’t already exist.  But glancing at my design notes for ODH it looks like I’ve literally just lifted everything from DVG’s Warfighter but without any of the finishing touches or polish.  Which kind of makes sense since the idea came to me after playing quite a lot of Phantom Leader Deluxe on the iPad.  A cooperative, squad-based, tactical card game shooter where you gear up your elite troops and send them up against overwhelming odds to defeat an objective behind enemy lines.  Only instead of being near future sci-fi, DVG’s game has photos of real soldiers on the cards.  There are fairly incongruous computer generated bad guys too, but as Dan himself said, he was hardly going to go capture photos of Columbian drug cartels.
Being raised on men-on-a-mission war films this is all right up my street, and brilliantly implemented, with – gasp – campaign play added in for the win.  Campaign play - that shiny new and positive development in board games that is becoming almost ubiquitous in thematic games now.  I mean, it’s been there all along in games like Warhammer Quest and the old dungeon crawlers and war games, but this persistence of achievement and development or growth of a character over continuing sessions is clearly something that a lot of gamers, and no doubt ex-RPGers are craving right now, and I count myself firmly amongst those people.
Also, watch how Dan the designer listens and responds to his fans – this is Richard Launius level of passion and care about what he does.  Happy to be a part of the Kick Starter for the next lot of expansion content, and particularly looking forward to us getting that scenario booklet.

Players = 1-3
Games played in 2014 = 20+
Rating in 2014 = 9




Defenders of the Realm

Dave brought his brand new Kick Starter fancified set round with all the extra bits and pieces.  We shuffled in the new quests and characters but mostly stuck to the core set rules against the four basic generals.  Jackie was the Adventuress, Dave took the Dwarf and I was the Druid, since I hadn’t seen or played him before.  I’m always up for a game of Defenders, and we were soon out and about hacking up minions and scouring the land for those dreaded generals.  We shared the arse kicking responsibilities out as evenly as we could, trying to temper the evil generals’ progress against the late war event cards.  A couple of the generals came close to Monarch City but we built gates, flew on eagles and basically did whatever it took to keep on top of them.  The minions often came close to running out, and the event cards came thick and fast, cutting off the taverns in short order and shutting down our rumour gathering, and the corruption spread pretty fast too, so we had to keep on top of that as well, which I usually tend to ignore.  I even unexpectedly found myself an unlikely unicorn ally early on and was galloping around like a loon, trying to stay safe in the forests, and calling upon my animal allies to keep the green locations free of minion clusters wherever I could.  Dave and Jackie took out the first couple of generals, and I took the third before we all teamed up to take down Gorgutt in a suitably epic showdown for the fairly hard earned win.  Yep, still love this game – Launius is a game designer genius for coming up with this stuff.

Players = 3
Games played in 2014 = 4
Rating in 2013 = 10
Rating in 2014 = 10





Arkham Horror

Actually finally managed to play a game from the List.  I’ve been trying to work out how long it is since we last played this game.  I think it’s about five years!  Which is a bit unfair because this is the game that got me back into board games when it was released.  We even rounded up five players for this session, I was Joe Diamond, Jackie was Kate Wintrhop, Dave was Harvey Walters, Leki – Tony the bounty hunter, Sam – Bob the salesman.  We shuffled in all the expansion stuff (except for Miskatonic – never picked it up) and used the Dunwich town board with our usual house rules - discard three allies per terror track increase, and alternate mythos draws between Dunwich one turn and the main deck (with the small expansion mythos cards shuffled in) the next turn, which is basically just less hassle to sort out.  We took on Azathoth so we didn’t have to worry about the gamey final battle and just concentrated on sealing gates.  Well, closing gates actually, because very early on we got the rumour which requires two gate trophies from a single investigator to beat.  And striving to stop this would be our undoing.  With hindsight we probably should have left it because I never failed the roll which increases the terror track.  It was a long game, as is normal, and everyone was getting into building up their hero and cracking on with some monster slaying, gate closing, loot gathering action.  There was some slight coordination and trading but everyone was invested in everyone else’s turns.  I got myself deputised and hopped over to Dunwich to keep it clear, and everyone kept jumping through gates, with or without 5 clues, which meant we were closing a lot.  And whilst the doom track didn’t get too high, the gate limit crept upwards and after a good few hours of adventuring and monster bashing, the final gate opened and brought about the world’s end, with us barely realising.  In fact, it came to someone drawing a mythos card and asking ‘What’s the gate limit?  Oh, really?  Well, then we just lost.’  All in, still great fun, kinda bloated and mechanically clunky compared to newer games, but I love the variability in everything and all the mega card decks, and would be happy to play this again whenever.  Nothing really compares to it in terms of adventure and narrative and it will continue to keep a respectable top spot in my gaming list, especially for those times when I can be bothered to get it all set up.  Hopefully won’t be another five years before we play it again!

Players = 5
Games played in 2014 = 1
Rating in 2013 = 10
Rating in 2014 = 10



Shadows of Brimstone

Well, still no sign of my copy arriving, FFP refusing to respond to emails, and jaw-droppingly deleting comments from Facebook that they don’t like because people are asking what’s going on, and removing their fans’ own generated content from Printer Studio all makes for a really bad taste.  I’m taking solace in the fact that I’ve got other games to be getting on with, but this has really pissed on the excitement I have had for the game since its announcement.  That said, me mate Dave did get his copy, and brought it round for us to try out.  It wasn’t technically supposed to be on The List, and notwithstanding my reservations about how the company handles itself publicly, I was still very eager to try the game.  And what a game.

Yes, they’ve pinched liberally from Warhammer Quest, but so what?  The reinvention is slick, polished, and extremely enjoyable.  Dave and Jackie already had a duo Rancher and Saloon Girl with some XP and gear so I took on a Gunslinger, Harry Rider, to join them in looking for some Darkstone down t’mines.  

Our first room held a portal to another world, so after some creepy encounters, some lots of failed scavenging and a ruck with a few baddies, we popped through the portal to the swamps of Jargono.  We were immediately set upon by zombies and tentacles and other things that go sludge in the night, and before I knew it I was chucking dynamite and firing off round after round with my Hell Pistol, which they’d very kindly donated to me.  The Gunslinger is kick-ass for taking out baddies, but not so good at soaking up damage.  Whilst the Saloon Girl dodged and kicked and weaved, and the Rancher just took it on the chin whenever something hit him, once poor Harry had taken a couple of hits he hit the dirt fast.  The first time I got decked we spent our Healing Surge (Revive token) so I could get back up and carry on, but by the time we reached the final room it was wall to wall with monsters.  Tentacles, stranglers, hungry dead, void spiders, corpse piles and a nice big night terror to boot.  In fact, it looked pretty ridiculous to be honest.  Nevertheless we plowed on and started mowing down the hordes between their nipping and biting at us.  This is where it started to jam up a bit and become a lot like Warhammer Quest, you just sit and roll off against the monsters.  I had this plan for us to run back and get to a choke point where they could only come at us two at a time, but the game doesn’t really allow for this kind of tactical play because of the pinning rules, which they unfortunately kept from WHQ.  

So instead you essentially roll back and forth until one side wins.  Luckily, this is mitigated by the skills and items and other effects you can play, and I had these cool mega bullets I could fire to do more damage when I hit.  My rolling wasn’t too bad in this game and I was tearing out chunks of monster guts and limbs with each shot.  The rancher had been mostly missing and just tagging along for the view, whilst the saloon girl was ducking and weaving and kicking and shooting her way through the swamps.  But, ridiculously outnumbered, the saloon girl and gunslinger soon got KO’d and the end was certain.  As Dave’s rancher resigned himself to a grisly fate, he laughed that if he rolled a double six for our darkness roll an event would revive us both and we’d be back in the action.  I said, ‘Well, roll a double six then.’  And he only bloody well did!

We pounced back up into action and took out a whole bunch more baddies before being KO’d again.  Dave’s brave rancher finally joined in the game and with some seriously good rolling he went into full sniper role and took out all the remaining stragglers, one after the other, and then headed with grim determination towards the final two corpse piles, previously blocked off by the hordes and thus constantly generating deadites.  And then the Darkness escaped the mine and we lost the game.  :(

The rancher and saloon girl sisters dragged the broken body of the gunslinger (broken arm and collar bone) back to town, where one of the shops had shut in protest at our failed endeavour.  I hauled myself to the doctor’s for some meds and surgery.  He turned out to be a drunk, but a pretty good drunk, and botched the ops so badly he gave me some cool scar tissue.  I’d racked up a fairly impressive 480xp but needed 500 to level up.  Saloon girl and rancher went shopping and pick-pocketing and cavorting and earned some cash and bought some bits and pieces, and they’d both levelled up during the adventure.  So, with no money left after my doctoring (I even had to borrow for that!) I went to hang out at the saloon for the last day in the town.  And rolled an encounter which gave me the final 20xp I needed for that all important level up!  Can’t wait to get stuck back in and continue the adventures of Harry and the Ellis (sp?) sisters.  Also can’t wait till my bloody copy arrives…


UPDTE – since writing this my copy HAS finally arrived (minus character sheets and red sprues).  Those bloody miniatures!  Took me fucking forever to assemble them, and I glued my thumbs and fingers together numerous times.  But don’t talk to me about plastic cement, I had an absolute nightmare with it trying to assemble Sedition Wars, so I’ll still use super glue anyway.  So after about 10 hours solid I finally had them built, leaving the Harbinger’s wings off so I can put it back in the box.  You call it plastic ‘flash’, I call it ‘flair’ because all my miniatures are showing it off.  At least every other SOB owner can take hear that their version is better assembled than at least mine!  But really, the mini quality is just not there.  Don’t get me wrong, they’re good miniatures, but not even as good as any other game in my collection (except maybe Warfighter).  Which makes all the fuss around them, and their ‘hobby level quality’, and having to bloody assemble them yourself, well it makes it a total washout for me.  This, combined with FFP’s frankly shitty attitude towards their fans’ efforts to help the game along, further combined with their money grabbing mine shafting, has somewhat soured me on FFP and the game.  HOWEVER.  It is still a solid game, and they make good stuff generally, and they’re clearly passionate about what they do, which makes me want to support them.  After all, we all make mistakes, I just hope FFP can learn from theirs.

Players = 3-4
Games played in 2014 = 2
Rating in 2014 = 8.5



Legendary Encounters: An Alien Deck Building Game

Now that our little group has expanded we were looking for a quick 4 player game at the end of the night, so we fired this up and with everyone’s favourite film being Aliens it was that scenario we went for.  We dealt avatars randomly and got the scout, medic, technician and merc.  A couple of us took some minor wounds and we had the usual slow start whilst we honed our decks, but we soon took control of the game and coasted to a fairly easy finish with very few surprises.  But it was still fun and everyone had a good time with the game - the art is still great, and the theme is good for a deck builder too.  So it seems the default rules at any player number make the game pretty easy once you know the tactics.  Which means this is the last time we’ll play this way – that difficulty is getting a proper boost next time.  Also, I was kicking myself for not quickly going over the hidden agendas and alien player rules as we haven’t used them yet (having only played 2 player games so far), so I think this will mix things up nicely next time.  Still a great filler game, and hopefully those extra rules and the increased difficulty will keep that 8 rating in the future.  Otherwise I fear it will be slipping a little I think.

Players = 4
Games played in 2014 = 20
Rating in 2014 = 8



Here follows the rest of the games we want to get through this year - we’re not going to get there anymore, maybe next year....

1. Constantinopolis
2. Dark Darker Darkest
3. Descent: Journeys in the Dark
4. Dungeon Lords
5. Dungeoneer: Vault of the Fiends
6. Magic Realm
7. Omen: A Reign of War
8. Race for the Galaxy
9. The Ares Project
10. Twilight Struggle
11. War of the Ring (first edition)
12. When Darkness Comes: The Nameless Mist

And if we get time:

13. Advanced HeroQuest
14. Greenland


Preference List for 2015:

1. Eclipse
2. Through the Ages A Story of Civilization
3. Mage Knight Board Game
4. Robinson Crusoe: Adventure on the Cursed Island
5. Invaders
6. Warfighter: The Special Forces Card Game
7. A Touch of Evil: The Supernatural Game
8. Fortune and Glory: The Cliffhanger Game
9. Last Night on Earth: The Zombie Game
10. Claustrophobia
11. Defenders of the Realm
12. Dungeons & Dragons: Castle Ravenloft Board Game
13. Dungeons & Dragons: Wrath of Ashardalon Board Game
14. Tales of the Arabian Nights
15. Arkham Horror
16. Nations
17. Legendary Encounters: An Alien Deck Building Game
18. Gears of War: The Board Game
19. Pathfinder Adventure Card Game: Rise of the Runelords - Base Set
20. Star Wars: The Card Game
21. Call of Cthulhu: Collectible Card Game
22. Descent: Journeys in the Dark (Second Edition): Forgotten Souls
23. Return of the Heroes
24. Space Hulk: Death Angel - The Card Game
25. Friday
26. Revolver
27. Rune Age
28. Dungeons & Dragons: The Legend of Drizzt Board Game
29. The Lord of the Rings: The Card Game
30. Resident Evil Deck Building Game
31. Uncharted: The Board Game
32. Dungeon Command: Sting of Lolth
33. X-Wing Miniatures Game
34. Sedition Wars: Battle for Alabaster
35. Doom: The Board game
36. Myth
37. Lords of Waterdeep: Scoundrels of Skullport
38. Agricola
39. Eldritch Horror
40. Shadowrun: Crossfire
41. Innovation
42. Thunderstone
43. Warhammer Quest
44. DC Comics Deck-Building Game
45. Dominion
46. Flash Point: Fire Rescue
47. Space Crusade
48. HeroQuest
49. Runebound (Second Edition)
50. Talisman
51. Lord of the Rings
52. Forbidden Island
53. Dungeons & Dragons: The Fantasy Adventure Board Game (Trade pile)
54. Zombies!!! (Trade pile)

Top 20 most wanted or forthcoming games:

1. Kingdom Death: Monster
2. Shadows of Brimstone
3. Mice & Mystics
4. Super Dungeon Explore: Forgotten King
5. Fireteam Zero
6. Pathfinder: Skulls & Shackles
7. Merchants & Marauders
8. Navajo Wars
9. Archipelago + Solo expansion
10. Tokaido
11. Lewis & Clark
12. Incredible Expeditions: Quest for Atlantis
13. Dead of Winter: A Crossroads Game
14. Imperial Settlers
15. Cruel Necessity 
16. Wtich of Salem
17. The Ancient World
18. Mansions of Madness
19. Ninjato
20. Labyrinth: The War on Terror, 2001-?

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