Saturday, November 14, 2015

Axles and Alloys - Recruits 2015

Yeah, I'm a slacker.  I'll freely admit it.  It has been two months since Recruits convention and I'm just now getting around to posting this AAR.

I was approached by a friend of mine about running an A&A game at the convention.  He was in contact with a gentleman that was slated to arrive from the upper Midwest that was really jonesing to play, so I thought "Why not"?

I didn't have a particular scenario in mind, as I was focused on other things at the time.  The gaming group had discussed hosting a racing scenario for the convention, but it never really got off the the ground.  Then inspiration struck.

Ken had a bunch of HO scale buildings he'd thrifted.  They were the typical small town, 1950s-60s buildings that you'd find in places that still have town squares with the courthouse in the middle of a grassy knoll.  Exactly the sort of place I grew up in, actually.  The buildings were too beat up to resell on eBay, so he 'donated' them to the cause...if I "dirtied them up" first and made them available for group play.  Done deal!

After a few furious nights of cleaning, repairing and applying washes to the buildings, I felt they were acceptable for the gaming table.  The next step was configuring a track and creating a backstory.

The paraphrased "hook":  The Deadlands' gangs race in a neutral zone once a year.  The place they do this is a dilapidated town in the middle of what once was a rural community.  The buildings are vacant (except for the strip club, but that didn't come out until the convention), but that doesn't keep the gangs from strategically placing snipers in well-hidden locations.  So, pick your team of three and get ready to see who's the Deadlands champ this year!  One thing to note: There can only be ONE champion...and I mean ONE!

I had a full table.  12 players driving 12 cars.  I had four more people wanting to play, so I assigned snipers to each team.  That last bit proved to be somewhat overkill, but did provide one moment of hilarity and chaos.

With that many racers, the start line was broken into two locations with six cars randomly assigned to each.  This served to not only break up teams, but also open up the racing corridors.  The track itself was a modified figure 8 track that had, at points, vehicles racing head-on at each other.  In my mind's eye I envisioned incredible crashes and skullduggery.  What more could one want from a race like this?!

To top it all off, I had a trophy for the winner.  It was a beautiful thing to behold and real keepsake for the race.

Ironically, the gentleman from the upper Midwest that spurred on this whole thing couldn't make it.  However, I had an unexpected and pleasurable surprise, as a bunch of fine fellows and friends of mine came up from Arkansas and got a chance to play in the game. 

I want to extend a hearty "Thank you" to Terry for the pics, as my phone died right before the race started. I modified a few pics, but I'm going to let them do the talking...

The start of the race.

The Heavy trucks are making a mess of things...

Red team, working together.

Post-apocalyptic drafting!

The Dutch Oven is under fire!

Your winner: Jon Mark!  Look at that trophy!
The game was what one would expect.  There were horrible crashes, both bad and fantastic, by the seat of your pants maneuvers, hilarious dialogue and even a sniper head shot that instantly killed a player.  In another word: perfect.

We didn't actually finish the race.  Specifically, we made it through approximately 1/3 of one lap due to the sheer number of players and the chaos that ensued.  Jon Mark won, literally, by 1/2 car length.  Ken was gunning for him, but got spun out at the last second by someone's poor driving and resulting skidding collision.

Thank you to all who played.  I hope you enjoyed the game and look forward to playing again next yer!

Friday, November 13, 2015

Guardians' Chronicles

I've wanted a superhero game that I could throw on the table and play for quite some time.  While I absolutely love SuperSystem (the link is to the 2nd edition of this great title.  There's a third edition, but I've never played it), it doesn't make its way to the gaming table too often. 

I was at a book store, 50% off coupon in hand...uh...on phone.  When I saw a used (opened, but unplayed) copy of Guardians' Chronicles for $17.50, I decided to give it a try.

In short, this game features the superhero team, Liberty Patrol (LP for short), against the nefarious Doktor Skarov and his many minions.  It's basically a mission-based dungeon crawl for 2-5 players, with one person playing as the evil Doktor.

Tonight's crew was Bill (Goldenboy), Jon Mark (Sgt. Liberty) and a face from the past, Chris (Super Nova).  The mission?  Rescue the hostage and get out the far side of the board.  Sounds easy, but in the LP's way were nasty droids and a mean Lieutenant assassin. 

The LP came into the game swinging for the fences.  I managed to put a couple of dents on Goldenboy, but he still stood strong.  The good guys made quick work of the less robust androids, but the two lieutenants put some stink on Goldenboy and Sarge before being dispatched. 

Goldenboy got shot...twice...by this 'bot.
Reinforcements are coming!
There's the ninja lieutenant, ready to gig someone.
In true superhero fashion, Goldenboy squares off against the ninja.
Super Nova refused to enter the rooms with guns.  Super Wimp!
 After Super Nova shot the doors off their hinges, Goldenboy rescued the hostage.  He and Sgt. Liberty took a substantial amount of defensive fire from the automated machine guns Skarov used as a trap, but not enough to KO them before they completed the mission.

The end result?  Only Super Nova completed her personal mission, while the team did win overall.  The newspaper looked like this afterwards (great component to the game, in my opinion).  That's a LOT of ads!

The team won, but only Super Nova fulfilled her mission.
As this was the introductory game and we were all new to playing, there were mistakes to be had.  We noted them for the next time we play.  Everyone said they'd give it another go.  We'll see when that happens.  It does take care of the itch I was wanting scratched, so maybe it'll happen sooner rather than later.








Friday, October 30, 2015

Attack on Eyrie Island



Captain Beefheart looked at his bedraggled crew as they boarded The Skidmark.  He wondered why some of his landing party seemed to be recovering from symptoms similar to being hungover.  He noticed that one crew member, “Mad” Andrew Stevens, was on a litter that had to be hoisted aboard.


“Bosun Jameson!  Wha' be yer report?”


“Birds, Cap’n.  Damnable birds.”


“Birds, Jameson?  Wha' do ye mean?”


“ 'Twas th' damnedest thin', Captain.  Big thin's, they were.  Like a scallywag, but wit' three arms, bird heads, 'n green feathers.  They didna speak, at least as far as we could tell, but they ran up on us quick-like 'n we scuttled ‘em.  All o' them.  They were led by a brown female, I reckon.  Mad Stevens cut her down quick-like on his way t' th' ship.  


“When they hit ye, 'twas wit' these damnable wee…wands.  They didna cut ye, but ye’d feel light-headed 'n 'twas hard-like t' concentrate.  They dropped th' crewman in th' red shirt, as well as me, Isabelle 'n Ira.  'Twas fortunate-like that Stevens was thar.  He was a thrice-damned force o' nature.  He was cuttin' down birdmen, singin' chanties at th' top o' his lungs 'n savin' us from becomin' captives.  If it werena fer 'im, ye’d be sendin' a second landin' party t' find us, that’s fer sure!


“Anyway, we scuttled th' damned lot o' them 'n then ransacked thar village.  We found some gold, but also some eggs.  Well, those damned eggs hatched quick-like 'n th' wee buggers attacked us.  I guess they were starvin'.  They hurt Stevens pretty good, that’s why he‘s on th' litter.  'twill take 'im a while t' recover, Cap’n”


“I’m glad ye all made it back t' th' ship, Bosun.  Well done.  By th' by, wha's that large parcel bein' hoisted onto th' deck?”


“Meat, Cap’n.  Crazy-like thin's they were, but I be bettin’ they taste like chicken!”

FIN 

Let me preface this account with a fact:  My basement mocked me all night.  I searched diligently, but never found my longboats, seed dice, or grass huts.  I think a total dismantling of the basement and labeling session is in order…but I digress.

It was a fun night of gaming.  My ‘crew’ was Jon Mark, Ken and Bill.  Bill brought some Moose Drool brown ale, so the night started with very good beer and easy banter.  I played my ‘secret’, the wonderful pirate metal band, Alestorm, in the background for mood music.  After re-familiarizing ourselves with the characters, their special abilities and how the game, Flashing Steel, is played, we were off.

My idea for this scenario is that the “birdmen” (Mage Knight Talon Warriors) were to capture the landing party and lock them in a cage that looked vaguely like a bird’s home.  To do this, the birdmen were given the Drain ability.  This skill doesn’t cause physical harm in combat.  Instead, the hit character finds it harder and harder to activate.  In this game, the party was getting drugged into submission.  


I purposefully made the odds 2:1 against the characters in order to trigger the second part of the island’s plot.  Alas, it wasn't to be, as I had three rounds where I rolled too boldly and managed to turn the game over to the pirates.  Ken also thought the birds were ducks in a shooting gallery, as he was able to kill several by night's end.  The birdmen did manage to drug four of the party, but Mad Stevens and Mr. Harrison were still on their feet when the last creature fled.

One note:  Never, ever pause in your sentence when it starts with "Do you want my seaman...".  I'm looking at you, Bill.

I also apologize for the blurriness of some of the photos.  I was trying to take the pics too quickly, I suppose.


A bird's eye view of the adventurers emerging from the jungle.

Starting to feel surrounded...

Look at it from our angle.

Argh!

Friend or foe?  Just shoot it and ask later!

The noose tightens...

Surrounded!

I'm gonna shoot it in the goose hole!

Out of action, but having happy dreams...

Ira making a break for the beach.

Mad Stevens aids a friend.
Again, a wonderful night, even if the plot didn't turn out like I'd imagined.  Thanks for looking!

Sunday, August 16, 2015

The story so far...

Captain Beefheart and his crew of motleys are in search of the legendary pirate Jon "The Marked" Haworth's treasure.  Having been "persuaded" by the French governor of Port du Lion to not only take on this perilous quest, but also house a rather sizable contingent of Marines on board his ship, Beefheart's worthies' exploits have been...interesting.  Haworth reportedly buried his loot somewhere in the 100-Fingers archipelago, an island grouping renowned for foul weather, strange inhabitants and a low explorer survival rate.

Having now explored about a third of the islands, the captain and crew of The Skidmark have encountered marooned sailors, dwarfs stating they'd built, operated and subsequently sunk a 'submersible' and a conclave of apes led by an intelligent gorilla.  They also acquired a couple of new 'things' during their voyage.  

First, they now have two pieces of Haworth's treasure map.  While the map doesn't pinpoint where the treasure is hidden, it does give some insight into what the islands have to offer those who set foot on them.

Second, they have a new crew member, Isabelle LaRoux.  Isabelle was formerly of the infamous Captain Bonefist's ship, where she served as one of his most trusted crew members...or so she thought.  After a brief and bloody encounter during an island stop, Isabelle was left for dead (or worse) by Bonefist and his lackeys. Now she's...bitter...toward her former captain and his crew and is itching to foil his chance to find Haworth's treasure.

What will the future hold for The Skidmark's crew?  Will they find Haworth's treasure, or be another victim of the strange archipelago?  Time will tell and the telling will recommence soon...

ConnCon 2015

Well, it's August, which means it's time for ConnCon!  A Saturday of gaming in my basement, with snacks, beverages and fun for all.  I start the day at 9 am and end at midnight, so the day is long, but fun.

Before I recap the day, I'd like to thank everyone that attended.  I had a record turnout...well over a dozen gamers that came and went throughout the day.

Ken showed up first around 9:45.  We piddled around and played darts for a while, waiting for Chad and Terry to arrive.  We started the day playing a couple of games of Villa Paletti, a dexterity game that needs a very steady hand. 

I went upstairs to prep the snacks while the guys played the second game.  After noshing on jalapeno poppers, meat log pieces, crackers and cheese, we got out Sons of Anarchy.  It's an interesting game and I'm glad that Ken brought it.  While we were in the midst of guns, drugs and cash, a few more players arrived.  They played D-Day Dice while we finished our game.  I've wanted to play D-Day Dice for quite a while now, but it wasn't meant to be this day.


King of Tokyo was up next.  Most of us had never tried this game before.  Easily learned, but fun!  This one may get added to my collection at some point.


We had eight players ready to go, so I got out Fortune & Glory.  It took a while, but was well worth the effort.  While we played, even more people arrived.  They played Star Realms or read rules while they waited for our game to end. 


After Fortune & Glory concluded, we ordered Chinese food and conversed about the games we'd played and what was next on the docket.  We decided to try Flick 'em Up.  Man, am I glad we did!  It'll be a game I'm on the hunt for in the near future.  We all busted up laughing at how well or lousy people did and how the game evolved.


With eight players still available, we decided to split up into two groups.  My group played Imperial Settlers, while the other group played Blood Rage.   Both were great ways to end the day. 


We concluded around 1 am.  A couple of guys hung around, so I introduced them to Exploding Kittens.  We were exhausted by then and I wound up getting to sleep around 2 am. 

All in all, a great day of gaming with a great group of guys.  There were a lot of laughs and we tried out several new-to-us games.  Thanks again to everyone that attended and mark your calendars for next August!


Monday, July 27, 2015

D&D Fantasy Adventure Board Game, part 2

While I don't normally take pictures of board game unless they're pimped out, I do want to put a 'placemarker' here for future reference...

We've been playing a lot of Dungeons & Dragons: Fantasy Adventure Board Game and have had some great gaming sessions.  I'll attempt to recount the sessions with a few highlights.

7/9/15

The crew was reintroduced or newly introduced to the rules and we started the first adventure.  The crew had some problems with the goblins, mainly due to inept rolls by the party and great rolls by me.  However, the cleric, Jozan, kept getting killed.  In this first game, it was due to me not realizing that monsters can only attack once a turn.  We brought the character back and continued.  In the second game, he left himself hanging out and became an easy target.  By the end of the night, the crew had cleared out two nests of goblins and their leader, the Bugbear Angor, but still had not found the sheriff.

7/16/15

Continuing on their quest, the crew readied a new Jozan and commenced their next stage of the adventure.  They fared much better this time around and made it through the Haunted Village without issue.  They found their objective, the Orb of True Seeing and proceeded on to free the sheriff.  It was during this adventure that a couple of things happened.  First, the thief, Lidda, died.  She was brought back by Jozan, but then the fighter, Regdar, also died after a devious ogre lured him into a pit trap.  3/4 of the way through the adventure and we had to call it a night, as a couple of the group had to get up early for work the next day.


7/23/15

The group started back up where they'd left off the previous week.  They found the key that opened the door to the watchtower that housed the sheriff, outrunning several mean, but slow enemies in the process.  At the end of the adventure, the group 'leveled up' to second level and commenced the next adventure.  This time, they were charged with clearing an old fort of a growing batch of meanies bent on killing the innocent (blah, blah, blah).  Everything started fine, with the group doing a good job of finding traps (except for the thief, who couldn't roll a success to find traps to save her life) and killing the random monsters in the rooms they explored.  Then they opened The Door...and things quickly went south.  Two gnolls, two ogres, two green slimes and a bugbear later and both Lidda and Regdar were down for the count.  Mialee and Jozan ran like Hell was on their heels out of the dungeon and decided to give it another whirl the next week...without going through The Door so quickly.

That's where we're at.  It's been fun and the group seems to be enjoying it as well.

Friday, July 10, 2015

D&D Fantasy Adventure Board Game

Rumors of my demise are greatly exaggerated...

No, I haven't stopped blogging about gaming.  I've been playing, but away from the casa.  I generally don't write anything if the host also blogs about gaming.

A couple of weeks ago, I threw Space Crusade on the table, yet failed to post anything about the evening.  That was my laziness at play and the fact that I didn't get any pictures of the game 'in action'.


This week, I hosted an evening of Dungeons and Dragons: Fantasy Adventure Board Game.  While I didn't get any pixels of the game (I don't like taking pictures of games that involve miniatures that should have paint on them, but don't.  If you want pictures, check out the included link to the game's BGG page.  There are scads of pics that would trump anything I could shoot), I did want to discuss this game both in relation to its older brother HeroQuest and how this game fares as a dungeon crawler.  "Why?" you ask?  It's simple, really.  This game was not released in the USA and has little presence stateside.  Copies of it pop up every now and again on eBay, but not very often.

Note - The photos on this page are from BGG.

Those of you that are familiar with D&D and other dungeon crawlers understand the premise behind these games: Adventurers delve into a plot, usually with an objective to accomplish and in the process of achieving said objective, kill monsters, step in/find/remove traps and gather treasure like a squirrel collects nuts.  In the case of this game, all of this is done, but without all the messy 'role playing' that goes along with the process.  It's a board game, remember?

So how does this compare to HQ?  Well, they both play 2-5 players and manage to cover all the standard fantasy tropes.  In HQ, you have a warrior, a dwarf, and elf and a mage.  The mage or elf can double as a cleric for the group, but in a very limited capacity.  Instead, you have to rely on potions to heal.  The dwarf serves as the 'trap guy', but with more fighting ability than a typical thief.  There isn't any leveling up of characters within the game, but equipment can be upgraded between adventures, if you gather enough gold from treasure chests.  Overall, the characters are static and are truly disposable.  If someone dies in an adventure, the rest of the party is more worried about his gear than the actual character.

In D&D, you have a fighter, a thief, a cleric and a mage.  They 'go up' three levels, but only because the adventure tells you whether it's a level one, two, or three affair.  Each level for a character offers a different equipment and spell 'load out' as well as an increase in hit points and spell points.  Speaking of spells, they are handled differently in D&D than HQ.  Instead of playing a one-shot spell card, you spend magic points.  Characters can gain back spell points by using their weapons and rolling a star on a special die during their attacks.  Pretty nifty, really.

Another area of difference is initiative.  In HQ, the adventurers all go in a certain order, then the DM goes.  That's it.  In D&D, every time you open a new door, the initiative is reorganized for that room via random card draw.  It keeps players and the DM on their toes, as you never know when you'll be going.  This makes the game more strategic than HQ.



Weapons dice offer yet another change between the games.  In HQ, better weapons = rolling more dice.  These dice are all the same, so in essence it's 'more of the same'.  In D&D, the more powerful the weapon, the better the dice used.  Basic weapons usually roll yellow dice, which can inflict a maximum of one point of damage, 67% of the time.  The best weapons can hit for three points of damage 33% of the time and two points the remaining 67%.  There are also Power Attack options as well as re-rolls and other effects, depending on the weapon.  This is infinitely more interesting, in my opinion.

One last difference in gameplay is mission completion.  If you finish your mission in HQ, you end when the last character makes it back to the stairs and out of the dungeon.  You have the luxury to go back, kill any remaining monsters and mop up any loose treasure chests loitering in the back of some dimly lit room.  Once you finish the mission in D&D, that's it.  No more treasures to purloin or monsters to hack.  It creates several moments where the party is looking at one another and weighing odds of sustained combat success versus greed.  As the DM, it is hilarious to watch.

All in all, I'd say the games are similar, but different enough to satisfy your fantasy itch.  I think I actually prefer D&D a little more than HQ, if only due to a couple layers of slick gameplay upgrades.  The leveling system is wonky, but at least it's attempted.  I like the spell system better, as it makes the magic-using characters have to really work at what they're doing.  Lastly, it seems a lot more balanced when playing as the DM. In HQ, the characters eventually become 'tanks' and can tromp through your adventures without worrying too much.  In D&D, even a lowly goblin can give a level one party some fits.

Then again, I've always preferred to make my dungeons hard, but not too hard.  My RPG buddies still gripe about how hard my adventures were, but they still talk about them 25+ years later...mainly because they almost died, yet persevered.  Isn't that truly what the stuff of legends is made of?

As a dungeon crawler, this game falls between the ease of HQ and Wrath of Ashardalon.  You can definitely see the beginnings of what current D&D board games became when playing this little gem.  Similar to what Doom (which I like) is to Descent (which I didn't like...at least the 1st edition).  I would put it on a par with Okko in terms of difficulty.  It would be a great addition to any dungeon crawler collection and a fantastic way to introduce children to the genre.  That's assuming you can find it cheaply in America or perhaps from overseas...without breaking your bank account with shipping fees.

I hope you've enjoyed this inadvertently long discourse on a game I didn't take pictures of at all.