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.

Friday, May 15, 2015

Axles and Alloys: Fire Circle race mayhem!

The Hook


Thursday, Thursday, Thursday at the new Fire Circle track!

Hot Axles and Alloys racing in the Deadzone!  Will new meat win the vaunted Deadzone Champion trophy, or will Terry "The Terror" Carr and his hated 'Dutch Oven' Jeep maintain his reign? 

The Story

If you followed last week's action of the group's six-race challenge, Ken was supposed to host a F1 race this week.  Unavoidable circumstances saw the location and game changed to my casa and finely tuned F1 cars replaced by post-apocalyptic beaters.  The only similarity was they were ready to race!

Participants:  Jon Mark, Ken, Terry, Bill, Cordry and me.  

The Game

The course
We positioned ourselves at the start line, engines revved and weapons primed.  I took off with Cordry hot on my tail.  He fired his flamethrower at me, but mercifully missed.  Bill, who was in the second rank of cars, gunned his engine and rammed the back end of Terry's Jeep, Dutch Oven.  This had unfortunate results for Bill, as he bounced off the Jeep's bumper and spun out, facing the wrong direction.

Starting positions

Bill's folly...
The race swept around the first corner, with guns blazing away at targets of opportunity.  I jumped the dirt ramp, with Cordry close behind.  Ken decided to try to jump his car so it would land on mine..."death from above", so to speak..., but had to fall back on merely putting holes in my chassis while still airborne.

Yee haw!!!
Rat-a-tat-tat!
We rounded the second bend in good order, with me still in the lead, Cordry still shooting away at me and Ken close behind.  Jon Mark and Terry were following at a 'safe' distance, but still able to affect the things to come.

I was almost at "Fire Circle Loop", the namesake of the track, when things fell to pieces for the race.  First, Cordry decided to gun it and ram me, sending my buggy into an out-of-control spin.  I ended up pointed the wrong way, at a standstill and offering a fine firing profile for Ken as he rounded the corner.  Never one to miss an opportunity to waylay me, he hammered my vehicle with weapon fire.

Spun out...

...and destroyed.
Terry came around the corner and placed a beaut of a shot on Cordry's car, which then smacked into mine, finishing off both of us.

Pile-up!
 As Ken and Jon Mark tried to maneuver past the smoking hulks of the destroyed vehicles, they both had bad luck with traction, landing themselves on the barrier walls.  They both wound up pointing in favorable directions and took the opportunity to shoot at Terry as he whizzed by. Unfortunately for the rest of the pack, Dutch Oven took what they gave it and kept on going.

Then came Bill, with his long-range rifle slung across his hood.  He rounded the corner and took aim at Jon Mark.  His shot was true, as he not only hit Jon Mark's car (the Fishbat), but killed the driver as well!

Where it ended.
It was nearing quitting time, with Cordry grumbling about his bedtime.  We called the game with only half a lap in the books...a far cry from the three I'd imagined.  Dang it.

On the backside of the race, near the starting line, Jon Mark, Cordry and I were tangled up in gridlock.  My car, the Fez, had skidded into a barrier and wound up taking last place.

End result?  Terry was in first, with Ken and a late-arriving Bill in second and third, respectively.

The winner...again!
Another great night of gaming, with lots of laughs and loads of my wife's fantastic popcorn.  I so totally get my butt handed to me when we play this game, but it's fun!

Next racing stop?  F1 in Japan.  See y'all next time!





Friday, May 8, 2015

Conncourse 300

The Background

The club, spurred on by Ken's love of Springtime racing, has started a six-course race competition.  Unlike other race leagues, this one will span several genres and ages.  Racers take their top four finishes and add up the points to be declared the "Racing Champion" for 2015 (there's also a spiffy traveling trophy presented to the winner).

The first race was 54mm Roman chariot racing.  The event was well-covered at The Penny Whistle blog.  In short, Ken took first, I took second and Jon Mark took third.  With that in mind, I hosted the second race of the 'season':  The Conncourse 300.

The board and cars used were from the defunct WizKids game, Race Day.  The rules were Going the Distance.  Slightly smaller than Matchbox cars, the styrene vehicles are punched from baseball card-sized sheets and assembled.  The white edges I colored to match the cars' paint jobs.  I think the effect was good.

It was a full house.  The participants of the night's game were Greg, Jon Mark, Bill, Terry, Ken, Carl and myself.  We each had two cars (Jeff Gordon was not selected) and high expectations.  After I explained the nuances of the track (lanes ending and starting in corners, 'A' compound tires, drafting and pit stops) and laps/field dice (five laps and 3d6 field dice), we were ready to roll.

Note - Sorry for light bulb glare in any pics.  Unavoidable, really.  Also, the big marker (HeroClix figure) visible in some photos is the 1st place indicator.

The Race


Starting positions
Greg won the pole position, followed closely by the rest of us.  The race started well, with the inevitable gridlock in the first turn for the cars toward the back of the pack.

Positions after 1st moves

Positions after 1st Field Move
Due to the nature of the track, lane changes had to be made, but options were limited for players wanting to play it safe.  There was also a lot of "team tactics" (Jon Mark's words), where a player's second vehicle would purposefully hold up the pack in order for his first vehicle to advance unhindered.  Hilarity ensued as a combination of solid tactics, taking advantage of situations and crappy dice rolls kept everyone in the race.










Only a couple of vehicles DNF, but plenty of walls and cars were hit as everyone tried to jockey for hard-fought positions.

Carl's doom
The reason I chose five laps instead of the usual three became clear later in the race, as people had to pit or DNF.  This caused another set of 'choke points', as access to the pits was limited to only a few spaces.

Pit stop

We were in the middle of lap four when a couple of players stated they needed to get home and to bed (early risers/workers), so we had to cut the race a little short. It's a shame really, as every position was heavily contested and the final outcome was far from resolved.  Still, people have to work, so we called it.

End Results

1st: Jon Mark
2nd: Terry
3rd: Ken
4th: Greg
5th: Ted
6th: Bill

Another enjoyable evening with the gang!  Next week is F1 racing from Japan.  Watch for the AAR on The Penny Whistle.

Friday, March 27, 2015

Dead of Night: Dead Heat

It was a fun night at the casa.  I had a full house: Ken, Jon Mark, Terry, Bill, Nick and myself.  I made poppers and the drinks and wasabi peas were flowing freely.  Ken surprised me by bringing me walker reinforcements.  We decided that the blue clowns would equal four zombies in the game.  The rest would equal one, but provide variety to the horde's mix.  Thanks, Ken!
 
The plot was as follows:  "Leaving the military facility behind, our heroes are back on the road (minus Nick's character, who was thrown out the back of the Van of Victory when his death rattle was heard).  Speeding through the night and growing tired, the driver (me, unfortunately) fails to spot a burned out truck stretched across the road.  Our heroes barely escape with their lives as their vehicle rolls over and catches fire.  They manage to scramble out and escape the explosion, but much of the equipment they had gathered is lost in the flames.  Luckily, they spot a light through the trees.  There is a house, but the light is from a fire which has begun to engulf the ground floor.  There are a few zombies in the vicinity and if our heroes' luck changes, they should be able to resupply and find a new vehicle without too much trouble..."

The rules for this scenario state that we each only get to keep one item from previous games and start with 1-6 life points.  So...we kept the rifle (Kenny) and fire axe (Jon Mark) and a ton of ammo on our personages.  Evidently the crash was pretty severe as all of us had either one, two, or three life points to start.

The beginning of the game
 With all of us injured, the game started slowly.  Some of the group headed for the garage and shed while the rest limped toward the house.


Some wise-acre made the comment of "Hey!  Nobody got bitten in the first round!"  We all soundly accused him of hexing us for the rest of the game and dooming at least one of us to become undead...


...little did I know that it would be me.  I had ran into the cellar and encountered three zombies.  They promptly took a sampling of my flesh before I could head toward the stairs.  Already wounded and almost unable to move, it would take a miracle to get me out of this one.

The ants are starting to march
Meanwhile, exploration of the garage yielded no escape vehicle.  That meant that we were in it for the duration and would need to explore the burning house.

Did you hear it?  Yep.  It's the generator.
 Here's why I like games like these.  Literally right before Nick searched the shed, the card was drawn that turned on the power to the buildings.  Then when Nick searched, he 'found' the generator.  It's a moment straight out of a movie.  "Hey!  The lights came on!  What's that I hear?" (steps into the shed) "Well whaddya know?  It's the generator!"


 With the lights on in the house, Bill started searching the rooms.  He first checked the room that was slowly becoming engulfed in flames, then a storage room, then the kitchen.  He found food, but was unable to bring it to me in time to save my life.  My guy died a lonely death.  On some farm house's cellar stairs.  Wounded.  Alone.  Desperately trying to crawl up the stairs to his friends and help.  Clawing hands pulling him back down the stairs, his last thoughts are full of pain and fear.  Then...

I'm a rock star zombie!
 The rest of the group explored the main floor of the house in short order, while the mass of undead moved inexorably closer.


We had decided earlier in the night that our starting point, which were zombie spawn points, would only activate when unoccupied.  To that end, Terry stayed in place for a looonnnnng time, healing his wounds and poleaxing any undead vermin that spawned next to him.  It kept a lot of zeds off the board while we explored and was a fine bit of gamesmanship.

Bring it, suckahs!
Eventually, he bolted for the house.  On his way to the upstairs, he encountered my rock 'n' roll corpse.  He didn't give it much thought before finalizing my death.  Thanks for that, Terry.


Ken was already upstairs, ready to search for anything of value.


The horde approaches...




Ken and Terry plundered the upstairs, but didn't find too much of value.

Lotta notta squatta
 Finally, Ken decided that stairs are too passe', so he jumped out the window.  It cost him half his life points, but he stands as the only person to have jumped.

It's a long way down!

Whee!

That was a hard landing!
The fire spreads and the horde grows...the constants of this scenario.





A plan was needed.  The survivors were piling up the kills, but the zeds were still drawing near.  To make matters worse, the lights went out, plummeting everyone back into darkness.  It was decided to hole up in the shed and wait it out.  With dawn comes the end of the game, so finding a defensible position was paramount to success.  Between the firearms, sword and fire axe, the gang kept the shed fairly clear of zombies for the rest of the game.

At some point, a new term was created.  Nickrophilia.  I'll let you figure out its meaning.




Finally, the card was drawn...


As the card stated, the undead were piled up and burned.  It was a victory for humanity!


 Final tally?  Jon Mark, aka "Lizzie Borden", was again the victor with a whopping 48 kills.  With only a fire axe and a bad attitude.  That's the stuff legends are made of!  Nick came in second, followed by Ken and Bill, I think.  Terry was in the mix somewhere as well.  Not that it matters, 48 friggin' axe kills!

A great series of games.  Stories from said games will be around for years to come, which is the whole reason to play, right?  Priceless.