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Drake Mallard
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Magic Realm » Forums » Sessions
Black Knight Development Game
Awhile back I started the exercise of trying to "win" a
development game for each character inside of 2 months.
I'd try with each character only once, and I'd document
each attempt.

I was also going to try each character from A-Z (starting
with the Amazon) and decided that to win ... would
require reaching 4th level.

I only ever tried with 3 characters (Amazon, Berserker,
Black Knight) before I ran out of time/energy ... the Black
Knight was the only win.

Steve McKnight mentioned wanting to see more development
sessions ... so here it is.

==========================================================
The Tale of how Eric the Spearman became known as Eric the
Black, Scourge of the Magic Realm.

Strategy:
I think the Black Knight is probably the best development
character in the game. He starts with good chits, good armor
and a pretty good weapon. He also gains some very useful
chits in short order (Move M4* & Fight H6) that, with a
little ingenuity, can turn him into an effective native killer.

Overall strategy, find an "easy" treasure site, gain a chit
or two, buy the mace from the Guard (and possibly an armor
or two) and then start to slaughter my way across the realm!

Optional Rules in play:
o Double sized board
o Expansion Tiles
o Character Advancement on
o No Dwelling Start
o Gain Relations at 3rd Level
o Decline Opportunities
o No Spell Limit
o Knights Adjustment
o Watchful Natives
o Caching
o Ambush
o Serious Wounds
o Grudges/Gratitude
o Random starting season
o Random board setup

Black Knight Week 1
Month: Swelter
Weather: Hot (5 Days, 2 Basic 3 Sunlight)

Day 3
Monster Roll: 4 (Giants & Trolls)
M -R[B] 1, H, H, S, S

I have taken leave of my last employer 10 gold richer and
slightly wiser. We left him with some Bashkar slavers and
the rest of our company divided his wealth. I decided to
depart in a slightly different direction. You can never
trust a traitor, let alone a whole company of them.

Amongst my late employers possessions I have found a map of
the Magic Realm. After a hard month of traveling, the roads
have led me to this realm, and I enter it to find my fate.
Dank ruins and cobwebs greet me.

I spend the later part of the day looking for a hidden path
displayed upon the map.

[I turn up Dank and Cairns in the Ruins. With my spear, I
could conceivably take what might show up here!]

Day 4
Monster Roll: 4 (Trolls & Giants)
H,H,S,S,S

I spend my day looking for the hidden path which proves to
be too well hidden for my meager skills.

Day 5
Monster Roll: 3 (Wolves, Goblins, Octopus)
H,H,S,S,S

One more day wasted in pursuit of a path that may or may not
exist.

Day 6
Monster Roll: 4 (Trolls & Giants)
H,H,S,S,S

I finally find the path in the failing light of day.

[ That took a little longer than expected. But knowing the
hidden path in the Ruins is often a huge time saver later
in the game. ]

Day 7
Monster Roll: 1 (Dragons)
H,H,M-R[B] 1,S,S

I spend my day hiding from non-existent monsters and cutting
through cobwebs. Wealth and treasure must be close by. I can
smell them.

[ The Cairns is in the clearing, although not ideal (the
fatigue per search is time consuming when you only have one
fatigue point), it'll do for my first "easy" treasure
site. ]

Weather: Thunderstorm (7 Day 2 Basic, 1 Sunlight)
Day 8
Monster Roll: 6 (Bats)
H,H,S

Blast this weather. A Thunderstorm breaks and I spend most
of the day trying to keep dry. I do, however, finally find a
large Cairn. What might lurk within it's stony grasp I will
soon learn.

Day 9
Monster Roll: 3 (Wolves, Goblins, Octopus)
H,S,S

I spend my day turning over boulders and getting soaked. My
work, however, is rewarded with a Sacred Statue and a Scroll
of Nature.

[ There goes both of my initial fatigue points. The weather
is annoying as well. I can't afford to spend 2/3rds of my
phases hiding, so I'm down to 1 hide a day. Hopefully nothing
nasty shows up. ]

Day 10
Monster Roll: 3 (Wolves, Goblins, Octopus)
H,R,S

I'm exhausted, and my search reveals nothing on this day.

Day 11
Monster Roll: 5 (Spiders & Imp)
H,R,R

I decide to spend the day resting. Good thing too ... because
finally some action shows up. It's as big as a house and
ugly too, a Tremendous Spider!

I strike from hiding, only to have it twist out of my way
at the last moment. I'll try again tomorrow.

[ Readied my spear first round, struck second and missed.
Combat ended due to inactivity. This is a good (perhaps only)
way that 1st level characters can earn some F/N.

There isn't as much danger here as it might seem, on a
bad hide roll I'll be blocked with the beast. But my armor
will keep it off for the first round (M4 attack will hit
and damage my armor) while I ready my spear. Once it flips,
my Move M5 and Fight H5* will kill it before it can finish
me off. I'd rather not, however, let it damage my armor. ]

Day 12
Monster Roll 1 (Dragons)
H,S,R

Once more, I find nothing amongst the boulders. And once
more, I'm unable to get into position to strike a killing
blow against the huge spider.

Day 13
Monster Roll 3 (Wolves, Goblins & Octopus)
H,S,R

It is a good day. Thirteen has always been my lucky
number.

I find a Phantom Glass amongst the boulders, and I also
manage to slay the beast. It felt good to feel my spear
pierce it's chitinous hide.

[ The Phantom Glass is very nice to use at the Cairns,
since you don't fatigue when you search! ]

Day 14
Monster Roll 2 (Serpents & Demons)
H,S,R

I continue poking around in the Cairns and find nothing but
two huge serpents. They must have smelled the rotting corpse
of the spider. Someday I dream of slaughtering the scaled
beasts, but not today. Their hides would make excellent boots!

I hear the Order would like to get it's hands on my Statue,
and I'd like to get my hands on some of their weapons. Let's
see if I can hunt me down some knights.

[ Time to get out of here. I can't take 2 serpents ... even
from hiding. (If I strike the first one down ... the second
will probably kill me!) ]

Weather: Ball Lightning (4 Days, 4 Basic, 2 Sunlight)
Day 18
Monster Roll: 5 (Spiders & Imps)
M-R[B] 1, M-R[B] 2, M-G[B]2, M-G[B] 4, M-SW[B]2, H

The days are flying by, I can see lightning playing havoc
with the tall peaks. It would be unwise to enter the
mountains this week. But this weather also means the
monsters are less prone to prowl [fewer days, more phases],
so I shall use that to my advantage to make some good time.

I shall make my way out of the Ruins, and across the Grove
and into the Sweet Swamp.

In the evening, I learn that the Sweet Swamp is home to an
Inn run by a band of Rogues. Useful information for later.

[ Rogues can be dangerous, but sometimes having a lackey
or two can mean the difference between life and death. They
are cheap enough that hiring them at Neutral level is a
possibility as well. Although it's not uncommon for the
Rogue to block you while you try to hire them and then
kill you in the evening. So it's not something that should
be tried lightly. It's best to do when you have a plan that
requires a lackey. ]

Day 19
Monster Roll: 4 (Trolls & Giants)
M-SW5, M-PW 5, M-DS 1, H, H, H

Still in search of the Order, and what should appear in the
Decrepid Swamp, but an old Chapel and a band of tired old
knights.

Day 20
Monster Roll: 1 (Dragons)
M-DS 5, H, T, T, T, T

I spend my day trading with my new "friends". First I sell
them the Sacred Statue, then I take a look at what they are
willing to sell me. At first, my plan had been to buy one of
their heavy weapons, but then my eye fell onto the Royal
Sceptre. The Guard would pay good money for this. So I
snatched it up for only 20 gold (including drinks to sweeten
the deal), and followed that purchase with buying the Cloak
of Mists for 8 gold. Both are excellent items.

Day 21
Monster Roll: 2 (Serpents & Demons)
M-DS 1, M-PW 5, M-SW 5, M-SW 2, H, H, M-G 4

I suddenly realize there's a flaw in my plan. The nearest
potential location of the Guard is all the way across the
Realm, through at least one cave complex. This might take
some time.

The Grove, however, proves to be home to a Flying Dragon and
Giants. I am tempted to see if I can find the famous Hoard
and loot it before it's guardian can show.

[ The hoard is the best treasure site in the game, but my
Spear can't pierce the T Dragons armored hide. With a bit
of luck, I can take a Giant but I can't guarantee
surviving the battle without my Move M4* chit. ]

Day 24
Monster Roll: 2 (Serpents & Demons)
H,S,S,S,S,H

I figure one day looking for the inner Grove is worth the
time, and I find the path in short order. On the morrow,
we'll see if this Hoard is all it is rumored to be.

Day 25
Monster Roll: 4 (Giants & Trolls)
M-G 1, M-G 6, H, H, S, S

My searches for this fabulous hoard are fruitless. A giant
appears in the evening, but I'm unable to get in a position
where I can strike a killing blow.

[ As I mentioned before, this is a little dangerous. I
don't have enough chits to alert my spear and strike before
the Giant can squash me, should I fail a hide check. I'd end
up depending on dodging both it's blows while readying my
spear and hoping to strike home on the second or third
rounds. ]

Day 26
Monster Roll: 5 (Spiders & Imp)
H, S, S, S, S, S

The giant finds my hide away and battle ensues. My service
as a mercenary pays off, as I dodge it's clumsy first blows
and drive my spear home on the second round. [ I got lucky! ]

[ Second advancement, took the Fight H6 (previously I'd taken
Move M4*) ]

Day 27
Monster Roll: 3
H, H, S, S, S, S

I find the famous hoard as darkness falls. Tomorrow I shall
be a wealthy man.

Day 28
Monster Roll: 3
H,H,S,S,S,S

The wonders of the Hoard are revealed to me. I find a
Bejeweled Dwarf Vest, an Imperial Tabard, a Shielded Lantern
and Magic Spectales.

[ Gain my last chit of 1st level, at the end of the first
month, I am a mercenary. I'm now tempted to return to the
Order and see if I can purchase a crossbow (using cash from
the Bejeweled Dwarf Vest). ]

[ I have several options:
o I can search for the Guard and Soldiers and sell items
(gaining 50 F in the process).
o I can travel to the Chapel and pickup a crossbow.
o I can travel to the Chapel and hire a knight.

I lean toward the first, but the other two are tempting. A
crossbow makes me fierce on attack, but its Heavy weight
means I'll be depending on my M armor to keep me alive (a
dodge speed of 5 is not good). That could go bad quickly. A
knight companion is also tempting. But I think I'll stick
to my original plan and head north to the cluster of valleys
and swamps found there. ]

Month: Harvest
Weather: Showers (7 Days, 2 Basic, 2 Sunlight)

Day 1
Monster Roll: 6 (Bats)
H,S,S,M-G 1, M-G 4,H

I spend a few more minutes amongst the wonders of the Hoard.
My time is rewarded by finding the Penetrating Grease and
the Dragon Essence.

The Penetrating Grease is a good find, with it, I can
conceivably bring down any creature within the Realm. The
Dragon Essence is good too as it provides purple mana ...
making many of the combat spells castable. Now I just need
to find an artifact that can cast spells.

[ Advancement due to the Essence, I take my Fight M4* chit. ]

In the evening, a giant bat circles my hidden camp. I creep
into the darkness and stab upward with my spear as it
flutters above. Luck is with me, as I feel it's hot ichor
spray down upon my face. One less creature standing in my
way of glory.

[ A lucky combat, I readied my spear on round 1, and thrust
in round 2. Got lucky and hit. Note, the Bat really wasn't
a threat, on the next day I could've moved out of this clearing
and tile and it would never have bothered me. ]

Day 2
Monster Roll: 2 (Serpents & Demons)
H,M-G 3, M-B 2, S, M-CV 4, H

There is one more valley to explore before taking the long
trip north. Perhaps I'll be lucky and find either the Guard
or the Soldiers without having to make the long trek.

Along the way to Curst Valley, I peer about the Borderlands.
A fabulous and dangerous Lost City greets my eyes. I can see
markings of many beasts that infest the dank remains. A
Great Wyrm makes it's home here [Lair] and Troll scat
covers the trail [Vault]. I can also hear the voices of a
multitude of creatures. Serpents slither through the ancient
buildings. Bats flutter threw the sky and goblins howl in
the deep caves. This area might be too much for me currently.

When I arrive at Curst Valley, I'm greeted by a small Village
and a group of Soldiers. Woodfolk also appear to be visiting.
In the evening, I hear the Soldiers disparage Mercenaries
in general, I hold my tongue. I might have use for these
lackeys and the means to employ them.

[ For some reason, I totally didn't notice Curst Valley was
hanging off of Borderlands in a easy to reach location.
Lucky for me while plotting my moves I finally spotted it.
I now have a slew of options ... but I think I'll hire the
Soldiers and use them to wipe out the Woodfolk. The Phantom
Glass should allow me to pluck the Medium/Long Bow from the
ground and make me into a monster killing machine. With a
good weapon and a gang of lackeys ... I should be in a good
position to tackle the Lost City. ]

Day 3
Monster Roll: 4 (Giants & Trolls)
H, T, T, Hr, Hr, Hr

I sell the Vest to the Soldiers for 27 gold. A quick look at
their items shows very little of interest [Flowers of Rest
& Black Book], so I move on to haggling with them. My 29
gold means that I'm be able to buy two rounds for the rough
men, but it takes only one for them to see the advantage of
following me. [paid 20 gold to hire them on the first hire.]
Spent the rest of the day getting to know my men. In the
evening, we'll see about the woodfolk.

In preparation for the coming battle, I set aside my spear.
It won't be needed for the unarmored woodsfolk. My dagger
should suffice.

[ This is something to keep in mind with the Spear wielders,
your dagger can kill medium unarmored denizens more
effectively. ]

I order the leader of the soldiers to attack one of the
lesser woodfolk. One of the pikemen I send after another.
I along with the crossbowman and the last pikeman will
tackle the leader. The pikeman approaches from the front
(and will take any shot), while the crossbowman sits back
and shoots the most dangerous woodfolk from afar. I'll try
to flank him and sink my dagger in from the back.

After the first round of battle, all the woodsfolk are
still up and fighting, but the leader of the soldiers falls
to a lucky shot by one of the light bowmen. Drats! I had
plans for that man ... he was going to get me into the Vault!

This could all go south very fast. But once more I send my
men forth. This time the crossbowman will fire at the
dangerous light woodsman, while the pikemen square off with
the others. Once more I'll try to slip in close enough to
stab the leader.

The leader fires! His shaft bounces harmlessly off the
pikeman's armor. The dangerous woodsfolk lowers his bow and
skips back. No damage is done this round.

Ordering the pikemen to kill the lesser woodsfolk, I order
the crossbowman to finish off the leader. Once more I try
to sneak within range of the leader as well. I also expend
some effort to make sure I get close enough to him.

[ I maneuver here as well, so that if nothing happens this
round I'll fatigue still and extend combat. ]

The crossbowman shaft misses, but the leaders does not. The
crossbowman falls with a shaft through his eye. But the
leader is distracted by the dual of marksmen, and I slip my
dagger through his jerkin from behind. Meanwhile one of the
pikemen finally runs down one of the woodsmen and the final
woodsmen takes a shot at the other pikemen ... only to see
it bounce harmlessly off his armor. The battle finally turns
in my favor!

Like a cornered rat, the last woodsfolk is still dangerous.
I order my remaining two soldiers to attack while I join
their charge! Once more, the woodsfolk's shaft bounces
harmlessly off of the soldiers armor. But not so the pikes,
as both pikemen strike home, skewering the last woodsfolk.

I feel the battlelust drain from my fatigued limbs. The
longbow was costlier than I'd like ... but it'll be mine
just the same!

[ I got unlucky losing SHQ to a 1 on the missile table ...
but that's the way it goes. The crossbowman proved
useless ... I was hoping his longer range would let him
pick off the light woodsfolk easier. But he kept rolling
5&6's and so didn't do enough damage to take out any of
the little buggers. In the end, it was the pikemen who
saved the day ... killing two of the woodsfolk while the
Mercenary dropped the leader. ]

Day 4
Monster Roll: 6 (Bats)
H,S,S,S,S,S

I spent the day looting the remains of the woodsfolk. Luck
was with me as I found the Oil of Poison and the Medium Bow.

[ I had planned on using the Phantom Glass to get the
Bow ... but got lucky and rolled double 1's! With Aim ... Oil
of Poison and Penetrating Grease ... I should be quite the
archer. ]

Day 5
Monster Roll: 6 (Bats)
H,S,S,S,S,S

Once more, I spend the day looting. I find a light bow
amongst the debri of combat. I switch to Magic Sight after
finding the bow to aid in my searches.

[ Magic Sight finds items on a 3, while it takes a 1 or 2
to find them using normal searching. A slightly better chance. ]

Day 6
Monster Roll: 4 (Trolls & Giants)
H,S,S,S,S,S

The sight leads me to another jar of Poison. Methinks the
Woodsfolk were not as innocent as they would have you
believe. Two jars of Poison! The last Light Bow isn't
worth my time to find ... so I shall travel into the
Borderlands on the morrow.

Day 7
Monster Roll: 2 (Serpents & Demons)
H,H,M-B 2,M-B 3,S,S

Into the Lost City we sneak. Our attempts to find the Vault
and Lair prove fruitless, but do turn up two serpents. From
hiding I send two shafts through their scaly armor, for the
price of only slight fatigue. The longbow is already
showing it's worth!

I now have cool snake skin boots!

Day 8
Monster Roll: 5 (Spiders & Imp)
H,S,S,M-B5,M-OW2

Luck is the name of the day. My plan was to search for the
Lair and Vault in the morn and move on to Oak Woods in the
evening. I find the two sites immediately, and my one loot
of the Lair turns up the Lucky Charm.

My archery has just become even more deadly!

[ I'm now pretty much the best you can be at shooting. I
roll one die minus one with the M** bow. I've also got
Penetrating Grease and 2 oil of poisons. If I use all of
these at the same time ... I can guarantee one shot one
kills versus T armored creatures. Suddenly the Order isn't
looking so tough! I just need enough armor or patsies to
distract them while I scythe through their ranks. ]

Ogres call the Oak Woods home.

Day 9
Monster Roll: 4 (Giants & Trolls)
H,M-OW4, M-OW[B] 2, M-OW[B] 4, H

I move from one Oak Woods into another. This one is filled
with vipers. I can see a myriad of Swamps and Valleys to
the north [ One of them probably contains a Guardhouse].

Day 10
Monster Roll: 2 (Serpents & Demons)
M-Chasm 5, S, M-Chasm 2, S, M Sweet Swamp 5, H, Hr

Traveling to Sweet Swamp, I take a gander at the infamous
Chasm. I find the patter of goblins and ancient goblin
ruins. Needless to say the Chasm is an excellent goblin
hunting site. Had I a more heroic bent, I'd come back here
with an army and clean out this nest of villainy.

The Sweet Swamp also proves to be home to the long lost
guardhouse. Eureka! On the morrow I shall trade with them.

[ Okay, either treasure I sell to the Guard will give
me 20 F. That puts me one VP shy of 3rd level (a level at
which the Guard become my enemy). So I think I'll sell
them one ... buy a mace ... then sell them the next. Then
I'll kill them all! ]

Day 11
Monster Roll: 6 (Bats)
H,T,T,T,T

My plan works perfectly, I sell the guardsmen their coveted
Royal Sceptre and their Imperial Tabard and trade them my
spear and 12 gold for a mace.

The fame I gain from selling those items makes me the Heavy
Footman. By the looks on the Guards faces ... they suddenly
realize who they've been dealing with [at 3rd level ...
relations kick in. Since I was allies with them before I
became the Heavy Footman ... I'm now neutral with them
... but not for long!]

Evening comes, and I take aim with my bow. The first shot
drops their leader, the others run around looking for me,
but my lucky charm keeps me safe.

His second in command falls shortly after. A shaft
penetrates his eye [Rolled a 0 on the missile table :-)].

For the final one, I decide to reveal myself. I put away
my bow and ready my new mace. Stepping forth from
concealment the Guardsman charges ... but the mace is too
quick and I club him down before he can lift his greatsword.
The day is mine! The pikemen watch in amazement from hiding.

[ 3 kills in 4 rounds! I gain one more chit. ]

Day 12
Monster Roll: 2 (Serpents and Demons)
H,S,S,S,S,S

I spend the day looting the remains of the guardhouse. I
find a Broadsword, a Mace and 2 Axes. The sword might come
in useful.

Day 13
Monster Roll: 4 (Trolls & Giants)
H,S,S,S,S,S

Another fruitful day looting the dead. I find my Spear, a
Withered Claw, Quick Boots, a Light Bow, and the Imperial
Tabard. A Helmet and the Royal Sceptre remain hidden from
me. I'll spend one more day looking for those treasures
(and perhaps a new band of Guardsmen will arrive).

[ Always try to keep in mind Regeneration days, you don't
want to get caught flat footed by the arrival of the natives
you just slaughtered. ]

Day 14
Monster Roll: 5 (Spiders & Imp)
H,S,S,S,S,S

I find a Helmet, but the Sceptre alludes me. It probably is
not worth my time to hunt the blasted thing down. On the
morrow I'll leave to find out what other settlements exist
within these valleys and swamps.

Day 15
Monster Roll: 1 (Dragons)
S,M-Sweet Swamp 2,M-Oak Woods 5,M Bad Valley 4,H,H,Hr

I take one last quick look around the Guardhouse ... and
what do I find. The Royal Sceptre [isn't the Lucky Charm
great!] and then I'm off to see what settlement might exist
within Bad Valley. As we approach the likely location of the
settlement, I get my two pikemen drunk and sign them up for
another 2 weeks. I like their company, they are appropriately
servile.

In the evening, we find a second guardhouse. These are
less naive then their counterparts ... and I hear them
badmouth the Heavy Footmen who wiped out the other
guardhouse. We'll see about that tomorrow evening.

Day 16
Monster Roll: 3 (Wolves, Goblins, Octopus)
H,H,T,T,T,T

In disguise I approach the Guardhouse. I sell them 2 axes, a
mace, a spear, a light bow, the royal sceptre and the
Imperial Tabard. I make up some story about how I found them
strewn along the road. They look at me suspiciously but they
buy the items nonetheless.

[ After selling the items and gaining another 40 F (as well
as quite a bit of pocket change) ... I've achieved my goal
of becoming the Black Knight! To prove my new found strength
... I'll wipe out the Guardsmen anyways! :-) ]

The Patrol also show up in the Evening. So I decide to
slaughter all six of them (9 if you count the horses)!

I start by alerting my mace, then I attack the Patrol. The guard
are paralyzed by doubt. Should they help the Patrol or the
man who returned their sacred relics ... fools! The Patrol
leader's horse falls first, followed shortly thereafter by
the leader himself. So far, only my helmet is damaged.

I then drop his second in command, along with his horse, with
only a little effort [fatigue one asterick]. The final one
is quick though. His horse I brain with my mace, then I
switch out to my longbow and shoot the quick little man.
He does manage to damage my breastplate, however.

[ P2 moves at speed 3 on both sides. With PHQ and P1 I
could undercut on one of their sides (and did so
using the maces speed 3 attack), but P2 might have proven
difficult to hit ... so I switched to the longbow and
shot him! ].

Now for the Guardsmen, who've been watching the show so far.

I ready my mace once more. Their leader falls first, but his
second in command hits my damaged helmet and sets my ears
ringing. Anger clouds my vision at this affront and with an
effortless swipe of my mace the second's head disappears in a
cloud of red mist. Only one left!

I don't even bother to maneuver as I club the last remaining
guardsman down. They never had a chance!

My two pikemen look on in disbelief, at the martial force of
nature I have become.

[ 14 rounds of combat, fatigued twice and took 3 wounds. All
the Patrol and the Guardsmen have been wiped out.

I killed them in reverse order of their value, so that I got
the most amount of Notoriety. ]

Summary:
At this point, I have 25 VPs and am only 5 VPs from 5th
level. So I have achieved my goal of 4th level within 2
months. In fact, it'd be pretty easy to make 5th at this
time. I still have the longbow, the 2 poisons, the
penetrating grease, and I'm sitting on a clearing with
enough armor lying about to make me effectively invincible
(with a little caution).

I got lucky at least once (the battle with the Giant) but
other than that, I don't think I had particularly fabulous
luck. The Black Knight is just an "easy" development character
(as easy as any other development character could be). My
success really hinged on capitalizing on the Order's possessions.
Finding the Royal Scepter and recognizing it's value to the
Guard was probably the key moment in this game.

Overall a nice development run!

Final Stats:
1 GT, 0 Spells, 120 F, 203 N, 65 G
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