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d3meeples :: Amerigo & Pagoda

Ferenc Szekeres
Hungary
Budapest
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Nem szoktam ilyen sok szünetet tartani két bejegyzés között, de most valahogy nem jött össze az írás, mindig más elfoglaltság került előtérbe. Pedig lenne miről írni, mert az elmúlt hetek alatt összejött néhány igazán érdekes játékélmény.



Múlt kedden Andurilban pl. egy újabb Terra Mystica partival gyarapítottuk a hevijurós tapasztalatainkat, és már egészen gördülékenyen ment, így belefért egy új játék is, az Amerigo.



Ez alapvetően egy területfoglalós, felfedezős matematikai játék. Mindenhol sávok, mindenhol számok és pontok. Végül is Feld a tervező. Gondolom, ez már alapból megosztja a társasjátékosokat. A sávtologatás része (fejlesztések, fegyverek, pénz, játékossorrend) engem nem zaklatott fel nagyon. Nincs vele különösebben bajom, de nem állíthatom, hogy a kedvenc megoldásom.



A moduláris térképen már izgalmasabb dolgok történnek, hajókázunk, szigeteken kötünk ki, területeket fedezünk fel (tetris jellegű lapkákat veszünk magunkhoz), majd ezeket el is helyezzük. Persze itt is pontszerzés a lényeg.



Ez eddig nagyon semmilyen lenne a számomra, de az akciókat aktiváló mechanizmus igazán érdekes. Ugyanis a lehetséges akciókat különböző színű kockák jelképezik. Az adott soron következő szín összes kint lévő kockáját bele kell dobni egy toronyba, amelyben egy polcrendszer gondoskodik a fennakadásról. Így legtöbbször nem minden potyog ki, amit bedobnak, illetve olyan is kigurul, ami korábban akadt fenn. Amilyen szín kerül ki a tálcára, azok az akciók választhatók abban a körben, a mennyiséget pedig a legmagasabb azonos színű kockák darabszám határozza meg.



Ez a mechanika nagyon tetszik, és szerintem a játéknak ez az az eleme, ami legalább kicsit átlag fölé húzza.



Ugyanakkor eléggé be is határolja az egészet. Egy ilyen pontgyárban kicsit furcsa, hogy ennyire korlátozottak a lehetőségek, ráadásul meglehetősen esetlegesek is, ezeken módosítani nem nagyon lehet. Mondjuk a felfedezés/építés felcserélhetőségét lehetővé tévő fejlesztés enyhít ezen, de ez maximum egy embernek segít, és a kihasználhatósága is nagyon helyzetfüggő. Sok esetben teljesen egyértelmű (vagy annak tűnik), hogy a dobás után mit kell választani, így vannak olyan körök, amikor azért nem beszélhetünk valódi döntési helyzetről (főleg ha egyetlen szín van kint ).

Ezek ellenére élvezetes parti volt, örülök, hogy kipróbálhattam, és nem ellenkezem, ha máskor is játszunk vele. Levezetésnek jó volt, de azért külön játékalkamat nem szerveznék rá.

Az esték itthon amúgy békés X-Wingezésekkel és Cavernázásokkal telt, de erről majd máskor, most inkább a Pagodáról ejtenék pár szót.



Mivel kétfős játék, rögtön felkeltette az érdeklődésemet, és amikor amúgy is rendeltem Németországból tavaly év végén, ezt is kosárba tettem. Előtte persze belenéztem pár videóba, láttam, hogy egyszerű, gyors társas.



A kivitelezés szép, igényes, eléggé minimál dizájn, ami részemről pozitívum.
Oszlopokat és emeleteket építgetünk különböző színekből, amelyek után pontokat, speciális képességeket kapunk. A szabályok tényleg rendkívül egyszerűek, a körünkben legfeljebb három oszlopot építhetünk, azokra tetőket is rakhatunk, a negyedik emelet után viszont már a tető jön, amivel lezárjuk az épületet. Minden akciót kártyákkal vezérlünk, amelyekkel a lerakandó színeket jelöljük ki.



A saját készlet öt nyílt és kettő kézben tartott lapból áll. Emelet felhelyezésénél speciális képességre tehetünk szert, amit kétszer használhatunk (van hozzá külön kis táblácska jelölőkkel), ezekkel felrúghatjuk a szabályokat (pl. negyedik oszlop felhelyezése, négyre tölthető fel a kézben lévő lapok száma, ilyesmi).



A pontozás is jól követhető, és mivel mindent rögtön le kell lépni a pontozósávon, folyton látszik az aktuális állás. Márpedig kiélezett verseny zajlik, lépésenként változik a vezető személye, és a végén sincsenek durva különbségek.

Nagyon jó kis taktikai adok-kapok a Pagoda, főleg persze azoknak, akik szeretik az absztrakt játékokat. Ez annyiból más, hogy vizuálisan izgalmasabb jelenség ez az építősdi. Félelmem, hogy könnyen összedől az egész, alaptalannak bizonyult, de azért a végén élvezettel borítottam fel az egészet (persze ez csak az én lelki világomat minősíti ).



Bajban is vagyok… Ugyanis felraktam eladásra a játékot. Csakhogy miközben írom e sorokat teljesen elbizonytalanodtam. Néhány játék alatt még nem teljesen tisztult le bennem, hogy valóban vannak-e mélyebb rétegei a Pagodának, vagy “csak” egy gyors, pillanatnyi döntéseken alapuló kis versengés az egész. Na nem mintha az utóbbival bármi gond lenne, mert nagyon élvezetes így is, de nekünk talán már túl lájtos. Viszont, ha belegondolok, hogy néhány év múlva (oké, inkább 5-6 az) milyen jó lenne ezt Boglárkával játszani, akkor meg… Hmm…

Szülőként rettenetesen nehéz döntéseket kell hozni.
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Today 6:41 am
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It Beats Watching The TV :: Poison Dwarf Mash Up - Games for a Laugh 9th Feb

Stuart Burnham
United Kingdom
Abingdon
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Games night this week opened in a traditional manner, with one table having a pre-arranged game all ready and set up to go right away (Caverna: The Cave Farmers) whilst everyone else sat around, procrastinated over what to play and kept wondering who else might still be on their way.



The Dwarf farmers meanwhile got stuck into the game, and dinner, oblivious to our meandering musings. James and Seth are experienced dwarf fiddlers but it was a first play for Sarah and Owen, and it rather showed when I kept popping my head into their game - 2 farms / mines were well stacked and stocked and the others were rather more modest. I do believe that they still thoroughly enjoyed themselves though, creating an engine (farm) is always quite a satisfying and pleasing pastime in itself.

We did eventually settle at a further 8 attendees and so spilt into two tables of four. I played Saint Petersburg (second edition), (vanilla original version) again, and once again loved it. It really is an excellent game, and I can now begin to see my mistakes. Only after I've made them mind you, but it is progress. The four of us all went slightly different routes to scoring but it was still very close at the final reckoning with the most experienced player winning by 5 or 6. Which is about right I should think!
I can see this getting a lot more plays over the year, there is plenty to explore, even before adding in all the new modules and expansions.



In "dark corner" they were playing Colt Express and having a damn good time shooting, punching and generally screwing each other, and themselves over. They might well have played something else as well but I missed it and have forgotten!



After we finished St Pete we were down to 3 players on my table and looking for something fairly short and light so as to get an early finish; a quick card game was perhaps in order and we went for the good doctor's Poison (which has been re-released as Friday the 13th and Baker's Dozen, amongst others!).
It's a very simple colours and numbers game, with suits of each of three colours containing numbers 1,2,5,7 and a fourth "poison" set just 4's.
Each cauldron can only contain one type of potion (colour) and once you add a card that takes it above 13 you must take all the cards (leaving the card you've just added as the first of a new pot). The green poison cards can be added to any cauldron. Once all cards are played each colour card is worth -1, each poison -2, but the player who has the majority in each of the three colours may discard all cards of that colour and hence score 0 for them. Poison cards are always kept however.
Play "several" rounds and total your score, highest (closest negative number to 0) wins.
So you want to take cards to get a majority to score 0, but if you don't get it you're looking at lots of minus points. Of course when you want to try not to take cards because all pots are poisoned, that is the time when your hand is full of 5's and 7's.
It was fun, although I was terrible at it! Knizia does make excellent little games based on simple yet devious mathematical principles. I love that he's the mad alchemist on the box cover as well!



As we were packing up the Caverna game was in it's final round and the others had, after not being able to settle on a game of Dixit or Codenames had decided to play "Code-it" (or "Dix-names"?) by using Dixit cards instead of words in Codenames.



A crazy and creative mash up, I have no idea if it worked though as I said my goodbyes and headed off to get a good nights sleep (for once!).

What other gaming mash ups could be possible....?
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Today 6:30 am
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Every Man Needs A Shed :: A 'knot in my stomach

Anthony Boydell
United Kingdom
Newent. Glos
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so i
managed
to sell all
this stuff on eBay
and it was great to see
the paypal balance go from
zero to substantially-not-zero
then I took a look at the UK board-
gaming group on the Facebooks & promptly
got myself Macao, Wallenstein and Spaceteam.
Then some very kind folks sent me a book about vanished rail-
ways called Along Lost Lines and a copy of Bretagne (both free) HENCE
the massive urge to pay it forward with this week's on-going call to thumb draw thing.
I'm beginning to get
a little jittery as
Friday evening games
is off the menu this
week: I'm taking my
eldest boy, and a pal
to see Slipknot in
Birmingham. I won't be
going in to the arena
myself but will, inst-
ead probably wander to
the Hilton Metropole
(where they hold the UK
Games Expo), purchase a
large coffee and read a
book...whilst worrying
about what mosh-based
horrors are occuring at
the gig. Ah, it wasn't
all that long ago that
I was going to gigs, on
my own, myself: just a
few years (more!) since
Marillion, The Ramones,
Robert Plant, Joy Zipper,
The Flaming Lips, I Am
Kloot, Jellyfish, Crowded
House, Yeah Yeah Yeahs,
Amy Winehouse, Stranglers,
Live Aid in 1985 and so
lots more. So many hours
queuing to get in first;
so many devious inching-
forwards to get to the
front; so much hair gel;
so many tee-shirts and
ticket stubs. I'm sure
that he'll be fine......



*gulp*
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Wotan Returns :: Building Camelot The Build #2 - Cole Jefferies

F T
United Kingdom
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Hello once again everybody, I hope you are all having a great week. Here's part #2 of my Camelot The Build development blog.



The main difference since last time, as you might notice, is the scoring is more or less completely working now. The counters at the top show how many points the tile placed is worth (red), how many points it gains from surrounding tiles (brown/green icon), then the total for that tile (blue). There are three sets of these, representing the 3 tiles a player can place on their turn, then finally the accumulated total with an indicator to tell the player whether the score is doubled from placing 3 tiles end-to-end.



The game is progressing well, and I would estimate I am nearing the half way mark to total completion. We have the game in more or less a completely playable state, albeit with just local hotseat players. The next step I think is to add in some AI- basic at first, but something I can build on and make more complex over the course of the rest of the project.

So, this week I've been planning and working out how a computer can play Camelot The Build. It's probably one of the more challenging tasks of this project- my others games up until now have not had AI with big decisions to make. This is completely different...

At time of writing I am about to implement my first ideas on how this could work. What needs to be done initially is have the ai calculate high scoring positions for it's three tiles. This should be fairly straightforward, and just involve looping through all the possible tile locations and combinations. I'm not sure having it scan every combination is viable, and I could end up having ai with harder difficulty settings scan more combinations than an ai on an easier setting. So I will likely build a system that calculates obvious places first- using high scoring tiles (placed or in-hand) to start the analysis.

But Camelot The Build has more strategic depth than just laying the tiles with the highest score of course. We also need the ai to be wary about other players scoring off it's placed tiles and getting more value out of them than it did. This is where things are going to get complicated! It needs to take into account the free spaces around the tiles it wants to lay by having a rough idea of the probability that the other player(s) have a tile that will score off it. This obviously needs to be more of a priority for high scoring tiles than low ones.

So, with all that in mind, I'm going to build a system where the ai assigns a value to each combination of tiles it could play. This value will consist of the number of points it can get this turn with that combination minus the risk (amount of game points + probability that other plays can score off it). Then it will order that list, and the combination of tiles with the highest value is the one it chooses. Done!

There are lots of different variables I can plug into this. Stuff like the aforementioned number of combinations it checks, how aggressively it wants to score points vs how much it wants to keep others from scoring etc. I might even make it able to screw up it's maths a little!

There's also the issue of the last tile being played counting double against you. This is probably something I'll implement later- I just want to get the basics working for now. But this is going to have to be incorporated into the decision making process at some point.



The weird thing about developing all this is that I won't know how effective it is until I've completed the system. Which is very unusual for me, as I usually get to see how well stuff is working as I'm making it.

So in my next update I'll hopefully be telling you how badly my ai is beating me at the game!

Wotan Games
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The 100 Play Challenge - Smash Up :: Game 6: Princesses Riding Horses, Shapeshifting Aliens, Time Travelling Plants, and Tricksy Spies

Mike Czerniewski
United States
Overland Park
Kansas
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Game 6 of The 100 Play Challenge of Smash Up

Date: February 10, 2016
New Wednesday Night Game Night at Opera House, River Market, Kansas City, MO

Player 1: Mike (me)
Factions: Princesses and Mythic Horses

Player 2: Amy
Factions: Aliens and Shapeshifters

Player 3: Kara
Factions: Killer Plants and Time Travelers

Player 4: Ben
Factions: Tricksters and Super Spies

Starting bases:
1. The Grey Opal
2. Golem Schloss
3. Standing Stones
4. The Nexus
5. The Vats

Other bases:
6. Inventor's Salon
7. Bastion
8. The Grey Opal (returned)
9. Pony Land
10. The Central Brain
11. Tortuga

Scoring:
The Grey Opal: Amy 3, Kara and Ben 1 each
Golem Schloss: Mike and Amy 3 each
Standing Stones: Amy 4, Mike 2
The Nexus: Kara and Ben 3 each
The Vats: Mike 3, Kara and Ben 1 each
Tortuga: Ben 4, Amy 3
Victory Points from Cards:
- Mike scored 1 using Happily Ever After on The Vats
- Amy scored 2 using Invaders

Final Score:
Amy 15
Mike and Ben 9 each
Kara 5

Notes:
All three of the other players were new to the game.

The Nexus' ability was used to put The Grey Opal back into play, a first for this challenge.

Amy used Terraforming to trash the Inventor's Salon (which had Sleep Spores played on it) and draw Tortuga, which broke immediately and ended the game in her favor.

Ben used a lot of the Tricksters' actions to mess with everyone.

Again, Princesses proved to be a challenge to play as I kept running out of minions.

At no point in this game was anyone Probed.

Faction Use Tally:

Thieves 4
Time Travelers 4
Dinosaurs 3
Elves 3
Mad Scientists 3
Mages 3
Shapeshifters 3
Super Spies 3
Clerics 2
Killer Plants 2
Pirates 2
Princesses 2
Robots 2
Vampires 2
Aliens 1
Cyborg Apes 1
Fairies 1
Ghosts 1
Minions of Cthulhu 1
Miskatonic University 1
Mythic Horses 1
Tricksters 1
Werewolves 1
Zombies 1
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House Targaryen :: House Targaryen - Battleplans

Julien Durand
France
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3 small scenarios to play the Targaryen army :

1) Entering Karhold Coast :



Story :
Daenerys landed on north Westeros, on the Karhold coasts. Because of the trouble on the country between the main Houses, Daenerys easily leads her men through the cold lands.
First, she needs to set her position in Winterfell, to provide supply to her large army.
So she browses lands, leading a small detachment of troops. Starks are not prone to abandon villages to Targaryens, they are waiting for their ennemies. They can not let the enemy to strengthen.


Special Rule :
Targaryens are searching for few villages, able to supply their army. Starks must repel the ennemy to stop its rise.
So, the 2 armies has to punch hard the ennemy and quickly, to make him flee.

Each destroyed unit costs 3 moral points.

- 4 Leadership cards
- 4 Commander tokens
- 3 Order tokens
- "Deroute" Moral track
- Advantage token for Starks
- No round limit.



2) Fire Storm over Storms End :



Story :
While Ser Barristan Selmy is preparing the main Targaryen troops for the King's Landing siege, Daenerys has to deal with a major threat to her military success : the wrath of the Baratheons.
Stannis knows that Targaryens have a better chance to take the Iron Throne. The Dragon Myth seems to be real... Stone can now melt, no wall would protect a King. But Stannis continues to pursue his purpose, whatever it costs.
Stannis takes his chance : fighting Targaryens on his own country, Storms End.


Objective :
Stannis will fight to the end. No retreat. Targaryen must resist to the fury of the ennemy : die by fire, isn't it a victorious death for a Baratheon?

- Targaryens gain extra VP at the end of each round (beginning at the second round) if their troops form a line, facing Baratheon zone AND if they have marched minimum 1hex to the ennemy side direction.
On the battleplan, you will notice an Unsullied units line (5 units). At least 4 of them has to form a line facing Baratheon zone at the end of a round. If they make it, add 1VP for Targaryens.
Do not forget that this Unsullied line has to move minimum 1hex per round to Baratheon zone direction.

- The Baratheon goal is to disrupt Targaryen defense line, to break their phalanx strategy. If Targaryens fail to have 4 Unsullied units forming a line in a round, Baratheons gain 1 extra VP.

- 7 rounds
- 7 Leadership cards
- 7 Commander tokens
- 5 Order tokens
- "11" Moral track
- Advantage token for Baratheons
- 1VP per destroyed ennemy unit
- 2VP per destroyed Commander unit
- 3VP Killed Dragon
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Gaming Days :: The Week - 01/02/2016 to 07/02/2016

Paulo Renato
Portugal
Vila Nova Gaia
Porto
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Hey everyone,

welcome back to another edition of the Weekly Report...

There's not much to be discussed this week because I didn't play much but at least what I did play was great


TUESDAY 02/02/2016


We started the Weekly Home Gaming Session with the usual Mission in:

Shadowrun: Crossfire with Shadowrun: Crossfire – High Caliber Ops

Since last week we reached the 20 Karma Points here are our characters with their new upgrades and roles:


(Muse - Human - Drone Rigger)



(Aragami - Dwarf - Decker)



(Nogud - Troll - Face)



(DNA - Ork - Social Adept)



We continue to play the Crossfire mission and still in the Danger Zone that allows us to get a 4 Karma Points if we win.

We ended Scene 1 in 3 rounds, it took us some time to clear the obstacles, it wasn't easy!

Scene 2 was cleared in 1 Round and a Half! very quick indeed

Scene 3 was completed in 3 Rounds and 1 turn, and 4 more Karma points in the Bag!

11th Run - 1 Danger Zone (to get +2 Karma)
Successful Mission +4 Karma Points

Me - Human - Drone Rigger = 24 Karma Total - Strenght & Wisdom
Tiago - Dwarf - Decker = 24 Karma Total - In Training + Just Tough
Nuno - Troll - Face = 24 Karma Total - Wired Reflexes
Duarte - Ork - Social Adept = 24 Karma Total - 2x In Training

Run History:
11 Runs - 6 Success - 4 Abort - 1 Fail

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Next up we played a game that I had sold last week:

Above and Below

And I really really really liked it!

The game mechanics are pretty simple, nothing that will blow any gamer away, it's a very light game, so why do I like it so much?
Well, the art is fantastic but the story elements you get from exploring are fantastic!


(My Starting Village)


You can really get into the stories that appear during gameplay, even with the other players and make a bigger, connected story line.

Reading these well written pieces of story and then present the player with choices, and then having them trying to get successes with the party they had assembled to venture the underground is pretty awesome!


(End Game Village)


I liked it so much that I procured another copy of the game and bought it back! Should have arrived at my house by the time this gets published!

Everyone at the table enjoyed the game more than they were expecting


Score:
Me - 46
Nuno - 44
Duarte - 36
Tiago - 27



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THURSDAY 04/02/2016


As you know, Thursday night is the night of the Boardgamers of Porto Weekly Meeting and Tiago wanted to play :

Baseball Highlights: 2045 – Deluxe Edition with many expansions

And we did play, we ended up doing a 4P Tournament... it took us all night but it was AWESOME!!!!

A total of 30 Mini-Games were played!

A regular season were everyone played 3 mini-games against each participant:

Regular Season Round 1

Me (H) 4 - 2 Tiago (A) - - - Duarte (H) 1 - 3 Sérgio (A)
Me (A) 0 - 2 Tiago (H) - - - Duarte (A) 0 - 5 Sérgio (H)
Me (H) 1 - 0 Tiago (A) - - - Duarte (H) 4 - 5 Sérgio (A)


Regular Season Round 2

Me (H) 1 - 0 Duarte (A) - - - Sérgio (H) 4 - 5 Tiago (A)
Me (A) 7 - 3 Duarte (H) - - - Sérgio (A) 1 - 2 Tiago (H)
Me (H) 5 - 4 Duarte (A) - - - Sérgio (H) 4 - 7 Tiago (A)


Regular Season Round 3

Me (H) 1 - 4 Sérgio (A) - - - Tiago (H) 9 - 6 Duarte (A)
Me (A) 3 - 4 Sérgio (H) - - - Tiago (A) 4 - 2 Duarte (H)
Me (H) 7 - 6 Sérgio (A) - - - Tiago (H) 6 - 7 Duarte (A)

REGULAR SEASON STANDINGS
1st - Me - - - 6W - 3D / 29 Runs Scored - 25 Runs Against (+4)
2nd - Tiago - 6W - 3D / 38 Runs Scored - 29 Runs Against (+9)
3rd - Sérgio - 5W - 4D / 36 Runs Scored - 30 Runs Against (+6)
4th - Duarte - 1W - 6D / 27 Runs Scored - 45 Runs Against (-18)


Playoof Seni-Finals
Me (H) 2 - 3 Duarte (A) - - - Tiago (H) 7 - 10 Sérgio (A)
Me (A) 6 - 3 Duarte (H) - - - Tiago (A) 4 - 3 Sérgio (H)
Me (H) 3 - 2 Duarte (A) - - - Tiago (H) 7 - 4 Sérgio (A)

So Me and Tiago go to the final after having both lost the first game of the semi-finals and Sérgio and Duarte will face-off for the 3rd place!


3rd and 4th place Face-off

Sérgio (H) 10 - 11 Duarte (A)
Sérgio (A) 8 - 0 Duarte (H)
Sérgio (H) 5 - 7 Duarte (A)

Duarte conquers the 3rd place relegating Sérgio to the 4th and last place!


WORLD SERIES FINALS

Me (H) 3 - 0 Tiago (A)
Me (A) 5 - 7 Tiago (H)
Me (H) 2 - 4 Tiago (A)

TIAGO IS THE WORLD SERIES CHAMPION!!!!


Final Standings:
Champion - Tiago
2nd - Me
3rd - Duarte
4th - Sérgio


Man, it has been a long time since I last played this one face to face (played a few times the App when it was in playtesting) and I really really LOVE IT!!! It's such an awesome game, and a Tournament style play is even greater than the normal PvP game!

It's an experience we have to repeat for sure!

Like a fool I forgot to note what teams each one used, I know I was Detroit but don't know the rest of the teams
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THE COLLECTION


Entering the Collection:
- Russian Railroads: German Railroads
- Valley of the Kings
- Glass Road



Left the Collection
- IKI
- Ancient Terrible Things


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Have fun guys and has always, thank you for reading, commenting and thumbing
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A Game-Specific 10x10 for the Lord of the Rings: The Card Game :: A Race to a River and a Race Down a River

Kai T
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2/4 - LBoromir/Beregond/Sam/Fellowship Frodo - Flight to the Ford. VICTORY.

My sick wife and I were watching Fellowship of the Ring, and I was inspired to pick up the game and play one of the Black Riders quests. This was a very close game, and I honestly went into it expecting to lose. I did not see Steward of Gondor for half of the game, and I never saw Visionary Leadership. Still, from turn one I got Beregond kitted out with a shield and a helmet, and some allies out.

Of course, early on I reveal Power in their Terror, which killed all of my allies (absolutely brutal against this ally-heavy deck). But I got my feet back under me, explored the Last Bridge, and blocked the Fell Rider effectively. Progress was slow, and by the time we got to stage 2, sure, I had built up a small army, but the ring-bearer's life was dwindling (4, I think?). Ingold (who rocks when there's a saga hero around!) and Sam quested hard, and made it through the Ford, washing away 2 Fell Riders and the Witch-King himself. But the encounter deck revealed a Ringwraith (whose presence bumped up the progress needed on the quest to a level that I just couldn't handle).

I had, I believe, 2 turns left of Frodo's life to make it through. I quested with the Hobbits and Ingold (which held enough back to slay the Nazgul) and prayed that I didn't find another Nazgul... and it was The Old Road! Fantastic! I made a little bit of excess progress on the quest, Beregond blocked for no damage, and Boromir led his men in clearing the last Nazgul out of the way. Frodo made it to Imladris with 2 life left, and I just barely hit 40 threat. Honestly I'm impressed on how the deck worked out - I expected it to flounder when fast willpower was required.

2/9 - Dunhere/SMerry/LPippin - Journey Along the Anduin. VICTORY.

Over the weekend I didn't play any LotR. I just got involved casually in X-Wing, and I decided to try my hand at painting a couple of minis. But then I decided to return to my first love: Middle-Earth. But it was late and I didn't feel like trying out a difficult scenario, so I decided to take Dunhere against the Anduin again.

This deck is perfect for this quest. It starts at 20 threat, and Merry can consistently keep it in the high teens (at one point I made it down to 14, but then it crept up again). I built up resources, dropped some progress on the quest, and plinked away at some enemies with Dunhere - but he couldn't break the Troll's defense, yet. I had a hand full of weapons, but no Song of Battle! I began optionally engaging enemies to trigger Pippin's passive card draw, but it still took 11 turns to dig out a Tactics resource icon!

Once Dunhere was singing, he spent his unused resources on weapons for himself (and Merry, who had two Fast Hitches by now) and some defensive Ents. But the encounter deck decided to throw another troll at us! Dunhere took out one while the allies and Merry killed the second.

Stage 2 was simple enough - by now I had a dozen decent questing allies, and I was able to cancel the one Necromancer's Reach which would have caused problems. Stage 3's ambush revealed... a load of locations, winning me the game in a massive anticlimax! I chuckled and realized that my threat was still at 18 after about 15 turns - Merry and Dunhere is a great combo. And now I've got the bug again... I'll have to carve out some time again tonight if I can!
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Wed Feb 10, 2016 9:01 pm
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Someone Had to Write About It :: Hannibal Rome vs Carthage - introductory scenarios.

Jaro Andruszkiewicz
England
St Albans
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Hello HRC lovers!

We have just created a set of introductory scenarios and need some volunteers to test them.

The idea is, that with the use of the scenarios, you must be able to transform a non-wargame player (or generally a non-player) into a full fledged HRC player.

So, what'd you need to have is:

- Earlier edition of the game
- A non-player or non-wargame player willing to be a guinea pig
- Time and willingness

I would expect some feedback on how the scenarios work and if the goal has been reached.

I can only offer limited number of such play test opportunities. Your name will be listed in the game credits in return. We will also create a special promotional game offer for you too.

Please write to me, if you are interested!

Thank you and happy gaming!

Jaro & PHALANX
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Wed Feb 10, 2016 8:43 pm
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Random Gaming Notes from Montréal :: Empire of the Sun - GMT

Benoit Larose
Canada
Montreal
Québec
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Tactics

d10-0 Do not stack ground units of different sizes i.e. different defense strengths. Because retreat is assessed on the basis of lost steps, several weak steps will undermine your staying power.

d10-1 In the face of air/naval power, it is useless to stack ground units as the extra steps over the last one in the hex are vulnerable to A/N combat.

d10-2 One-hex islands defended by 9-12 corps are tough nuts to crack. You need 2x Marines Divs (12-12) to guarantee capture even with A/N superiority.

d10-3 Spread your Air units along the front line of airbases in order to create an interlocking network of ZOI, which increases the Reaction likelihood (-2 drm). Stacking them on bases is rarely useful.
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Wed Feb 10, 2016 7:12 pm
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