Monday, June 22, 2009
Impromtu Gaming Session
Supply, or lack thereof hindered Mervyn and me from forming more than two armies until turn 7 while Cody and Nevin traded punches in the center of the map; the first supply card showed up on turn 2 but we were not prepared for it and then the 2nd Supply card did not show up until turn 7. Mervyn and Cody then ganged up on Nevin as I made my way down the East side of the map from the North. Turn 8 ended in a Stark victory when I grabbed the Neutral stronghold on the East coast and an open city in one March order.
I'd like to try this one again with 5 players. The 5th player(I forget the house name) is a neutral house in the 4 player game so Stark can ignore him.
Next up was Kingsburg. Nevin took the lead early and lost it only to Cody for a short period before regaining it as he cruised to victory with 40pts followed by Cody with 36pts and Mervyn and myself with 30pts.
Nevin(Borgo), Cody(Hegemony), and myself(Outpost) finished with a three-player game of Neuroshima Hex!. After all the nuclear dust settled, Cody came out on top followed by Nevin and myself last.
On Sunday, I taught Claire how to play Ace of Aces. She said she enjoyed the game even though her dad kept shooting her down.
Tuesday, June 16, 2009
D-Day, June 6th, Game Day at Frisco Public Library
FOR THE PEOPLE
Joseph Acker and Sean Harris managed to get in two games of FTP.
Sean: I got schooled in the ways of how the south lost the war.
JUNTA
The group of Al Hay, Mark Bausman, John Boone, Nevin Ball, and Mark Simonitch played Junta.
The game was very fun and the the table was loud with the trash talking. I believe the government changed 5 different times during the game. Nevin and Mark ended up tied for first place followed by Al, myself, and Mark.
Al left after the game finished so that left the remaining four for a game of Small World.
SMALL WORLD
Nevin, Mark S, Mark B, and I then played Small World. Small World is based on the earlier game Vinci.
Where Vinci had nameless empires, Small World adds a little flavor by using fantasy races each with their own special power mated with randomly drawn additional special ability. Some of the combinations that came up were Commando Hobbits, Berserk Humans, and Diplomatic Skeletons.
I owned Vinci before and traded it away as too dry so I was surprised by how much I liked Small World. It played quickly and the race/power combination's that turned up were fun. This must have been Nevin's day as he came in first again followed by Mark Bausman, myself, and Mark Simonitch.
HAMMER OF THE SCOTS
Steve Gallob and Tom Henige first played Hammer of Scots where Tom's English defeated Steve's Scots.
TWILIGHT STRUGGLE
They then played a game of Twilight Struggle. I'm not sure how that one turned out.
WATERLOO
Mick Mickelsen brought the new Waterloo game by Martin Wallace and he and David Harrod gave it a try. I believe they played it twice both games ending in Mick's French being defeated.
Mick: The first game of Waterloo was a learning game. The British cavalry broke through the French columns causing great chaos. We rebooted. I continued as the French. They did better but still had made no significant progress when the Prussians started to arrive. Neither David nor I could see a clear path to victory for the French. Plan to double check the rules to make sure we were playing correctly. We then played Twilight Struggle. I played the USSR and David had the worse luck on the card draw. USSR seemed to control most of the map most of the game.TWILIGHT STRUGGLE
Afterwards, they played Twilight Struggle.
UNHAPPY KING CHARLES
Brian Marrs, as the Royalists, took on Steven Sheasby's Parliamentarians in Unhappy King Charles.In the end the King got to keep his head by surviving till game end for the victory.
Brian: I had the Royalists versus Steven's Parliament. For most of the game, we fought over the Midlands and South regions. I briefly laid siege to London but the dreaded 1-6 die split went against me and I had to retreat.
The Scots made a brief appearance in the North, but Newcastle, with 3 brigades of Veterans won the first battle, and then I hit him with a card that not only drained 2 cards from his hand, but also 2 brigades from the Scots. That left them easy prey for Newcastle to finish him off.
The New Model Army(NMA) became available during the final two turns of the game. Steven received relatively few Operations cards and was unable to get the NMA into action. Cromwell spent some time chasing after Hopton in the South but could never quite catch him. Meanwhile, Byron was running amok in the East region converting spaces as he went.
In the end, Parliament controlled the South and Midlands, while the Royalists controlled Wales, North and East. I think Parliament controlled 3 resource areas and the Royalists controlled 5. Charles was happy and got to keep his head.
Plenty of tables at the Frisco Public Library McCallum Meeting Room.
Friday, May 8, 2009
Catching up with recent gaming activities
Nevin Ball and Erik Nicely were going to play Panzerblitz: Hill of Death but Erik had bad directions and didn't make it so Nevin took off early after playing a single game of Neuroshima Hex! with Sean Harris. Sean's report on Neuroshima Hex!:
This is a great little wargame. Each game is different. I was blue and Nevin was green. Nevin had some early good draws and hit my HQ pretty good. I came back in the late game but I could not catch up. This is a great short wargame and can play up to four players. The randomness of the draws just adds to the strategy.Other games played that day included:
1. For the People
- Joseph Acker - CSA
- Al Hay - USA
In summer of 1861 there was Foreign Intervention in favor of the C.S.A. Robert E. Lee captured Washington D.C. in the spring of 1862, giving the C.S.A. a sudden death victory due to Strategic Will.2. For the People
- Brian Marrs
- Sean Harris
This was a learning game for me. so I basically got stomped, but I did learn alot. And apparently Brian is one of the really good players of For the people. So it is always good to get stomped by the best. I just hope he does not get tired of playing with rookies like me.Brian and Sean had planned on playing a different game, Bloody Roads South, and in fact had set it up but there was some confusion of trying to play the game with a newer version of the rules so they decided to play For the People instead. For the People was the most popular game at this meeting; it was played three times Saturday.
3. Age of Conan
- Ken Mikolaj
- Mark Bausman
- David Harrod
4. Fall Blau playtest
This is Greg's WW II Eastern Front game he has been working on. What better way to work out the kinks than playtest it with game designer Mark Simonitch!
5. Unhappy King Charles
- John Boone - Parliament Player
- Steven Sheasby - Royalist Player
This was the first game for both of us so there was a lot of rulebook page flipping for the first couple of turns and I'm sure we still got a few things wrong and missed others - just like every game you play for the first time.Some groups finished their first game and started another.
We had one and half turns left to go but called it after Steven lost a general in the midlands( I intercepted and he accepted battle) leaving only King Charles on the map in the North region facing off with the Lord General with his 6+ brigade army. At this point, we agreed it was time for the Fat Lady to come out and sing. In the previous turn, Oliver Cromwell decisively defeated Prince Rupert in the South which allowed Parliament to clean up down there taking all South areas except one.
The early pattern was that Parliament controlled the South West (East and most of the South Region) while the Royalist controlled the North West (Most of the West and North Regions) and we split in the Midlands Region.
Most of the fighting occurred in the line from the South-Midland-North Region. There is a possibility for auto victory for each side. The Royalist player automatically loses if King Charles surrenders but he was hard to run down up in the North in our game and bringing in a large enough army to have a chance to do anything requires 3 OPs cards or Minor/Major Campaigns. The Parliament player can lose of the Royalists manage to take London and hold it for two turns but I would think this would be hard to do.
Battles end up bring indecisive affairs for the most part, either not occurring at all because one side disperses leaving the field of battle or in battles that do actually happen resulting in "draws" with loses of one or two brigades at most. Even Major and Decisive victories only result in the loss of two brigades at most but they also allow drawing strategy cards from the deck (Major -1 card, Decisive - 2 cards) which the victor must either discard or play immediately to finish off their turn.
I had fun playing it and want to play it again.
ps - Steven thinks my Alien Dice are loaded. I rolled a few opportune sixes in the game but, I also rolled consecutive ones on the siege I was doing up North too Steven.
6. For the People
- Joseph Acker - USA
- Al Hay - CSA
Again, Joseph's thoughts:
By end of spring of 1862 the Union had taken West Virginia and Missouri. There was a small Union force in Columbus, GA and another one in Little Rock, AK. The Union also had taken much of Virginia; the C.S.A. still held Richmond, but prospects were very grim, and the C.S.A. conceded.7. Warriors of God
- Brian Marrs
- Sean Harris
We had to end this early due to time. I was really impressed with this game. The leaders mortality adds another dimension to this lite wargame. It insures each game is different. I lost on points but I would play this again in a heartbeat.8. Twilight Struggle
- Ken Mikolaj
- David Harrod
So ended another good gaming session at the library with plans for another sometime in June.
Sunday, May 3, 2009
Teaching Claire Memoir '44
Inspired by Memoir 44 History Club I decided to ask Claire if she wanted to learn Memoir 44. She said yes so we played the Sword Beach scenario from the base game. Claire picked the Germans and I took the British. To minimize the complexity I removed all the special wordy cards from the deck. I also played a random card from my hand each turn.

Here is a picture early on in the game.
Claire did well but didn't have the cards to stop my advance and the British won 5 medals to 3.
Wednesday, March 18, 2009
North Texas Wargamers at Frisco Library - 3/14/2009
The meeting room is quite nice with plenty of space and enough tables and chairs to hold a dozen more gamers comfortably. After a half hour of catching up, since we haven't had a meeting in a while, we divided up into four separate games:
1. Successors (GMT Games edition) - John Boone, Mervyn Dejecacion, Nevin Ball, Steven Sheasby
2. Storm Over Stalingrad (Multiman Publishing) - Al Hay, Greg Blanchett
3. The Napoleonic Wars (GMT Games) - Joseph Acker, David Harrod, Ken Mikolaj
4. Twilight Struggle (GMT Games) - Sean Harris, Steve Gallob
With the exception of Successors, the other games finished early allowing another round of games which included:
1. 1960: The Making of the President (Z-Man Games) - Joseph Acker, Ken Mikolaj
2. Conflict of Heroes: Awakening the Bear! - Russia 1941-1942 (Phalanx/Academy Games) - David Harrod, David MacAlpine
3. Manoeuvre (GMT Games) - Sean Harris, Steve Gallob
As you can see games by GMT Games were in the majority which is expected given the group's interest in historical board wargaming and the proliferation of games put out by GMT Games since their founding in 1990.
Sometime during the gaming festivities, John Kranz, founder of the ConsimWorld website, showed up to meet the guys. John relocated to the Dallas area from Arizona where he has hosted the annual ConsimWorld Expo for board wargamers in Tempe, AZ.; this was his first time to show up at one of our gatherings and hopefully not the last. Below are some after action reports (AARs) on some of the games played.
1. Twilight Struggle - A card driven game (CDG) simulation of the 40 year Cold War between the two Super Powers, the United States and the former USSR. I did a more exhaustive write up of the mechanics of game play in an earlier post here for those interested.
From Sean Harris' point of view:
"[The] U.S. was behind throughout most of the game. Every major area was very chaotic but the Russian got some key [victory points] in the Early war and Mid war. The U.S. did not make any headway in the Middle East until it did not matter. The U.S. got hit with Quagmire [an Event Card] and that made Russia's progress in Central America fairly easy. The late war began and Russia won on turn 8."
2. 1960: the Making of the President - Yes, a boardgame about the 1960 Presidential Election between Richard Nixon and John Kennedy. Why play a game on a subject when you already know the outcome? So you can see if you can do better of course! This game is from one of the designers who designed Twilight Struggle, Jason Matthews.
Joseph Acker's perspective:
"[The game] went the full distance. Nixon took the lead in the early rounds, pursuing a strategy of ignoring the East and focusing on the South and the Midwest. Kennedy was fortunate to win two of the three debate rounds and was then able to dominate the last two rounds, especially the last round with a final whistle stop campaign. The final result was fairly close but a definite win for Kennedy."
3. The Napoleonic Wars - Another card driven wargame - this time in the Napoleonic era when all of Europe tried to stop the steam roller of France under its greatest general Napoleon Bonaparte.
Joseph Acker's perspective:
"Nappy lasted one turn. France had the Capitulation card, so he gambled and made too strong [a move] on Vienna which was defended by a combined Austro-Russian grand army. Kutuzov routed Napoleon in both attacks, and Russia gained a resource each time. England and France both conceded the game [Russian victory?] at the end of the turn since France was badly weakened and had no hope of gaining an ally since it was a three player game."
4. Storm Over Stalingrad - World War II epic battle for Stalingrad. Not a card driven wargame but uses the same Area-Impulse system made popular in the games Breakout Normandy, Storm Over Arnhem, and Monty's Gamble Market Garden.
Greg Blanchett's perspective
"It was Al's first time playing so we did a standard bid of three [victory points?] and let him play the Soviets. I had hot dice on the first turn but things turned sour. Cards were not shuffled enough and I didn't take Mamayev Kurgan [an important objective] as I should have. He had four VP areas left and I was closing to take take two more on the last turn... If I had drawn an Overrun card it would have been possible. Al played a good game, exploiting the system to its gamey reaches..."
5. Successors - My favorite multi-player card driven wargame, recently redone by GMT Games. I have both the new edition and the original Avalon Hill Game Company edition. This is a multi-player game covering the wars of Alexander the Great's Successors after he died unexpectedly in Babylon leaving no direction and no apparent heir. My past entries about Successors are here. A random distribution of generals resulted in the following assignments:
Mervyn - Antipater(2L,2R,Macedonia - Pella); Lysimachus(2L,2M,Thrace)
Nevin - Antigonus(2L, 2M, Phrygia - Celaenae); Leonnatus(2L,2M, Hellspontine)
John - Craterus(2L, 2R, Cilicia); Peithon(2L, 2M, Media - Ecbatana)
Steven - Perdiccus(4R,2E, Babylonia - Babylon); Ptolemy(2L,2M, Egypt - Memphis)
Note: Numbers are the number of combat units (CU), L = Loyal Macedonians, M = Mercenary troops, R = Royal Macedonians, E = Elephant troops. Names in parenthesis are starting Province - starting location.
My perspective:
Turn 1- The usual first turn card play to place Political Control (PC) markers to expand everyone's holdings and no battles except Mervyn's run in with the Independent Army in Greece. I grab one of Alexander's heirs, Heracles, in Damascus.
Turn 2 - Steven buries Alexander in Babylon instead of trying to run the gauntlet to Pella. This effectively makes this a "crown the Regent" or "try to get the most territory, i.e. victory points, game". Mervyn spends most of the early turn capturing Greece and goes in to the lead in victory points (VPs). Mervyn also cashes in VPs for most fleets with control of the Macedonian and Athens fleets. Nevin raises a force in Persis province and builds a Loyal Macedonian there trying to be a pain in my backside threatening possible move against me in Media or against Steven in Susiana and eventually Babylonia. Mervyn then grabs Olympias from under Nevin's nose and marries her to one of his Generals strengthening his legitimacy bid as the rightful heir of Alexander's empire. Nevin is greatly disturbed Mervyn is messing around in his provinces. Nevin, in the later half of the turn, combines units from both of his Generals and defeats both of Mervyn's Generals piecemeal sending them to the Dispersed box. Now Macedonia lays completely open to Nevin. Nevin marches victoriously in to Pella but doesn't have time to take it by turn end. Steve is content not moving his Generals most of the turn but instead sends a small force to try to take the West African province of Cyrene. I gain control of the Phoenician and Cypriot fleets trying not to fall too far behind Mervyn's naval supremacy in the Med. Peithon hangs out in his own province of Media for most of the turn eyeing Nevin's force south in Persis but then heads west to Mesopotamia to attempt to break the PC marker stalemate there. Craterus ends up in Cyprus, gaining the Cypriot fleet, then goes to Rhodes thinking either to attempt to get the fleet in Rhodes or move against Nevin or Steven. When I'm in Rhodes, Ptolemy(Steve) starts invading Phonecia for easy pickings and I eventually lose the Phoenician fleet. Perdiccus(Steven) defeats Peithon(me) in Mesopotamia (Arbela), kills Peithon and sends my 3 Loyals to dispersed box; this is when I definitely decide to go against Steven and march to Egypt. In this battle, since I had more Legitimacy than Steven his 4 Royal Macedonian CUs (8 combat strength) would sit out the battle; this would give me an advantage in combat strength provided Steven rolled average for his Elephants. Steven rolls a twelve giving him 8 combat strength of elephants and I end up losing the battle. Moving into Rhodes in the first place was part of the possible circle back and head to Egypt plan but since Nevin had so thoroughly spanked Mervyn in Thrace I was having second thoughts about our alliance. Once Steven hit me in Mesopotamia and Cyprus I decided to continue with my first choice and go after Steven - 6 VPs in an undefended Egypt is just to good to pass up. At the end of the turn, I'm still low man on the totem pole for VPs so make Steven go first again. I believe Nevin is now the Usurper.
Turn 3 - Ptolemy (Steven) starts moving back toward Egypt. Mervyn spanks Nevin's big force in Pella (Antigonus) sending it to dispersed box and Nevin captures the rest of Hellespontine for 2 more VPs. I successfully seige Egypt's capital, Memphis, denying Steven the 6 VPs for Egypt. We have to call the game after first round of cards of turn 3 as our time for the room is up.
The game is pretty close at this point, Nevin leads in VPs but he and Steve are low in legitimacy, after giving up their Champion status, and are now Successors. Mervyn and I keep our Champion status since we are such nice guys! Since I had higher legitimacy than Steven I think I could have defeated Ptolemy this turn (he's not going to roll double sixes for elephants again is he?). With my combine legit and VPs I think I would have had a chance for a Regent victory at the start of turn 4. I definitely want to play this one again.
Saturday, March 7, 2009
Game Day at Mark Woodson's House, Saturday Feb 28, 2009
| From 2009_02_28 - Galactic Emperor |
Of all the noble houses, only four have a real chance to gain the throne, House Woodson, House Dejecacion, House Bausman, and House Boone. All factions have established their power bases on Omega Sector systems to use as jumping off points for further exploration and expansion into the newly discovered Omega Sector.
| From 2009_02_28 - Galactic Emperor |
Another game of Galactic Emperor at Mark Woodson's house. We had played before at Mark Bausman's place back in November of 2008. This was my second time playing and the game ended up pretty close in the final scoring. Mark Bausman pulled out the win, his first he remarked, with 51 points followed by Mervyn and I tied at 49 points, and Mark Woodson in 4th place with 47 points. Mark B was able to score 13 points in the final scoring round for a come from behind win.
| From 2009_02_28 - Galactic Emperor |
After Galactic Emperor ended, we played a quick 4-player team game of Neuroshima Hex!, Humans (Outpost and Hegemony) vs. Mutants (Moloch and Borgo). Mervyn (Moloch) and I (Borgo) ganged up on Mark B's Hegemony HQ and destroyed it for the team win. Mark Woodson's Outpost HQ was undamaged at game end. At one point, Mervyn and I were scoring a combined 7 hits on Mark's HQ every battle. At that rate, it didn't take long to knock it down to 0 damage points!
Sunday, February 22, 2009
Saturday, Feb 21, 2009 - Hammer of the Scots
Braveheart - FREEDOM!
Nevin and I decided to play the first scenario and setup according to the rules. We made our first mistake when both of us left off one of our starting nobles from the map. Nevin forgot the Bruce noble and I forgot to place Dunbar I believe. After setup, Nevin dealt out the first hand of 5 cards each and we were off. Each turn of Hammer represents the passing of 1 year which is divided up into 5 game turns that consists of the play of one card face down from each players hand, in the Card Phase, and then revealed simultaneously. Each card in the deck will either be a number card, numbered from 1 to 3, or an event. The person who plays the higher valued number card or event card goes first with the English player winning ties; although, I don't know if "winning" is the correct term as oftentimes it is a disadvantage having to move first. The revealed cards are then resolved in the Movement Phase. If an event card was played, read the event and resolve it as instructed on the card. If a number card was played then you may move some or none of your units on the map possibly initiating battles. Before explaining movement I will have to talk about the map for a bit.
| From On Board Wargaming |
The Map and Movement - the Scottish Highlands are a B*$!#h to Take!
The map is a representation of Scotland and the Northern part of England that borders Scotland. Scotland itself is divided up into areas with either a red or black border. Most of the areas are marked with a heraldic shield indicating which noble controlled this area; this is the Noble's home area that they will return to during the Winter phase. All areas have a stacking limit indicated by a number in a black castle icon withing the area. The stacking limit is the number of blocks that may remain in an area during the Winter phase. Lastly, some areas also contain a major Scottish Cathedral indicated by a white cross in a blue circle; these areas increase Scottish stacking limits by one. Areas sharing a common border are adjacent for movement purposes. All blocks within an area's boundary, within Scotland, are considered one "group". On a numbered move card, the number indicates how many "groups" of units a player may move in that game turn. For example, If I played a "2" card I could move units from two separate areas during my game turn. All units, except the Norse unit, have a movement rating printed on their block either a 2 or 3. This is the maximum number of areas a unit may move when activated to move. Moving into enemy occupied areas and crossing red borders causes a unit to immediately end its movement. Units starting in England have special movement rules in that they are treated as "groups" individually so a "1" movement card would allow only one unit to move across the border into Scotland. Black and Red borders also regulate the number of units that can cross that border in a game turn. Six units may cross a black border in a game turn while only two units may cross a red border. The red borders represent the more difficult mountainous terrain limiting the number of units that may cross it and how far they can move. If your units are moved into an area containing enemy units a battle will be initiated. The battle is resolved after both players have resolved their cards for the Movement Phase of the game turn.
Battles - How William Got His Groove Back
Eventually hostilities will occur between the players; these battles are resolved in the Battle Phase of the game turn. It is one of the ways to get Nobles to switch to your side. If multiple Battles need to be resolved the first player designates the order. Battles last for three rounds. If the attacker has not eliminated the defender after three rounds the attacker must retreat and the battle ends. All units have a combat rating and a current strength. Combat ratings are a letter number combination such as A3 or C2. The number is the number that must be rolled less than or equal to on a six-sided die (d6) to "hit" the opponent and the letter is when it fires. "A" blocks fire before "B" which fire before "C" rated blocks. Withing the same letter rating the defender fires before the attacker. So a typical round would go as follows, Defender "A" blocks fire first, the attacker assigns hits, Attacker "A" blocks fire, the defender assigns hits and it continues with the "B" and "C" rated blocks; that completes one round of combat. When it is a block's turn to fire it may instead chose to retreat. Blocks must retreat to friendly or empty areas obeying border crossing limits in a combat round and they may not retreat across a border last used by the enemy to enter the battle area. A block's strength can range from 1 to 4 "pips". As a unit takes damage it is rotated so the number of "pips" uppermost represents its present strength. A one pip unit taking one more hit is eliminated and removed from the map. If the unit is a Noble it switches sides at strength "1" and comes back into the battle as a reserve unit. If the unit is not a Noble block it will either be permanently eliminated or be returned to the players draw pool depending on the rule for that unit, i.e. if the William Wallace block is eliminated it is gone for the rest of the game. If multiple groups of blocks on a player side enter an area across different borders one of those groups will be designated the main force and the rest will be reserves which enter the battle in the next round. After a battle has been resolved, the victor may "regroup" his surviving units. Regrouping allows the player to move any number of his surviving units to any adjacent friendly or empty areas within the border crossing limits. Regrouping is optional. After all battles have been resolved in the Battle Phase a special Winter Turn occurs.
| From On Board Wargaming |
Winter Turn - All Good Things Must Come to an End
In the Winter Turn, all nobles return to their home areas on the map, armies are checked for over stacking in all areas in Scotland, players may then receive replacements, and a new hand of five cards are dealt out for the next year turn if no one has won and the game has not ended. At the beginning of the Winter Turn, all English controlled nobles are returned to their home areas. If a home area is enemy occupied the noble switches over to the Scottish side, at current strength. All Scottish nobles are then returned to their home areas and likewise if their home area is enemy occupied the noble switches sides. If there is a Scottish King on the map he may withdraw to any friendly or neutral (empty) area on the map with a Cathedral, disband, or remain where he is. The English player may then disband some of his units (except nobles). English Archers, Knights, and Hobelars must disband; English Infantry have the option of disbanding or remaining in Scotland within an area's castle limits. If Edward I is in Scotland he may "winter" there; if he does all red blocks stacked with him, except nobles, may remain in Scotland regardless of the castle limit of the area. Edward I may not winter in Scotland in back to back turns. If Edward does not winter in Scotland he must disband. The Scots player now winters his remaining units. If Wallace is on the map he may remain where he is or move to Selkirk forest where he may gain up to 2 replacement points. The Scottish player now disbands all of his units that exceed an area's castle limits. Both sides may now use replacement points on existing units (both sides) or to bring on new units (Scottish only). After replacements, the English player conducts his feudal levy of troops in England, provided Edward I is not wintering in Scotland. Finally a new hand of cards for next turn are dealt out to both players.
Highlights and Mistakes - William Doesn't Live Here Anymore
Unfortunately, we did not get to finish the scenario; we had one more year turn to play through but we ran out of time and I had to leave. When we stopped, we both controlled 7 nobles apiece. William Wallace had been eliminated but Nevin had crowned John Balliol King so it was still a close game and could have gone either way. For some reason Galloway just did not want to switch over to the English. He always managed to survive the battles and finally switched sides after a successful play of the Herald Event. Edward wintered twice in Scotland with a good size force but in both instances the year ended on the first game turn due to event cards being played by both sides. The army must have thought they were on holiday. There was only one big, at least 6 blocks on a side, battle, initiated by the English. It occurred in Fife on the next to last year turn; I was hoping to kill some nobles so they would defect to my side but it ended in a stalemate with both sides units badly injured and the English retreating back to Mentieth.
As usual with games we haven't played in a while, or in new games we play for the first time, we missed some rules. Here are the ones I, as the English player, played incorrectly and some that may have been played wrong.
1. Units can not winter in England. They must disband at the end of the turn.
2. The English King must disband at the end of the turn if he does not winter in Scotland.
3. If Edward I winters in Scotland the English player does not get a levy in England for the next turn.
4. Losses due to the Pillage Event Card are distributed exactly like combat losses, i.e. they must be applied to the strongest units.
5. English levy units entering Scotland from England do not have to stop when crossing the black border lines. They only have to stop moving when they cross the Red Dotted border line. I played this wrong the whole game and it slowed down my levies moving into Scotland.
Thoughts for the English - What John Would Do Next Time
I think the only thing I did right as the English in this game was maintaining control of Mentieth. Mentieth is the gateway to the North or South of Scotland depending which way you are going. Of course Fife is another nice area to control.
1. I would try to convert Bruce and Galloway quicker next time as the English. They were a constant thorn in the English side. Once they are converted, I would move them out of their home areas and combine them with other English blocks. I think Nevin drew the Herald Event at least three times in our game and Galloway or Bruce seem to be his favorite target; fortunately for me he failed all his rolls but if he was successful and they were stacked with other English at least there would be a chance to convert them back in the ensuing combat.
2. I did not bring infantry out of England quick enough early in the game. Of course I was playing the movement rule for crossing the Scot/English Border incorrectly but I was still too slow. You need these guys to occupy enemy noble areas so the Scottish nobles will convert during the winter turn. I never really got a chance to use them in this capacity. Most of the time they moved into Dunbar and then moved into Mentieth.
3. I would put up more of a fight when the Scots go after the English nobles starting in Argyll and Atholl. Once they are converted it is tough to get back in there with sufficient strength to battle them do to the red borders.
It was a fun game and I hope to pull it out more often than every 2 years.
Sunday, February 15, 2009
Saturday, Feb 14, 2009 - Starcraft and Neuroshima Hex!
1. Nevin - Aldaris (Protoss) : Home Planet - Tarsonis
2. Mick - Arcturus Mengsk (Terrans) : Home Planet - Chau Sara
3. John - Tassadar (Protoss) : Home Planet - Halcyon
4. Mervyn - Jim Raynor (Terrans) : Home Planet - Braken
5. Mark - The Overmind (Zerg): Home Planet - Victor V
At the beginning of the game, every player must chose one of his Stage I Leadership cards to start the game with. Nevin was the only one to chose his special victory condition requiring all the other players to accumulate 20 Conquest Points to win the game. Nevin would win by accumulating 15 Conquest Points or win at game end by default. Mark chose "The Overmind" leadership card which gave him an extra Conquest Point every turn as long as the Overmind was in play. I chose the "Warp Gate" which let me move all units in the area with the Warp Gate to any other area that was friendly to me or empty at the end of the Regrouping Phase. Mervyn chose the "Storage Facilities" which gave him 3 resource tokens at the start of the game and allowed him to collect up to 3 more resource tokens at the start of the Regrouping Phase provided he had unused workers remaining in his worker pool (this is a nice ability for the Protoss whose units are expensive). Mick chose "The Sons of Korhal" ability. This allowed him to use the star order token. When executing it, he could chose to use it as a Mobilize, Research, or Build order and he could chose to treat it as a special order provided he fulfilled the other requirements for using special orders. Nevin's special victory condition was going to make it tough for any of the other players to win and increase the game's playing time.
The set up of the map dictated where the early battles would be fought and in this case it was divided along two major "fronts". In one front, Mark and Nevin would be the major combatants and in the other Mick, Mervyn, and I would fight over planets.
In the beginning, Mark's Overmind token allowed him to take the lead in Conquest Points but it did not take long before Nevin's units invaded and destroyed the Overmind taking away Mark's bonus Conquest Point ability. While Nevin and Mark waged war against each other, Mick and Mervyn fought on Antiga Prime allowing me to expand to Hydrax peacefully and eventually the space area of Erebus Station. Mick would land on the land portion of Erebus Station where we would maintain a truce until turn 5. Mick's initial battle went badly forcing him to retreat to an empty area of Antiga Prime but at the end of the turn a "navigational error", played by Mick, caused Mervyn to lose his way back to the planet when Mick swapped the Z-axis end points between Antiga Prime and my home planet. After a second round of battle, on the following turn, this left Mervyn with a lone isolated unit on Antiga Prime and Mick with a gleam in his eye thinking of future clean up operations on Antiga Prime. After the "Navigational Error", Mervyn had "backdoor" access to my home world, Halcyon.
During the turn 3 planning stage, I told Mervyn I was going to trust him not to invade my home world so I could consolidate my holdings on Hydrax. Mervyn did not attack my home world but he did contest Hydrax. I can't blame him as that was the only logical expansion route off his home world, Braken. Turn 3 saw more fighting between Nevin and Mark, and Mervyn and I. Nevin and Mark fought to a standstill on Dylar IV while I managed to defeat most of Mervyn's forces on Hydrax. Turn 3 saw the appearance of the Stage II event deck and during the end turn Regrouping phase everyone chose to play their "Hero" Leadership card.
A Hero has abilities specific to that faction and the following additional abilities common to all heroes, immunity to splash damage, immunity to mind control, and immunity to technology card abilities that destroy units outright. I placed my hero, Zeratul (Dark Templar), on my home planet in the area where the Warp Gate was located so I could warp him off planet if need be during an end of turn regrouping phase. I think it was at the end of turn 3 that I used a "Navigational Error" event card to swap Mervyn's and my z-axis routes back to how they were at the beginning of the game giving Mervyn a chance to come to the aid of his lone unit opposing Mick on Antiga Prime.
More fighting ensued during turn 4 between Nevin and Mark, and Mervyn and Mick. I landed on Mark's home world intending to attack his lone hero but he had evacuated his planet before my troops landed. At the end of turn 4, all factions were on at least 3 different planets but I had a slight lead in Conquest Points and so was attacked by Mark, Mick, and Nevin during turn 5. Turn 5 would be our last turn of the game as both Mick and Mervyn had other commitments that evening so we called the game at the end of turn 5 in favor of Nevin since none of the other players were anywhere near the 20 Conquest Points required to win.
Two-player game in progress - Outpost vs. Moloch
Each faction's playing pieces include one HQ tile and 34 other army tiles divided up between Instant Action tiles and Board tiles. The Board tiles are units representing either "combat" units or "modules" that enhance a units abilities or give them additional abilities. Instant Action tiles, as their name implies, are not played on the map but cause a certain action to occur immediately when played. Examples of Instant Actions are Battle, Move, Sniper, Push Back, and Air Strike.
At game start, each player shuffles their 34 tiles and places them in a stack. This will be their draw stack used during the game. After setting up your draw stack, each player's HQ is placed on the map starting with the first player. The are no terrain effects on the map in the base game so all hexes are the same. For a two player game, only the 19 hexes in the center of the map are used. The other hexes are reserved for future scenarios. After the HQs are placed the first player then starts the game by drawing the top tile from his stack and revealing it. The player then has three options, play the tile, discard the tile or save it for a later turn. The second player then takes his turn by drawing the top two tiles from his stack and either plays it, discards it, or saves it. Play then passes back to the first player but from then on the players will draw a number of tiles until they have three revealed tiles. Once this happens a player on their turn will first have to discard one of their tiles and then takes their turn as before, i.e. discard, save, or play a tile. This turn sequence continues until all players have drawn all of their tiles from their respective draw stacks at which point the game ends and a winner is determined. The fun part is deciding where to place your tiles to do the most damage to the other player when a battle occurs and the resolving of the other instant actions.
Combat units will have at least one of the following combat abilities, Melee attack, Ranged attack, Net, or Armor. These actions will be assigned to a specific hex side of the combat unit. This indicates in what direction that ability can be used. Combat units, if it has an attack type ability, will have an initiative rating which determines when it fires during a battle resolution . Units that have a better (higher) initiative rating can destroy enemy units before they have a chance to fire. Melee and Ranged attack are the abilities that cause damage to enemy units. The Armor ability provided protection against ranged attacks, and the Net ability prevents an enemy unit from doing anything. Finally, a combat unit may have one, or more of the optional abilities: Mobility and Toughness. Mobility allows a combat unit to move during the owning players turn. Units without Mobility can only move when a Move Instant Action tile is played on that unit. Each Toughness icon on a combat unit increases the number of hits required to destroy a unit by one. Units without a Toughness icon require only one hit to destroy. So how does a battle begin?
Battles are initiated when a player plays a Battle Instant Action tile, the 19 hexes of the play map are filled with board tiles, or at the end of the game (the final battle) when the last tile is played, discarded, or saved. All units with the same initiative fire simultaneously, with higher initiative ratings firing first, and all fire from the same initiative is resolved before going on to the next lower initiative rating. Combat units and modules are removed, at the end of the initiative phase they were fired at, if they take hits equal to their wound rating. Hits on HQs are recorded on the score track on the map board. HQs start on the 20 space of the track with each hit deducting a point of their total. It they go below the 1 space the HQ is destroyed and that player is eliminated from the game. If this was a two player game then the game is immediately over and the other player wins. The game has quite a bit of strategy trying to figure out how best to use the Board tiles and Instant Actions you've drawn and plays quickly so if you are eliminated in one game you have plenty of time to get even.
Tuesday, February 10, 2009
Tuesday, February 3, 2009
GiftTRAP: The Hilarious Gift Exchange Challenge
The full title of the game is "GiftTRAP: The Hilarious Gift Exchange Challenge". The games plays with 3 to 8 people and plays best with people you know a little something about. In the game, you score points by giving the gifts others like and getting the gifts you like in return; it's that simple. The game is played in multiple gift giving rounds until one person wins by moving both of their scoring pieces to the GIFTED space.
A round starts with the first player drawing a number of gifts, from one of the four categories, equal to one more than the number of players and placing them in the numbered squares in the middle of the board. For example, in our game we had 4 players so 5 gifts were drawn and placed in spaces 1 to 5. There are four different groupings of gifts to choose from but the rules don't mention how they are differentiated.
After placing the randomly drawn gifts on the board, each player simultaneously decides how they are going to divide the gifts up between the other players. Each player places a numbered GIFT marker, number side down, in front of each of the other players with the number corresponding to the gift you think they would like. So if the "Racing Pigeons" gift, an actual gift, is on space 1 and you think Joe would like it, you place the #1 GIFT marker in front of Joe. In our 4-player game each player gave out 3 gifts. Once this phase is completed, each player then rates the gifts on the board on how they prefer them with another set of markers labeled "GREAT, +3", "GOOD, +2", "OK, +1", and "NO WAY, -4". This is done simultaneously with the rating side of the marker placed face down on the gifts one is rating so all players preferences are secret. Since there are only 4 markers, some gifts may go unrated. The unrated gifts are the ones you are lukewarm about. Once all gifts are rated, the scoring phase begins.
Scoring is done one player at a time starting with the first player. The first player turns over all of their rating markers they placed on the gifts revealing what they thought about each gift. They then turn over the gifts they were given by each player and compare what they got to how they rated that gift and move theirs and the giving player's scoring markers on the board. For example, if Player Two gave Player One gift #3 and Player One rated gift #3 with a GREAT Player One's "GET" score marker would move forward +3 spaces and Player Two's "GIFT" score marker would also move forward +3 spaces. On the other hand, if the gift had been rated "NO WAY" the score markers would have been moved -4 spaces backward. Unrated gifts score a minus 1. Once all players have scored, if one of them has managed to get both of their scoring markers in the "GIFTED" space they win the game otherwise another round starts with the honor of being the first player passing clockwise to the next player.
As you can see, winning requires giving the gifts people want and getting the gifts you want.
The game is quite entertaining and fun and has won many awards including:
Best Party Game of the Year 2008 - Games Magazine
Top 5 Party Games 2006 - Majorfun.com
Game of the Year 2007 - Faidutti.com
Best Game from a New Publisher - Boardgame Podcasters Awards
Top Ten Games for 2006 - Chicago Tribune
Featured in 'Good Gift Game Guides 2006' - Seattle Morning News
Best Party Game 2009- Creative Child Magazine


