Relic: finally played a full game.

We finally sat down for a full on game of Relic.  We adopted a house rule to allow leveling up with 4 points worth of trophies, rather than the 6 points as mentioned in the rules.  This was an attempt to make the game move along a little quicker.

Even with the lower threshold for leveling the game took three hours.

Although a little long for play time the game went well.  I managed to get a relic and make it into the inner tier as a level 8.  I wound up vanquished and back in the outer tier at the hospital just one turn before Hillary won.

We played the get to the middle and win end game.  I felt that would be the best way to try the game for its first official playing.

 

After playing the game all the way through I have a better appreciation for Power Cards.  At first I often forgot that I had one or didn’t remember to use it.  There were many times in the game were I wanted to move a specific number of space and a power card would have helped.  I kept saving my power cards for something important or a combat and then forgetting I had them.

Player powers are another thing I need to keep track of better.  We have been playing co-op games so much lately that I’m not looking to hinder other players anymore.  That’s not really the point in Relic.  You want to win and if you can set other people back with your abilities, so much the better.

We didn’t spend a lot of time in the rule book.  Just the first few turns to make sure we resolved the threat cards in the correct order.  I should print out a little reminder card to help that process.

Corruption activation also had us in the rule book a few times trying to work out if the card was active or not.  That’s another mechanic I don’t have a good feel for yet.  I started out worried about corruption and avoiding it like the plague, but I wonder if the risk of gaining too much is worth some of the benefits.   Once you hit six corruption cards you’re done.  You can start a new character to keep playing but the loss of a higher level character with gear would be a game-ender after the second hour.

The game does have a Monopoly roll and move mechanic.  That’s something you can probably control more through wise use of power cards or some of the other movement-focused ally assets.  With the first play we did not read our cards as carefully as we should have.

I liked it.  I want to play it again.  I am not put off by a three hour play time nor did I find the move or combat rolling too random.  It gives the game an element of chance that makes for excitement.

I recommend it for anyone looking for a competitive Sci-Fi adventure game.

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A long day of playing Eldritch Horror

Eldritch Horror

Eldritch Horror is the new Lovecraftian board game from Fantasy Flight.  Many people have called it Arkham Horror 2.0.  After playing several games I don’t think EH is a revised Arkham.  It plays quite differently and when my AH group approached this game as yet another AH big box expansion we lost.  We lost a lot.

The game looks like any other Arkham based Fantasy Flight game.  It’s a downward spiral of failure that will end with your devouring, unless you plan carefully and have a good deal of luck with card draws and dice rolls.

In Eldritch Horror it’s not so much about planning moves to directly deal with the game.  Players are much better off if they plan to prepare for what might happen.  Where in an AH game it’s a good strategy to divide and conquer the board.  You gather clue tokens and equipment then place characters in spaces where gates are most likely to open.  Using that strategy EH destroyed us.  Too many things happened in too many places for people to effectively “gear up” before they had to confront a randomly spawned monster, or a wandering Hound of Tindalos, or deal with something from their local encounter.  That level of randomness can put people off.  I think it really speaks to the Call of Cthulhu RPG where players are normal people forced into supernaturally abnormal conditions.  In EH you don’t have time to amass all sorts of supernatural gear before hiking the Plateau of Leng.  You get what you can grab and hope that it’s enough to deal with the sailor who’s turning into a deep one and threatening to toss you into the India Ocean.

Divide and conquer failed as well.  In the very last game we paired up and moved as a team using each investigator’s strengths and items together.  This teamwork allowed us to finally put a messy and violent end to the Nug in the Amazon.  Solving that final mystery, four games and nine hours later, was extremely gratifying.  It’s definitely a game that requires patients and a certain desire for punishment.  At this point I’m not playing this game to win.  I’m sure as we become more familiar with the game mechanics and get a better feel for the game flow we will start winning.  Right now I’m playing the game to see how the world ends and what fun things happen along the way.

 

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The army so far

20140128-074820.jpg
It took almost 18 months to assemble, prime, and paint the dwarf battalion box that I purchased at GenCon 2012.  There are a few extra models in this picture.  The flame cannon was a Christmas gift in 2012 and the slayer was donated to my army by a friend who had a sack o’ dwarfs he did not want.

My army is of Karak Norn. I picked that stronghold because my son plays Bretonnians and my daughter plays Wood Elves. Given these three armies the most logical place to base my army was the Grey Mountains.

The green regiment on the right, the 1st Infantry Regiment are known as the “moss backs”.  The 1st has been involved in many defensive actions among the rocky slopes of the Grey Mountains.  They cling to their post as moss clings to the rocks.

The second rifles provide small arms support to the army.  The 2nd Thunderers Regiment is led by Grom Stiffstock.  This unit has distinguished itself is several small skirmishes with Bretonnian archers who have ranged too close to the mountains without permission.  The 2nd has suffered some casualties in these battles and they are eager to get the trespassing humans in their sights again.

The “icebloods” are the blue soldiers on the left.  Eight of the units are masked as ironbreakers and eight are holding great weapons.  These elite troops of the 3rd Infantry Regiment fight in the upper reaches of the mountain where their blue cloaks are often coated with a thin veneer of ice.

 

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Warhammer on-line is gone?!

I decided to check in on my free-to-play rank 10 Dwarf Engineer.  I hadn’t played Warhammer on-line much but I did like the game.  I didn’t make it past the first PvP area.  I pulled up the client and nothing happened.  It looked like the application wanted to update.  So I headed over to the web site and what did I see?

 

Warhammer on-line is no more.  The servers shut down on the 18th of December.  There’s another game gone that I liked.  That’s both Games Workshop computer games gone.

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Starting the new semster

Lot’s has happened and none of it made the blog.  Painting dwarfs, starting courses at VTC, lot’s of gaming.  It’s really tough to write about things when there’s no time.  I suppose I need to set aside some time for things.  A schedule would be a good thing…

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Relic beatdown

Every once in awhile you play a game and can’t do anything right. No matter what you try. No matter how you change your style or strategy, nothing works.

That was my first attempt at Relic.

Every time I needed to roll for an enemy I rolled 6. One time I made a 3 monster into a 21 to slam my friend into the ground.

On my turn I rolled nothing but 1. Over and over. It got so bad I started to roll and then calculate what I would need to hit to win. It didn’t really matter because on my turn the die would only roll a 1.

After nearly 4 hours I finally had a relic at level 6. Thankfully the game ended there. I made it into the final tier but there was no way I’d be able to win.

Relic is a fun game and it is Talisman with a War Hammer 40k theme. As is common with most re-skins there are a few tweaks and changes, but if you know Talisman you can play this game easily. Unless you can’t roll a die, as I found out, then you are boned.

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Happy Halloween!

DriveThruRPG.com is doing a halloween give away!  If you find the Jack-o-lantern icons on the web site you get free RPG books!  Check it out.

 

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Avast ye swab! It be talk like a pirate day!

Happy International Talk Like a Pirate Day!

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Dwarf Fortress: the Plato’s Closet edition

My most recent attempt at Dwarf Fortress is slowly unravelling.  My fortress of 200 dwarves is in the  beginning stages of  an emo death spiral.  Food production has been interrupted.  Tantrums are resulting in assaults.  Soap has run out and infections are claiming many of those wounded in the assaults or by some of the forgotten beasts roaming in the lower caverns.

Of course any DF player knows, “losing is fun” 

It was one of my better attempts.  I achieved a few firsts in this game:  First fortress over 250; my max population was 270. First fortress to make use of  adamantite.  First fortress to see a dwarf elevated to nobility; we had a baroness for a short time.  I built up five squads and defeated three ambushes in no time without losing a single troop, mostly this is due to my use of the military schedule and assigning patrol routes for the first time in a game.

With all the firsts and wild success over nearly 2 weeks of play you may think I’d be sad to see the inevitable end of Ralshashdon and yes I am a little sad.  However, part of me is not unhappy to see this particular fortress fold up.  For several days now I have been focused on clothing production and old clothing trading.

Hence the title of this post.  I have legendary clothiers producing wonderful clothing and a cleaning team collecting old clothes to be sent to the depot.  My trader pawns the old clothes off on the elves and human caravans and gets more leather and cloth.  I haven’t got any organic cloth production apart from adamantite clothing.  Next game I may swap out chickens for sheep in my embark load-out and see if I can keep a wool production line going.

So soon, probably over the next 3-4 days the once vibrant and proud city of Ralshashdon will degrade into a backwater ruin filled with a few hangers on and eventually a Forgotten Beast of a well armed squad of goblins will claim it for their own…

 

 

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A Brilliant Idea: Savage Worlds Scooby-Doo

The Scooby-Doo gangThis is a brilliant idea.  I was wandering around the Savage Worlds forums looking for extra Pirates of the Spanish Main RPG info and I tripped across this thread.  A Savage Worlds Scooby-Doo adventure.

 

The gang are all wild cards and each player is carefully matched to the right hindrances and edges.  For example, Shaggy has Yellow and Fleet-footed, while Velma sports Bad Eyes and Scholar.   There’s even a rule for Velma to drop her glasses.

 

The adventure setting is an old favorite from the Call of Cthulhu game twisted slightly to align with the plot of the television show.  It’s a haunted house, of course, and the gang is investigating it.

A run away child is in the house along with television show style NPC special guest stars Sandy Duncan and Don Knotts.   The enemy, Old Man Smithers, is a little darker in this game than the normal television show.  So I wouldn’t recommend this particular scenario to younger kids, but it looks like it would be a blast for anyone who grew up watching those meddling kids and their dog on Saturday mornings.

 

 

 

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