Showing posts with label board game. Show all posts
Showing posts with label board game. Show all posts

Friday, April 26, 2024

Have you played...Eclipse: Second Dawn for the Galaxy?

 A BIG 4X, in just a few hours...

The Galactic Center Defense System (GCDS) dominates the 
heart of the universe.

...although, for your first game a 'few' might still be 5-6!

First impressions

I'm going to presume that if you are here, you already have some knowledge of what Eclipse is, and perhaps how it plays. If not, turn to the usual sources like boardgamegeek or YouTube for more info! I'm just going to share some thoughts in this post.

After one, four player game (using the symmetrical human factions recommended for starting players), I came away with the following impressions:
  • With experience you could get this down to a 3 - 4 hour game, which is apparently fast for a game of this type (when compared to other games like Twilight Imperium.)
  • The player turn itself is simple - you have a limited number of actions to choose from, and what each does is straightforward.
  • The 'create your own' ships and fleet system of blueprints and upgrades works well, and offers some cool choices.
  • The game comes with storage trays for everything. This makes setup, play, and take down relatively easy (and even fun, as you can pass the trays around in game.)
  • The random draw each turn of new tech, increasing discounts for purchases as you buy, and the variety of tech, make that whole system exciting and integral to your approach.
  • Exploring and uncovering the galaxy is fun (but can be challenging depending on the cards you draw.)
  • Most turns have interesting decisions based on managing your economy and resources, alliances/ enemies. 
  • The feeling of 'down time' between turns is reduced as you have lots to consider and plan with your tech, fleet upgrades and more.
...are there potential issues? Sure.
  • Analysis paralysis can add to every turn for some players (like any game.)
  • If you pull some unlucky sectors/ tiles when you explore you can have a rocky start or be hemmed in. Depending on your approach to life that might be a huge downer, or simply a challenge to be overcome and a new path you need to adjust to.
  • If you like deterministic combat, the die rolls for conflict might frustrate you as you fail to land a hit roll after roll. 
  • If both sides in the combat are having a run of bad luck, the back-and-forth rolling might be frustrating for those in combat and the other players.
In this post I'll pick up on just three of my comments above and explore a bit further:
  1. Storage
  2. Economy
  3. Ship design 

Tray(z)

A feature of E: SDG that gets near universal acclaim (in the reviews I've seen) is the integrated storage system. Designed by Game Trayz, each player receives a 'Species Tray' to accompany their choice of playable race. This stores all the game components that the player needs in one easy-to-use tray...

The species tray for the black faction (bottom center),
showing the resource trackers.

  • Influence disks
  • Influence cubes
  • Species specific miniatures (18)
  • Starting sector hex
  • Turn summary tile
  • Ambassador tiles
  • Colony ship tiles (3)
More importantly, beyond being storage, these trays are an integral part of the game. If they were just a simple storage solution that would still be great for setup and take down, but you also use the trays every turn to track your resources and income. A simple track around the outside of the tray, combined with wheels on the lid from which you remove cubes, reveals these essential numbers to you (and your competitors...)

No less important in terms of convenience and gameplay are the Tech tray and Upgrade tray. The former accommodates the randomly-drawn tech tiles that appear each turn (of which you will have 114 in a bag). The latter holds all 282 (!) tiles that you will use to upgrade your ship blueprints on your species board.

Upgrade tray (top) and tech tray

At the beginning of each turn, you will draw a random assortment of tech tiles from a cloth bag, and then add them to the tech tray, making them available to research. In the draw, you might pick out rare technologies, which are added to the bottom of the tray. The upgrade tray holds every single upgrade tile, so if you decide to do the upgrade action, you can take the tray and choose a tile of the type you have researched.

Economy management

Every action you take on your turn will cost you. This is represented by moving a disk on your player sheet to the action you want to take. When you do so, a new cost is revealed from beneath the disk you moved, and that cost must be paid at the end of the turn. Do more - pay more! It is simple, easy to understand, but thought-provoking. I can do a lot of cool stuff, but should I, and what should I do?

In the image below (right at the beginning of the game), the red player has taken a few actions. They have moved their disks from the bottom right to the left of their player board. This has revealed increasing costs for faction upkeep (the number in the yellow circle). If this round was to end now, he'd have to pay a total of 2, or face bankruptcy.

Red player board, showing disks (bottom)

Starship and fleet design

Every player has access to the same selection of ship types/ hulls (fighter, cruiser, dreadnaught, starbase). 

The fun comes from upgrading the blueprints for each with any combination you like of weapons, power sources, targeting computers, hulls, and more. Your imagination will be limited by keeping within power limits (which you can also upgrade) but sparked by the realities of the dangerous other factions that surround you. 

  • Has your neighbour upgraded his fleet to have thick hulls? How could you arm yourself to deal with that? 
  • Do you create lots of cheap, fast, fighters with low-powered weapons and hope to overpower him with hits? Or create one or two super-powerful dreadnaughts?
  • Do you pursue researching the more lethal military technologies that will give you extra proficiency in combat? Or, keep things simple and save your research for other valuable tech?
  • How fast should you make your ships? Faster ships will strike first, but upgrading their propulsion systems is another tech to research. You could focus instead on armour or weapons...or should you try to strike a balance.
Don't be surprised to see your neighbours looking over at your player board...

White player ship blueprints, with upgrades

This is almost a whole mini-game in itself!

As I hope you can see, there is plenty to dig into. My group was unanimous in agreeing that we would be happy to play again. When we do, we'll give the alien races a spin!
 

Thursday, January 25, 2024

Dead Reckoning board game: Mercantile Marauders?

A pirate's life for you?

Arrr, the age-old question. Dividing families, friends, and netizens since the early 2000's...


Image credit: ninja vs pirate-who will win?
by nagafreak546, via deviantart, CC BY-SA 3.0 

If you answered 'Pirates', then Dead Reckoning, by John D. Clair, may be the board game experience you are looking for.

Published by AEG (2022), Dead Reckoning is a '4X' (Explore, Expand, Exploit, and Exterminate) tabletop board game for 1-4 players. Each player takes the role of a ship captain. Over multiple rounds (and a few hours), players will...
  • ...travel the high seas, discovering islands (explore)
  • ...take control of different islands, and wrestle for control of islands owned by others (expand)
  • ...produce goods on islands they own to fund their activities (exploit)
  • ...fight other ships, winning plunder and fame (exterminate)
Along the way, you will develop the abilities of your crew and upgrade your ship, moulding both in support of your chosen strategy. More on that below.

In this first (long) look at the game, I overview a few key mechanisms and components in the base game, and share my thoughts after playing a couple of 4-player games. 

Are you 'Pirate-curious' about a strategy game with interesting decisions to make each turn, a strong pirate theme, deck building, and a 'sandbox' feel of freedom? Read on.

Play this if you:
+...like strategy and planning.
+...are looking for a 'sandbox-y' game, with varying viable approaches to play. 
+...like the satisfaction that comes from upgrading a hand of cards over time.
+...enjoy resource gathering.
+...are happy with light, low-stakes conflict between players.
+...don't mind a lot of randomness in combat.

Avoid if you:
+...suffer from strong 'analysis paralysis' (there are lots of options to consider).
+...live for deterministic combat, where luck plays little or no part.
+...prefer short games. (<2 hours)
+...dislike any kind of player v. player conflict.
+...love pvp, and expect to easily eliminate enemies and for them to suffer heavy consequences for defeat.
+...want a pirate game that delivers a 'swashbuckling story'.

Playing the game.

Nearing the end of game.

How you win

Your objective is to have the most victory points (indicated by coins) at the end of the game. Coins are counted from those you have in your treasure chest (physical coins), resources you control, and upgrades you have purchased (more on those below). Endgame takes the form of a final round, triggered once one player has garnered four 'achievements' (from a varied pool of nine.) 

Over the course of the game, which achievements you go for can influence the way you craft and level up your crew. Some focus on aggression (sinking ships and winning battles), others commerce (reaching 30 coins), and yet others territory (exploration, island ownership, buildings etc.)

You have time to pursue a mix of strategies based on those achievements. Want the more combat oriented achievements? Upgrade your ship with more cannons, seek out enhancements ('Advancements') for your crew that add combat abilities, and level up those crew that bring more punch to the fight (e.g. the Gunner.) If area control is more your jam - holding islands, building on them and generating resources - you will need to upgrade your purser and buccaneer to help you do this most efficiently!

What you do each round

Every round, players will be using abilities from their hand of crew cards to put their strategy into action. With the exception of movement and exploring an ocean tile, actions can be taken more than once. These include:
  • Movement (based on how many sails icons you have on your ship and hand), including exploring an ocean tile.
  • Playing a card from your hand, or the ability on cards. This can include attacking other ships, developing your islands with buildings, producing gold and barrels, expanding your influence on islands, and more.
  • Buying an advancement card or resolving an encounter in your space.
  • Loading, unloading and otherwise managing barrels and money on your ship.
For example, you could:
  • Load your ship with barrels in your port (barrels are your currency).
  • Set sail (giving you a certain amount of movement points).
  • Sail out to sea, for example move one space (1 movement point) to an unexplored ocean tile.
  • Explore that ocean tile, revealing an island and an 'advancement' card you can buy to upgrade your hand.
  • Buy that card (paying the cost in barrels from your ship.)
  • Sail one further tile out to sea, and stop (you can only explore/ reveal one tile per round.)
Once your actions are complete in the 'main phase' above, and you have decided whether to go into 'Pirate mode', you'll move into the clean-up phase, where you'll upgrade the cards in your hand using one of the best mechanics in the game.

Card crafting

This mechanic is probably the biggest U.S.P (unique selling point) for Dead Reckoning. Designed by John D. Clair and refined over previous games such as Mystic Vale (2016) and Edge of Darkness (2019), it brings a really enjoyable twist to deckbuilding and levelling up.

A captain, with only a basic action (at bottom)
and no advancements sleeved.

Throughout the game, you will have the ability to buy 'Advancements' from the board. Instead of being new cards that you place in your tableau, these are clear plastic cards that slot into the sleeves that make up your crew. Effectively, you are adding new action abilities to each crew member, with every card having space for three advancements (top, middle, and bottom.)

Level 4 Captain with 3 advancements, showing
a wide variety of abilities.

At the start of the game, your crew each have basic actions they can take (in the image above, this level 1 captain can 'set 1 sail'). By adding 'advancements', you build the abilities of each. A major part of the game is to keep an eye out for advancements that come into play on explored islands, buying those that might support your strategy, slotting them into the appropriate crew member's sleeve, and building on their abilities or directing them in a new direction. Abilities are indicated using icons and a simple formulae system. So important are advancements that even on another player's turn, we would pay close attention to each reveal, looking to see if the new advancement was a good fit for our hand. 

Advancements are organized into 4 levels/ decks and revealed each time a new ocean tile is explored. Each time a player purchases one they are replenished from a thick deck of that same level. Higher level cards (4 being the highest) are revealed on islands furthest away from your home port, requiring more resources to get, and often more barrels to buy.

If the game only offered these advancements as a way to improve your crew, it would still be interesting, but the icing on the progression cake is the other major card-crafting mechanic at work...

Levelling up cards

Every turn, you will make a decision about which one crew card from your newly drawn hand of (usually six) cards you will level up to improve their actions. You remove the card from its sleeve and either rotate it or flip it over, giving it a new or improved basic action, in addition to any enhancements that you have sleeved on it.

Levelling up cards example. Dead Reckoning Rulebook p.12
Published by AEG: Dead Reckoning Rules - ALDERAC ENTERTAINMENT GROUP

In the image below, you can see both the level 1 action that this captain can take, and at right, the level 2 action that the captain will have if you level up the card (by rotating it). If you had levelled up to 2, then the info for the level 3 ability would be displayed.


Gravity-based battle

Battle ship and battle board. Notice the icons!


Naturally player versus player combat plays a part in a game where everyone competes for resources. Opportunities for combat and 'exterminating' an enemy come about regularly thanks to some achievements being based around conflict. You also have NPC merchant ships in the game (in the form of enhancement cards) that can be traded with OR attacked (for likely better rewards than the goods the merchant has.)

However, for a pirate game, combat is integrated in a way that makes it possible to avoid combat (or not pursue it as a strategy). To initiate combat with a player on your own turn, you need to play a pirate icon from your hand (and these aren't on every crew card). You can also put your ship into pirate mode at the end of your turn (indicated by a chunky marker). This means that other players who stop (not move through) on your part of the ocean must join battle with you.

In D.R. how combat is conducted and resolved seems to be the part of the game that most splits opinion among players.

When combat occurs, each side musters cubes based on how many cannon icons they have represented on their ship or cards in their hand (if fighting an NPC merchant, their card will dictate how many cubes they get). Then, the attacking player drops all the cubes (including those of their enemy) into the cube tower. These then spill out onto the dual layer battle board, which is divided into different sections. Each section has different iconography, indicating rewards, damage taken to your ship, or battle strength (which will ultimately decide the victor). 

The active player drops the cubes for both combatants

After the drop, players will redrop any cubes (with extra cubes!) that fall into 'Exploding cube' spaces, and players can use any 'battle abilities' that are on their cards. These might add extra cubes or have another effect. 

Calculating the victor

The image above shows the aftermath of a battle between green and yellow and is a good illustration of how it might go!
  • An initial drop took place combining all the dice represented by cannon icons on ships.
  • Along the way, the green player got a cube in the 'exploding cubes' section (in the middle), so they will have dropped that dice and an additional dice. 
  • Both players have reviewed/ played any 'Battle abilities' on their cards. This might be 'drop two more cubes', or 'move any one cube to an adjacent section'.
  • Many cubes have fallen on spaces offering barrels, gold, or a combination of both. So yellow and green have won lots of plunder which they keep (if it fits on their ship or can be placed on the adjacent island they control.)
  • The green player has done two damage to the yellow player (the 'fire' icons.)
  • After all drops are done, the winner is determined. The yellow player has won, because they have more 'crowns' from their drop (a total of 6 vs. 4). (Damage does not count towards a win.) The winner will take any coins from their opponent's ship, and get a point towards the 'Legendary' and 'Terror of the Sea' achievements.
  • By default, the loser (green) takes one damage (it can take 5 before it sinks). If sunk by another player, they get your gold (or 5 gold if you didn't have any on your ship). Your ship then reappears in port (pirate insurance?) on their next turn, with any plunder gained, and you take your next turn as normal.
A few key points:
There are lots of spaces that provide plunder. Even if you lose the combat, your cubes might allow you to pick up barrels and gold.

It isn't easy to sink a ship in one battle. You need to do five damage. (The loser is then valuable to other attacks by other players on their turns though!)

The green player had more cubes than yellow (11 v. 8) and did more damage, but still 'lost' the battle.

Whether this system of combat will appeal is going to be very dependent on what type of gamer you are. It is very random! There will be times when you completely outgun your opponent and have many more cubes and battle abilities than them, but their ONE cube ends up in a 'Battle strength' slot, giving them the victory. You might have similar amounts of cubes, yet theirs give them lots of barrels, gold, and ship damage to inflict on you, and you come off less well.

It is all in how the cubes fall.

Considering the theme of the game, is this a problem?

Personally, I enjoyed it! I like that it was quite low stakes and there is no player elimination, and I was still excited to see how the cubes would fall. Even if I lose I might come out of the battle with barrels and gold and (unless I'm already damaged) likely sail away. I enjoyed the 'cube dropping' and the battle tower is a nice centrepiece to the game. I also (personally) find it easy to rationalize away that 'Lucky hit' my opponent got to win the battle. Perhaps their single cannonball struck the powder magazine on my ship?

For players who do want to take a more piratical route, does this make that strategy toothless? I don't think so. Upgrading your ship and enhancing your cards with a focus on combat is still worthwhile, as all those added cubes increase the chance that you will overpower your enemy. Taking the 'Legendary' achievement requires wins in battle, not sunk enemies, and the 'Terror of the Seas' achievement is for sinking just one ship. Even if you don't win, you'll have many more cubes that might give you barrels and/ or gold (if you can carry those barrels in your hold mind you...)

Finally, the lack of really serious consequences allows less aggressive players to not worry too much about taking on another player or being engaged in combat. You'll always have a chance to win. 

In summary, gathering around the tower was a fun experience - where will those cubes end up?

Cubes ahoy!

I've talked a lot about cube combat and card crafting because these two elements were most interesting to me. However, there are other mechanics that play a major part in the game. You'll likely need to integrate several strategies to help you win achievements and victory points. One of these is area control.

In this early part of a game, six ocean tiles (at right)
remain unexplored. 

As you 'explore' the ocean tiles, you'll discover islands that you will need to control in order to 'exploit' resources (barrels and gold). These can only be produced by the player who controls the island. 

Control is gained by the player who adds enough 'influence' (cubes) to the island by playing abilities on their crew cards. A good example would be the buccaneer, who has basic abilities that do this. If you have more cubes on an island than another player and over half of the number of cubes required for control, the island becomes yours. You then add a 'permanent' cube in your colour, which can never be removed by an opponent, and counts towards future control checks. As control moves back and forth, you will add a permanent cube each time you gain (or regain) control.

Once control is gained, you can 'produce' resources using the crew ability of the same name or an advancement (the purser has an ability that does this). The amount of gold and barrels you receive will differ from island to island, modified by 'open ocean' tiles that buff islands next to them. Islands that cost more influence to control may produce more resources, and some have other benefits, such as increasing your hand size. While you control an island, other players can neither produce there, nor they load (steal!) your resources from the island to their own ship, even if at the island. Instead, they'd need to first wrestle control of the island from you but adding their own influence cubes, knocking yours off.

To prevent this, you can either stay at the island and put your ship in pirate mode - forcing an interloper to fight you first or, build up your defences. Forts (that must be destroyed first) and garrisons (add defensive cannons to the island) both dissuade attacks. Other players will have to fight and destroy these if they want to add their own cubes. Outposts will increase production on the island. All these buildings will count for victory points at the end of the game.

Each player controls islands here.
Yellow, purple, and green have 3, blue has 1.

Through a combination of exploring tiles, gaining and managing your own islands and capturing control of islands from others, you'll 'expand' your territories and the resources you need to put towards your plans. There are also achievements that directly reflect these activities, including:
  • Builder: build 5 or more buildings.
  • Settler: Have 6 or more permanent cubes across islands.
  • Capitalist: Have 30 gold.
  • Master merchant: Separately return 12 barrels to the supply at once.
As players level up their crew and purchase and insert advancements, players who have invested in abilities that focus on influence will move around the board, wrestling control of islands.

Components and storage

Everything in its place and a place for everything

I really like a game where storage has been well thought out, and D.R. does this well. On the inside of the box lid is a visual guide to how everything fits together. Player pieces are all divided and stored in the treasure chests, enhancement cards sit in numbered tuckboxes. The battle ship tower has a box, cards and sleeves too. Great!

Aside from their ship player board, all player components fit into a small (appropriately coloured) treasure chest. This includes cubes, ship miniature, pirate mode marker, and achievement markers, making it easy to dole out player pieces at the start of the game. Once players have their pieces out this box doubles as their treasure chest for gold storage.

The only niggle here is that the treasure chest lid closes inside the box (rather than the lid flap snapping closed via a magnet) and this makes it difficult to get your pieces back into the box and easily close it. I can see the chest lid getting battered and damages over multiple plays without a bit of care.

Player treasure chest/ storage and the pieces it stores.
In game, your gold will go in the chest.

Other components also have their own boxes, with treasure, building meeples, and barrels all safely stored without the use of any plastic baggies.


Tower troubles

In my limited interaction with the game so far, I've found the components are good quality and support the gameplay and theme well. The centrepiece of attention for most players will be the battle ship cube tower. In use on the table it works well and after assembly feels like it will be usable for some time with very careful care, but there are two annoying issues. 




The first big pain is putting it together and storing it. You'll find instructions in the box on putting it together, but I had to watch a YouTube video to see the best way to do it. Even then, there were a few tense moments during assembly. It does have its own box that stores it neatly away, but the assembled ship barely fits. I felt much more comfortable snipping off a few millimetres of the prow to better enable putting it away and using it, rather than the prow getting bent and damages over time.

Secondly the cardboard tray into which cubes fall feels a bit fragile. The walls can be disassembled for storage (and lie flat) but I'm not sure if the folds will last. Only time will tell.

Player pieces (of eight?)


In play, as well as your treasure chest, you will see the following before you:
  1. Your ship board, divided into different zones that you can upgrade over time with better hold spaces, more sails, more cannons etc. There are cutouts for a cube to indicate how much speed you create each turn by setting your sails.
  2. Your dock tile. This is functionally exactly the same as the port space on the gameboard, but sits next to you so you don't have to constantly reach over to the main board to store your barrels (an excellent idea!)
  3. Your cubes (used to indicate how much control you have of an island, and dropped into the tower in a battle.)
  4. Your achievement markers, placed on the game board as the game progresses to show which achievements you have...achieved.
  5. Your pirate marker. In the printing I have this is a weighty disk that will be placed with or under your ship miniature on the board to show that you are in 'pirate mode'.
  6. Your hand of twelve crew cards in their sleeves.
I've mentioned the 'card-crafting' system above. I'm happy to report that the cards themselves are of high quality, as are the enhancements that you will put into the sleeves. The game also comes with extra sleeves, which is a nice touch. They might become necessary as you will constantly be inserting and removing cards from the sleeves and some might get damaged or split.

Something to note about the card crafting system is that your cards will need cleaning after a few games and normal use. The clear enhancements easily pick up fingerprints and smudges through handling, and these become noticeable after a couple of games. I felt I had to wipe them down with a microfiber cloth as a courtesy to future players.

Cleaning enhancement cards with a microfiber cloth.

Final thoughts.

I'll keep it simple...
...I really enjoy Dead Reckoning.

I like the 'card-crafting', enhancements, cube tower combat system, and freedom of choice. The game is long (several hours your first few plays), but your turn is full of decisions and strategic choices to make. I never felt bored on other player's turns (I was watching their moves, scanning the new enhancements, and planning). As you level up your crew and add advancements you feel a strong sense of satisfaction and increasingly capable of winning achievements.

As a 'pirate game' it may not stand up if you are looking for a story-based game, or a game that focuses on combat, however you will find that memorable movements still abound. 

I'm very aware that with a game of this type it is difficult to cover all elements in a blog post like this, but I hope I've given you an idea of some of the mechanisms at play! Will I remain as keen on D.R. with a few further plays? Not sure, but I certainly look forward to more plays.

Monday, January 1, 2024

Gaming Days and First Plays: Five-player friendly board games

At a recent games day with friends, we had the rare opportunity to be a group of five. As usually it is four, we put our thinking caps on for board games that accommodate that number and would allow us to play multiple games in a day. We settled on the following four games:

  1. King of Tokyo. (iello)
  2. Forgotten Waters. (Plaid Hat games)
  3. Cthulhu: Death May Die. (CMON)
  4. Horrified. (Ravensburger)

I was excited as this would give me a chance to put some cardboard on the table that until this point I'd only played solo (with the exception of King of Tokyo). I've put some thoughts down below.

Cthulhu: Death May Die

'Hah! A few cultists? This should be no problem...'


'...er, the end of the world is nigh!'


...or 'Cthulu: Death Comes Quick'?

I'd played the opening episode 'Blasphemous Alchemy' a few times solo. It was perfectly possibly to run playing two characters, but I'd never managed to get very far without being overwhelmed...

...annnnnnnd, playing with a group of five characters was no different! We are all experienced board gamers, but in our first run we quickly lost (thanks to my character - Sister Beth - quickly losing her heath due to a Mythos card). The good news is that it is very easy to reset the scenario, pickup a new character and start again, so a couple of minutes later we were trying to disrupt the cultist ceremony once more. 

The second time, we did much better as we had a better handle on our character's special abilities, insanity and stress. This also gave us the chance to better appreciate the little touches of humour in the game, character backstories, and varied player powers. Cthulu (AKA the big fella!) appeared on the board before we had finished disrupting the ceremony to make him vulnerable, and we didn't manage to take him down before the end of the world arrived, but we were starting to do him damage with handfuls of dice, which was heartening.

The known issues with the game reared their ugly heads:



  • Map tiles are just too small for the number of characters, monsters and elder gods in game. A single model like Cthulu fills a smaller room! Sure, you can just move models to the side, but it is a pain to manage this.
  • The game ramps up really quickly and if you are in the wrong frame of mind definitely feels like you are getting beaten down - quick (...but hey, its a Cthulu game!?)

I'd like to try this again in a group as we find our feet and the rhythm of the game. Key is finding the balance of managing how quickly you lose your sanity vs. the greater power that increasing insanity gives you. Add to that having more mental space to think about how to support your team mates through trading and tactical management of your psychosis and I think winning is a possibility!



Forgotten Waters

Released in 2020, this light-hearted narrative 'Crossroads' game from Plaidhat games features pirates, adventures on the high seas and (very) light RPG elements. It is all packaged together around a solid web app with a very well-acted and fully voiced story.


I'd played the first half of the starting story to get to grips with how the game mechanics work but hadn't played as a group before. This was a great opportunity to play, as the game plays up to 7 players!

Ocean map, gamebook, app and tokens

Character sheet, character, and First Mate job board/ tracker


The app works well, the humour is good, and despite the simplicity of the mechanics exploring the story, traversing the ocean and deciding how to tackle each event is fun. With a full slate of games to get through, we stopped and saved the game at the halfway point. My group enjoyed themselves and I think we will look forward to getting it to the table again soon.

If you like a 'story', then Forgotten Waters is well worth a look.


Horrified

Published by Ravensburger in 2019, 'Horrified' is a simple co-operative game for up to 5 players. It looks great, plays quite quickly, and is a beautiful homage to the black and white horror movies of the 20th century. 




You will choose to be one of many townsfolk (each with a different special ability), trying to save your town by defeating some monsters who have descended on your little community to create havoc. 

There are a couple of differently themed boxes, including 'American monsters' and 'Greek monsters', but in the original version here you'll face off against Dracula, Frankenstein's monster and his bride, the Creature from the Black Lagoon, the Invisible Man, and the wolf man. To defeat them, you'll need to complete different mini-games/ set collection activities (e.g. for Dracula, you will need to destroy his four coffins.)




In terms of co-operation, you can play cards from your hand to support your team mates on their turns, replenishing those by rescuing the hapless townsfolk before they blunder into the arms of a monster!

The production here is lovely and thematic. Also, as monsters don't 'die' and the art and feeling is very friendly, this is highly recommended for family and kids too, not to mention as a gateway game for new gamers. Be warned however - the game becomes very challenging depending on the number of monsters and players you have!



King of Tokyo



Ever wanted to be a giant monster and stomp around a city? Happen to have 3-6 players in your group? Godzilla come to mind? Or any other 'Kaiju' movies? If so, this 2011 dice game by Richard Garfield and published by iello will be right up your street.

Roll some really, REALLY, chunky dice, and attack any other player who is currently 'King of Tokyo' (they are in the middle of the board). All the while you are purchasing new powers (cards) to help you (and your monster) in your quest to be the biggest, baddest, monster.

Very easy to learn, very satisfying dice-rolling, and a wonderful roster of monsters (Giant space penguin? Giant cyber kitty?) make this a game I'll always be happy to play.


Isn't it great that there are so many games that accommodate higher player counts!
:-)


Saturday, May 20, 2023

Cthulu Death May Die Painted Minis (WIP)

 Getting nearer the table...

...but on the way!

I've been finding time to paint the models in the base box (before work in the morning and at the end of the day) and I feel like I'm nearly there in terms of being ready for a game. The key to that is getting the basic colours down and aiming for speed, rather than lots of detail (or beauty!). I still have 4 more monsters to paint (including Hastur) but this is about 90% of the base box.

These models have received:
  • Priming: (Mr. Finishing Surfacer 1500 Black)
  • Basecoats: A mix of Citadel contrast paints for highly textured surfaces, and standard paints for smooth surfaces, some details (with an occasional wash.)
  • Spot varnish: An occasional gloss varnish on eyes, slimy bits.
They aren't fully finished in many cases (base rims need to be done in black, and bases painted up etc.) but I feel like I'd be happy to use these.

Monsters:

Cthulu

Cthulu

Cthulu

Byakhee

Byakhee

Shoggoth

Shoggoth

Fire Vampire

Fire Vampire

Star Spawn

Small monsters and cultists

Ghouls

Deep Ones

Deep Ones

Disciples of Hastur

Cultists

Cultists

Investigators

Rasputin

Borden

Borden

Fatima

Fatima

Sister Beth

Sister Beth

Sister Beth

Morgan

Morgan

Morgan

The kid

The kid

Ahmed

Ahmed


Elizabeth

Adam

Adam

Ian

Ian

I'd like to come back to these with proper highlights, maybe drybrushes etc. In the meantime, I can use these to hit the table.

Cheers

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