Category Archives: Game day

Christmas Meetup #1

Friday saw the first of the three Fenland Gamers Christmas meetups.

Having set it up in anticipation of playing it, our first game was Scythe.

Sadly the tables we were playing on were not quite big enough to play using the bigger extended board. 

Jonathan was playing the game for the first time. Keen to find out why this was my game of the year.

Once again, one bloody point! One point! 

I really thought I’d got my first win. For the majority of the game I was the only one placing stars on completed goals. Then Jonathan and Jeff managed to add one or two. I was trying to control as much territory as possible,which included me taking the factory. Although just before I ended the game, Jeff took one of the areas I had control of. This it would turn out cost me the game! 

Jonathan wasn’t too impressed and couldn’t see why it was my game of the year. There was a little frustration, but it was a learning game for him. I thought Jonathan did really well. Yes there mistakes. And he got into a situation Jeff and I hadn’t seen in our three previous games of a dead turn (not being able to do anything). 

My opinion of the game hasn’t changed. I love the fact among others, that triggering the end game does not guarantee that you have won. As I have proven. 

But what would our world be if we all had exactly the same tastes? Jonathan’s game of the year is The Voyages of Marco Polo. A really good game that I also really like. Jeffs is Mansion of Madness Second Edition, a game I will never buy because of the app, but I want to play it. 

I think if anyone bought one of our three games of the year they’d have a great gaming experience. They are all different style games, all great examples of their genre.

Oh I managed to get everything into one box. But boy is it heavy.

Almost forgot the history books will record the fact Jeff won. Boo!

“Tedious”, “too much like work” (I think I’ve paraphrased that correctly) are just two of the opinions expressed about Robinson Crusoe

Luckily not my opinion. I went in knowing failure was highly likely. For me the interesting bit was just how long would we survive? Just how bad would our beating be? 

Diego had joined us by now. This was a game he had wanted to play with us. It was a game I’d also wanted to play, hence its addition to my collection. We were playing the new English Portal edition.

We played the first scenario where we were tasked with having to build a signal fire to attract the attention of passing ships. 

I felt a sense of achievement that we survived so long before Jeffs character died ending the game. We were five or six turns from failing to signal the passing ship! Yeah we were struggling to build the signal fire.

This was a learning game for Jeff and myself. Jonathan had played before, owned the game in fact, and got rid of the game. It’s fair to say it’s not a favourite of his. Diego had the game back in Italy and enjoys it. 

I liked the game. I think it’s game that is going to take two or three games before I’m fully up and running on the rules. The rule book is very comprehensive! The Watch it Played video is forty minutes long.

This definitely needs an insert. I’ve not decided yet if I’ll make one (relies on me over coming my laziness) or buy one (requires me to redirect money and possibly construct it – see laziness comment).

Our final game of the day was Imhotep. This hasn’t hit the table since late June, early July time. We used the B side of the boards along with the two promo mini expansions  (private ships and Stonemasons wager ) that exist for the game. 

There was a little confusion over the wager element introduced by the promo mini expansion. So not a hit with the majority of the players. Although I didn’t mind it. The one use private ships on the other hand were a bigger hit.

One or two of the B sides weren’t enjoyed as much as their A side equivalents, like the obelisks and the burial chamber. However my preference is for the B sides.

Diego ran away with the win, while Jeff stole second place from me!

So an interesting gaming session with some conflicting opinions and experiences.

Yes I haven’t forgotten you need to feed that addiction to photos of balding middle aged men with beards. So here you go with some official Jonathan photos with me in. That should hold you for a day or two.

Naturally I topped off the afternoon and early evenings gaming with a trip to the local kebab establishment.

There are two more meets planned for the Christmas holidays. They are on the 28th and 30th. Further details can be found on the Fenland Gamers Facebook page.

Meaty Game Saturday

If I can (and I’ve said this before) I like to arrive early and set up. So that once the other players (Jeff and Diego in the case of yesterday afternoon)  arrive we can start playing straight away. 

Yesterday we were playing in the function room due to a third birthday party taking over our regular spot. I don’t envy those parents having to entertain kids that age.

So safely out the way we randomly selected our player boards and faction boards for Scythe.

This was Jeffs and mine third game of Scythe, Diegos first. But our first three player game.

An hour and a half or so is all it took for Diego to win. Which is nothing for a game like this. Plus the time just flies by.

But Jeff and I still really like Scythe. And now Diego has joined the fan club. 

Our second game was Cry Havoc.

We were still referring to the rule book for our second game of this. But this was a far better experience than the first game. 

With a couple of rules now played correctly, the aid of the faction tactics advice printed off the Portal site, this felt a lot better. It seemed we were using our factions to their abilities better. 

But despite this Jeff and I still lost to Diego. 

It’s so nice to get these meatier games to the table. And I’m fortunate that I have such great folks to play these games with, and a place we can play them.

A great afternoon gaming. Despite not winning for the majority of the games I felt I was in with a shot of winning. In fact it was only in the last round and a third in Cry Havoc that Jeff took me out of the running I think.

Can’t wait until Wednesday now for our monthly meet up and Rogue One.

Sinning in Wisbech!

I think I read or saw something like the following online in the previous year or so since CMoN started The Others Kickstarter, “The Others is Eric Lang’s Zombicide, if he created Zombicide”. I think I’ve paraphrased that correctly.

We all know how I feel about CMoN, and the saga that was this Kickstarter project for The Others. It involved lies and deceit, failures to communicate, and if you looked up in a dictionary the phrase “couldn’t organise a piss up in a brewery”, you’d see pictures of CMoN staff.

So having gone all out on The Others (only thing I didn’t get was the artbook and prints) I was definitely going to be getting this to the table. The videos for The Others on the interweb are of varying quality. One or two that are reviewing the game, and going over the rules as part of the now cliched format, have mistakes. Mistakes that I found annoying and made the videos unwatchable for me. A bit like Suzanne on The Dice Tower mispronouncing names. It grates and just eats away at me every time they make the mistake.

Yesterday Jeff, Diego and myself met up at The White Lion to play The Others. We were using just the base game, along with the plastic tokens (instead of the cardboard ones), extra tentacle and heart counters, and lots of extra dice from all the expansions.

For this first play we followed the suggestion of the rule book of playing the Terror story Havan’s Last Stand. Out of the two layout options for the story we would be playing I chose the one that looked the easiest for the players to get around on. I was playing the sin. So I chose Pride, just because he looks so fricken cool. Probably the best looking model in the whole game, and that’s including the expansions

. Although Apocalypse comes pretty damn close. The acolytes chosen to help Pride and his minions in their quest to kill the men of FAITH, were the corrupted nuns.

I was disappointed that I only got one member of the Hell Club Flay out on the map.

So let’s look at what I liked about the game.

I did like the one versus many aspect of the game. It was fun playing as the sin. It works very well in this game. Having turn tokens that you flip when you take a turn works really well keeping track of when you take a turn, for both sides. This allows some flexibility in the order players take their turns, and more importantly the turn structure. It’s not a you take your turn, now I take my turn, then you take your turn etc etc. But more a you take your turn, do I want to react to what you have just done? structure. The sin player gets a turn counter for each player on the hero side. Whilst each player gets two turn counters. There are ways to get extra turns but we don’t need to know that here. So the sin player really does have to decide when they will respond to what a player is doing. Once they have used their turn tokens and the players still have tokens left, you are left there just watching the action unable to do anything about it.

Well that’s not entirely true. The sin player also has their own mini deck of cards. At the start of the game the sin player draws a starting hand of five. The sin player can play one of the cards from their hand per turn. So that’s on their own turn or a player’s turn. These cards are never nice for the heroes. At the end of the round the sin player gets to draw new cards (if they are able to).

And I like that, the tough choice of having to decide when to respond, and when/if to play a card.

I’d like to describe The Others as a streamlines Zombicide. And in some ways it is. Like the things a player/sin can do on their go. It’s move and take an action (fight or cleanse a space of sin tokens), possible use a city space to gain some cool benefit. Movement from a building is simple, no having to spend an action opening doors.

The map tiles are smaller than Zombicide, but similar in layout.

The corruption and wounds on the player boards is a brilliant mechanic. Being able to take corruption to gain an instant benefit when making a dice roll. But there is a nice push your luck element here. Being able to decide which corruption benefits you lose when placing wounds. It’s really nice.

Ranged combat, works nice. And I like that if any enemies that are still standing after the ranged attack try and move towards the attacker and return the favour.

While playing I did feel that during the early part of the game that the heroes had the upper hand. But as the game went on that slowly changed, with the sin player getting the advantage. Especially when the sin comes out on the board.

In one of the final fights I was rolling the combined dice for the sin, a controller, abomination, two acolytes. Which I think was like seventeen dice! Plus on top of that there was some extra dice from the re-roll mechanic. Naturally I totally destroyed the hero in that fight.

Yes there can be some luck in the dice rolling. But having a face that allows you to get an extra dice to roll, and on the hero side also set that face to whatever you want, is nice. But I don’t think that there is much you can do to mitigate bad dice rolling. But there are plenty of ways to boost the number of dice you are rolling, from having other players in the same space as yourself, equipment bonuses, taking corruption. On the sin side, making sure you have other monsters and pentagram tokens in the same space. There is a nice flow to the combat.

Having the stories with their paths and different objectives is nice, as is having a couple of options for the map layout. It’s nice giving the players a sense of control over the path that they take. It’s also nice that the stories are grouped into terror, corruption and redemption. Which focus on different things, like Terror stories are all about combat, while corruption ones are about the struggle with corruption, and redemption is about saving the city.

As a sin player I liked the apocalypse track, and the drawing from the  apocalypse deck. This helps redress the balance from the players having the advantage in the early stages to giving the advantage to the sin player in the later stages.

In our game Pride won, but it was getting close. The players only had Pride to kill to complete the final mission.

This was fun, and I did enjoy playing the sin. Jeff and Diego had fun playing the heroes. Next time we play I think I will bring everything along, and have the team building, choose a different type of story maybe. Even have someone else play the sin so I can try playing the heroes.

God I hate you CMoN. I love this game, but I feel so dirty now for wanting to play it again, and liking it so much.

Having played this one v many game, I’m very keen now to play the campaign of Imperial Assault.

Mechs and beverages

My game of the month for November is going to be so hard to choose. Contenders so far, T.I.M.E. Stories, Kemet, Cry Havoc, and the subject of today’s post and Saturdays gaming session, Scythe.

Saturday saw me playing Scythe with Jeff. I’d had a small piece of luck that morning when the metal coins for the game turned up in the post.

Wow! What an amazing game. Boy does it live up to the hype.

First off the game is beautiful. The art is amazing, and I have to admit I’m so tempted to try and get the art book now. The quality of everything else with the game is also really good. There is a lot of attention paid to details, such as little cut outs on player boards to keep cubes etc in place, and to show where they go.

You get two little containers for the wooden tokens. Now I prefer the wooden tokens to the realistic ones you can buy. Plus the board is doubled sided, with the second side being a larger board. So less crowded, but needs the board expansion too to use.

I love the alternate history 1920’s theme, and the art, minis etc really bring this out.

This is not a small game. You will need a large table to play on. Luckily our venue The White Lion has an amazing, easily 12 foot wooden table we are able to play on. Which easily accommodates a game the size of Scythe.

You’d think looking at the game that it was complicated and hard to learn. But oh no, this is very easy to learn and pick up. Plus between Watch It Played and Jamey Stegmaier’s YouTube videos you can be playing this without touching the rule book. But the rule book is pretty good, I found it clear and easy to follow. Unlike a couple of recently played games where we found the rule book lacking. 

There are some nice little player aid cards that summarise turns, mech river crossing powers, even suggest for new players things to try on their first few turns. Plus there is a large player aid sheet too! Yeah I like this player support.

Surprisingly the game is rather quick to set up. The previously mentioned player boards with the cut outs definitely aid in this as does having information on individual player setups on the player and faction boards.

Having asynchronous player abilities, means there is a lot of replayability. Plus the unique abilities don’t seem over powered. 

The taking an action and not being able to take the same one twice in a row (unless you have the character I was playing). Along with each action having two parts that you may or may not do, it’s up to you. It’s a really neat mechanism that gets you thinking about action order.

The upgrade mechanic is really nice. You take one cube from the top row on the player board and place it in an allowed spot in the bottom row. This has the effect of making that ability where the cube was from more rewarding when taken. And the bottom option where it was placed cheaper to take next time. 

I like the enlist mechanics also a nice touch. You get a maximum of four of these recruits, each one when recruited gives an instant bonus, (you chose from the four available on your faction board, once taken it’s gone) plus then an on going bonus when ever a person on your right or left uses that ability. So it becomes important that you keep an eye on what other players are doing each turn.

I really like the factory mechanic. Get to the factory space and you are able to choose a factory card that gives you an extra action you can chose to take on your turn. You are only allowed one of these. So getting to the factory space first gives you the pick of the litter, and not having to choose scraps. However in our second game I wanted all three. It was really hard choosing just one.

When you do an event with your character it’s a joy. You get to first draw an event card and see a painting of beauty. Then you have to choose one of the three options (unless you have an ability that allows you to chose two like Jeffs faction did). The options tell a little story based on the scene depicted in the painting, and give a reward that might have a cost to it. A lot of time must have been spent crafting these little descriptions because they convey so much of the theme along with the painting. Genius.

Battles are rather cool. They are not the forgone conclusion you think they’d be. A combination of spending up to a maximum of 7 points (depending how many you have) and combat cards to boost the final score. With the highest final score winning. Very streamlined, very quick and easy.

Objectives add more replayability to the game. You get two at the start and can only complete one of them. These are random each game. In our second game I didn’t even attempt to complete mine.

It’s possible to end the game and still lose. Which is what happened in our second game. I was really going for it, completing stuff as quick as possible to get my stars out. My final two stars to get out and end the game were battles that I had to win. But at that point I had enough battle cards and points to get those victories. 

But Jeff had better popularity than me, which along with having got buildings out in end game scoring positions, gave him just enough points to get the win.

Even losing both games I had a blast. The time flew by, it never felt like we had been playing for 3.5 hours or so. 

This is an amazing game. Can’t wait to play it again. I do regret not backing this on Kickstarter. But I do have a Kickstarter special edition which is basically the basic game plus promos. To which I’ve pimped it out with the metal coins as you know. But I have the board extension on pre-order along with the expansion and new $50 metal coins that the expansion introduces. 

Just go buy this you won’t regret it.

This area is mine

Yesterday Jeff, Debbie and I got together to play some games!

Kemet was going to be one of those games, but it wasn’t guaranteed that Cry Havoc would make it in time. I knew it was in the postal system making its way to me, and it was due to arrive.

Luckily it arrived an hour before we were due to meet up and play some games. So as I was popping cardboard chits, I had the Watched It Play video on for the rules. 

We started our gaming off by playing Kemet.

I liked Kemet.

I started off with red and blue pyramids, with my red pyramid on level 2. I was going full on aggression with a hint of defence. 

Within two actions I had the red snake god/monster supporting my one of my troops. By the end of the turn I had also got the Delta temple, while Jeff had grabbed a temple, and Debbie had the Sanctuary of All Gods. 

I got the scarab beatle as my other god/monster, grabbed a second temple, and was allowed to keep the two temples unchallenged for about three days! I bought a tile that allowed me to have a troop size of seven instead of five.

Jeff did steal my level 4 red pyramid, that slowed me down a little as I tried unsuccessfully to get it back, and ended up recruiting seven units, and placing the scarab beetle on that space to win it back.

I liked the combat, the choosing a card to play and one to discard mechanism is hard. You don’t want to throw any of the cards away. But you have to make that decision. Then you have to decide if you are going to boost the attack with a divine intervention card or two. Assuming that is you have any you could play. 

I like the aggressive nature of the game. You can’t hide, the clock is ticking from the moment the game starts. 

I like that initial decision of what your starting pyramids will be, it determines the style of playing/tactic you will be using for the rest of the game. 

The pyramids level determining what level of power tile you can get is a great idea. And a nice way to slow down the arms race. Otherwise everyone would just jump in and buy uber powerful cards at the start. 

Having the three coloured power tiles focusing on the three tactical paths is nice. Naturally I was going for aggressive red tiles, and the odd blue defensive tile.

I like that taking a temple is like saying “come on if you think you’re hard enough!” As is taking a pyramid up to the max level of four. Naturally Jeff in our game did in deed think that about my red pyramid!

Yeah I’ll be playing this again.

Right next up, Cry Havoc.

Yes another aggressive area control game!! This one is one of the hottest games at the moment.

I have to admit when Portal Games announced this game nearly a year ago, it didn’t grab me. In fact I thought “nah” not interested. 

But then I saw the Watched It Played video of Rodney playing against his son “Lucky” Luke. “Wow that looks amazing and fun” I thought. The combat mechanism looked interesting and full of interesting decisions, along with being unique.

In our play of the game there were a couple of misplays. We missed how you got terrain cards into your hand. We thought you could only draw from your own draw deck with the draw card action. And we were puzzled how you got those cards into your deck. 

Then it wasn’t entirely clear what happened with scoring of prisoners, victories for the person taking on the role of the trogs in a battle. And I still need to clear that up by looking on the bgg forums.

We were no way playing to the strengths of our factions. But that comes with experience.

This didn’t seem as aggressive as Kemet. There wasn’t as much player vs player battles, but more taking on the local trogs. The player vs player happened more towards the last couple of rounds.

Jeff did run away with the points, and cut out a round. So instead of five rounds we had four. 

The asynchronous factions is nice. But you really need workout what your faction is good at before the game starts, and play to its strengths.

The manual could be clearer on the trogs in battle in a two/three player game. 

Being able to take prisoners is awesome. Then getting victory points for them before the owning faction gets a chance to buy them back. Genius. It’s like hostage taking and holding them for ransom. 

Multi use cards. What else can I say. It’s a mechanic I like. 

I like this, some nice decisions to make, a nice game that invites you to play again just to master the faction you are playing.

A nice “aggressive” afternoon of gaming. Saturdays should be spent like this. 

Quantum Creed Looping Cops!

Well having totally mashed up four time travelling films and tv series to make a blog post title that is a complete disaster this post can only get better right? Wrong!

Yesterday as the Rock would say “finally! T.I.M.E. Stories has hit the table!”

I’m going to give a spoiler warning just in case, and I’m bound to, do disclose spoilers for the games first scenario/mission Asylum. 

So Jonathan, Will, Lucia and I gathered to act as time agents or whatever the game calls us. Whilst Jeff very kindly came along to act as GM/DM for the game. Jeff had played this scenario before. Apparently three times! For the rest of us this was the first time we had ever played the game.

My first recepticle was Vasil, who had a little addiction problem with “nose candy”. Which he apparently had managed to hide three vials of from the screws. And was now able during my control of him to use these vials to roll extra dice, or heal other players! But if he ran out took a permanent life point hit. 

All the recepticles had their strengths and abilities. At the start you are choosing at random which one you want to play, you have no idea which will be useful in the mission ahead. So you go with the one you like the look of. 

The game is fun. I thought there was going to be more puzzles. It was the impression I got from reviews on The Dice Tower. 

In reality it’s more discovering the pieces of the main puzzle, and getting items to unlock more items, and locations.

There are still one or two things we haven’t done in the game. Which means there is a little mystery in the game, that we will never know unless we go back and solve them!

Surprisingly I cracked the main puzzle! Jonathan had been working on it, taking on the mantle of code breaker, making copious notes from the collected clues. But we all put our heads together to solve it when we reached the key point in the game when it needed to be solved to progress.

After that brief flash of glory, I soon became the villain! 

Which I think is unfair it was a majority decision. A naked woman was involved!!! Will went to the toilet at a crucial moment when the vote was taking place. If he’d been there to argue his case. Did I say there was a naked woman? 

Anyway we voted to do as the naked woman requested, which I thought would lead to a final big boss fight. The alternative was to disobey her (she was naked, why would you?) and fight these stone statues that I suspected would come alive, and then fight a big bad.

But no following your pants apparently has bad consequences. I think there might be a life lesson in there somewhere. We instantly failed the mission. No big boss battle! 

Then Will came back from the toilet to face the consequences of his weak bladder. 

See when you look at it in the correct light, the real lesson here is don’t go to the toilet during a key vote. Which leaves my rule of life “do what the attractive naked lady wants” still in place.

Jeff was great as the DM/GM. He had a brilliant wicked cruel streak, planting seeds of doubt at really appropriate moments. I think it really helped having Jeff there, being familiar with the rules etc. It also gave me confidence in playing the game. Going into the game I was worried about the resetting the game part, and how that all worked when you ran out of time. In fact I’d had that concern ever since reading the rules months ago. But between Jeff and actually playing the game that concern vanished.

This is a game that will be dependent on the people you play it with. Have the wrong people and I don’t think the experience will be that enjoyable. We had a fantastic team.

UPDATE: forgot to say how awesome the art work is on the cards. And how clever it is that the backs make up the scene of the room you are in. The art really is stunning.

We had a great time. T.I.M.E. Stories deserved all the praise it has received. If this had been any other month I think I’d be saying this is my game of the month! However as I pointed out in my previous post about game of the year, it’s too early to make that decision. It’s the front runner for sure. And has set a high bar for the likes of Kemet, Scythe, Lunarchitects, and Mechs vs Minions to beat.

I have set a date for The Marcy Case, the second mission and first expansion for T.I.M.E. Stories. So early 2017 hopefully sees the team back together taking on the next challenge.

Ramble on

Oh wow I’ve managed to write a second post that has a title of a Led Zep song title! 

We really are lucky at the Fenland Gamers in the locations we play at. 

Thanks to the kindness of The White Lion Hotel we had use of the lovely big table to play on yesterday. We get to use this fantastic table 99% of the time we game there. And I think I speak for all the members in our appreciation and gratitude for being allowed to game there, and the warm welcome we get.

Yesterday Jeff and I met up lunchtime to play War of the Ring (First Edition) before the evenings entertainment of Epic Zombicide.

I’d never played War of the Ring before, but it was on my list of games to play, along with Battle of the Five Armies. Plus being a Tolkien fan who wouldn’t want to play it? 

I chose being the Fellowship over the forces of Mordor.

The turn order isn’t too bad to learn, from there its specifics.

My overall tactic of using my armies to draw out the armies of darkness, giving the ring bearer a clear path to Mordor, was confusing to Jeff.

It meant the ring bearer was sitting in Rivendell for a few turns. Even separated from the fellowship. 

The main flaw with my plan? Apart from poor implementation? It left too many easy points for Jeff to pick up undefended.

I enjoyed the game a lot. I liked the ability to pass when taking actions. It meant that I could choose which actions by Jeff to react to. Which is handy when he has more actions to take on most turns (unless he’s ultra unlucky with his dice rolls).

This is a long game to play and set up. However when playing the time flies. There is little downtime. 

This is definitely a game I want to play more of. There is a lot to this game, and it does need multiple plays. And my words above should really be considered initial thoughts, and only scratch the surface of the game.

With Sauron enjoying his comprehensive victory, it was time to see what the zombie horde could do.

Yep it was time for Epic Zombicide. That’s right day two of back to back Epic Zombicide. How insane is that?

So today’s Epic Zombicide was a three by six map that Jeff and I put together.

By the time Debbie had arrived after finishing work, we had setup and were ready to fight for our survival.

In this Epic! scenario we once again had to make it to one of the two exits at the other end of the board. However we also on the way stop in one of the buildings to find a map we needed before leaving.

With that tweak I felt that the game was more balanced and a little more challenging than the previous days initial trial of Epic Zombicide.

Naturally tweaking the draw deck for zombies is another way to increase the difficulty level. Like I could include cards that spawn out of the sewers, tweak the search deck with more aargh cards etc.

I really do like how this plays for introducing noobs to the game. And it’s nice having a location games of this scale can be played. Plus as one of the photos above shows we can get nachos! 

I just need to finish off my inserts now for the final two boxes. Which is basically the tokens, cards, and characters.

Yesterday really was a great afternoon and evening of gaming. I had a totally enjoyable time. Oh and we out ran the zombie horde! 

Song Remains the Same

Yesterday at my place of employment on our day off, my colleague and I met up to take on the zombie horde in Epic Zombicide!

I set up a six by five city map, with our soul objective of getting from our start position to one of the two exit points.

I’d tailored the search deck with a mixture of weapons, and useful stuff (no food basically). We were up against regular zombies, brutes, skinners and toxic zombies. Plus those crowz. 

Throughout the map were randomly placed cars to be searched and driven. In the car search pile I did have one aargh card shuffled in. Just to give it a little tension while searching.

We managed to get everyone out. And that’s despite whenever we thought we would investigate a building it only made things worse. The building I was going to look in revealed a fattie. While the one my colleague was going to go into introduced an abomination onto the map! Luckily it was a regular abomination with three hit points, and I had a weapon that did three damage.

For me this randomly thrown together scenario and objective was easy. Maybe too easy. But for introducing a noob to the game like my colleague, I think this was pitched nicely at the right level.

Tomorrow it’s more Epic Zombicide. I may step it up by putting an objective that forces us into a building to achieve before making a dash to the exit point.

Last night saw the start of season two of our Formula D League.

Spoiler alert, the Formula D machine that is Katie continued off where she left off from the inaugural season of our league, with a win.

Katie won the first season with a clean sweep of victories.

For our second season we upped our game and moved on to the advanced rules. We haven’t gone “complete” advanced and started using weather and deciding our own wear points. That will be season three. 

In the meantime we are still wondering what exactly we have to do to beat Katie.

During both laps there were brief moments when I was in front. But on both occasions that lead was squandered somehow. Most of the time I was battling it out with Jonathan for second place. 

Somehow in the last third of the final lap  I went from second place to fourth! Debbie did amazing to come up and take third from me on the final two corners.

In fact I’m still in shock.

Wow the advanced rules! Having all those   different wear points. It makes decisions like over shooting, collisions, dropping gears far more “interesting”. They all have different impacts on the various aspects of your wear points. And severly  limit the number of times you do any of them. 

The overshoot spin out rule on corners is cool, and adds even more consequences to the action.

Jonathan particularly liked the changes to the pit stop rule. Which made it more realistic. And I did like it too. Like a real pit stop the only thing that gets repaired are the tires, plus you have to roll for how quick the tire change was done. Brilliant.

Plus we now get debris on the track from collisions etc. Cool!

Yeah the advanced rules are fun, forcing you to be more thoughtful in your driving! Love them.

But who will dethrone Katie?

This Is Saturday…

Saturday mornings growing up meant watching Swap Shop and/or Tiswas. 

I have to admit along with almost every teenage boy and adult male Sally James was the fantasy woman to dream about.

Adult me know spends his Saturdays now and again playing board games. 

This Saturday was one of this occasions.

My FLGS The Hobbit Hole was running an Imperial Assault Summer 2016 game kit.

I haven’t played Imperial Assault for a year and a half, and then it was a learning skirmish game!

So as you can see I was in great shape for a tourney. I’d thrown together a Jedi team to play with, could hardly remember how to play. The omens were good.

I was up against two regular players who “toured” the local game shops playing these tournaments. So yeah they were experienced. Whilst the third was the brother of one of them and had been playing for two days. Two days of intense training I think.

As you can imagine out of three games I won precisely zero. In my first two games I did score some points by eliminating a unit or two. 

But the cursed reinforcements command card stopped me scoring any points in my last game. 

It was evident especially in the last game being familiar with the scenarios, their objectives and tactics, was a big advantage.

So the most predictable result happened I was fourth, or last as it’s officially known in a four player tourney.

It was then onto Cambridge and meeting up with Scott to collect the two latest Phoenixborn, and play a game or two of Ashes.

I’d been lazy about what deck to play and build against Scott when I hit on the genius idea mid week of using one of the new Phoenixborn and the deck that comes with them.

Victoria Glassfire was the one I chose. Boy did I enjoy playing her. I loved some of the new cards. The art as usual is out of this world.

Scott won our first game whilst I was getting to grips on how to play Victoria.

But our second game was a different story, especially after I tweaked the starting five by swapping out one card. 

I’m still sure there was a more optimal way to play Victoria but I’ll take the win.

I think despite no Sally James teenage me would have enjoyed spending his Saturday this way.