Category Archives: game night

game night

Some recent gaming

It’s been a busy week for gaming. Wednesday was the monthly meet up for Fenland Gamers. Friday was the regular fortnightly gaming session. Then Saturday was the start of the final season of Standard Showdown.

The monthly meet up was well attended. But bit of a disaster on the planning games wise.

Earlier in the day Jonathan had posted on the club Facebook page a reminder for members to let who over had set up the event that they were going. It makes planning what games to take along easier.

Sadly after that did Jonathan and I take any games? Not really I took some small games, like Love Letter, No Thanks!. Jonathan had none. Our excuse? Others had said they were bringing stuff.

In the end there were 6 of us. Sadly the games bough were max head counts of 4. We could have split into 2 groups and played. But we didn’t. After a period of chatting and indecision Jonathan nipped back to his car and got Saboteur. One of a small handful of games he still had in his car. He used to have a lot more games stored there.

So the evening was spent playing a few small games that played 6 people.

Games played: Saboteur, No Thanks!, Perudo

Friday was a gaming session Jonathan and myself had been waiting for. We were both looking forward to playing Root that another member was bringing along.

While we were waiting for that person to arrive, we played a quick game of the Archer themed Love Letter. It’d been a while since I’d played this version, and it’s still one of my favourites. I like the mechanic it uses where the card that is removed at the start is used in the game.

Root. What can I say? Did it live up to the expectations and the hype? Kinda, I’m not sure!

This was a learning game for everyone. I do like that there is a manual and sheet that is designed for new players, and takes you through your first couple of turns. I do like this trend that has emerged over the last couple of years or so, that for the more “complicated” games you get a beginners guide and reference guide.

I like the truly asymmetrical factions. It does make teaching and learning I would imagine a nightmare. I think I got lucky in getting the vagabonds. They were an easy faction to get to grasp. I liked the political element of the faction. But despite winning, I didn’t really use the faction to it’s fullest.

Root is one of those games like Cry Havoc, that I think is going to reward you for playing the game multiple times with the same faction, so you truly master the tactics and learn the cards.

I love the meeples used (photo below) they have a cute factor. As does all the art used as well. Which is an interesting design choice. The art style would be attractive to a younger age group. But it’s not a game you’d play with a younger age group.

One thing I did not like about the game was the amount of down time between turns. It’s long. I’m hoping this is explained away by the fact this was a learning game. But I can see this still being an issue once a player knows the game better.

Root is an interesting game. I didn’t dislike it. But I didn’t leave the game raving about it either, or thinking I must play another game straight away. It needs more plays for sure.

Games played: Archer: Once You Go Blackmail, Root

Saturday was the first Standard Showdown in the final season of Standard Showdown.

I managed to get some casual games in before the Showdown started, and tinker with the Simic deck. But I was undecided on which deck to play. The choice was between mono red aggro (the upgraded 2019 Challenger deck) and my Orzhov deck.

I decided to go with the Orzhov deck after seeing that a friend was going mono red aggro (with an upgraded 2019 Challenger deck). I wanted to avoid if we did end up playing against each other a mirror match up.

It was bound to happen sometime that I would face off against Andy Hall in a first round. His Selesnya token deck just walked all over mine. My deck just didn’t get set up quick enough. More annoyingly, Andy threw that deck together quickly before leaving the house to come to the Showdown.

Round 2 saw me playing John and his Simic merfolk Simic Ascendancy deck. This was a good match up for me. And it was a by the numbers game. I got Liliana out in the first game, that gave me the edge to get the win. While in game two Sorin gave me the advantage. Being able to bring back the creatures I had in my graveyard, and the lifelink very powerful.

Round 3 against Kar-Fai was draining. I took our first game. But it could have gone either way. The second game was a real back and forth. The first half of the game I had the upper hand, but ran out of juice just as Kar-Fai started to get answers. Then it was me holding on looking for answers. It was such a long game. Which saw Kar-Fai claw his way to victory just as the time buzzer went off. This was a true draw. Our decks very evenly matched.

The final round saw me up against another mono red aggro deck (another upgraded 2019 Challenger deck). So I knew what was coming. The first game was close, but the second game with Tibalt out screwed me over. As predicted it shutdown my life gain shenanigans. I destroyed one, only for it to be replaced with a second the following turn.

My casual games afterwards with my friend saw me testing the Simic deck against the dreaded mono red aggro. I was happy how it handled itself. Sadly in our third game I never drew into my solutions for the Rekindling Phoenix, and with 2 of them out I stood no chance.

Casual Games

Paul: Win 3-0

Bob: Win 2-1

Standard Showdown Stats

Participants: 13

Rounds: 4

Round 1: Andy Hall Loss 0-2

Round 2: John Win 2-0

Round 3: Kar-Fai Draw 1-1

Round 4: Simon Loss 0-2

Record: 1-1-2

Final Position: 10th

Prizes: 1 participation pack plus a Standard Showdown pack.

In the Showdown pack I pulled a foil forest basic land, a foil new Jace, and a Rekindling Phoenix. So very happy with that.

I’m now in the process of trading Jace for Orzhov check or shock lands. And I’m also doing the same with the Bolas I have. I’d like to keep Bolas. But the only way to improve the Orzhov deck is to make it faster, and that needs the lands.

Saturday evening I was listening to the Top Level mtg podcast and they were talking about how good Narset was against mono red aggro. It basically shuts down Experimental Frenzy. Luckily I have 3 of these! So I may have to adjust the sideboard once again for the Simic deck. Which at the moment is looking as being a lot of counter spells. Although I may add Carnage Tyrant back in for countrol decks.

Airlines and Sparks

It’s been a while since I’ve talked about a Fenland Gamers gaming session. I’ve been boring you all with MtG and D&D stuff.

Last Friday was once again one of the Fenland Gamers fortnightly Friday gaming sessions.

Our first game of the evening was a game I last played with Jonathan and his Dad way back in 2016 (the BG Stats app is great for this sort of information). That game was Airlines Europe.

Like so so many games in our collections it doesn’t get nearly as much table time or love as it truly deserves. The modern gamers dilemma, too many great games, not enough time. And the problem just gets compounded as new games come out.

To be fair to Jonathan and myself the growth of our collections has dropped down to a snails pace (although I’ve never truly understood that phrase, those slimy little devils can sure shift). I know Jonathan is currently on a self imposed purchase ban. Whilst for me apart from the odd game nothing is really grabbing me, getting me excited. But I’ve felt that way for a couple of years now.

However Jonathan and I both have games in our collections that we haven’t played yet (our piles of shame as they are known), and games we want to get back to the table. So it’s not as if we need to buy any more.

Back to Airlines Europe. It does have a mechanic I love. A mechanic that adds suspense, even tension, an element of push your luck and the unknown.

Airlines Europe has 3 scoring rounds. How these are triggered is the mechanic I love. One scoring round card is shuffled in with 10 I think of the shares cards and that is the bottom of the share deck. The other 2 scoring round cards are mixed into the rest of the deck using a couple of rules.

So you have a rough idea when the scoring rounds will trigger but not exactly when. As you approach the part of the shares deck that the scoring round card could be in, the tension builds. Do you have time to get the shares out for scoring to give you that majority? Do you have time to grab that share on the trade row?

It’s a simple trick. Pandemic uses it as well to great effect. Sub Terra uses it for the exit tile. Yes it adds a little over head to the set up to a game. But I think the pay off is worth it.

Our second and final game was the classic roll and write Qwixx. Somehow Jonathan won this.

Well I know at this point Jonathan will stop reading.

Yesterday was Prerelease for War of the Spark (as was Friday and Sunday). But yesterday was the day I attended one of the 6 events my FLGS The Hobbit Hole was/is running over the weekend.

Prerelease is such good fun. It’s about opening boosters, playing with new cards early. Although technically for authorised stores it was release weekend, because they could sell everything a week early this time.

The atmosphere is also a bit different. I’d say more social, less competitive, there is an air of excitement.

It’s also the only time I get to see and play against some people. They might only do prereleases or FNM is their thing normally. So it’s a great time to catch up as well.

This Prerelease continued my run of bad results, and poor cards to build with. Well that’s the excuse I’m going with. My pulls had very few low cost creatures. I ended up with going white/blue with a couple of mountains thrown in so I could play Naheb.

I started off with 15 lands, but after getting mana screwed both games and losing in round 1. I went to 17 lands.

Round 2 I won. The deck was given a chance to hit it’s stride.

The next two rounds although losses, they were not walk overs. I was hitting land drops, once or twice mana flooded and not hitting creatures. But I was much happier with the games.

Here are the stats.

Casual Game

Simon: Draw 1-1

Prerelease Stats

Prerelease Participants: 21

Rounds: 4

Round 1: Simon Loss 2-0

Round 2: Jade Win 0-2

Round 3: unknown Loss 0-2

Round 4: unknown Loss 0-2

Record: 3-1

Final Position: 20th

Prizes: 2 participation packs

The nice thing is one of my ex-students won, going undefeated. And to top it off in his participation packs pulled a foil Liliana. So that is an amazing memory of a Prerelease for him.

But it was a great day, well attended. Maybe not as well as Guilds of Ravnica. But still for a FLGS in a middle of nowhere Fenland town, with MagicFest London doing it’s best to steal away it’s players.

Spoilers and Casual Magic Night

Yesterday apart from spoiling that the Planeswalker Gideon is the big name that dies during the War of the Spark. Going by the cards spoilt and flavour text Bolas survives and gets sent to a Prison Realm.

A Prison Realm where Bolas apparently will be spending eternity contemplating his defeat. I would also assume planning his escape and revenge.

But along with the story spoilers, WotC also released the deck lists for the two Planeswalker decks for War of the Spark. We are being given a Jace Simic deck and a Gideon Orzhov deck.

I actually might get the Gideon deck. Not because I like Gideon (I don’t) but because I like the card Gideon’s Company. It’s activated ability is something I’d not use. But I could see it going into the recent Challenger deck United Assault.

That uses Healer’s Hawk, Legion’s Landing to gain life and fuel the pumping up of Ajani’s Pridemate. Those same cards could also do the same with Gideon’s Company.

That’s why I like the card.

Sadly WotC for whatever reason decided you won’t get a play set of the card, but just 3 copies. So if you wanted to play that extra copy, your options are buy another copy of the deck or see if you can get it as a single.

About Yesterday Evening

Yesterday evening we held our first Casual MtG evening. It wasn’t badly attended for a first attempt at getting these back as a thing the club does.

I spent the evening coaching a friends son as he learnt the game and played various decks. Whilst his dad played some of the new Challenger decks I taken along.

Our opponent got a bit disheartened after my work in progress build of my Simic deck trounced their slither deck. The deck still needs some work to be competitive against my FLGS meta (which has a version of the United Assault deck, burn and aggro decks). Followed by beatings from the Lightening Aggro Challenger deck (I thought my under study was going to experience being mana screwed, but the mana showed up in time) and a pauper elf deck.

Along the way I was showing my under study how to best play some cards, like waiting and playing cards at the start of the combat phase, or at the end of an opponent’s turn. Explaining combos, especially in the elf deck.

I had altered the Deadly Discovery deck. It now has a single Golgari Guildgate. The other 3 that were taken out have been replaced with 2 more Woodland Cemetery and an Overgrown Tomb. It speeds the deck up. In an ideal world I’d have the fourth Overgrown Tomb to replace that final Guildgate.

It was a fun evening. Let’s see how attendance goes in 2 weeks time.

Monthly Meet up April 2019

Another month, another second Wednesday, another monthly meet up. This time for the month of April. Funny that. It also happened to fall on my brothers birthday, Happy Birthday little bro. Enjoy your last year of being in your forties.

Our first game of the evening was a learning game of the hidden role game Hail Hydra!

I still don’t think this game has been officially released in the UK, for whatever reason. Which is a shame I think it would sell well. I got my copy when it came out in the US last year. And it’s been sitting in the pile of shame ever since. Getting it to the table isn’t helped by the fact its minimum player count is 5.

While waiting for the others I set the game up based on the first time play rule sheet they include. Which is one of the things I like about the game. This is a read along, rules light version of the game that works really well. I liked how it taught the basic rules and flow of the game. And sets up using the full rules nicely. That step between the two rule sets is not big. With only a couple of small differences to learn.

Hail Hydra! is a fun game. Particularly a fun hidden role game.

I can see Gavin and John’s point about if you are consistently voted out of a mission of the game not being much fun. Although you are able to thin out your unwanted cards. I suppose the difference between this and games like The Resistance is the duration of a mission is longer in Hail Hydra! Not by much. But I think it felt longer for those sitting out. Plus those shield agents should of done a better job of not looking shifty.

The one time use character powers were an interesting addition to the full game. Although I think only two of us used our abilities.

Yeah this will hit the table again.

Our second and final game of the evening was Wingspan.

What can I keep saying about the game? Nine plays since getting it is massive really. I know John has played it more because he gets to play at home too. But even then compared to some online we have barely played the game.

This was Gavin’s first play of the game and despite initial reservations about the game, he actually enjoyed himself. Plus scored a very respectable 72 points.

Jonathan continues his nit picking over the fine details, like he doesn’t like the little plastic storage containers you get and has replaced them with plastic card containers. But he’s not the only one that doesn’t get on with them. They are a bit like marmite. I personally love them. Jonathan is currently looking at ways to track whether you have activated the pink ability of a card between goes. He does have a point in a five player game with a lot of those out it can be hard to remember who has activated what. There is a suspicion that a player unintentionally (I’m giving the player the benefit of the doubt considering who it was, and I don’t think it was me) did one twice between turns. I have a solution for him.

I will close the post with the almost cliche about great company and great hosts. It may sound that way. But it’s true. The monthly meet up folks are always great to see, play with and catch up with. The staff at The Luxe are always welcoming and helpful.

All good things

Jumping straight into the action this time, the first part will follow in a separate post.

The rag tag band of misfits were still reeling from the shock of Sarmyars’ disappearance as they ate breakfast.

They broke camp and after a very brief discussion headed off in the general direction of where they believe the gnolls to be.

It wasn’t long before they reached the Neverwinter river again. Once again Dram Misty Stepped across to the opposite side of the river. He wanted to be in a prime spot to watch the hilarity that was bound to happen as the others tried crossing.

It was kind of disappointing, if Ace hadn’t been caught by Grull there would have definitely had been a belly laugh or two from Ace stumbling into the river.

Once everyone was across Ace and Grull spotted Sarmyar in the tree line. Grull grabbed her. Then she wasn’t Sarmyar. It was very confusing. The interrogation by those two wasn’t very good. Dram decided to help out by using shocking grasp on the stranger. He placed a hand on the stranger mumbled the words of the cantrip and it just sparked and nothing happened.

The next thing Dram knew he was up in the air and floating over the middle of the river. There was only one thing to do Misty Step to safety in the trees. Dram disappeared and reappeared in the trees hidden from the others. He had been taken by surprise. Yes that was it. It’s the only explanation he had for how the stranger had managed to levitate him over the river. He pondered what to cast next in retaliation. This was a magic users battle for top dog spot.

While that was going on Grull asked the group to vote on if the stranger could join them. Nick tried to change the vote to one about leaving Dram behind. So from his hiding spot Dram fires a ray of frost at Nick’s butt. It hit freezing Nick’s butt.

After all the excitement and magic pissing match the group head off once again in the direction of the gnolls.

Eventually after working their way through trees and undergrowth they came across a gnoll guard. Dram and the newest member of the group Darcy fired off magic missiles timed to hit as Ace was about to strike the gnoll with his axes. The gnoll slumped to the ground moments after the magic missiles hit.

The group then came across three more gnolls in a clearing that looked like the remains of an old abandoned temple. One of the gnolls was standing on top of an altar with a bow.

Darcy tried putting the other two gnolls asleep with a sleep spell. Succeeding with one of them. The party attacked the other two standing gnolls.

In the confusion of battle Dram fired off magic missiles at the gnolls. One such volley killed the gnoll on the alter.

While the the battle raged on, the alter flared up and where a dead gnoll once was stood a reborn gnoll. But this was no ordinary gnoll, it was a lot bigger. It leaped of the alter and joined in the heat of the battle.

Blows were traded, magic cast and eventually the gnolls were dispatched. When the large gnoll died it burst into flames burning those around it, leaving just a pile of ashes.

While the others examined the alter, Dram looted what he assumed had been the head gnoll. His rummaging through the remains and possessions of the corpse turned up a couple of sapphires. Result.

Dram then called Grull over to see if any of the weapons and armour were any use to Grull. It turned out some of it was.

After the others did the repulsive job of cutting off evidence that the gnolls had been killed for the reward. The group headed into the trees to set up camp for the night.

As dawn approached Dram was was sitting on a stump wrapped in his fur blanket, cuddling his glass staff, lost in thought.

“I bet Sarmyar is having a boring time without me.” With that thought lingering in his head Dram mumbled some words and disappeared.

Offering your protection to the captain

Last night with the help of Diego and Jeff, my all time favourite game Scythe hit the table.

For our session last night I used the official play mat and the Scythe Encounters expansion. I could have just shuffled in these new encounters with the old ones. But then we wouldn’t have been guaranteed to have seen any of them. So for this game we played with just the new cards. We were also playing with the Wind Gambit expansion. But only using the airships. Decided not to use the resolutions module this time.

We opted for randomly selecting our factions. Which saw Jeff get my favourite faction Rusviet. Diego pulled Nordic. Whilst I got Polania.

After finishing set up (I’d done a lot of it before the others had arrived) we spent 20 minutes refreshing our memories over the rules. It has been much to my shame a year since I’d last had the game to the table. And that’s despite the excuse of the new expansions coming out. I could make excuses as to why this amazing game hasn’t been played more often. But after last night I no longer have one of the main ones. It just needs calendars to align now, and a max player count of 4.

I have to admit my first couple or so Encounter cards I was real happy I had the Polania faction ability. Being able to chose upto 2 of the options was sweet. These new cards are fun.

I really liked the new cards. I had one that allowed my character to move to the factory if it wasn’t occupied. Hitting that early on was a great bonus. I had first pick of the factory cards.

Although there was a little “discussion” about the wording of one card.

The situation was as follows. I wanted to move my mech into a space that had one of Diego’s workers in and some tasty resources I wanted to steal. As indicated by the red arrow in the photo below.

However…

Earlier on in the game I had drawn the Encounter card below. I did the bottom option Hijack the airship obviously. I also did the Offer Your Protection To The Captain option (highlighted in photo below) choosing Diego.

So I couldn’t attack Diego. Which I interrupted as not doing combat. So I couldn’t move my mech into a space with a mech or character that belonged to him, and start a combat. Whilst Diego interrupted attack to also include moving a mech into a space with his worker.

We made our cases for our points of view. And to settle the impasse we let Jeff make the final decision. With the promise that whatever the judgement we would be hitting the internet later to determine the correct answer.

But the question is who was right? Does moving a mech into a space with an opponents worker in count as an attack?

I’ll update the post later today or leave a comment with the results of my internet search for the answer.

I should mention that the official neoprene play mat is beautiful. A perfect size for the game, and really high quality with stitching on the edges.

We had a blast playing Scythe. I was first loser, with Diego winning. However the gap between Jeff and myself was only 2 points.

A great evening playing an amazing game with some great friends (still no curry night invite Jeff!!!) at a great location.

UPDATE: I found this thread on bgg which would seem to back up my interpretation of attack and combat. And therefore means that Diego’s victory is disputed, as history would have been different. And I have the more important moral victory.

A couple of gaming sessions last week

Last Wednesday stood out from the other Wednesdays that occur during March by being the second Wednesday of the month.

That was an important distinction, because the second Wednesday of each month just so happens to be the monthly meet up for our gaming group Fenland Gamers.

Games that hit the table that night were Reykholt, Wingspan and Perudo/Liars Dice.

It was great to have a good turn out (for us) of 7. On the whole our monthly meet ups tend to be our best attended meet ups. With the Friday fortnightly meet up usually getting three or four people turning up.

According to the Facebook club page we have 107 members. But as the above paragraph implies very few active/participating members.

We’ve tried different days for the sessions, based on feed back from members. But they have seen lower attendance. Often with the members who suggested the particular day not attending.

I think if my maths is correct our current home for playing is our fourth since the clubs birth. We’ve been lucky and found generous hosts that have allowed us to game for free. The locations have been a school, pub, hotel and currently a cinema. All with free parking, and no charge to attend (it’s part of the groups dna not to charge for attending).

So it makes us wonder just exactly how do we improve engagement/attendance?

Anyway last week was a good week for gaming. Not only was it the monthly meet up, but there was also a Friday evening gaming session.

The evening started off with a game of Via Nebula. This time we played with the more advanced side of the board. Still a quick, fun game.

But the big story of the evening a new member turned up with their copy of Tokyo Highway. Jonathan had been keen on playing this game. The name hadn’t rung any bells with me. But when he described it, the penny dropped. I’d seen photos/posts of Facebook but not really paid attention to them or the name of the game.

As the amount of photos I took shows visually this game is great table top theatrics. It looks fun and chaotic at the same time.

I may be wrong, but I think this might be the first dexterity game to hit the table at a game night.

I liked this a lot. It was a blast to play. The rules are pretty simple. But there is a bit of depth involved. You are planning your turn and adjusting your plans before your turn based on the actions of those before you. Trying to optimise that scoring opportunity.

The fact you basically have two modes to the game as well is also nice. The basic set up and the more advanced that uses obstacles as well.

Plus I won the first game, and was first loser in our second.

A very big thank you to The Luxe Cinema and it’s amazing staff for once hosting us last week.

Robin Hood, Robin Hood, riding through the glen

Robin Hood, Robin Hood, with his band of men
Feared by the bad, loved by the good
Robin Hood, Robin Hood, Robin Hood

And that quote shows my age. But even as I write this post that song is playing in my head. I suppose I could easily have also made reference to Robin Hood: Men in Tights or that Bryan Adams song that blighted my younger years and the music charts (when they actually mattered) from Robin Hood Prince of Thieves.

Wednesday evening saw Jeff, Diego, Jonathan and myself meet up for a rare gaming session together. Life had been throwing barriers to the band getting together since we had to put a break on playing Charterstone together. But this session could be the start that means we can continue our journey and that campaign.

Earlier in the day I dropped a less than subtle hint that maybe we could learn Diego’s latest addition to his collection Robin Hood and the Merry Men. This was a game that Diego had backed on kickstarter and got just before Christmas.

I have to say the production values of this game are amazing. I’m not sure how much of this is in the edition you’d get from your FLGS or online. But certainly as a kickstarter edition with the metal coins, the painted character meeples, metal first player token, extra heroes (which I hope are available out side of the kickstarter) and the player boards that are a nice thickness with recesses in for the traps and barricades.

This was a traditional learning game for us. Meaning we were reading from the rule book as we went along.


We did have a time constraint on our game. Our hosts for the evening needed us finished by 9pm for reasons. Starting at 7pm meant we had 2 hours to learn and play the game.

It took us about 30 mins to set up and go through the rules. Which felt a long time, even for us. There is a lot going on in this game.

But that meant we had approximately one and a half hours to play the game.

Now this was a learning game, so play was slower than if we knew what we were doing. The rule book was being referred to regularly, points being clarified etc.

In that time we had, we only managed to complete two full rounds.

There is a hell of a lot going on in this game. It’s a semi co-operative competitive worker placement game! I think that summarises the game play. You definitely can all lose the game. However there can only be one winner. But you are all working together to stop the game winning.

I don’t think considering the circumstances it’s fair to pass judgement on the game. There was definitely enough there to warrant playing the game again. The session we had can really be looked on as a taster. The sort of thing you’d get at an expo.

It was great to spend time playing with my friends. Our hosts were great as usual.

Buildings in the mist

I have four Martin Wallace games in my collection. But only one of them hadn’t been played before.

Via Nebula had been on my radar a while before it finally joined my collection last year. An opportunity to get a second hand copy for a bargain price cropped up on the Facebook page I hang out on. I say hang out, more lurk waiting for bargains to appear.

Last night at the fortnightly Friday meet up of Fenland Gamers (hosted once again by the ever generous The Luxe Cinema) after nearly a year sitting on the shelf gathering dust, it finally had a moment in the spotlight.

As usual for us, this was a learning game. I had watched a rules video briefly during the afternoon, and scanned the rule book. So I felt I had a good grasp of the basic ideas and flow of the game. Specifics could be dealt with as we played.

Set up is a doddle. We used the basic side of the board as recommended for first plays.

The headline is we loved the game. Three of use playing the game for the first time, learnt the game and finished it in under an hour.

The rules really are simple and quick to learn. On your turn you get two actions to take from five available things you can do. Although one of those options takes two actions to do.

I really do like the combination of route building and pick up and deliver. You get some really difficult decisions to make. Because you might want to place a meadow tile to open up a path you need to get a resource back to your building site. But by doing so it also benefits your opponents. Possibly giving them a route they can use to get a resource they need back to their building site.

The same goes for exploiting resources. It’s these decisions that make the game more tactical and have more depth than first impressions give with such simple rules.

It’s nice that the points scored by completing contracts and exploiting resources is hidden. It’s nice having that bit of mystery.

There is a lot of replay ability in the game. The random position of resources during set up, the random private contracts, and deck of open contracts. No two games will be the same.

Via Nebula is a fun game that will definitely be coming to the table again. Despite Jonathan wining the game.

We finished off the evening with a couple of games of Batman Love Letter. The honours were split between The Usual Suspect and myself.

It’s getting a bit cliched but we had a great evening gaming, at a fantastic host The Luxe Cinema.

All Hail King Grull


I don’t know when or how Matthew Colville first popped into the stuff Youtube recommends to me. I do remember that it was his reaction/explanation video for some key twist/event in the climax of Critical Roll season one.

A brief aside I’m not a fan of Critical Roll. I think it presents an unrealistic view and expectations of the majority of RPG sessions. Not every group is made up of voice actors, and all that over theatrical stuff.

Back to Matthew Colville. On his channel he has a series of videos giving advice to DMs both new and old. Which I’ve been dipping into, watching episodes that catch my interest.

I think it’s the opening video in the series where he creates a starting adventure off the top of his head. It’s impressive and demonstrates his decades of experience. It also looks like a nice little dungeon to use at the start of a campaign with new players. And from what I can tell has been run by a lot of folks.

However from all the videos I have watched so far, and enjoyed I decided to share the following one. It’s about sandbox campaigns. Colville has done another discussing on rails vs sandbox. I fall on the side of sandboxes. Hence why I’m sharing the video. But there are also a few links to adventures that he uses to seed his sandbox world. So it’s an amazing resource for those looking into running their own sandbox campaign. I’m a particularly new fan/convert to the Dungeon Delve and Book of Challenges. They look fantastic resources for a GM.

Sadly for an Android campaign doing something similar using existing published adventures isn’t going to happen. At best there will be that GenCon/Pax Unplugged two parter. So to do something similar would require a lot more work.

A Judge Dredd sandbox campaign on the other hand using suitable existing adventures as Colville has for D&D is do able. Before this latest Judge Dredd system using the WOIN came out, there were three other systems with their own supplements and adventures. So more material to work with.

So after that it’s about time we find out what Dram has been up to.

Gundren the dwarf was lying on the floor of the room in pretty bad shape.

“The dwarf needs healing!” shouted Dram.

But his words fell on deaf ears.

Dram tried once more to get the dwarf the help he desperately needed. But the other members of the party were wrapped up in their own petty little interests to listen or help.

Disgusted with the others Dram wandered off back to the hall where he had roasted the group of goblins. Leaving the dwarf to an uncertain future. He wasn’t happy about it. Dram had done all he could to help the dwarf. But healing wasn’t in his skill set. He had no potions or spells. He was a wizard not a Druid.

On his way to the hall Dram witnesses Ace lock Nick in a small room. “That was more important than helping the dwarf?” muttered Dram to no-one in particularly and shaking his head.

In the hall at the far end the charred remains of goblins littered the floor near to the blockage that Dram and Grull had created. But despite that burnt smell of goblin flesh wafting round the room, his nose hadn’t let him down. In the opposite corner to the bodies near to where he had entered the hall was a large pot of stew cooking.

Dram grabbed a spoon, dipped it in the pot. Tentatively Dram tasted the contents. It wasn’t the best stew he’d tasted, but it was not the worst either. It was edible whatever the mystery meat used was. He tucked in. Maybe a full stomach will easy his disgust at his companions.

After eating his fill of stew. Dram decided he better share the rest with the others.

On his way back to the others in the hall way there was an owl bear! It was a fleeting glimpse of this beautiful creature before it disappeared behind a curtain.

He had just seen an owl bear! He was surely one of the luckiest halflings ever.

Once the initial shock had worn off. dram shouted “I saw an owl bear!!!!”

The gnome and Sarmyar joined Dram in the hall way. The gnome wanted to get some food but was too scared to go by himself. But Dram wanted to see the owl bear again, so he went behind the curtain moments before that the owl bear had disappeared behind. The other two joined him.

The room they entered was empty. No sign of the owl bear. However in the outer wall was a gap leading to the outside. Dram reasoned it must have escaped the keep that way.

Back in the room where the wounded dwarf had been left, Dram was pleasantly surprised to see the dwarf back on his feet and looking a bit healthier than he had been.

Everyone was now back in the room with them. Including an unconscious Nick.

After short rest, a battered Nick was back on his feet.

A brief discussion was held on what to do next. Did the group rest so they were in better shape for the journey back to Phandaline, or did they set off immediately and risk the open road? Resting first won out. But Sarmyar decided to head off on her own.

The party returned back to the hall to eat and rest.

Early evening bought a surprise. As the sun set a war-band returned from it’s patrol.

As the war-band approached the keep, Grull came up with a cunning plan of negotiating with the war-band. It was risky, but it just might work.

Back in the room where the bugbear had been, and the dwarf had been found, Grull wearing the crown of the bugbear, sat on the throne. Declaring himself the king of the keep. On one side of the throne stood the gnome, hidden in the corner of the room was Ace. Nick was hiding in the side room. And Dram was on the other side of Grull ready to cast a spell.

Three hobgoblins and a couple of wolves entered the keep and blocked the doorway to the room.

Grull and the leader of the war-band parley. Apparently the previous occupants were not that popular with the war-band, and there was very little loyalty towards them. An agreement is arrived at despite the clumsiness of Ace dropping a hobgoblin head on the floor.

The war-band would get the keep, and the crown. And the party would leave without any trouble. Everyone was a winner.

The journey back to Phandaline was uneventful. They met up again with Sarmyar just outside of town.

In Phandaline Dram went back to his room at the inn, and ordered food and drink delivered to his room. Whilst in his room he sat at his table, opened up his spell book and started writing down some new spells.

He was feeling more powerful…