Category Archives: game night

game night

Hive Mind

After what can only be described as a disappointing month for gaming (I played a grand total of four games). I’m hoping November improves.

However this new month has got off to a good start with me able to attend my first club night for two months.

Sadly it wasn’t a well attended club night with only four of us making it. However that was the perfect number for a first play of my latest addition to the collection, Apiary from Stonemaier Games.

So not only were we playing the latest hotness (or one of them) but it was also a chance to play a game with Jonathan. Something we haven’t done for a long time.

Does it really need to be said about the production values of the game? I think by now it should be taken for granted that Stonemaier Games have produced yet another high quality game. For me considering the hive tiles and other tiles are cardboard a more durable solution to the hive mat and frames would have been nice. They seem too flimsy. I can see why they are this thin. And frankly I can’t think of a solution that’d work as well.

I love that included in the box is a new addition to a Stonemaier Games game a teach the game sheet. If I count the Swift pack included in Wingspan this is the second time such a thing has been included in the box. Granted they work differently. With the Swift pack taking players through their first few turns, and the teach sheet aimed at helping a player teach the game to new players. But it’s nice to see this sort of thing in the box.

The player aids are really useful as well, and hit the sweet spot with the amount of information on them.

We played using randomly chosen hive mats, and randomly chosen hive tiles from the marked starter hive tiles.

I love this game.

Apiary plays very fast. We learnt the game, and played the game in just short of two hours. A turn is amazingly fast.

The bump mechanic is great. I love how it increases the strength of the bumped bee.

You have a small bit of area majority going on with the hibernation mechanic and section of the board for end game scoring.

The various tiles you can add to your hive do allow some combos to kick off when you go to various spots on the board. For instance every time I did the grow action I got a free bee back from the pool (if I had any there) and a free frame.

I know there will be the usual criticism of this latest entry in the Stonemaier catalog of its “not balanced” blah blah blah. And to be fair to some of those making that comment depending on the game have a valid point. However Stonemaier Games actually listen and make adjustments based on player feedback, such as in Tapestry and the civilisation adjustments, or not allowing certain faction and mat combos in Scythe.

I’m not sure anyone can make that comment about Apiary at the moment because you’d have played a lot of games to see if that is the case. But I’m sure there will be a broken combo between the hive mats and faction tiles.

The handicap system used for getting over first player advantage is not bad with players getting a higher start on the score track.

The multi use seed cards are fun. Either being able to be discarded first one of the basic resources, played for the ability on it, or finally planted for an end of game scoring bonus.

Ok I didn’t do well on my final score coming in last. However I did do cool stuff (see my comment about tile combos above).

This is a fun game. Everyone enjoyed it. And that’s two players who coming into it had reservations about an aspect or two of the game.

I had a blast playing the game. It was a great game to share with Jonathan again. Oh and Marcin won.

It was a dark dark draft of a night

After missing last weeks lcg/ccg/tcg game night (I think it didn’t happen in the end) due to me doing some overtime at work. I was glad to be getting some gaming in again.

This week it was going to be just Dave and myself. So I arranged to play test the dark draft format in Dice Masters with him. Commander would have to wait for another evening with more players.

When I play Epic the card game (usually the app version of the game, did I say the app is free? You only pay for online competitions or cosmetic stuff) I only play dark draft. It’s my favourite two player format of the game. Especially for a draft experience.

I love that decision space you have with the initial hand of cards. You can only have one but which? Which do you really not want your opponent to have? Which one do you really want or need? Which of the two decisions is the stronger? Is it more important that your opponent doesn’t have that card? Or do you really really need that card more?

Add on top the incomplete information of what your opponent has drafted it really does add up to some very difficult decisions.

We drafted using the Marvel Pauper Cube I created (you can get the list of cards I used here).

Draft 1

My First Drafted Team

  • Black Widow: Natural
  • Gambit: Ace in the Hole
  • Green Goblin: Goblin Lord
  • Punisher: McRook
  • Psylocke: Betsy Braddock
  • Wolverine: Wildboy
  • Rogue: Anna Raven
  • Doctor Strange: Sorcerer Supreme

Basic Actions

  • Rally!
  • Transfer Power

Dave’s First Drafted Team

  • Captain America: Special Ops
  • Falcon: Samuel Wilson
  • Black Panther: Wakanda Chief
  • Vision: Density Control
  • Spider-Man: Hero for Hire
  • Mr. Fantastic: Brilliant Scientist
  • Professor X: Recruiting Young Mutants
  • Nick Fury: Mr. Anger

Basic Actions

  • Teamwork
  • Focus Power

I was happy with the curve I had. The only character I never bought was Rogue in the two games we played.

Doctor Strange was a really cool dice to have out. Getting free basic action die was super helpful. But it seemed like I could never roll them when I had sidekicks they could affect in the used area.

But my team worked a bit better than Dave’s to get me two wins.

Draft 2

My Second Drafted Team

  • Black Widow: Natural
  • Punisher: McRook
  • Rogue: Anna Raven
  • Deadpool: Assassin
  • Hawkeye: Longbow
  • Namor: The Sub Mariner
  • Wolverine: Wildboy
  • Marvel Girl: Telekinetic

Basic Actions

  • Rally!
  • Invulnerability

Dave’s Second Drafted Team

  • Toad: Tongue Lashing
  • Pyro: Saint-John Allerdyce
  • Green Goblin: Goblin Lord
  • Mystique: Ageless
  • Professor X: Recruiting Young Mutants
  • Colossus: Unstoppable
  • Gambit: Ace in the Hole
  • Magik: Illyana Rasputina

Basic Actions

  • Gearing Up
  • Transfer Power

It was a clean sweep on the victory front. Although game one of the second draft I thought Dave had me. He got me down to seven health before I was able to stabilise and make a dramatic comeback to snatch victory. The basic action dice for Invulnerability was the secret source for my victory here. Being able to swing in with everything and still have characters left on the field was a life saver. Especially against a heavily buffed Mystique.

The second game of draft two was just not kind to Dave. The dice were just not rolling kindly for him. He kept getting energy. So much energy.

For the record I never bought Rogue in these two games either!

So how was it?

Wow! This worked so well.

Dave said he preferred it for two players. This is now my preferred two player draft format too.

It delivered everything I enjoyed about the format in Epic the Card Game. And worked so well using the cube.

I highly recommend that if you are playing a two player draft then this is the only way to go about it.

A multiplayer experience

Last night was our weekly lcg/ccg/tcg night at Fenland Gamers.

We would once again be drafting Dice Masters. But this time using the Dark Phoenix Saga display box (contains 8 draft boosters) that I picked up for £40 off eBay.

The Dark Phoenix Saga Display Box

Which was a bloody bargain. These retail at £80 plus usually. So being able to pick one up so cheaply was not an opportunity I would be turning down.

Hopefully I can get a bargain Secret Wars to draft in the future.

Our session was attended by Dave, his friend Zack, and myself.

Zack had not played the game before but was familiar with MtG. So we had a learning game where I cracked open a draft booster (I’d not included the two origin packs this time). I chose a couple of basic action cards, and a couple characters for each of us to learn with. With Dave helping/advising him, Zack and I played a greatly cut down game of Dice Masters.

Zack picked the game up quickly, helped by his MtG experience.

After the game we cracked open three draft boosters and commenced to draft our cards.

The teams lined up as follows:

My Team

  • Psylocke: Telepath
  • Kitty Pryde: Right of Passage
  • Lilandra: Politician
  • Corsair: Recruiting a Crew
  • Mister Sinister: Biologist
  • Professor X: Uncanny Leadership
  • Storm: Cloud Cover
  • Rogue: Mrs. X

Zack’s Team

  • Professor X: House of X
  • Wolverine: Pure of Heart
  • Iceman: Frozen Fists of Fury
  • Storm: Extreme Weather
  • Angel: Wings Over the World
  • Bishop: Tortured Timeline
  • Blink: Skilled Combatant
  • Cable: I’ll Do This All Day

Dave’s Team

  • Corsair: Criminal Record
  • Toad: Looking for Comradery
  • Gladiator: Psi Resistance
  • Colossus: Skilled Painter
  • Blob: Depowered from M-Day
  • Master Mold: Targeting Mutants
  • Bishop: I’m Back!
  • Lilandra: Politician

Basic Action Cards

  • Mutation (randomly selected from discarded cards)
  • Making the Team (Zack’s choice)
  • Power Bolt (my choice)
  • Lab Test (Dave’s choice)

Which Multiplayer format did we go with?

The multiplayer format we went with was Hunter (see yesterday’s post for a description of it and others). I thought this would be the easier format to go with having a new player with us.

Each of us chose a basic action card from the ones we drafted to go in the middle as a common pool, plus a fourth was chosen randomly from the remaining discarded basic action cards.

We also went with the first player handicap for everyone but the last player on their first turn.

I really liked this format. I hadn’t played Hunter before in Star Realms. So had no idea what to expect!

This format does force some hard decisions on you. You want to swing in and hit your opponent on the left. But at the same time not wanting to leave yourself wide open to an attack from the person on your right.

It was a delicate balancing act that was not easy to pull off.

In our game I did get an initial free hit at Dave who was on my left. And then after that chipped him away with a Power Bolt. Which was how I knocked him out. Freeing my attack phase up for getting in a sneaky unblockable attack on Zack.

But in the later half of the game I started making purchases that’d allow me to deal with Zack’s scary team. Wolverine and Ice Man were not a nice pairing.

That planning may have been for nothing if Zack had rolled better and been a bit more aggressive.

But in the end I ended up victorious.

Yeah I thought Dice Masters worked as a multiplayer game. Can’t wait to try the other variants that I covered.

Testing the TMNT teams

As well as testing the Marvel Pauper Cube I also got to test the two Turtles teams I built from the TMNT set I have.

Dave and I played two games with the two teams I had constructed.

Dave as per usual chose the forces of evil ie the Shredder deck. Whilst I used the Turtles deck.

The decks seemed to work fairly well.

However I still don’t like having to use Fugitoid in the Turtles team. But you can’t have two Splinters going by the team building rules. However I think that’s what they want you to do!

But in this game I’m obeying the team building rules. And only had one die on Fugitoid. Whilst Dave had the other two on his copy of the character.

We both won a game each.

I’ll definitely use these teams again.

What teams did you build with the set?

Testing my first pauper cube

If you remember I wrote some thoughts on creating a cube for drafting in Dice Masters. Since then I created two cubes.

The first being a mashup of four draft packs I bought. Which will need some tweaking. It was fun to play. But it can be improved.

However I have created a second cube.

The cards for this cube were from the following two sets that I have.

I also just chose common cards from those two sets. Making this a Marvel pauper cube.

From those common cards I tried to make sure that only a small number were factionless, and that there were a variety of factions. So we have Villians, X-Men, Avengers, and Fantastic Four as our factions.

Here are the cards for this Marvel Pauper Cube:

Character Cards

  • Cyclops:Slim
  • Ant-Man:Biophysicist
  • Thing:Ever-Loving Blue-Eyed
  • Nick Fury:Mr. Anger
  • Sentinel:Mutant Hunter
  • Mystique:Unknown
  • Punisher:McRook
  • Pyro:Saint-John Allerdyce
  • Loki:Trickster
  • Hawkeye:Longbow
  • Storm:Weather Witch
  • Mister Sinister:Archvillian
  • Magik:Illyana Rasputina
  • Professor X:Recruiting Young Mutants
  • Doctor Octopus:Megalomaniac
  • Iron Man:Upright
  • Deadpool:Assassin
  • Bishop:Omega Squad
  • Magneto:Former Comrade
  • Phoenix:Ms. Psyche
  • Black Panther:Wakanda Chief
  • Vision:Density Control
  • Black Widow:Natural
  • Colossus:Unstoppable
  • Red Hulk:Thunderbolt Ross
  • She-Hulk:Jennifer Walters
  • Apocalypse:Awakened
  • Scarlet Witch:Wanda Maximoff
  • Namor:The Sub-Mariner
  • Nova:Quasar
  • Green Goblin:Goblin Lord
  • Doctor Doom:Reed Richards’ Rival
  • Doctor Strange:Sorcerer Supreme
  • Toad:Tongue Lashing
  • Rogue:Anna Raven
  • Emma Frost:Archvillain
  • Marvel Girl:Telekinetic
  • Captain America:Special Ops
  • Sabretooth:Something to Prove
  • Spider-Man:Hero for Hire
  • Falcon:Samuel Wilson
  • Mr. Fantastic:Brilliant Scientist
  • Mystique:Ageless
  • Psylocke:Betsy Braddock
  • Professor X:Principal
  • Wolverine:Wildboy
  • Venom:Eddie Brock
  • Gambit:Ace in the Hole

Basic Actions

  • Gearing Up
  • Teleport
  • Ambush
  • Teamwork
  • Smash!
  • Rally!
  • Focus Power
  • Take That, Villian!
  • Selective Shield
  • Transfer Power
  • Invulnerability
  • Distraction

Remember: This is a 48 card cube that should support up to 4 players.

So how did it play?

I thought it worked just as well as using two draft packs.

These are the two teams that we drafted.

Dave’s Team

  • Nova: Quasar
  • Phoenix:Ms. Psyche
  • Pyro:Saint-John Allerdyce
  • Cyclops:Slim
  • Rogue: Anna Raven
  • Magik:Illyana Rasputina
  • Gambit:Ace in the Hole
  • Mr. Fantastic

Basic Actions

  • Gearing Up
  • Smash!

My Team

  • Falcon:Samuel Wilson
  • Nick Fury:Mr. Anger
  • Black Widow:Natural
  • Hawkeye:Longbow
  • Iron Man:Upright
  • Punisher:McRook
  • Spider-Man:Hero for Hire
  • Red Hulk:Thunderbolt Ross

Basic Actions

  • Focus Power
  • Selective Shield

From the draft we built teams that had some synergy and despite Dave dominating me with two wins to my one. They were fun games.

They were also three games where we both bought basic action dice. More so than any other games we’ve played in the past.

I want to see how this goes with four or three players.

I also had an idea to come up with a Dice Masters version of the Epic the Card Game Dark Draft format.

It’s a draft format that works really well for two players. But I’ll write more about it and how it might work in another post. I need to sleep on it and get it right in my head first before sharing.

Laters.

It’s cold outside

It was that one evening a week when I currently manage to get some gaming in once again.

This week finally (since I bought the game back in 2015) saw Arctic Scavengers hit the table. The edition I have comes with the base game, plus two expansions HQ and Recon.

Setting up a game

I had spent some time Monday configuring my copy of the game as an all in setup. Afterwards on the Fenland Gamers Discord channel for lcg/ccg/tcg games (I know Artic Scavengers is a deckbuilder) I asked Diego to bring his copy of the game so we could quickly and easily play a base game only.

When you look through the rulebooks (there are two in the box, one covers the base game and HQ expansion, the other just the Recon expansion) you are presented with the premise that the expansions are module and told which cards to add to include for the module. They then suggest the market has a particular unit plus 9 others to make up to 10 units to buy from. That gives you the impression that you can choose any other units etc. However if you go all in on the modules. You do not have that freedom of choice. You are basically not using any of the base games units.

But I do really like this kind of a la carte module choice during setup. Plus there are two or three modules that do not actually add cards to the game but change rules.

I also like that scattered through out the modules there are suggested setups for things like the contested resource deck, and suggestions on tweaking things.

A final word about setup of the game. The game comes with an insert that organises the cards and helps speed up the process of setting up. However it also means that cards warp/bend when stored this way as I found out Monday. A better solution would have been labelled card dividers but hindsight is a marvellous thing, especially some 8 years later.

Onto the game

Set in the near future of 2097 in an arctic post-apocalyptic world when humanity is struggling to survive and attract new tribal members from survivors. The theme of the game made me think of post-apocalyptic movies such as The Colony, and Snowpiercer, and even the board game Dead of Winter (without the zombies naturally). But did the theme come through as we played the game?

Diego, Marcin, Dave, and myself played the base game plus the gangs, leaders, and buildings modules thrown in.

The leaders each of us chose are below:

Our leaders

I liked the art it had the right tone for the theme. But did it help get the theme across?

On your turn you can go hunting which allows you to recruit new tribe members. You can go scavenging that allows you to go looking for useful items in the junkyard. Or you can take part in a fight with the other tribes for contested items like bigger groups of tribe members or more powerful items than can be found in the junkyard. But do these mechanics help get the theme across?

Now I’ve asked that question three times about theme without answering it. For me the theme seems paper thin. It’s hard to get the theme across in a deckbuilder. Without being told what the theme was you might guess it’s post-apocalyptic from the art.

The combat phase at the end of each round that took place from the third round onwards felt very Dune Imperium like. But I did like the combat. It gave you an interesting choice to make with your hand of five cards. How many did you save for the combat and how many did you use to do one or two of the other actions? Was that contested resource worth going all in for? Something only you knew when you became the initiator for the round. There is the bluffing element also, where you could save two cards that are useless in combat. But it makes the other players think about how many they commit. Maybe forcing them to do less action wise trying to beat you in combat.

The game itself is 16 rounds. With the contested items deck acting as the game timer. I like clever touches like this.

I liked the asymmetry that the leaders added to the game. We went with the default way of choosing our leader of being dealt two, pick one and discard the other. However in one of the two rulebooks there are a couple of alternate rules for picking them.

At the end of the game after the gangs went to the appropriate tribe, the dust settled and Marcin had amassed the most tribe members.

Final scores

I did enjoy Artic Scavengers. It was a fun experience. Just sad that it has taken so long to get to the table.

Another great evening gaming.

Next week Marvel Champions hits the table.

Trying the cube

Last night was the weekly Fenland Gamers lcg/ccg/tcg club night.

Our game for the evening was Dice Masters.

Earlier in the day I prepared two “welcome to Dice Masters” packs for Diego and Marcin who were playing for the first time.

The welcome packs are basically a set of sidekick dice, a set of basic action dice, set of basic action cards, and a wax dice bag.

I’d done similar for Dave last time we played the game.

The only thing missing are play mats. Need to find a solution.

Welcome to Dice Masters packs for the new players

After a learning game for Marcin and Diego using the Secret Wars Origin packs (I keep these in a deck box precisely for this reason) I have we went on to draft from the make shift cube.

Franklin’s Galactus was in my starting hand of the draft. I had to draft the card even if I wasn’t going to put it in the final team. I just couldn’t run the risk of having to face it across the table.

After building our teams and selecting our basic actions we paired up to play.

It was myself vs Dave, and Marcin vs Diego.

Here are the teams for my match with Dave.

My Drafted Team

  • Franklin’s Galactus: No Mercy
  • Iceman: Mr Ice Guy
  • Psylocke: Telepath
  • Namor: Leading the Cabal
  • Jean Grey: Xavier’s Dream
  • Cyclops: First Class
  • Mr. Fantastic: Brilliant Scientist
  • Angel: Jean Grey’s School

Basic Actions

  • Making the Team
  • Escape!

Dave’s Drafted Team

  • Apocalypse: Wicked Supremacist
  • Forge: More Than Firepower
  • Invisible Woman: Regents of the Uhari Throne
  • Mister Sinister: Bar Sinister
  • Bishop: Time Traveller
  • Namor: Warring with the Surface
  • Beast: Olympic Athleticism
  • Falcon: Take Flight

Basic Actions

  • Power Bolt
  • The Siege Perilous

Whilst Marcin and Diego were battling away I managed to smash Dave convincingly with a combo of Psylocke, Namor, Iceman, and my big threat Franklin’s Galactus.

Unintentionally I had drafted a pretty lethal four cards. Namor punished Dave for blocking, so once out he just sat there. Psylocke was my early buy and didn’t come into her own until I got Franklin’s Galactus out. Up until that point I kept her fielded as a blocker. Once the big guy was out I wanted her to do that get knocked out, and refielded thing so I could give the level 3 10A 10D Franklin’s Galactus overcrush. Which with the Iceman energise was lethal and got me a very emphatic victory.

So after obliterating Dave in game one, we went onto game two because Marcin and Diego were still battling it out.

This time Dave tried to disrupt my plan and take me out before I got a chance to get those lethal four cards working together.

And his plan was working he had me down to four life before I got Franklin’s Galactus out, and pulled off one of the nastiest bits of shenanigans going. Earlier in the game I had bought basic action die for Making the Team. With the thought of getting Namor out quickly.

However this particular bit of shenanigans had me rolling that basic action die, along with enough dice to give me the energy to buy Franklin’s Galactus. The basic action die came up with the side to activate the basic action ability. So I bought the big one. Then did the basic action, rolled Franklin’s Galactus and got its level 2 face.

Dave was impressed and disgusted at the same time.

I survived Dave’s next go, and was rolling a lot of dice once more that included the basic action die.

Not only did I have enough energy to get the second Franklin’s Galactus, which rolled into its level 3 face. I had the energise side of Iceman and fielded a Psylocke. That level 3 was now 20A 10D with overcrush and I swung in with everything.

Good night Dave.

Onto game three.

Dave came a lot closer to defeating me, getting my life down to 2. But a last ditch turn of mine that saw two basic action dice for Making the Team allow me to get both of my Namor dice fielded, another Iceman energise, fielding a Psylocke, and an already fielded Iceman and a couple of sidekicks sitting as 2A 1D swing in to get exactly twelve points of damage that I needed to grab the win after Dave had allocated blockers.

That was a much closer game. Dave’s plan of using Mr Fantastic’s global against me to force my fielded Namor to attack really worked.

Near the end of the third game the epic battle between Marcin and Diego ended. Sadly I didn’t get who the victor was. Hopefully Diego will add a comment with the result.

So a clean sweep for me against Dave.

Diego and Marcin really enjoyed playing Dice Masters. Which was good to hear. Maybe next time we will try the new cube I created using just commons from Uncanny X-men and Avengers vs X-Men. Which I need to do a post about the cards selected.

I thought this cube was fun. It does need some tweaking. But I need one or more draft packs to be able to do that. One or two of the cards are pointless because they have things trigger if there is a Wolverine fielded. So I either need a Wolverine card or replace these with others.

I know I’m sounding like a broken record but this was another really fun evening.

Finally…

Over on my favourite Dice Masters podcast A Double Double ‘n Dice Podcast they have once again read my comments out on the show. This time they also link to the blog and my posts to do with Dice Masters. Which was kind of them to do. I appreciate this blog is very niche at best, and certainly not to everyone’s taste.

So at some point I might see people who know Dice Masters much better than myself calling me out for my errors.

But in the meantime you can listen to the latest show (at time of writing) here on YouTube.

A casual MtG Night

Last night our weekly lcg/ccg/tcg happened.

This week saw MtG get to the table.

Diego, Marcin, and myself did multiplayer combat using the mono colour decks from the MtG Game Night kit. This was going to be an evening of casual kitchen table MtG with a group of friends. Exactly what this product was designed for.

Marcin played the mono white deck for both games. Diego played mono black in game one, and mono green in game two. I went true to form starting with mono blue, followed by mono red.

In the first game as the blue player I just had to try and weather the storm of the other two until I was able to get to a win condition of some sort.

Part of that delaying tactic was equipping a creature of Marcin’s that was getting very scary with the cards it had been equipped with. Luckily my contribution goaded that creature. So it had to attack Diego.

But once Diego was out of the picture it was coming for me, and I wasn’t able to draw into a solution. So the inevitable happened with Marcin getting the win.

Game two as mono red I needed to hang around long enough to get the decks dragons out. Sadly I didn’t draw any of the cards that allowed me to reduce the cost of playing a dragon.

Marcin had some annoying life gain going on. My only hope was to once again get the other two fighting it out between themselves.

At one point I came to a deal with Diego that he wouldn’t attack me for three turns to try and buy me enough time to get something going on the dragon front.

But in the end politicing only gets you so far. This time not far enough, and I was soon taken out by Diego and his green horde.

It was a fun evening.

Tuesday night is fastly becoming my fav game night at the moment. And that’s not because it’s my only game night at the moment.

The evening of gaming usually ends between 9pm and 9:30pm. Mainly because there is no other business at the social club. And we are not drinking enough to justify being open any later. Which is fine. After a long day at work that’s about the right time to call it a night for me anyway.

Plus the evening although competitive also has a friendly, relaxed atmosphere to it.

Looking forward to next week.

Martians for a night

It’s hard to remember when I backed something on Kickstarter without logging in and checking.

But I think it was the later half of last year that I backed the Kickstarter for Terraforming Mars the Dice Game.

I’d been tempted by the lure of a lighter version of the game that used dice. Who doesn’t love a game with dice? The Rahdo thoughts on it sold the game to me. My previous experiences with dice versions of board games (such as Roll for the Galaxy, Biblios the Dice Game, and Nations the Dice Game to name a handful in my collection) had also been good. Even when I hadn’t played the original version.

But that’s not the case when it comes to Terraforming Mars the Dice Game. I had at least played the original once before when it first came out.

If my memory isn’t playing tricks on me Chris, Jonathan, and myself played Chris’s copy during the initial hype that surrounded the game. And boy was it one of the hot games when it was released along side Great Western Trails. Everyone was talking about it. Supply was not able to keep up with demand for sure.

I did enjoy it. But not enough to add it to my collection. It was a fun engine builder that rewarded multiple plays, and knowing what the cards were. A noob playing for the first time against a more experienced player would definitely be thrashed.

I definitely hadn’t played any of the numerous expansions for the game. And despite owning the iOS app version of the game I’ve never actually got round to playing that either.

So why did I back the dice version again?

I wanted that lighter more accessible Terraforming Mars experience. Something that I was more likely to get to the table.

I should be better at keeping my pulse on what each of the Kickstarter projects I’ve backed are doing. I knew that Terraforming Mars the Dice Game was shipping in certain areas. But hadn’t twigged that it had started being sent out in the UK and EU. I was a week late to the party on that fact.

So at the start of the week I was hoping there might be a chance the game might be in my grubby mitts by Friday. But as the days passed it was looking more and more unlikely. Until I got the notice DPD were picking up from the shipping company yesterday. Even with that news I wasn’t convinced it’d be with me in time. I was thinking more realistically I’d get the game Saturday.

However I was very pleasantly surprised to get the DPD message to say the game would be delivered this morning. Phew the game session plan had been saved.

As the comment on the Instagram post shows I was very pleasantly surprised when I opened the packaging. Inside was not only the Kickstarter edition of the game (it has the promo cards) but also card sleeves and the playmat.

I really don’t remember adding them in the pledge manager. But I must have.

Naturally before leaving home to play the game I did sleeve all the cards. I had them.

This evening Ben, Harrison, Dave, and myself travelled across space to transform the red planet.

Before the others arrived I did set things up ready to teach and play. So I shuffled the decks, drew the randomly chosen awards and milestones from a dice bag, drew eight bonus cards, and obviously chose a side of the playmat to use.

Despite none of us having played the game before we had the corporate era expansion added in plus the promo cards. Or all in as it’s known.

I had the Interplanetary Cinematics as my corporation.

Watch as I live blog this post as WordPress lost everything I wrote below this point, and I now get the joy of rewriting it.

The bgstat chose me as the first player which meant Dave got an extra resource at my expense.

Although my corporation gave me lots of wild resources to start with, and an on going cost reduction (helps if you remember that part). When it came to doing a production action it was a lot weaker than the other corporations.

My actual production engine to get me dice and the necessary resources to play cards was pretty weak compared to the others. It only ever got me three dice.

My main incentive for doing the production action was to reset my cards with actions on, and refilling my hand. Almost the opposite to the others who were getting many more dice than me when doing production.

I was kinda forced into exploring other ways of getting more dice such as action cards or even instants.

Over three fifths of my points came from having focused on end game scoring. I won two of the three awards, got two of the three milestones. Plus the majority of the instants I played also gave me points. I really did out perform the others in these areas.

One reason for this I think was because they were resource aka dice rich and focused less on these areas.

It might also have helped that one milestone fitted in with the way I was building an end game points engine! And the second milestone was one of opportunity that I could grab it before the others got close.

I loved the bonus cards. Like Scythe and it’s factory cards the choice which to go with is hard because they are all good and it’s hard to decide.

Being able to cycle cards quickly looking for ones you want is a great mechanic.

This is a very easy game to teach. Which is what you want for this weight of game. The iconography is also quick to pick up. Not overly overwhelming like say Guilds of London.

I think there is a fair bit of variety in set up, corporations, bonuses etc that replay ability will be pretty good.

For me the evening was a double win. A victory at the table and time with my friends.

Oh and really happy I backed this. This is TM for me.

Learning Games and Draft

“OMG Darren! Just stop. You need to write about something else for a while. Give us a break from all this Dice Masters ramblings.”

But, but, I actually got to play it last night.

Dave and I met up and played some games of Dice Masters.

We started off playing the learning teams from the TMNT set. So two characters each, and three basic action cards in the middle.

Starting off with poor dice rolls and being forced to basically buy basic action dice is not a great start to a game of Dice Masters. But thems the way the dice roll sometimes.

With that sort of head start it wasn’t a surprise that Dave got to claim the first victory.

I have to say I was a bit disappointed with the cards selected for the teams in this learning game. The two characters in my team didn’t have any synergy at all. Their abilities were pretty pointless.

Our second learning game was the Secret Wars Origin packs. Now these were more fun. I had the Groot led team, whilst Dave had team Spidey.

I thought this worked better as a learning game. Groot’s ability to stop a character from blocking for the turn when fielded was very useful in putting a stop to the Spider-Man blocking ability. Much to Dave’s annoyance.

For this second game I was able to go on and get the win.

Game three saw us jump right in and do a two player draft with the two Secret Wars draft packs I had.

Wow the difference in card quality and design is significant. The cards felt so much better. Although I do have one complaint. The trigger abilities by an asterisk need to be more clearly marked on the cards. So it is clear which is an on going ability and which is the triggered one by rolling a side with an asterisk.

They do foil cards now! Wow I like that.

During our draft I thought that I had drafted a Reed Richards when in fact I had accidentally taken a second Beast! How that happened I don’t know. It was not my intention. I had wanted a second Fantastic Four team member to benefit from a buff that Invisible Girl gave other Fantastic Four members. It’s why I specifically drafted a Namor with the Fantastic Four icon on.

What a blunder!

Despite losing. I just couldn’t handle Galactus. I kept throwing bodies in front of him, sometimes enough to KO him. But when he also had Thanos with him. It eventually wore me down. Although Beast was annoying as a blocker with his reroll when KO’d. We had a lot of fun.

I don’t think in this game either of us bought a basic action die.

Draft works really well like this. Much simpler than opening multiple booster packs.

Glad I ordered two Dark Phoenix draft packs now (might after drafting them, use them with the Secret Wars draft packs create a Modern cube for drafting).

It was so much fun playing the game again. Boy have I missed playing it. And now once I create some cubes, or teams I can play with my friends whenever we want.