Category Archives: lcg/ccg/tcg game night

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.