I’m the Guild Master


Last night saw Debbie, Jonathan and myself manipulating the little people to try and become the Guild Master (TMG why isn’t there one of those social media bragging cards in this game?)

I’d not long gotten over my battle trauma from watching the brutal episode that was episode nine of A Game of Thrones. 

For me our game had started while we were setting up. I took seven points off the table straight away by picking the side of the Beagle card that gave guild cards instead of that massive point boost.

My guild card was going to give me a bonus based on how many livery men I had in the guild hall at the end. So I needed to make sure I bought more livery men.

Jonathan as I did in our first game took an early lead playing instant point cards and held that lead until the last two turns.

While the other two were building up to take over guilds I took an early two point guild unchallenged, grabbed five out of the six neutral livery men. Initially I was going to be very aggressive with these, but a guild card put an end to that when it gave me a point for each one I had at the end. So I was just going to sit on them.

This was to work to my advantage because Jonathan started to over commit livery workers to try and win guilds, just incase I used the neutral livery men to deny him.

It even worried Jonathan when I let him score a four point guild early on. Mind games folks.

With the guild that gave me the win if a tie happened when resolving a guild, I was basically set.

I stayed within reach of Jonathan until the last couple of rounds, where I over took him points wise. Debbie was trailing but I was concerned she had a load of guild cards. It was possible that she’d be making an end game surge scoring them.

It was funny because Jonathan trying to grasp points in the last round threw six points away to score four! He was feeling the pressure.

End game scoring saw me sail off into the distance, while Debbie narrowly came last by a point. Which if not for one decision in the last round, which was advised by Jonathan and myself because we thought that was the optimal play at the time (not knowing her guild cards), would have seen her second.

A great second play of the game. It was less mean with me sitting on the neutral livery men, Jonathan’s tactics failing, mine working. Looking forward to the next game.

Tanks and FEG@TA

Friday afternoon saw me at my FLGS The Hobbit Hole picking up some supplies. Whilst there I caved and got Jonathan (the store owner) to give me a demo of the newly released miniatures/war game Tanks: Panther vs Sherman.

Basically Tanks uses a cut down version of the Wings of Glory/X-Wing system. It uses just a single movement arrow that can be used in any direction, in stead of the multitude the others use.

In our demo game I was Brad Pitt in Fury and a n other tank, while Jonathan played Rommel in the Panther. Apparently according to the scenario we were recreating an infamous tank skirmish by a heroic German tank commander. Which apparently was more Nazi propaganda than reality.

Anyway I tried to distract the panther with one Sherman while trying to attack with the other. The panther took out one of my Sherman tanks. I liked that the destroyed tank stayed on the playing field turning into more cover to be used. The destroyed tank also gets a dying last attack. In this case it didn't do much.

Our tank battle came down to close quarter trading shots. I had inflicted some damage to the panther, and the dice liking me more than Jonathan (only just) allowed me to survive repeated shots. But eventually the panther got through and delivered a killing shot. With my dying last gasp shot I delivered two critical hits that also destroyed the panther. The game was a draw.

Tanks is £18 of the realm. Which gets you everything you need for two people to play. You can buy more tanks for the game at £7 each.

When you compare this to oh say X-Wing, yes it's cheaper. However for that extra in X-Wing I get some nice painted models, that I don't have to cut off sprews, assemble and then paint.

I'm not sure who this is aimed at. None war/miniature gamers? If so then the whole cutting, gluing and painting is a major no no in my opinion. It's definitely a big minus for me. If it's aimed at the war/miniature gamers then I can't help feel that this is too light for them.

I think that the demo playmat the shop has should come with the game. Or at least be available as an addon for around a tenner.

The rules are very simplified. Especially the movement side. They have got rid of the simultaneous revealing of movement with the dials. Which gives an advantage to the player driving the panther, because the Sherman's move first, attack second. Thus the panther can move taking into account the actions of the Sherman. So to snatch the draw I feel was good. I also feel this is a weakness of the over simplification.

There are already addition tanks you can buy, plus there will be organised play support, play mats, etc.

Tanks is enjoyable, quick to pick up, however for me the models and having to build them is a turn off.

At the weekly Friday evening gaming at The Angel Inn this week it was super awesome.

The evening started off with a game of Love Letter Batman which my friend James and I introduced the barmaid/landlords partner. James took an early three point lead, before I heroically came back to get the win. Our second game saw Jonathan join us. James and I took a couple of early points but the game ended up being a battle between Jonathan and the barmaid. Jonathan held on and threatened to win, but in the end the barmaid won.

The end of the game was perfectly timed with the arrival of a new club member, but friend of Jonathan's Jeff.

Our next game was a four player game of King of New York. James committed suicide trying to brave it out in Manhattan so that he could get home to his luxurious bachelor pad. He had an early start in the morning to try and get a limited edition Clash vinyl record from the local HMV.

In the end it came down to Jeff and me trading blows, with the advantage firmly in my court. An advantage I wasn't going to give away, giving me the win.

Our next game of the evening was the totally under the radar game, that deserves its place in the sun, Bohemian Villages. After a run through of the rules for Jeff, the three of us (that's Jonathan, myself and Jeff) started placing our meeples in the villages.

Jonathan stormed to a new personal best score and comfortable win of 66 points, while I claimed second with a score that just missed equally my own personal best by one point. One point that I could have had if I hadn't forgotten to take it near the start of the game. Jeff got a very respectable score of 36 points for his first time playing.

Our final game of the evening was a new favourite The Great Heartland Hauling Co. The usual blocking of locations took place as people moved onto a location you wanted to go to. In the end it all came down to who could do that final bit of business to push them to the forty points needed to signal the end of the game. Which just happened to be Jonathan this game. After final tallying of scores Jonathan took the first place honours, closely followed by Jeff, with me hanging out in last place. Between first and last place the point difference was five whole points.

We had a great evening gaming. Don't forget anyone can turn up to play. So if you are at a lose end why not come along?

 

Aztecs

Portal Games announce a new faction for Imperial Settlers called Aztecs.

Here are the details straight off the web page for the Aztecs faction.

Imperial Settlers: Aztecs, an expansion that requires the base game to play. The expansion includes a new faction board, the Aztecs faction deck, blessing tokens, and expansion cards for the original factions that complement the Aztecs abilities.

The Aztecs bring new rules and a new resource to the world of Imperial Settlers! Prayer actions and blessing tokens will bring religion to the world of Settlers. The Aztecs build temples, organize festivals and ceremonies to gain favors and be blessed! With this expansion all other factions will also be able to add religion and their own pantheon of gods to their Empires.

So Aztecs becomes the sixth faction for the game, and the fourth expansion.

Not only that, but this weekend only you can pre-order the Aztecs faction for $20 plus postage instead of $30 plus postage. A ten dollar saving for those poor at maths. Here is the LINK if you are reading this in time.

I know need to get this to the table more.

 

Guildmaster

Wednesday saw Jonathan, Debbie and myself meet up to learn how to play the new Tasty Minstrel Games game Guilds of London. A game the yanks don't have at the moment.

Jonathan and I bought our early copies at the UK Games Expo (yes I still have to write about that), where the designer Tony Boydell had a limited supply of early copies to sell.

I'd read the rule book once about a week before hand. Tom Vassel had also just put his review up of the game, and spoken about it on his podcast. It looks like Tom and myself agree on the rule book, that it could do with a little work. For instance it starts talking about Masters however you have no idea what a Master is, until much later when they are discussed.

For those that can't be bothered to read any further Jonathan and I both love the game. If you have already watched Tom's review. I think I agree with the points he made about the game.

There is a lot of iconography, which because of the pace of the game didn't really get in the way, the two reference/cheat sheets helped. Although TMG could have been more generous and provided four of these. I know I have complained about the iconography in Cthuhlu Realms getting in the way. With the pace of the game having to decode the iconography on the cards did get in the way of the game.

For a “euro” style game this is a pretty cut throat game, especially when it comes to negotiating the majority of a guild that needs resolving. But it's fun. Also it's possible to get combos going with the cards, and also when resolving guilds. Debbie was really pulling this off during the game, and did this this better than Jonathan and myself.

For the majority of our game I had the lead points wise upto the last two rounds. Unfortunately I didn't build up enough of a cushion to hold off late surges of point scoring from the completed guild cards during final scoring. I went from first to desperately holding onto second by a single point.

Back to the manual when we had to do the expand/growth phase and add more guilds to the board, the first additions were easy and just like the example in the manual. Come to the second time we had to do it, it was less clear where we laid the first tile for that growth.

I did like the variable second place rewards, these will be different for each guild everytime you play. Adds that bit of variety each game, and sometimes you want second place more than first for that reward.

There is so much to love about this game. I'm looking forward to playing it again.

 

A Short Post About Tuesday

Tuesday at the Warlords Chatteris club night saw some games being played by others.

However I did get to introduce John (owner of my FLGS The Hobbit Hole) to Ashes Rise of the Phoenixborn.

After “quickly” constructing two decks from the suggested ones in the rule book (which is a nice touch) it was time for…

I was playing Saria while John played Aradel. Coming from a Magic background John picked up the game quickly.

It was cool forcing John to mill cards from his deck. But I just wasn't doing it quick enough to have an impact on Aradels health. Although it was reducing his ability to do stuff like focusing ready spells.

However John ended up the victor. He enjoyed the game. But enough to start promoting it in store? Not yet. I'm going to have to arrange with him a demo day.

We did open up one of the OP kits I've got in for the tournament at the end of August. Oh boy the first place prize play mat is beautiful. It's nice that they included a full colour glossy copy of the organising an OP event booklet (also available as a PDF on their website). It's miles better than the FFG one that goes in the FFG OP kits.

I also have a load of these dice pool position cards from DriveThrough Cards done by an Ashes fan (can't remember who) to use at either a demo event or the OP in August. There might be enough for both actually.

So watch out for a demo day for Ashes at The Hobbit Hole either July or early August.

 

Streets of Commonville now on BGG

“Finally! The Streets of Commonville have come to bgg.” As The Rock would most likely say if he was a boardgame player, and had played the game.

You seen the playtest videos, and read my blog posts, and if you were lucky enough at the expo, played the game. Now there is at last a bgg page for the game where you can discuss the game, follow its progress etc.

You can find the page HERE

 

Pandemic Legacy Season One Finale

Monday saw the Gang of Four get together to attempt to get a win for the final month of December. Would it take both attempts? Would we even got a win? Our track record hasn't been that great so far, the game really has been owning us.

With the board setup, the three remaining objectives out, and looking at only having to complete two out of the three, we might just stand a chance of ending the game on a high.

Debbie read the mission brief for December. Our current objectives were all of a sudden the old torn up objectives. We now had two new objectives, one of them we had to find a stock pile of the CoDa virus hidden in all places Atlanta. Wow a final curve ball.

Debbie had swapped out her character for the virologist. Which with mine meant we had the characters good at curing the faded and vaccinate the faded cities. And that was to be our main task.

We focused a lot on locating that hidden stock pile. We were getting close. But we got washed away with tides of pandemics. The game had smacked us down once more, reminding us who the boss is.

With the board reset, this was it our final chance of going out with a win.

Debbie and I divided the globe for dealing with the faded, and vaccinating the cities. Matt and Jonathan were to control the virus outbreaks, AND find the stockpile.

Naturally Debbie and I helped out where we could. We found the stockpile. Phew one objective down. Plus we had found a cure. That helped take the pressure off. But we were burning through the player deck.

We had a win in sight. But did we have enough time? There were five cards left in the player deck! Debbie would be able to do her part of the plan to win. That accounted for two of the final five cards. Then it would be Matts turn, another two cards gone. If I couldn't do my part of the plan we'd lost. But I executed our plan to perfection. I vaccinated our final city to grab the win. It doesn't get closer than that.

We totalled up our score for our play through and ended up with a final score of 448. Not in the lowest bracket, so a little relief there.

Final thoughts…

So first up we got twenty plays out of this game. So for a £45 play through once legacy game, I think we got our monies worth out of the game. I know some suggest you can then use your final board and play the game as a regular pandemic, but with that personal touch. But I'm not sure I'd do that. I might give it a try.

For us we thought it was a bit on the mean side. Several times with victory in sight we managed to snatch a defeat.

Loved the story element of the game, and the new bits they threw in like the faded, vaccinations and searching. And the little faded figures, oh they are sooo cool. I thought the little vaccine pills looked like amber ants eggs. Not sure about the road blocks, we didn't really use these, the quarantine tokens I liked. The different building types were a nice touch.

I have to admit when I had to tear up my first card in the game I was a bit hesitant about it. But by the end I quite enjoyed it.

Overall I loved the whole experience of the game. It really worked. The plot twists, even when my character turned out to be a traitor and was gone from the game, were cool. Our issue as the graph above shows was the getting together to play.

I can't wait until Season Two, and see where the story takes us.

 

Hero Realms Explores Kickstarter

Yesterday say the start of the next White Wizard Games Kickstarter project.

Due to hit October sometime (always take these estimated delivery dates with a pinch of salt, although White Wizard Games have been pretty good in hitting theirs in the past) Hero Realms is a deck building game using the Star Realms engine with some RPG elements thrown in.

Naturally I've backed the project not just for myself but also for Nath as well. I love Star Realms, Epic is a good game, so the track record for me is a good one (I've erased Cthulhlu Realms from TMG from my mind and history).

Within 24 hours they have hit their modest $100k target (at time of writing they are just shy of $145k) so stretch goals are starting to be unlocked like promo cards.

If you want to go see what all the fuss is about or back it, you can visit the Kickstarter page HERE

 

One thing new out next week ws13Jun16

Amongst the “mainstream” games restocks, and the new Yu-Gi-Oh stuff there was only one thing that caught my eye in the weekly propaganda broadcasts from the Esdevium empire.

This week sees the sixth and final data pack in the Mumbad Cycle for Android Netrunner. And I think,it's obvious by now how I feel about this game.

And that's it. So after the UK Games Expo and pre-Origins we, well me really, as this is a what interests me post, is getting a light week on my wallet.

Don't worry post Origins and GenCon they will be hitting our wallets big time.