At the start of the week I got a chance to spend a couple of days with my son Nathan.
Naturally we got some gaming in while I was visiting.
Our first game was an introduction to roll/flip and writes for Nathan with Cartographers.
I set up the game using the play mat for it, the two skills mini expansions, and the ambush mini expansion.
The benefit of the mini expansions is more variety when playing, particularly with the ambush cards.
The skills mini expansions was the first time playing with them. They add an extra thing you can do each season, such as draw a 1×1 square and fill it with a particular terrain type. The skills have a cost, and you can only use one of them per season. I like what this brings to the game. It’s an extra decision to make during a season, it’s not a big overhead at all.
Cartographers
Our second game was Libertalia Winds of Galecrest.
I know Nath really liked the game as he asked to play it again straight away after finishing our first game. The second game we used the stormy tiles.
Libertalia Winds of Galecrest
Another roll and write hit the table next, Dungeons, Dice & Danger.
This was new to both of us. We used the novice Annoyed Animals map.
Dungeons, Dice & Danger and The Cousin’s War 2nd Edition
I really liked this. I think Nath did as well, and might be keen to try one of the other maps.
Our final game of the day was The Cousin’s War (Second Edition). This was the first time playing the game since I bought it three (?) years ago at the UK Games Expo.
We experienced both types of plays you can have with this game. Our first game was over in 5 minutes (maximum) after one round. With the second game going to 30 mins and all 5 rounds.
Who Won What
Our last game of my visit was to introduce Nathan to one of the more complicated roll and writes out there, the combotastic (can you guess what it is yet?)… Three Sisters. Just for the lols I added in the mini weather expansion as well.
Nathan agreed this had a lot more going on than the other roll/flip and writes we had played.
I really do like when an expansions adds very little complication to a game mechanic wise. I like how it makes use of the last die left on the rondel to select an additional minor rule for the next round.
Three Sisters Result
Movies watched with Nathan:
Dune (2021)
Jurassic World
Jurassic World: Fallen Kingdom
I still had to slum it on the coffee front. But at least I got to cook for Nath. I tried to impart recipes to him. But he had no interest. However he did like my chicken noodle soup, and my sweet and sour chicken.
Another month nearly gone, which means I’ll be sharing the monthly gaming stats with you in an imminent post. But before then it’s time to jump in that ol’ Delorean and revisit May 2016.
My Top 9 Played Games in May 2016
Yep we were still working our way through the Pandemic Legacy Season 1 campaign. Still enjoying its twists and turns.
The stand out game of this month looks like a game only a select few have played and that’s Ladybug Lunch. An enjoyable little card game. For the record the game was designed by Jonathan so contractually I have to say that. If I remember correctly his daughter has a card named after her in it. Which is scant consultation for knowing I am and will be forever the reigning Fenland Gamers Bohemian Villages champion.
And that’s a nice segway into saying we played Bohemian Villages this month. For some reason this game never got the love it deserved. It definitely flew under the radar. Which is a shame. It’s a great little game.
Nations the dice game I enjoyed (it’s still in the collection) and was part of a small trend at the time of producing dice versions of a particular game.
Traders of Osaka was a purchase after seeing Wil Wheaton and pals play it on a Tabletop episode if memory doesn’t fail me. Once again a nice game that should get to the table more often.
Ok time for some stats…
Stat Insights for May 2016
And now for those that like lists here is one.
That’s about it for this post see you around the same time next month for another flashback.
Next Friday (Queen’s Platinum Jubilee bank holiday), Saturday and Sunday sees the UK Games Expo return to the NEC.
I’m expecting the Friday (the day I plan to be going) to be just as busy as a Saturday usually is, because it’s a bank holiday.
The plan is to pick up the second hand copy of Ghostbusters 2 the board game that I’m buying off another member of the Board Game Trading and Chat UK Facebook group. This was arranged a few weeks ago.
Lunchtime those of us from Fenland Gamers that are at UKGE are meeting up to have a group photo taken. Which I’m sure will be accompanied with banter and talk about our expo experience so far.
There will not be lots of new games bought at the expo. I just don’t have the budget. Having to get four new tyres on the car have stopped anything like that happening. The budget is very very tight. So unless there is an amazing bargain in my very restricted budget range, there will not be one of those “here is my expo game haul” photos.
Who knows maybe I’ll see the attraction of the open gaming at the expo this year!
I had to cancel the session for this evening. Plus also the D&D session tomorrow.
Life as we all know has a way of throwing a spanner in the works.
Which it did Wednesday when I got home from work.
I had just walked through my front door, when mum called out from the conservatory (her side).
She had just fallen over hitting the wall on her way down.
After lifting mum back onto her feet, and checking her over. I told her off for not using her walking frame.
Her actual injuries were some bruising above an eye, couple minor cuts above her lip, and a badly bruised finger.
There appeared to be no concussion or broken bones. So it was making sure mum rested and took things easy. Whilst keeping a close eye on her.
Luckily I had Thursday off.
But to give mum time to recover I thought it best to give her a break from looking after two very demanding little fur balls this weekend.
The bruising is starting to go down. Especially on the finger.
So there we have it. No role playing this weekend. I do have to set a new date for the Paranoia session. The D&D will roll over to our next scheduled session.
Your security clearance may not be high enough to read this post.
SPOILER ALERT TO Troubleshooters! The following part of the post contains spoilers for the up and coming one shot. You may want to avoid this part of the post and join me in a future one.
The introductory adventure [YOUR SECURITY CLEARANCE IS NOT HIGH ENOUGH FOR THE TITLE OF THIS ADVENTURE] really does hold your hand. It’s been a joy to reread it.
I’ve dug out the cards I’ll require for this introductory adventure. Which as far as I can tell reading through the adventure just the four item cards that it lists. Plus the action card deck. Oh and the all important “Number One Troubleshooter” card.
As the photo above shows I’ve also located and put to one side the rather lovely chunky computer dice that I got in the last Paranoia Kickstarter. These are so much more nicer than the original puny red computer die that came in the original Paranoia Kickstarter.
I had entertained for a day or two the idea of creating characters for the players at the start of the session. With a longer session I very well might have gone with it. I love how the whole process is a group activity giving each player the chance to influence the creation of the other players characters, creating tension and links that hopefully carry over into the game in a safe, healthy way!
So instead I’m going with the pregens from the Mission Book. There are five in the book. Naturally I’m going to have to nip into the library to print these off. I will give the players the opportunity to spend some moxie and/or clones to improve the stats of their character.
Sorry no great insights or anything interesting. My security clearance doesn’t allow me to share anything more!
I know it’s not as if this blog has a huge readership that I can afford to have some go away and read something else. But I have to say the following. I don’t want to spoil the Rise of Fenris campaign for anyone.
SPOILER ALERT! The following post contains spoilers for the Rise of Fenris campaign for Scythe. If you haven’t played the expansion and wish to avoid any spoilers you may want to avoid this post and join me in a future one.
Right if you are still here and read previous posts in this campaign log,I think it’s a log, you know what’s coming up next.
It was unlikely that Ben was going to turn up. His major life event was having complications. So I set up for three players but had Ben’s stuff to hand if he felt able to come along.
Sadly
Episode 7
The special setup rules for this episode saw the twelfth encounter token being used. This went on the factory space.
We also used the side of the Triumph Track not used in episode 2. Which meant this time it was…
This also meant we could have Rivals in this game too!
Setting up rivals was simple you “…declare “rivals” by placing 1 or more of your stars on other players’ home bases. You may place up to 4 of your stars this way, and you may place multiple stars on the same home base. All players do this simultaneously.”
I placed 2 stars on both Jeff and Shane’s home bases. Sharing the “love”.
This meant while Jeff and Shane had one of my stars on their home base they were a rival. Which also meant if I defeated them in combat I’d not only place one of those stars on the triumph but also get $5. The draw back for me was I could only place these stars on the triumph track by winning a combat.
Our goals were to win the game or find Tesla.
To find Tesla one player had to collect five encounter tokens (the number required changes with the player count).
The question I had was if I the Fenris player found Tesla did that mean he had been recaptured?
Our faction/player board match ups for this episode were as follows after randomly drawing the player boards.
Vesna & Voltan/Mechanical (Cyan) – Jeff
Rusviet Union/Innovative (Red) – Shane
Fenris/Patriotic (Orange) – Me
Once again we were given the option to use the Wind Gambit expansion, and the Backup Plan resolution tile. So naturally they were going to be in play.
Airship Rules, structure bonus, and resolution tile used in episode 7
Opening turns saw us utilising our infrastructure mods to get that initial boost. I obviously unlocked my mech leap ability, and built my windmill, and doubled my initial produce action. Followed by an early recruit to get me three combat cards.
Naturally I wanted to get a good hand of combat cards to go with the soon to be unlocked death ray (ULAH!).
I did get the eight combat cards star on the Triumph track, and was now ready to start being aggressive and winning those combats.
Whilst I was doing all this slowly Jeff and Shane were getting encounter tokens.
I needed to start moving and getting rid of those influence tokens.
Slowly I started placing them around the board to try and slow down the other two. Whilst doing so I was able to win a combat or two and gather an encounter token or two.
Then I got my dream encounter card. I had just won a combat against Shane, and got $5 for my spoils. So I had the money (I did anyway) to pay for the option to copy an opponent’s faction ability for the rest of the game. This was in addition to my own.
As you can see I did a short Instagram video of my reaction to getting the Rusviet faction ability.
How how I miss this ability. It was time to abuse the move action to get out my remaining influence tokens.
If I hadn’t tied up four of my stars for rivals and combat I had got to the point where I had five stars out, and a possibility to get a sixth out without combat. However I had no option but to build up some bolster points to attack the weakest of my opponents to get that final star out.
With a 5 value combat card in hand, I got a single bolster point more than Shane. It was all I needed. Getting to this point had been costly. I had lost a combat against both of them. I had been hoping to keep their stars on the Triumph track to a lower count.
The end of the game was triggered. Then that Backup Plan resolution tile bit me in the butt. I hadn’t won. However that extra round enabled Shane and Jeff to knock me off two tiles and reduce my final score.
However I earnt enough to buy a mod at the end. Which was the important bit.
Final scores for episode 7
I also had three wild card stars to use on the triumph log. So I was able to complete more columns and rows putting me in a good end of game position for episode 8.
Ok Jeff has been winning the battles (well most of them) but the war/campaign is won at the end of episode 8.
Tesla wasn’t found. So we still got to open the last box, revealing a rather cool Tesla mini. But boy is he pissed apparently that we didn’t.
I can’t wait until our final game and find out what Tesla brings to the game.
Tradition and D&D law states that the following disclaimer has to be said. If it doesn’t apply just ignore it, skim read my ramblings and go find some more compelling, nay interesting content to read.
SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign/session. You may want to avoid this post and join me in a future one.
A wise and clever DM/GM would schedule playing a completely new RPG system the week between their regular D&D session. Not the night before!
In my defence… no I have no defence I didn’t check before arranging. I just knew any new session couldn’t be on a Saturday. Which meant it could only in reality be a Wednesday or a Friday there is no gaming.
Luckily this next session is the continuation of exploring the haunted house. So not a great deal of session planning to do for it.
However there is a bit of house keeping to do, such as make a list of what the party found or could find.
Plus I need to start thinking of hooks to start hinting at. I quite like the one Mike Shea came up with for the Second Rise district.
“Hook. The back walls of one of the villas collapsed into a series of chambers appearing to have once been a temple to a dark bestial god. The family owning the villa has gone missing and the Silver Talons seek discreet investigators to enter the temple and find any survivors from the collapse.” City of Arches by Michael E. Shea
I can see a patrol of Silver Talons approaching the party as they exit the haunted house. Or even contact them via Adel.
I still need to decide how much Adel will reward the party for investigating the haunted house. What will her standard rate be?
While I’m pondering that I’ll end this post and see you next time.
In two weeks, well more like a week and a half time, if all goes to plan, I should be playing my first game of Paranoia as the GM.
But before I go any further I need to say the following.
SPOILER ALERT TO Troubleshooters! The following part of the post contains spoilers for the up and coming one shot. You may want to avoid this part of the post and join me in a future one.
For this one shot session I’ll be running the introductory adventure [YOUR SECURITY CLEARANCE IS NOT HIGH ENOUGH FOR THE TITLE OF THIS ADVENTURE] from the Mission book that makes up my copy of the Ultraviolet edition of the Paranoia RPG Kickstarter I backed.
Part of my prep for the one shot will be to rewatch the MCDM YouTube video of them playing the introductory adventure.
MCDM plays Paranoia
Followed by rereading the adventure itself.
I have read the adventure.
But it was many moons ago.
The one thing I will say about it (from memory) was how “friendly” it was towards new GMs. It really does hold your hands and talks you through the rules at the appropriate spots. I really do wish other systems had something like this. However will I feel this way about the adventure once I’ve run it in anger?
The adventures woke up to find a note left for them by Adel, asking them to investigate strange goings on at a villa in the Second Rise district.
So led by Vas they made their way to the exclusive part of the City of Arches. The party stopped and asked a member of the Silver Talons (a private mercenary security force employed by the residents of the Second Rise) for directions.
Once at the villa the party made their way in, discovering foot prints in the hallway. Following the foot prints led them to a trap door.
Upon descending into the cellar the party is attacked by a mummy. After an epic battle they needed a rest to recover.
After an uneventful rest the party discovered they had been in a room next to some skeletons. Which they soon dispatched. During the brief combat a secret room was revealed.
Inside the secret room these dark figures attacked the group. Only to be repelled by Jeb, forcing the group to grab and thing not nailed down and run.
Back on the ground floor the group started exploring the rest of the house.
And that is where we left the party.
Post Mortem
And here is the necessary bit to tell my players to basically stop, and go do something less boring. Otherwise their future fun might be ruined.
SPOILER ALERT TO MY ADVENTURERS! The following part of the post contains spoilers for the up and coming campaign. You may want to avoid this part of the post and join me in a future one.
It was requested that we use two of the bigger tables for our D&D session. Which I’m glad we did. It gave me and the players more space to spread out.
Before the session started I made some quick last minute notes based on the Lazy DM Workbook (page 7, Quick Encounter Building) about how many of each creature I could use in an encounter. I’m glad I did this. Otherwise I might have thrown all 4 mummy minis at the party!
I again started the session with inspiration being given to the players. I think it worked reasonably well again.
My session 4 notes
Wow the mummy nearly took out the party by itself. Although to be fair I was willing on the party to defeat it. I did have to bite my tongue during the combat. They had identified how to do lots of damage to the mummy using a torch they had dropped into the cellar. But no-one picked it up and used it. Lizzy even suggested it a couple of times during the combat. I just wanted to say “just listen to Lizzy”.
The encounter with two shadows was over very quickly with the cleric successfully using turn undead on them. But this will not be the last time they will encounter shadows. And there will be no turn undead to get them out of the tight spot!
I’m glad I printed out the maps from Ghosts of Saltmarsh and it’s version of the The Sinister Secret of Saltmarsh adventure. It made keeping the room descriptions and map together a lot easier for referencing during the session.
One thing I need to look up is how to handle information about a creature like if a player asks “is it undead?” I provided the information this session but should I be?
I do need to go through the adventure and make a note of everything found and likely to be found by the party.