A boardgame in ACNH!

Animal Crossing New Horizons (ACNH) has usurped Minecraft as my chill out game. I usually log in once a day around 8am, pick fruit, dig up fossils, then sell them to raise funds to fuel my Mario merch purchases (which Nook limits to 5 purchases a day) and buy stuff from the local store.

The goods that the store sells changes on a daily basis. This morning I was able to buy a boardgame!

The game doesn’t appear to be any game particular. Just general game components thrown together to look like a game.

I was pleasantly surprised to find that I could interact with the game in a limited way. That interaction was limited to throwing a die. But still I could imagine I was playing god knows what!

Here is a short video of my mii throwing the die in the boardgame. Yes my life would appear to be that sad that I get excited about this sort of thing, and even worse I put a video of it up on YouTube and share it!

Hopefully I’ll get a new life soon before the next post.

Triffids and co arrive

This will be a brief post for a change.

A parcel arrived this morning from my friend Duncan. As you can see below, it contained the 3D printing he’d kindly been doing for me. And no before ask Duncan did not send me instant coffee as well. That also contained 3D models he’d printed.

I have a lot of printing supports to remove now from the various models. As you can see below I have only got round to doing that to two of the triffids.

But once painted they will look soooo cool on the table.

Last Days: A Triffid Apocalypse! Updated

I did something brave and possibly foolhardy after publishing my post Last Days: A Triffid Apocalypse! I shared it on the Last Days Facebook page.

I was nervous about sharing my work. How would it be received? Luckily people seemed to like it and I got some useful, constructive feedback as well. Which I have included below. I was rather star struck that Ash Barker liked the Facebook post. Did he read the blog post? No idea.

I’m pretty sure I read that triffids can’t go indoors, and their size would hint at that. But can I find where I read that? Not a bloody chance.

Below are the updated stats for a triffid.

Please note: These stats have not been play tested. I repeat have not been play tested. They are my initial thoughts, and a work in progress. They are likely to change once I get a chance to play test them.

I’ve added a Sway and Hit the Head special rules for the stinger. And tweaked the notes on the behaviour and traits.

I don’t think that there needs to be a hidden rule as described above. I think this would be counted as cover. But I need to think more about this.

UPDATED: to avoid confusion over units used for range of stinger.

I think these take on board the advice given, and make the triffids feel on theme! Any character that becomes out of action from a triffid attack and part of a campaign still needs additions made to decide if they die, blinded or seriously ill for a period of time. But that’s for another day.

To do:

▪ Play test this!

▪ Come up with campaign additions to cover a character becoming blind if they survived an attack and got hit on bare skin.

Hope people like this update.

A new switch gaming project!

I started yet another game today! I still need to finish my revisit to Rapture. But that visit got interrupted by Animal Crossing New Horizons (ACNH) and the Mario + Rabbids game (currently a lot further into this than when I played it previously).

ACNH will be an on going thing as I will be visiting Acheron daily to do various tasks that need doing, such as pick and sell fruit. And I’m currently buying my daily allocated 5 Mario items from Nook’s shop.

But this new game just had to be fired up and played.

That new game (to me) was Final Fantasy VII and VIII Remastered for the Switch.

The plan is to play FFVII and also read the book 500 Years Later between sessions. Followed by watching the FFVII: Advent Children movie.

The book 500 Years Later is all about FFVII (naturally) and it’s development. I backed it on Kickstarter and it’s been sitting on my bookshelf ever since it’s arrival. Now seems the perfect time to take it off the shelf, dust it off and savour the words inside.

This also gave me an idea for a future project for when I replay the classic Doom. I have a couple of books about that, that I could read at the same time. Plus I have books on Mario and Zelda that could accompany a play through of one or two of the respective titles for those characters.

I have an admission to make about FF7VII. An admission that will make other gamers look down on me with distain and open me up to ridicule from them. But it needs to be said. I have barely played FF7VII. I hadn’t gotten very far into the game at all. But I have played FFI – III, plus the FF Legend on the GameBoy. And I still have nightmares of the 20+ hours of FFXIII that I played (god that game was boring).

So I’m pretty excited to be able to put time into playing the game now.

To help me through this project my latest delivery of coffee from Girl with a Portafilter arrived earlier in the week.

It always helps to have a good coffee to start the day off with. And this is good coffee. It’s leap and bounds above what supermarkets try to pass off as coffee on their shelves. Not even the same league.

Leave me a comment below if you have any ideas on how you want me to cover my journey with FFVII if at all.

My backlog of games to play

There seems to be a light at the end of the tunnel in all of this darkness that has been plaguing the world for a year now.

Which means it’s time to remind myself that I have a list of games that I want to play once things become safe again to do so.

I have to admit it’s been frustrating not being able to play these games with my friends. Plus there has been more than a touch of envy seeing photos of people playing games with family/partners on various boardgame Facebook pages I belong to. The drawback of being single.

Below are collages of the games that make up my list of games to play once in person gaming is a thing again.

This list is just games that I have new expansions for, or are new to my collection.

Which means this list doesn’t even cover games that I’d like to get to the table again because I haven’t played them in a while like Scythe or Battlestar Galactica.

The list also doesn’t include RPGs either. Maybe I’ll do a separate list for those.

I think all these sort of lists prove is that even though not able to play games, this doesn’t stop people adding to their collection. And that when able to get together again we will all need a months holiday to get through the backlog.

What games/expansions are on your list?

Wingspan – 100 point barrier broken!

A bit of a sensational post title, many many other players have achieved this. But this is a first for our group.

But before I go into how that was achieved I just want to sing the praises of one of the Wingspan apps features that I really like. That feature is the Preserve Archive.

When you finish playing a game before returning to the main menu you are given the option of saving that game to the reserve. I’ve been doing that for all the games I have played so far (I only play Wingspan against my friends online). So it’s like keeping a running record of those games, which I really must turn into data that can be analysed and graphs drawn (wish there was an easy way to get to this data). But it really is cool being able to go back and look at the detail of everyone’s final board state.

Yesterday I got to play three games of Wingspan.

The first game of the day was a three player game with Jonathan plus an AI opponent during the afternoon.

For some reason the Switch version of the app decided to play up by crashing. And then once back up and online, deciding to play the background music so it sounded corrupted! Even quitting and go back in didn’t seem to fix it. But I soldiered on through this adversity to tie the game with the AI. Which was given the win on some bs tie breaker.

The second game of the day was later in the evening and saw Jeff joining in to make it a four player game. Having done absolutely nothing between games to rectify the earlier sound issue, it was now fine!

It wasn’t until the later stages of the game that I decided to look at the board states of the others. I was horrified to see Jonathan had both Ravens out. But he was struggling for some reason (He’ll hopefully put his experience and reasons in the comments about this). I still thought the game would go to Jonathan.

So I was pleasantly surprised that I scored more points than him. And I’ve only just noticed I scored the exact same score as I had in the earlier game. Alas thus was not good enough to beat Jeff, who romped home to his first win. I suspect he’s been practicing.

We started our third and final game, after all our first game had taken about an hour. There was time for another. Or so we thought. Jonathan noticed it first. But this third game was taking an age. Despite taking our turns almost instantly (there was no AP going on), the little egg timer would appear and be there for minutes (never timed sadly). Something was up. But we were committed now. It was well over two hours for the game to finish.

The game did finish though, and when the dust settled, scores tallied. Not only had Jeff hit the 100 point barrier, I had smashed through it and got the win with 102 points. Just like buses if I was to use an old tired cliche.

As you can see below I needed to set up a card draw engine to get cards into hand to fully utilise my bonus. So I took the early decision to forget the end of round objectives and try and get as many birds in hand as possible. I certainly got a lot of value out of tucking cards, such as draw another card, gain an egg, discard a wheat to tuck two, gain a wheat. Because I was drawing so many cards I was able to cherry pick cards that fitted in with my plan and deny the others.

This morning I realised I should have scored 103 points, but failed to tuck and draw one more time on my last turn! I was too set on making sure that I had 8 cards in hand to max out my bonus, forgetting the last tuck replaced itself. That slip could have cost me the game. Many a game has been won by a single point.

I did miss out on 2 points from the final turn. Basically if I had the nest space I could have gained a further 2 eggs. But I was 100% full, no room at the inn. So not an option.

Below are the final board states for both Jeff and Jonathan.

As you can see Jonathan was one bird from completing a self set achievement of completely filling his reserve. The next achievement for us all to try and beat.

I’ll leave you with a parting gift of Wingspan tallying up the final scores. While watching this 30 second clip (the Switch is great at creating these) trying and imagine being Jeff and thinking you’d got this. Then it dawning on you that I had a lot of tucked birds as they got added to my score, and you had just been beaten. I can still here the echoes of Jeff screaming “noooooooooooooo!”

Back to other stuff in the next post.

Dwarven Gate Progress

I thought I’d just share the progress on printing the dwarven gate(s) that Duncan is doing for me.

The first gate has finished printing. Duncan sent me some photos of it assembled, that I’m sharing below with you.

Ok it is being held together by blutac. So once I glue/fix them into position it will fit more cleanly. This was only done to give me an idea of how they will look, and progress.

I have to say it looks pretty amazing. I really think when these get out on the table they have a wow factor.

Duncan has nearly finished the second gate. With all the hiccups worked out in printing them he’s raced through the separate parts that make up the gate.

Can’t wait to to get my grubby mitts on them, and more importantly use them in a game of D&D.

Last Days: A Triffid Apocalypse!

The other day I wrote about how I was excited to be getting some 28mm triffid miniatures printed, and that I’d be using the Last Days: Evolution rules from issue 2 of Blaster with them in a Last Days game.

However to do this I need to come up with the stats for the triffids (I need to fill in the template below). Considering the miniature design is that of the 1980’s BBC adaptation of Day of the Triffids. I want the stats to reflect that as much as possible. Although I will use aspects of the other portrayals of triffids that make sense or fill in any gaps.

So off to the internet to research triffids!

Well first I clicked on the link Duncan had shared with me (The Prop Gallery – link at bottom of post). The link goes to a page about the BBC 1981 triffid prop. Apart from the cool photos that will come in handy when it comes time to paint the triffid miniatures, the relevant bit of info for me was the height of the triffids made, “Standing over nine feet in height“. The Wikipedia page adds to this with information from the novel, “Adult triffids are typically 7 feet (2.1 m) in height. European triffids never exceed 8 feet (2.4 m), but in tropical climates they can reach 10 feet (3.0 m).” and from a sequel story, “a small number of North American triffids reach 60 feet (18 m) in height.”

I was going to have the triffids move slower than a zombie until I came across the following snippet, “Nevertheless, ungainly though it looked, it was contriving to cover the ground at something like an average walking pace.” (Wikipedia)

I got an idea for how tough a triffid are from this “blasting with a shotgun or decapitating with a triffid gun (which fires steel boomerangs called ‘bolts’). Bullets are less effective since a triffid can absorb much damage before dying.” (RGtDotT)

So I think if the attacker uses a shotgun or machete then they can “decapitate” the triffid and kill it.

Let’s look at the triffids weapon, which is its stinger. “a stinger which, when fully extended, can measure 10 feet (3.0 m) in length. When attacking, a triffid will lash the sting at its target, primarily aiming for its prey’s face or head, with considerable speed and force. Contact with bare skin can kill a person instantly.” (Wikipedia)

Have you noticed that when they attack they always go for the unprotected parts? Almost always the head—but sometimes the hands. And another thing: if you look at the statistics of casualties, just take notice of the proportion that has been stung across the eyes and blinded.” (Wikipedia)

Over on the Readers Guide there was this interesting little snippet that I want to try and use if possible. “… but the range can be increased by 1.2–1.5 meters/4–5 feet if it sways forward beforehand.” (RGtDotT)

So how does this translate into stats and all those key words for behaviour and traits?

For the Action Points (AP) I am giving the triffids the same as a basic zombie. This should give it the movement of a walking person. Triffids can’t run. Naturally for Close Quarter Combat (CQC) this just isn’t applicable. Triffids are a ranged attack only. Although technically not a fire arm, the stinger is a ranged weapon. The Fire Arms (FA) stat needs to give the triffid a reasonable chance of hitting it’s target. So I am going to take that from the stat block of a survivor. As defined in the core rule book (page 12) I don’t see the Strength (S) stat being relevant to a triffid. For the time being I’m not sure that Endurance (E) is applicable either. But that may need revisiting. For Damage Capacity (C) I’m making the triffids tougher than humans, but this is mainly for use when being attacked by a weapon that is not a shotgun or machete. I think a triffids might be deadlier than a zombie, but not as scary. So I’m initially giving them a slightly lower “Horror” value. But once gain this may need revisiting. Although a triffid displays signs of intelligence, I am giving them a zero value for this just like a zombie.

I can see “stalking” or “shambling” being suitable here for the Behaviour. But my gut tells me to go “shambling”, but noting that a triffid can’t use the climb action.

What traits to give the triffid? I think “massive” for sure. Triffids can’t enter buildings, and they are a lot bigger than humans. They are easier to hit. For “frequency” I’m going to mimic that of the regular zombie spawning. The other one I am adding is “You’ve Got To Shoot Them In The Head!” if a shotgun or machete is being used.

Next I have to spec out the stinger. I think if a target is under a foot away from the triffid then it can’t hit the target. I’m not sure how to implement the sway yet to extend the range. I think it will be a brand new special rule. Damage is interesting, and initially I’m making it the equivalent of a gun. Rate of Fire (RoF) is easy the triffid can only use it’s stinger once per round to attack. Knock back isn’t applicable, nor is reload.

For the special rules, the stinger is definitely silent. However I think that there will need to be a new special rule to handle the sway to increase the range of the stinger by up to 5 feet. I also think there need to be special rules to cater for the triffid targeting the head and also whether it hit bare skin. This later point is more important for a campaign and deciding if the character becomes blind. The head shot will be a kill shot. But need to think about this. I think maybe 1d6, with a 6 being the headshot.

Please note: These stats have not been play tested. I repeat have not been play tested. They are my initial thoughts, and a work in progress. They are likely to change once I get a chance to play test them.

I hope you find these stats useful. Let me know what you think. Did you use them? How did you get on with them? What did you tweak? I really would appreciate any feedback you have.

Taking this further and adding evolutions is a possibility. The sequel mentions “Aquatic triffids” (Wikipedia), along with using the different sized varieties of land based triffids, particularly the 60 foot American variety one. Maybe use the different appearances of the triffid from the other adaptations and the original book. But I’ll leave that for others to investigate, and spec out, for now.

To do:

  • Play test this!
  • Special rules for sway, head shot and bare skin.
  • Come up with campaign additions to cover a character becoming blind if they survived an attack and got hit on bare skin.

References used:

Aggressive City Building!

Last night saw 5 members of Fenland Gamers meet up virtually to play games.

The clubs discord server was used to host the evening, and made use of its text chat channel and an audio chat channel.

This side of the evening seemed to work really well, especially the audio chat side. Despite a dip in audio quality from time to time, I enjoyed our banter during the game.

Our first game of Carcassonne was just the base game, no expansions. Both games that we played used the following options:

I do like the dead and remaining tiles features. It’s so handy seeing what tiles are left. It offers hope that you might draw the tile you want, or snuff out that hope knowing you will never complete that town. Dead tiles I like as they act as a constant reminder you or your opponent will never complete that town or abbey.

I got screwed by Oli early on with him tying up two of my meeples for the whole of the game. I was playing at a big disadvantage then. So I was chuffed I drew last place. It was the best I could hope for.

Gavin on the other hand I think was a bit shell shocked with the aggressive play and the whole stealing towns off of players. And I can see how it may be seen a bit cutthroat. But that’s how I’ve always played the game, whether against others or an AI.

Jonathan was able to claw out a victory for the first game.

Our second and final game of the evening used the following expansions:

Naturally with the expansions being used the game took longer to play. But I do enjoy playing Carcassonne with them. It’s why I have them for the physical game as well. I didn’t include the Princess and Dragon expansion because I knew Jonathan wasn’t a fan of it. Although with this many players it would become so tactical, and yes add even more playing time.

There were some great battles going on in this game for control of towns and fields. One of those battles involved Jonathan, Oli, and Gavin for control of a field. It looked right up to the last two or three tiles that Jonathan had it. But Oli managed to steal it from him and the win.

We had a great time playing a classic board game using a really great digital version.

Now to organise the next virtual game night.

Return to Ravenloft this May

Tuesday WotC announced their next book release for D&D 5e, “Van Richten’s Guide to Ravenloft”.

This new tome is a campaign source book that will allow DM’s to craft horror themed campaigns for D&D in the expanded Domains of Dread (the first time in 5e).

Naturally there will be new stuff for players such as backgrounds, character lineages, and subclasses, themed for a horror setting. Plus dark gifts, trinkets, creatures and a brand new adventure.

I have to say that my initial impressions of the cover art were not favourable. It didn’t excite or grab me at all. Maybe the FLGS exclusive alt art cover (below right) will look better in the flesh.

With this release the recent on going theme for D&D of producing horror themed titles continues. It started with Rime of the Frostmaiden, and was followed up with the Curse of Strahd Revamped release. Ok Candlekeep Mysteries (out next on 16th March) does break from that, but hey who knows there might be a horror one shot in its pages!

I’m excited for this release (although I’d have been more excited about it being Dragonlance). Horror in D&D interests me. And I’m interested in what advice the folks at WotC will be sharing within the pages on running and creating horror campaigns.

“Van Richten’s Guide to Ravenloft” drops into your FLGS on 18th May.

You can read the full product description on the WotC D&D website HERE.