Saturday, 28 October 2023

WhaDiYoB? - The Thief of Baghdad (2006) and 12 Thieves (re-published 2017)

🕑 7 min read

Welcome back again, to our 'What Did You Bring?' segment! This week will be taking a look at a game which was last mentioned (favourably) in our NoBoG Blog 8 years ago! 12 Thieves by Thorsten Gimmler, and published by Queen Games

Under cover of the night, in the far away city of Baghdad, 5 opulent Palaces and their riches, have become the targets of what can only be described as organised flash mobs of thieves. Each Thieves Guild (player) has access to 12 thieves plus 2-4* palace guards on their pay-roll (*depending on the number of players). The aim of the game is to bribe your way into the treasure vaults of the palaces and then carry away chests full of gold and precious stones. The first player to secure the contents of 4-6* treasure chests (*player dependant), wins! 

If you were imagining some kind of 'Oceans 11' heist or caper, full of twists and turns with a rich theme... then please feel free to look away. The theme here is only lightly pasted on. At the beating heart of 12 Thieves is an area moving, hand managing, tactical, abstract puzzle game and race(?). There is a healthy dollop of luck needed to achieve more than other players in the same amount of time, but don't despair, if you like pitting your wits against your opponents and out thinking them, then you're in good company here. 

12 Thieves was republished in 2017 by Queen Games, after it's initial release in 2006, again by Queen Games - under the old name of The Thief of Baghdad. It was also nominated for Spiel des Jahres in 2007. I played the 2006 version, which contained wooden meeples rather than cardboard tokens. Interestingly, the games designer Thorsten Gimmler designed one of my favourite filler games too - No Thanks!

So, let's quickly talk about the mechanics and game play before I let you how I really felt about 12 Thieves

12 Thieves (2017)
Players take their turns in clockwise order, playing cards from your hand in order to move guards from one palace to another, and 'deposit' your own thieves into treasure rooms. The colours of the cards played correspond to the colour of each palace. So to get a thief into a treasure room, you  must have one of your own (coloured) guards posted at the palace of your choice, plus at least 1 more guard of another players (or a neutral guard), and the correct number (and coloured) cards. If you have your guard positioned, and the right card(s), you may sneak one or more of your thieves into the palace courtyard. Treasure chests in each palace require 4-7 of your thieves to be placed, to take them. Each palace has 4 chests to steal. 

Once your turn has ended, you draw 3 more face down cards from the deck into your hand in readiness for your next turn. 

As one would expect, there is more to this game than simply being in the right place at the right time, with the right cards. You may move your own palace guard from one palace to another, by again, playing a card of the same colour as either the palace you are leaving, or the palace you are going to. You may also, move one of the neutral (non-affiliated) guards by spending 2 cards, 1 of each coloured palace involved in that move. You might be asking why would you do this. Well, for a player to sneak a thief into a palace's treasure room, you must have one of your own guards, plus another guard to pay one card for each thief you drop off there. However, if there are 2 opposing guards at the palace, then you must bribe using 2 cards per thief to drop them off. If there are 3 opposing guards, then the cost is 3 cards each thief. So you can see that your passage to success may be made more expensive or blocked entirely by opponents jerking guards around just before it becomes your turn. Ouch, you jerk. 

The Thief of Baghdad (2006)
There are another couple of rules worth mentioning, before this chaotic masterpiece can be rendered fully in you mind. When you move one of your own guards from one palace to another (paying the card cost), that guard may also take a single thief of its own colour from the treasure room of the palace it is departing from, and deliver it, free from additional cost, to another palace's treasure room. So long as the maximum number of thief movements (and drop-offs) does not exceed 3 in the same turn, that is. The other rule is; if you can't do anything on your turn, or you simply don't want to do anything, you may instead go directly to drawing 3 cards, plus an additional wild card called a Dancer. This Dancer card can represent any colour you want it to be. It's very, very useful when you want to impress all the another thieves guilds with your forward planning and slick tricks. Totally not luck though. 100% skill. 

There it is!! A beautifully simple, yet thinky, abstract board game which will last you 30-60mins, depending on player numbers and levels of susceptibility to AP (Analysis Paralysis).

Be more donkey.
My final thoughts on this game are; give it a try if you get the chance - definitely before you consider buying it. 12 Thieves gets a healthy 6.4 rating on Board Game Geek, and that somehow feels right to me. The game is fairly cheap, and the production quality of the original release is way better than the latest 2017 release. However... it will not spoil your enjoyment of the game. One other thing I found about the game is, that there seems to be some useful 'cheat codes' you can use to hack the game. My first play, I was obsessed with what everyone else was doing. I moved guards around continuously looking for short cuts towards victory, but mainly to be chaotic, only to end up serving my opponents with 'open goals' - which amounts to palaces with only 2 guards of 2 separate affiliations. Believe you me, they took advantage of every opportunity I provided them with and used their experience with thievery to force me to lament a hand of cards which did nothing for my cause. ARGHHH!!!

By the time I got to my second game I had discovered the 'hacks', and then richly became enemy number one. As a result, I effortlessly glided to victory under a chorus of muted groans from my lesser gilded opponents. This game is easy to learn. It makes you feel powerful. It can also make you feel like a donkey. I love donkeys. Adopt a donkey! Do it!

Anyway, that's enough. See you next time. 

Tuesday, 3 October 2023

Game Night - ALAN!! A complete Leg-End.

🕑 10 min read

It's not like we, the Townsfolk, haven't seen travelling bands of (so-called) heroes before. After all, many of us rely heavily upon their lucrative trade. It's just that these ones in particular, more than any others, had thought so highly of themselves. In the not so distant past, yes, we may have suffered minor raids by The Dragon of the Northern Mountains, but nothing we couldn't easily recover from in time.

With each new group of 'dragon horde coveting' strangers came its challenges. Yet, when they eventually built up the courage to  travel north and 'save' our town, we would never hear from them again... and life continued on in relative peace. 

This time was different, though. We got what we dreaded the most. Word had reached us that The Dragon was defeated, and now, so was our main way of making a living. To add insult to injury, those potty-mouthed, blood-thirsty, patronising (not in a good way) out-of-towners, turned up on our door steps to rub our noses in it too. 

Thank the gods they hated each other more than they paid any attention to us... or we, too, might have become ash, along with most of our town. What did we ever do to deserve heroes like these?

Welcome once again to Game Night at NoBoG! 30+ NoBoGlins, and a few first timers, came together to play games on 6 fuzzy tables. It was a very busy evening indeed. For the purposes of this post, all player's names have been changed to protect the murder-hobos and meta-gamers.

It took a while (years), but I managed to get a game of Fiasco RPG back on the felt again and run it at a NoBoG evening. If you are unaware of what Fiasco is, then please let me quickly fill you in. 

Fiasco is a games master'less, dice'less storytelling, tabletop roleplaying game for 3-5 players. Each player will 'star' in a total of 4 'scenes' over 2 acts of play. The aim is to improvise a story together; setting up highly incendiary situations, testing relationships to destruction, and grabbing what we want when we can... and all just for the fun of it. A typical game of Fiasco begins quite conservatively and then rapidly descends into mayhem and hilarity, lasting usually between 2.5 - 3 hours. 

To kick this game off, the players discuss and collectively choose one of the 3 Playsets available in the core game box. Each playset is a backstory, genre, and micro-environment from which the players get to draw inspiration from and roleplay within. Mechanically, each playset comprises a deck of 54 cards full of thematic story-telling devices to wet our creative whistles with. During the set-up, which is an enjoyable part of the game too, all players are invited to choose a relationship with one of their neighbours to the left or right of them. Once complete, they are all then invited to take a moment to discuss their roles and character ideas. Those connections are then added to with needs, objectsand locations. All of this is meant to build up and facilitate the flow of ideas in order to weave a story and (hopefully) reach an explosive/surprising conclusion.

Our group chose the Dragon Slayers playset. After creating a bangarang of interdependence between our characters, we descended upon the (un)suspecting denizens of the town. Here's a somewhat embellished dramatization of what went down... from the perspective of the beleaguered Townsfolk. 

What was not entirely obvious to the townsfolk was how this mismatched band of travelling clowns managed to best a literal dragon; let along our Dragon in her own lair. She had made short work (or so we were told) of all previous 'heroes' who used our town as a base camp. That's not to say that the provisions and equipment we sold were subpar. So, if at any point a vicious rumour about us wafts your way, try not to be too judgemental. We're good folk, trying to make an honest living. Unlike the 'heroes' of this story.

Like I said, we heard that The Dragon was defeated. A party of locals were being organised to locate what was left of the dragon's horde when 'they' finally turned up; in the evening at our one and only tavern. First, a pair of disgruntled elves, spouting xenophobic cuss words, named Zadkiel the Spellweaver and Dagan the Aloof. Now, our town was a diverse mix of folk from all over the land. However, this fact was completely lost on them spiteful little elves. Word had it that they were plotting to accumulate as much of their companions loot as possible before fleeing with it. 

The other 'pair' appeared to be human in ancestry and of magical means. Some of our town's tavern-goers nicknamed them the 'Rain Dancers'. This stemmed from witnessing them waving their arms around a lot in close proximity to one another, looking to the heavens in exasperation, then concluding with gormless looks of concern when nothing happened, or indeed zilch was going their way at all. The robed and more worrisome looking one screamed, "Alan!" quite a lot, to which Alan responded with "yes, your Mighty. " They both smelt of death and despair. 

Lastly, and by no means least, was a brute of a dwarf who we believed to be the groups 'meat-shield', as described by modern-day adventuring parlance. Gwarl the Deadly had a penchant for harassing a bewildered Alan for elven biscuits and murdering our orc neighbours who lived just down the trail. We caught wind of this fact when our very own town mayor made an impromptu visit to one of her cousins for mid-afternoon tea and to open their new orphanage. 

Beware an elf bearing gifts.

All in all, it was quickly decided that if this murderous, ill-tempered, lying bunch of back-stabbers didn't kill each other soon, we would probably have to send for help from The Big City for reinforcements. Or face the very real possibility of the total destruction of our homes and businesses. 

As rumours of their plans spread, our finest townsfolk minds began to formulate plans of their own. Our very own Town Merchant, who happened to be elven, was contacted by the adventuring party's elves. For some insane reason, they bartered away the rights to the dragon's skull for elven crackers! What idiots!! We immediately went to work, following both Zadkiel and Dagan, in the hopes that they would lead us to the dragon's horde. Unfortunately, late the next afternoon, we lost contact with our comrades who were involved. However, reports say that the pair of disgruntled elves turned up at our tavern with some crackers, in a sack splattered with blood. Perhaps we had underestimated them somehow.

Arundel and Alan. Winning. 
Elsewhere, our town's librarian, who hired out her spare room and cellar to the mystical pair of humans, had some interesting news too. He overheard them discuss releasing an undead plague of untold misery over the land, via the dragon's egg they had newly acquired during their raid on the lair. They must be brains of the outfit. However, we later found out that their plans were put on hold when Alan discovered that the dwarf, Gwarl, had mistakenly eaten the raw dragon egg, rather than the chicken egg which had also been close at hand. Alan of course, neglected to pass on this important information to Arundel The Mighty, at least until after they both had completed a necromantic ritual gestating the farmhouse chicken egg, into what turned out to be a very very angry and murderous bird indeed. 

It was at that point that several reports came back of buildings spontaneously exploding or setting themselves alight. We're not entirely sure what happened, as most of us were too busy grabbing our children and elderly, and running for the foot hills. In time, though, what really occurred was reliably passed back to us. The dwarf had suddenly come down with an acute case of flammable breath and explosive farts - apparently confirming that he indeed had eaten a dragons egg. In the midst of setting fire to our tavern and adjacent properties, Arundel the Mighty had decided to use a magical staff's abilities on the dwarf, in an attempt to reincarnate and regurgitate the chewed up remains of the dragon embryo. This was a time critical objective, since Gwarl had not yet had a chance to sit down and dispose of it at the khazi. 

Gwarl needed to lie down for a bit.
Success! The newly awakened and conscious belly creature proceeded to gnaw its way through the chest of a rather surprised birthing dwarf. It was at this time, that one of the disgruntled elves, Dagan, decided that they had seen enough of this madness, grabbed all the available loot and made a break for it.

While a confused and fiery baby dragon destroyed the rest of our town, what was left of the adventuring party piled on to Dagan and tore them apart for their treacherous behaviour. We're not sure how many of the treacherous acts already carried out so far constituted an execution in their eyes... but apparently stealing stolen treasure crossed a line somehow. May the gods have mercy on all of their souls. If they still have a soul, that is. 

After a few days of rough travel, we, the Town's refugees, arrived at the Big City gates for food and shelter. We passed onto the authorities the whispers which had circulated regarding what remained of those so-called 'heroes'. They were last seen wandering off into the wilderness, however, we could not be certain. For all we knew, they might have infiltrated our travelling party for protection in numbers and we unwittingly granted them access to the City. 

Never have I met such a sorry bunch of accidental dragon slayers in my life. Worse, they are still out there, unquestionably oblivious to the mayhem and destruction they are leaving in their wake. 

My beloved husband never did return from his last shift at the tavern that afternoon. Leaving behind four young children. Maybe he was the lucky one? However, I doubt it, as he was last seen having his face pecked off by that fowl bird and then spontaneously popping out of existence. If you ever read this account, my darling, please remember us, and come find us. Together, we'll exact our revenge...

Ok, so our final thoughts.

I have played Fiasco over 20 times by now, to a varying degree of success and intensity. The feedback from our first time Fiasco players this time, was that the game really makes you think. Which was later clarified to mean, that there was little (by way of mechanics) in the game to help new players to prepare for being put in the spot-light so early on. If I recall, I experienced this on my first few games too. Having to work with only 'creative vapours' can feel very intimidating, and may cause a small amount of stress. 

Fiasco is a rules light game, and the driver of the current scene is an individual player who uses their time to try and forward their character's agenda. Other players may and will jump in from time to time with helpful suggestions, it is in fact recommended! However, players, who are only experienced in roleplaying in games where the story is driven and underwritten by a sole person - a Games or Dungeon Master; could easily feel a little abandoned and uncomfortably short of ideas. 

Over all, the game was really fun, with plenty of belly laughs - especially around our failing and flopping magic-using apprentice Alan... who (of course) eventually went insane. 

Story telling and improvisation is a skill, there's no doubt about it. So if you are lacking in that department or are in need of some practice... or you want to show-off your quick thinking, razor-sharp wit, give Fiasco a go. It's an experience to behold. 

See you later.