Showing posts with label Avalon Resistance. Show all posts
Showing posts with label Avalon Resistance. Show all posts

Monday, 4 January 2016

This is my rifle, this is my gun.

Christmas is done, the New Year is over and the NoBlog catches up with the last couple of sessions of December.

On the week before Christmas Tuesday, NoBoG saw the Vietnam war era COIN series game Fire in the Lake have its debut at the Mash Tun.

If you've never played a COIN ( COunter INsurgency) game - or even heard about them - then they are fairly simple area control wargames with a very heavy semi random scripted event theme going on available via a deck of cards. Despite being simple area control games, COIN games are definitely not for the casual gamer and constitute some of the heavier, if not the heaviest of Euro-ish games, and some of the COIN games can take a considerable time investment ( the earlier Andean Abyss COIN game has had sessions that have rolled on past 9 hours in length ).

The conflict that COIN games depict are very much of the modern zeitgeist and in one way or another are pretty much a ubiquitous background noise these days from the 24 hour news empire. Given the relative strengths of well funded and armed combatants against rag tag outfits it's a no brainer that these kind of asymmetric conflicts have become the norm.

The COIN series of games attempts to capture the nature of this asymmetric warfare and also the oh so important political/terror fight for the hearts and minds of the populace that goes hand in hand with it. Previous games have visited the utter chaos of Colombia in the 1990s ( Andean Abyss ) and its druglords, the turbulent Cuban uprising of the 50's ( Cuba Libre ) of Fidel Castro et al,he more recent Afghanistan quagmire ( A Distant Plain ) of a US led coalition force and for the most recent game, the Vietnam war - Fire in the Lake.

Fire in the Lake-the red forces of Hal's NVA amass in the North
Fire in the Lake somewhat controversially pits four competing sides of the North Vietnamese Army, Viet Cong, US and the South Vietnamese republic forces ARVN against each other in a fight for domination of Vietnam. There are a number of team permutations you can play with - depending on number of players and political sensibilities - as well as what is probably one of the most complex AI scripts in a game for any of the factions should you wish to have the game control a player.

Asymmetric player capabilities tend to come down to outright displays of firepower with army units sweeping in and airstrikes, versus more subtle opinion influence, terror operations and sabotage. The goals in particular are setup in a clever way - the NVA and ARVN forces are rewarded for controlling areas through military domination, whereas the US and the VC are rewarded for having support from the general population. So whilst in theory the US and ARVN are fighting on the same team, the US are interested in getting everyone to be happy - and commit as few as troops as possible to do so - whilst ARVN is interested in projecting force into regions and making sure their corrupt friends are getting plenty of US aid money fed into their pockets. There is some - you might almost say accidental - overlap in goal alignment between allies, but it can be tenuous and at certain times even entirely unwanted ( the US for instance can help militarily dominate a region, even though the US in theory has no actual gain in doing so, and may in fact be hurting their own chances of winning )

This setup leads to some great emergent gameplay and very interesting choices about what to do in a given situation and something of a shaky ambivalent nature to the alliance of communists versus non communists. Some debate and "shit stirring" is definitely part of this game as play unfolds and each of the various factions bubbles up to dominate.

Enough of the theory. What happened with our game ? I took the VC - the only faction solely committed to unconventional guerrilla warfare, Hal took the NVA, Darren the US and Pete the morally bankrupt ARVN. We played the short scenario which is played over some 29 ish event cards / turns and means in practice that each player probably has around 12 turns in which they get to do something. As it turned out in our game, the corrupt leadership of the ARVN was highly resistant to change, meaning that funneling US aid out to ARVN cronies was extremely effective, and meant that Pete was doing his utmost to shove as much cash out the door to his mates, pushing his victory points way up.

Hal as NVA and Darren as US struggled to make much headway in their own VP fields, and for myself I had managed to get a crucial opinion shifter into play from the very start that punished anyone targeting me by awarding me with victory points.

Pete breached his VP goal by the middle of the game and was set for a win, only a self sacrificing move by Hal as NVA and then a wave of terror operations by myself ( and not a little outright killing of police by the NVA, and convincing other police to join my team ) saw his VPs shifted down enough for him not to win and continue on the game.

With the NVA struggling militarily, and the US having spent a buttload of money to influence popular opinion in their favour, Darren with it has to be said a fair amount of ( good ) advice from Team Communist of me and Hal decided take the opportunity to enact a massive withdrawal of US forces from Vietnam, wildly boosting his Victory points as the yanks were suddenly happy at not having to fight such a punishing war.

End game, blue VC enjoy support, the NVA marches
and the US have gone home... but win the day.
ARVN are reduced to a few key cities and locations.
Historically... accurate ?
With US ground support reduced to a skeleton force, and some painful anti corruption events played against Pete, the ARVN faction saw their control collapse, whilst myself as VC undid all the US good will work in Central and Southern Vietnam with only the cities now not being openly communist, and Hal pushed into Southern Vietnam to finally dominate areas in the South.

Despite the communist advances the happy vibes inspired by having such a low commitment to the war meant that Darren ended up the winner, having breached his VP goal and ending some 8 or so above it. However myself as the VC had also breached their VP goal in getting a decent majority of Vietnam to buy into the communist ideal, but crucially not enough to erode Darren's lead - indeed it was the US withdrawal that had bagged the win, just going by popular support the win would have been mine. Hal was very close to breaching his own VP goal of military control, whilst poor Pete ended up firmly fourth as his corrupt shenanigans caught up with him and the US withdrew.

Great game all in all, and once everyone was down pat with what was going on, the game moved on at a brisk pace. The medium length scenario would definitely be achievable within a pub evening with players that were kinda familiar with what was going on. Highly recommended to anyone looking for a game with a bit of a deeper bite to sink your teeth into and high player interaction.

Darren enjoyed the game so much he listed it as one of his favourite plays of 2015 ! High praise indeed.

Moving away from Vietnam, we had another first at NoBoG as Kingdom Death Monster turned up to put a bunch of players through their paces. Kingdom Death Monster has the dubious title as Most Expensive Board Game Ever as its absolutely top notch and arguably unmatched quality miniatures command ridiculous prices. ( I believe the base Kingdom Death Monster set with all the bits was some 300 post colonial dollars ). Kingdom Death Monster is almost a two part kind of game - with one part being a tactical combat game with an emphasis on boss monster kind of takedowns ( if you've ever played an MMO with a raid boss, you'll know the score here ), and the second part of the game being a colony planning and building campaign with an emphasis on a rogue like level of brutal difficulty and sudden random unfair hideous death.

Kingdom Death : Monster. Nothing's going on here....
Despite having gorgeous miniatures, I singularly failed at taking a good shot of them. So. Yeah. Sucks to be you. In my defence I was busy terrorising convincing the Vietnamese peasants to join the glorious communist uprising and caught the KDM'ers in one of their town planning sessions.

KDM went down very well with some interesting tales being told in the aftermath like Sean's character Carol - a hard hitting monster bashing type - having a crucial weakness of fainting at the sight of blood and having to be continually roused by team mates to get up and finish the job. I think Carol ended up losing limbs and eventually dying, not before managing to have a child - which then became Sean's character.

Although I haven't looked hard at KDM it continues to surprise me about just how positive people are when they play it - I think the whole colony planning phase and story element is the secret sauce that lifts this tactical melee game with work of art miniatures above what it would otherwise be.

Two Rooms and a Boom also made its NoBoG debut, which must somewhat annoy Lewis as he had been keen to play this but due to Christmas type responsibilities had skipped NoBoG. I can't say much about Two Rooms except that it involved an awful lot of people milling around the pub - at one point I thought just about the entire NoBoG playerbase was involved. There were some excited high fives, a good deal of chatting, and Sam slipped me a look of his role card. Suffice to say I hadn't a clue what it meant - except he apparently wasn't allowed to talk to a group of people. Sounds a bit harsh to me. Your role is to sit in a corner and have no fun. Sam seemed to be enjoying it however.

Blood Rage turned up again - Pete has waded in and bought this, so with both Nicky and Pete having copies, expect this to turn up even more at NoBoG. Champions of Midgard was also present during the Christmas period and I think is going to end up being the early 2016 popular game of NoBoG with several people now having bought copies of it and eager to give it a bash. Given that CoM is not a million miles away from Lords of Waterdeep - and Lords of Waterdeep was one of the top 10 games of 2015 at NoBoG, it's a reasonable bet that CoM is going to be a shoe in for 2016.

Finally, Sean who has been a recent regular NoBoGer - and particularly untrustworthy werewolfer/resistancer/spyfaller/mafioso - is leaving us for a year to go do university type things with embedded electronics and wifi devices. Spy devices then. He's going to advance the field of spy devices. Good luck in his studies, and his loud and dubious traitor antics will be missed !

As ever I leave you with the gallery.

Terra Mystica. Sam would like to confirm again that this is better than GoT. He made sure to tell me. Again.

Resistance. With an animated Luke who is odds on probably undermining his own team at this point.

A fine hand of cows there Adam. Sechs Nimmt.

Champions of Midgard with Ewan, Tim, Heather and home from Uni Kaya (sp?!)

The Shy Persons Christmas Approval Meeting. Everyone closes their eyes before interacting to avoid embarrassment.
Either that or it's Resistance. I guess it could be Resistance.

The lovely Divinare. Which I am turning into something of a Savant at. Needless to say I won.

The much fancied Lords of Waterdeep. One of NoBoGs Top 10 of 2015.

Cauldron. Still haven't played this. Still need to play this.

More Lords of Waterdeep. Popular. Apparently.

More Champions of Midgard. If you accept CoM = LoW, then it was played four times in two weeks !

Blood Rage ! It's like Chaos in the Old World but with only 3 turns. And more scoring volatility.

7 Wonders
32 and 33 respectively for those who are counting. 33 during the period between Christmas and New Years is crazily up.

Wednesday, 21 October 2015

Show me your war face !

Here's what the iconic Timber Wolf Clan Mech thinks of your neatly optimised Caverna farm. 11.6m tall and 75 tons of bad assery conflict resolution management. I see your Room for a sixth dwarf, and raise you double Long Range Missile 20's and a searing blast of lasery death. Eat it dwarf !

*cue stirring sci-fi movie music and ubiquitous deep gravelly voice narration man*

It is the year 3050 and mankinds brightly burning golden age of technology and mass colonisation of the stars has faded into distant memory. The stars of the Inner Sphere of human colonisation now burn with a different fire, that of constant punishing internecine warfare, giant death dealing machines dropped from the sky to burn rival factions to the ground, the spiralling chaos and destruction eroding knowledge and progress and threatening to plunge humanity into a new dark age of ignorance.

Enter into this cauldron of conflict, interlopers, the Clans, genetically engineered super men, children of a long forgotten exodus past the boundaries of known space, returning from the depths of the void to bring with them technology and an art of war, kept, maintained and pushed far beyond that of the Inner Sphere. Like a searing knife through an underbelly of fat, the Clans and their awe inspiring battlemechs push into the worlds of the Inner Sphere, planet after planet falling to their ferocity and their militaristic culture of the single minded dedication to the honour of combat.

Nothing it seems can stop the advance of the Clans onslaught, and on a world which suddenly finds itself on a new and unexpected frontline of a clash of cultures, a double lance of desperate Inner Sphere mechs prepares to hold the line at any cost against the initial probes of the invaders. . . . . . . .

Woo ! So with that said, this week I dusted off some serious old school clunkery in the form of Battletech - which god help me is now some 30 years old - and brought it along to NoBoG to grind some people into the dust and make them appreciate all those new and funky elegant game mechanics and not having to perform constant to hit math in your head. Ah yes. 80's game design.

It's been forever and an age since I took Battletech out for a run, and wasn't entirely sure how a five six player game of it would fare. For sure Battletech can take in its stride almost any number of players ( the box boasts 2 - 20 players, but tbh, there's no reason to stop at 20, I think they just picked that as some random arbitrary number to print ) and scale up to the ridiculous, but the question comes down to how much of your life do you want to dedicate to this particular play session. Old school games, particularly old school war type games do not care for your suggestions of keeping play times under 12 hours.

Given all that, I decided to pre-cook a scenario, pre print out all the sheets required, only leaving the players to decide which side they wanted to be on and which of the mechs they were personally going to pilot. 7 IS mechs would take on the might of four clan mechs in a breakthrough scenario - the clans looking to bloody the nose of the IS and then dismissively push on through into enemy lines and off the opposing table edge.

Old school Battletech. Very shortly that Warhammer
is going to lose it's head.
And so to the game. Clunky. Chewy. Laden with math. But somehow... compelling... and interesting... and narrative. The two hour mark sailed past, and finally the mechs were beginning to properly kick each other. A hapless Inner Sphere Warhammer rolled into view, fired off it's two impressive Particle Projection Cannons only to then suffer a withering round of return fire as most of the Clan Mechs targeted it and proceeded to melt its armour off. In a final coup de grace as the firing round finished, my Timber Wolf after unleashing a barrage of missiles, levelled it's ER Large Laser at the IS Warhammer and in a single shot blew its head clean off - leaving the pilot nothing more than a dissipating red mist. First blood - mech down !

Over on the left flank, the impressively heavy and weapon laden IS Battlemaster in command of the IS forces failed in successive rounds to get a lock on the fast light Clan Mech circling it and was left out manoeuvred and out classed by a mech a third its weight. An apt lesson in the dangers of leaving your big heavy weights isolated and at the mercy of agile foes. One of it's few successes was in shooting the light mech in the face with its "ass gun" which in the words of the IS team was not so much an actual hurt as a hurt to ones pride - no one likes taking a shot in the face from an ass gun.

As time wore on and everyone decided to call it a day, a final effort by the IS team to nail down the annoying mech chewing on the ass of the Battlemaster failed, and Joe wading hip deep through a lake decided to unleash hell, fire off every weapon on his Blackhawk, and proceeded to sear through arms, legs, and torso of a nearby IS mech, literally melting one side of it down to scrap in a single turn. Second Blood - mech down !

The game ended, the clan mechs with an array of damage, but nothing too alarming, and the IS mechs, two down, and others battered. A victory for the Clans. Good stuff. Richard IV came over to watch the last part of the session - just as the Warhammer lost its head -  and declared it a great spectator game.

Enough of stupid robots. What else was going on in the more traditional modern board gaming haven of the Mash Tun ?

The charming kickstarter Cauldron.
Elliot had just received a kickstarter goodie in the form of Cauldron, and set about giving the game it's inaugural playthrough in a group of five. It looks like a cool game, one I entirely missed seeing on Kickstarter, although Elliot implied that it seemed to be a little slow to get going as there was much effort, but little scoring. The game is certainly very nicely presented, and it's theme seems strong. Looks like a fairly simple gather resources and spend affair, but sometimes simplicity makes for a great game. I definitely want to give this one a go.

Downstairs on the long tables we had not one, but two groups of Dead of Winter, with at least one group ending in a win for the survivors as American James failed to sink the colony as a traitor, and could only stand back and somehow unwittingly aid the camp in surviving the zombie apocalypse.
Dead of Winter. No Sparky ? Pfft. For shame !
You can't trust James in a game of One Night Werewolf - he's usually a play acting Tanner - but it seems regardless of role you can actually trust him in Dead of Winter. I was nice and kept helping them along he confessed in a confused tone.

Hal brought along the rather fetching Inkognito once again - it's been quite a while, and got a returned Mr Bond to join in and ponder whether he was in fact Lord Fiddlebottom.
A ponder about whether he was a general Lord Fiddlebottom, or whether he was Lord Fiddlebottom in the context of the game remains unclear. It seems wise then given such lack of clarity that it is best to avoid having Mr Bond stand behind you whilst for instance waiting in a queue - better safe than sorry. We'll have no Lord Fiddlebottoming here !

The visually intriguing and mentally deductive Inkognito
After that, in an alarming sign of game breeding, TWO games of the fox game that is actually a cat game were played simultaneously, no doubt the nefarious work of having Tom and Stu split onto different tables to spread their foxy catty card game ways to the masses. And yet still I can't remember the name of it. Lukando. Lukado. Or something. FOXCAT game. Whatever. We once again agreed to disagree whether the game was about foxes or cats, but could entirely agree that it was a game about something that liked lurking around your garden at night. Reassuring ? Not really. Putting it that way it now seems like a game about stalkers....

A very full Machi Koro setup
Mark and Maya also returned to the Tun for some gaming, with the ever delightful Machi Koro, the game of simple sim city-esque synergy building. If you haven't played Machi Koro then you should - it's a great little Euro game with bundles of character and a nice laid back no hassles no high stress optimisations required kind of game. A bit like if Agricola was actually fun to play instead of being some stressy angst filled journey of feeding your family and deciding when and how to expand. I love Agric. But then again I also love dark miserable things. And Agric, if you squint, could be some bleak Ingmar Bergman film about the pointlessness of existence and the struggles of life on a - swedish - farm. Machi Koro is the opposite of that. Like if Disney remade the Seventh Seal. You just know that Death would end up breaking into a cute song and dance routine - probably revolving around how much he liked Chess*. But I digress. Machi Koro. Play it. It's cool.

Lewis and Clark go exploring.
What else. Lewis and Clark was in the house. Monika wanted a go of this, and David obliged, always happy to get his Lewis and Clark exploring on the go. No idea how that panned out. We also had some Suburbia, some Avalon Resistancing and some Divinaring plus Kingsburg and Ticket to Ride !

Last but not least, Pete brought along the wildly extravagant, debatably unnecessary and visually unbelievable Cthulu Wars. Cthulu Wars is something of a famous, or perhaps infamous game for many reasons. One is its cost. It costs a fortune. Relatively speaking. There are some small countries in the world that have gone to war, sued for peace, and made war reparation payments and still haven't gone to the expense of the cost of Cthulu Wars. Secondly, and no doubt related, is the nature of some of the miniatures in the game. To say that they are large is like saying that the universe is "quite big". Indeed if you didn't know better and happened to walk past the game, you might be forgiven for thinking it was not some miniature game, but instead some bizarre childs play set, albeit one that had far too many tentacles, gnashing teeth and questionable orifices. Fisher Price My First Cthulu Playset. The third thing Cthulu Wars is famous for is its ridiculous premise. Cthulu. Wars. It's like some mad marketing group think session where they slam some popular things together in the hope that it will be randomly popular and sell like hotcakes based on some ridiculous search engine zeitgeist. Like. Ferrari doughnuts. Or possibly. Steampunk Dogs ( actually, that's kind of good... goddammit, maybe they have something after all ).

The mighty Cthulu Wars !!
But is the game any good ? That's the question. Or indeed, does it even have to try to be any good having transcended such silly things as game mechanics and entered in a Plan 9 From Outer Space zone where it could be so bad, it's actually good. You can hide a lot of problems in a game by giving it 9 inch high Cthulu "miniatures". I use the word miniature tentatively there. They are anything but miniature.

Well the good news is that the game is pretty good. At least that's the feedback that Rich IV gave, and Pete was also pleased with the evenings game session. Richard explained it as somewhere between Risk and Chaos in the Old World. With some weird ass power shenanigans going on. Such as. Having to decide in one minute what power penalties everyone would take, otherwise Pete got to take all the power. So. Some weird ass kitchen sink mechanics thrown into the game. And it has a mild case of slippery slope runaway mechanisms. But we can probably forgive it that. A lot of classics do that too.

The mind boggles all in all. But this game, Cthulu Wars, demands to be played. It cannot be ignored. It is the superlative of over produced miniature games. A touchstone, an icon, an event all in its own right. At the very least, when someone starts talking about, have you seen that ridiculous game with the enormous miniatures you can say, seen it, I've played it ! And bask in the awe of your gaming peers.

With a bit of luck I'll get to have a go of Cthulu Wars next week. I'm pretty sure my painting nervous tick will start to twitch, and I'll surreptitiously look at how you could lovingly paint the wee beasties up.

Right. Enough of my blathering. Off with you. Go do something productive. Or look at the very short gallery first, then go do something productive.

Ticket to Ride. Samantha was very pleased with herself and her green train domination.

Kingsburg !

Suburbia, and some pretty hefty water development. A good few water goals on offer.




* Apologies if you a) don't know who Ingmar Bergman is or b) know what the hell the Seventh Seal is. The imagery in that case made no sense whatsoever. Suffice to say then that Ingmar Bergman was a Swedish film director that made lots of films about being miserable. Or more precisely, being miserable in Sweden. And ended up being quite famous for being a miserable bastard**. And the iconic bit of Death playing a game of chess originally comes from the Seventh Seal. You can imagine Disney completely dropping the misery and gloom of that film and replacing it with some snappy Tim Rice song and dance number. Chess, chess, ooh, I love it *jazz hands*, I can't wait, to make the final move, the killing blow, ooh ooh, *flourishing dance kick*. Uh huh. Hopefully never coming to a cinema near you. Unless you subscribe to the infinite realities quantum tosh, in which case, somewhere out there, in the infinite reaches of the multiverse, someone is eating popcorn and watching death do a song and dance number about chess. Gah !

** Don't get me wrong. I highly rate Ingmar Bergman. And Seventh Seal is one of my top ten favourite films.

Thursday, 10 September 2015

Double Trouble

Before we start, James wrote up a lovely little segment of his experiences this week - you can go read his exploits over on his blog.

With a line of NoBoG regulars texting, commenting and getting word in via yoghurt pots and taut string that they could not make it this week, I presumed that like last week it was going to be a quiet evening - which at the moment amounts to an attendance in the mid thirties ( half full for the Tuna ).

Turns out I was wrong and this week we hit 53. At least 53. I stopped counting stragglers coming through the door after 9pm.

And what a splendiferous evening of gaming it was ! What sights to see and wonders to behold !

For starters it was special hat night ! Charlotte the ever on duty bar maid commented that she was looking forward to seeing a mad collection of hats, and noted she had a beanie herself she could put on to get in the spirit. Alas, special hat night amounted to me wearing a rather fetching dragon hat, and as promised, Ewan actually for once removing his hat instead of wearing one. There were some rather poor excuses about not being informed when I quizzed people where their hats were, rather poor form, although someone suggested we should make every week special hat week. Food for thought. One suspects however this would be repeated weeks of again just me, in a hat, and Ewan without one. Pfah.

Elliot was in resplendent attire as he cut short his Other Duties and attended NoBoG in fine dinner
Lords of Waterdeep. Why is everyone staring at me ? Is it the hat ?
wear. It was like a scene from Casino Royale. Except instead of poker they were playing Lords of Waterdeep. And everyone else at the table was distinctly less well dressed. And there were no fancy palm trees and expensive cars outside. Just a small blue fiat and some classic British weather that couldn't quite be arsed to rain, might later, but would make you think about taking an umbrella only to annoyingly forget it and leave it somewhere, which would then properly leave you without an umbrella for the next day when it could actually be arsed to rain and isn't that bloody typical.

But apart from that. Just like Casino Royale.

We also had visitors from afar all the way from the US vacationing and working ( depending on which one you asked ) in Norwich. And of course, being in Norwich, the top place to be would be NoBoG ( bite it Norwich Cathedral ). So Erin and husband sat down to play some games, taking our American count up to 4 for the week. Rather alarmingly the trend in Americans attending NoBoG has steadily been on the rise for the last couple of months. At this rate we will all be Americans by sometime next year. Good news if you like large food portions. Bad news if you don't like the idea of Donald Trump possibly being your next leader. But regardless of American trends, NoBoG is clearly the international vacation spot to be given we've had Australian vacationers and all sorts. I plan to start up an in NoBoG novelty shop to cater for the flow of tourists - possibly a line of NoBoG Special Levelling Devices for holiday makers to take back home with them.

Sam was one of our regulars that couldn't make it this week, and he lamented that Mice & Mystics was probably going to be played whilst he wasn't there - a game that he wanted to have a go with. So to spite Sam we decided to play two simultaneous games of Mice & Mystics on one large table with both groups right next to each other ( largely because I was the only person who knew the rules, so I just shouted a bit to teach the two groups at once - Joe's clever idea that ). Double Trouble !

Mice & Mystics, Joe's group use "tactics" to win. Pah.
Our group of Mice didn't confer about what to take or skills to match, and piled in all dashing swords and bluster and quickly made it into the corridors beneath the castle. Two rooms in, and two mice down, we were slightly delayed having to rescued the downed mice before we walked into a torrent of spiders and centipedes. If you've never played Mice & Mystics before, then this is hardcore mode. Rats and Roaches are for wimps. Only truly heroic mice deal with the bigger spiders and centipedes. Surge after surge hit us, and in hindsight, a poorly timed dash into the next area left us reeling and bloodied and Tom as our spell caster, running desperately around a pit firing off magic bolts at chasing bad guys. Tom was last to go down, a mouse trap snapped shut on him after one too many dices with death, and as he brushed himself to get up, a centipede finished him off.

Game Over.

The other Mice & Mystics group used ridiculous ideas such as "talking to each other about what good synergies of powers they could use before selecting characters", and moving around so that the healer could always heal the hammer wielding tinkerer who kept multi smashing enemies. Pah ! They also set the game on beginner mode and removed some of the nastier events from the Search deck ( in our game it was one of these that ate a mouse ). They battled through the entire first chapter and successfully reached the tree roots - and had barely moved their time ticker on at all. I think they played it wrong. Real heroes do not discuss tactics. They spend their time coming up with rousing battle cries instead. I think we all know who the real winners were here.

Elsewhere Sean brought some possibly dodgy wrestling game to table and had a blast with that - Richard asked if you knew the winner of the game before anyone had even started, and everything else was just scripted. Sean said the game was good - or at least wasn't an abject failure, something which Andy agreed with when he noted it could have been a lot worse than it was. I'm still not sure if that was a compliment or some kind of back handed compliment insult thing. The game has some rock paper scissors action going on, with a bit of deck buildery shenanigans built into it according to Sean - the only down side being that only two of the four players could ever be in the ring at once. Why you couldn't have all four going ham is an open question. Seemed cool though. A tentative thumbs up !

Game of Thrones. Note ground zero of the Great Eastern Sea Coke Spill.
Game of Thrones was busted out yet again - and Martin and Davey were back with us at the table after a hiatus of a month ( I thought we had lost Martin for good ). As Lewis was also playing, it was necessary that a drink was thrown over the game ( it is now customary for any game Lewis is playing to have even odds that a drink should be thrown over it ), but to be fair it wasn't the fault of Lewis - but perhaps just his drink throwyness aura. They failed to finish the game, but everyone seemed to have a good deal of fun, except for perhaps Lewis who was beaten into a corner, and didn't really gel with the game. Don't worry Lewis, I'm not a big fan of the Shuffle Bits Pointlessly Between Three Areas for Five Hours game either. Game of Thrones. It's like diplomacy. But Winter Is Coming.

Hal brought along the new-ish Churchill game, which sees three players take on the roles of the World War II Allied leaders of Churchill, Roosevelt and Stalin. Although the game is about WW2 it
Churchill. Looks. Twiddly.
is not a war game, but instead something of a political animal about which Allied Leader will come out of WW2 with the most clout. Which is a point that is not that often touched upon when talking about WW2, and marks the point where the British Empire and any kind of British world power was finally extinguished - bankrupted and exhausted. Even before the war had ended at the beginning of 1945, Churchill began to refer to the meeting of the Big Three ( the common term for the three leaders ) as The Big Two and a Half, realising that the post WW2 stage would be set for the US and the USSR. Britain would no longer be a world power. An outcome he lamented and dwelled upon post war as one of his worst failures ( along with the parlous state of the world with the US v USSR stand off )

I managed to stick my head in half way through the game, and both Hal and David commented the game was strange. Good. But strange. Difficult to get a grasp of what was going on.

Pete got his much favoured Tzolkin to table - something that hasn't been out in a while, and proceeded to thump his two fellow players ( Alex and... someone... ! ) into the dirt, then jumped up and down on them for good measure. To be fair to Pete, as something of a challenge to himself he
Funkenschlag aka Powergrid. Admit it. Funkenschlag sounds better.
went for a risky strategy that he has viewed in the past as either being untenable at worst or at best very difficult to actually do well with - going for maximum workers, and therefore, maximum maintenance costs. However. Grabbing a couple of buildings early on that made sure all his maintenance costs of food were then covered  no problem meant that Pete could steam roller through his usual efficient scoring practices. Oof. I looked in halfway through to see Pete with an apologetic look on his face, and one of his opponents declaring that he had built at least one building and he would take that as a victory. Oh man.

What has been seen cannot be unseen. Is this guy
teabagging the recently deceased ? It certainly looks like it
Shocking behaviour ! And it's labelled indifferent public !
Indifferent to teabagging ??!
A whole bunch of other things were played - Blood Bowl Team Manager, Powergrid,  Legendary Encounter, Takenoko and more ( there were 12 tables of gaming in total ).

I got to squeeze a couple of games of Guillotine in, and Richard played a card he described as the "teabagging" card, possibly of someone teabagging a recently guillotined victim. Decide for yourself !

As ever, a few pictures left over for the gallery. Not so many this week. I was busy herding two tables of Mice. Or Mystics. Whichever.



James in the fore, and deep in thought David plays Churchill in the back.

Blood Bowl Team Manager. But have you bought Blood Bowl 2 yet ? Ewan has... crazy... keen.. fool.

Saturday, 5 September 2015

You say goodbye, and I say hello

No blog for several weeks. Shocking. Terrible service. In my defence I was busy. And then procrastinating to recover from epic levels of busy. But as they say, you can rest when you're dead ( or Saturday* whichever comes first ).

Poor old Alex managed to inflict a board gaming wound on himself a few weeks back. Eager to get to the pub on time, a bit too much haste on his cycle meant he came crashing to the floor... and dislocated his thumb. I'm not sure but I think this is the first serious injury we've had in the pursuit of NoBoGing. Fortunately after a visit to A & E and some supportive contraption on his hand, Alex has since made it back to the Mass Tuna without further injury, and even managed to lie his ass off last week in a game of Sheriff of Nottingham.

Caverna, The Baron's last NoBoG session
A few weeks ago we said goodbye to Ed. Some of you won't know Ed, alternatively known as Writer Ed, Boy Band Ed, Ed #2, Elite Ed or perhaps most infamously, the Poo Baron ( a moniker he earned on his last exit from NoBoG ). He turned up for a last** hurrah at NoBoG before permanently moving away from Norwich down to Cambridge to be closer to his Elite space ship trading business. Or something like that.

He got to partake in some mining and farming Caverna style - which is hitting tables pretty regularly at the moment - and failed to secure the win. No fanfare of victorious trumpets for his exit then - just a bit of sad deflated bugling.

But as the ever churning washing machine that is NoBoG continues on it's non delicate cycle, as we said goodbye to Ed, a smattering of new people walked through the door and sat down to work out just what the hell had been happening in the last 20 years in board gaming, and what is all this "Euro" malarkey.

Elsewise, with the news that FFG had reprinted Fury of Dracula and were demonstrating one of their swanky reprints, the older second edition of the game came to NoBoG for a couple of weeks, satiating the lust for blood for a couple of groups and allowing people to decide whether they should go buy the reprint or not. Pete got to play in both groups, and having only ever played the hunters was really up for playing Dracula in his final play, and seeing if he could conduct a wily plan to beat the hunters before they literally nailed him down. Richard the IV however, always one to revel in the capability for doing bad things rock paper scissored his way to the privilege of playing the Count, and so Pete was again cast in the role of hunter.

Fury of Dracula. The Hunters search central Europe for Hal.
In the first game, Hal lead us on a merry chase around Europe, with the ever looming suspicion that Dracula was lurking in Swansea***. It took us a good while to finally pick up his trail in central Europe before chasing him through the mediterranean to ultimately finish him off in Eastern Europe. Richard IV's vampire meanwhile was picked up almost instantly lurking in Eastern Europe and then pursued relentlessly across the board. Imbalance Random Number Generator gameplay you might think. Except the game does balance out somewhat - the problem with finding Dracula super early is that the hunters have had little chance to prepare themselves with useful equipment - so that when they get into a tussle it can be quite tricky to actually do much to the Dark Prince - Dracula is a bit of a mean combatant at night, and somewhat tricky to pin down during the day. Continuing to look for equipment whilst chasing a known Dracula raises the very real prospect that you will hand something truly useful to the Dracula player and he will disappear in a puff of bats, setting your search - almost - back to square one, and ironically giving Dracula an easier path to victory.

Trickier than it first looks then.

Fury of Dracula, Rich IV is relentlessly pursued.
If you've never played Fury of Dracula, most of the players around the table get to partake of an engaging co-operative deduction process, trying to work out where in Europe Dracula might be hiding, where best to move to cut off theoretical paths, and all the while colluding in gathering some nasty gear to deal the vampire a death blow. The Dracula player on the other hand, wanders gleefully around Europe setting up traps, henchmen and even some vampires in waiting to surprise the hunters and or progress to total European Vampire Domination. The game does a fantastic job at tension switching or dramatic pacing if you like - Dracula will have a unique sense of power and smugness at the start of the game, but as time wears on that evaporates to leave a twitchy sense of desperation, and the reverse happens to the hunters. It's quite a clever little arc of drama that's baked right into the game and being quite a different game in and of itself, is something you probably want to play at least once or twice in your game career ( but is not one of those games that would do well slamming out on the table day in, day out ). It's a game that won't tax you too much, and can suffer from not always engaging players - it's easy to sit back and just let everyone else take the strain and not engage, the game won't force you to get involved that much if you can't be assed. So depending on your mood, the game can be a non event. But personally, I love the little deduction cat and mouse game that goes on, followed by the ruthless pursuit of your quarry that can hang on a single card.

American James, or the Carpenter as he should be correctly known, has a report on playing Sons of Anarchy for y'all. Is that right ? Y'all. Y'all. Sure. Let's go with y'all.

Due to completely undeserved anti-toaster hostilities last week, Monika and James found themselves deeply invested in the gang war revolving around The Sons of Anarchy- Men of Mayhem themed board Game. They were joined in their efforts to amass a fortune through drug running and weapon smuggling by Sam and first timer Joe.

Monika, Joe and James were all from outside the UK and thus helping keep up the International love of NOBOGames, though they were automatically less trustworthy then Sam as a native born Brit.

SoA is a pretty straight forward worker placement/territory control themed game. Based on the hit TV series, in Sons of Anarchy: Men of Mayhem players take the role of rival gangs out to control territory, accumulate contraband and reap the monetary rewards of illegal enterprise.

Sam looked to be an early favourite to win; due to what appeared to be an aggressive tactic of attempting and winning a throw down versus James in the first round. Sam would go on to win every throw down he fought against James' Mayans gang and only lost one throw down the rest of the game to Joe's One Niners gang. 

While this may have been the finely honed skills of a tried and tested board gamer, it would seem that he was just playing the odds as he ran away from as many possible fights as he actually fought. James was sure to rile him up and question his and his gang's Man Status several times and for far too long.

Due to what can only be described as inherited mistrust, Monika and her Lin Syndicate gang seemed to be the focal point for much of the hostile actions, she was often challenged and blocked when other players could have provided a bigger tactical advantage. Joe on the other hand was quiet for most of the game, until it was discovered he had been quietly accumulating large sums of cash and contraband and stashing them away hoping to ride smugly away in the sunset i'm sure.

The final round of the game presented a challenge preventing weapon sales which meant every gang was attempting to claim as much contraband as possible before the last black market action ended the game. In the end thanks to James' stockpile of contraband, and a few lucky weapon and drug deals early on, managed to come out victorious !Viva La Mayans¡


This week Hal brought along Quartermaster General, which NoBoG grandee and olympic level lurker Andy had previously been promising to show off , a game of World War II logistics and abstracted combat. Unfortunately they played this so quickly I missed grabbing a picture of it. Suffice to say the Axis were crushed, Germany fought on too many fronts, blitzed all it's early land army opportunities and eventually collapsed under the weight of just too much happening at once and a resurgent Russia. Kind of historical then. Never fight a land war in Asia.

Entdecker also paid NoBoG a visit, a fantastic early Euro ( which I always get stuck on calling it Eindekker - blame 8 years of WWI aerial wargaming ) that has you exploring the island laden seas to earn victory from controlling islands and the goods available. For history sake this is the game that was released after the success of Settlers of Catan put boardgaming firmly back on the map ( both games are designed by Klaus Teuber ), in a simple exploration format and was then redone and made more complex a few years later in a new version that added the native huts and their goods.

Entdecker, explore and compete for island control and goods
The exploration part of the game has echoes of Carcassonne ( or rather Carcassonne has echoes of Entdecker as Entdecker was released several years prior ) in so much as you score "completed" islands which are built by placing tiles, with some twists as to how you navigate to a given spot to reveal it.

A nice exploration type game, a fairly gently early Euro, and despite a few swingy balance issues with the huts, a great game to get out to table once in a while ( although it has to be said, probably nowhere as much generic appeal as the earlier Settlers of Catan has ). Although I've personally never liked the physical design of the huts. Fiddly. Pain the ass. These days they'd be done far far better with some custom design.

On Her Majesty's Service. Fu Manchu annoyingly squats
on the rings artefact, preventing anyone buying them.
This week I managed to get the relatively new On Her Majesty's Service to table ( after it languishing unwanted in my bag for a few weeks ), which is a rather swanky looking - and arguably over produced - game with a very simple set completion goal. Despite the goal of the game being about as simple as it gets and the actual mechanics of the game being also very simple, the interaction between players and the level of change on the playing field make this an enjoyable step around the alternate steam punk Victorian world.

OHMS, pretty foil glitteryness abounds.
Commissioned by Queen Victoria to obtain gifts for the upcoming Faerie Court visit, your job as a Gentlemen or Lady is to purchase one each of the four artefacts on sale in the shadow market, and to collect a number of ether before returning with your items in triumph. The first player to achieve that is crowned victor. The game board consists of a number of spinning discs - or cogs if you like - that shift underneath you and change what is available to buy or sell as well as making certain directions of travel more difficult than others. Shadow agents
also roam the board applying their own unique conditions to the game board further muddying the waters of what you can achieve on a given space. Teasing some form of efficiency from the chaos of the market is key to grabbing the win here and a balance of how much to buy and sell, or pick up special action cards, or just what order to do things in gives you enough to think about.

Master Fox gathers his ether. Gorgeous art production values.
Player interaction is high - in fact, you'd go so far as to say it can be quite backstabby and funny, with a lot of the actions you perform impacting directly or indirectly your fellow players. Control the elusive Shadow Master and you can get up to even more shenanigans as you move Agents to provide a boon to yourself or a bane to everyone else and change the topography of the board yet again.

The game is a nice lightweight romp around a clever board, and its sumptuous production provides plenty of eye candy to keep you distracted.

Elliott has brought Istanbul to table over the last few weeks, a cracking light weight Euro that has been to NoBoG before showing off its award winning perfection information planning and player efficiencies. With very simple mechanics, multiple ways to approach a victory and a good deal of player interaction and screwery that plays in a relatively short time, Istanbul deserves to be an award winner. An expansion has just been released for this - something about coffee - which promises to change some of the board tiles up, and presumably changes the meta of the game somewhat. Darren has his hands on this and promises to bring it along as soon as he's back gaming at the Tuna.

Annnndddd I'm going to skip a whole lot of gaming. From the raucous end evening games of Resistance, to the sly bargaining of the semi co-operative Archipelago and a whole bunch of things otherwise. I will leave you with a gallery that attempts to encompass at least some of what was played.

44, 46, 37 for attendance. This week was quiet - and the Mass Tuna was utterly empty apart from us. According to Charlotte this time of year is always quiet at the pub - last week of the school holidays.
















Unfeeling Creatures - Hal's prototype game


Archipelago... on Mars ?

Chaos in the Old World



* Apologies to those that have to work on a Saturday, replace with your day of non work ( if they exist ).

** Last probably meaning not last, but very very infrequent from now on. Which I'm going to guess given Ed's busy schedule flying around the world and cheerfully interacting with countless numbers of Elite fans, probably means you'll see him less than once a year.

*** I bet he's in Swansea. Checks. Nope, not in Swansea. I bet he's in Swansea now, after you've just checked. It would be super cunning. Checks. Nope, still not in Swansea. I bet he's in Swansea now after you've checked twice. That would be super awesome spectacularly cunning.... Moves to Liverpool. Nope not in Liverpool. You see ? He's in Swansea.... HE'S NOT IN FUCKING SWANSEA. I bet he is now. We're saying Swansea too much. Bound to be in Swansea then.