Showing posts with label Cthulu Wars. Show all posts
Showing posts with label Cthulu Wars. Show all posts

Saturday, 28 November 2015

All quiet on the Mash Tun front

It's been a quiet few weeks at t'Mash Tun and a decidedly relaxed more cosy air has settled on the weekly gaming. We've seen a spread of new gamers and new games both, but by and large it has been business as usual for NoBoG Tuesdays with classics such as Lords of Waterdeep and Ticket to Ride getting plays as well as the lesser spotted things such as Cyclades and Study in Emerald.
Hal, Pete and Sam enjoy a quiet game of Unfeeling Creatures
Dark Moon got a play a few weeks ago to a largely new group who wanted to sample its delights, and for once the game wasn't a horrendous car crash for the survivors. Welcoming Jack to his first NoBoG evening, he got to be one of the treacherous infected players, and on Sam's opening turn was pretty much revealed to be a filthy evil doer. Which isn't ideal. In fact I'd go so far as to say it's if not game breaking, then game disrupting. You can get the same thing happen in Battlestar Galactica ( of which Dark Moon is the stripped and dipped clone ) when Gaius manages to luckily pick a Cylon to reveal on one of his first turns. In BSG the impact can be even worse as by and large the revealed gets to spend the next 3 hours apart from everyone else.

I was the other infected in Dark Moon, but there was little I could do to help my fellow traitor, and the survivors had a remarkably good knack for rolling positives on their dice and passing all the challenges. Despite a good deal of suspicion going around the table, the survivors cruised home without hardly breaking a sweat, but the table talk was still great, and laughs and accusations were had.

Spyfall. I have seen less bad answers and more bad answers.
I'd say there were an average amount of bad answers here.
Sam also picked up Spyfall and we gave this a go with an expanding and contracting group for the rest of the evening in something of a marathon session. Spyfall has visited NoBoG before but surprisingly it's quite a rare sight and almost all the players at the table this time were newbies. The challenge of figuring out a question on the spot was as ever a fairly tough proposition until at least half a dozen games had passed and some stock questions started doing the rounds... along with some stock answers that turned into a running gag..."I have seen less X, and I have seen more X. I'd say there is about an average amount of X here"... and an easy way for a spy to evade detection by playing for a laugh. At one point during play we also had Luke the off duty barstaff at the Tun to join in and fielded questions about what to do if a squirrel was present and the unspecified horrors of what happened at the "show at 4". Great fun.

Castles of Mad King Ludwig
The castles of Mad King Ludwig is getting to be very popular at the Tun, several people have picked up the game for their own collection, and this week we saw two simultaneous games of it being played. I still haven't played this, looks good fun, and judging from its popularity, it must be getting something right ( as it stands it's now much more popular than Suburbia of which it bares a passing resemblance ).

The Imperial Assaulting team got their fortnightly game in too, but in something of a bid for worlds shortest Assault managed to finish the game before you could say "scruffy looking nerfherder". I think they took as long to get themselves sorted and setup as they did in playing it. They then decided to bust out some flicking type of game - Flick 'em Up I think - which looked great, however I have something of an aversion to game pieces flying off tables - too many scenes of people scrabbling under darkened pub tables with the flashlight on their mobile turned on ( and the things they can return from Under The Table with ) have scarred me.

Terra Mystica
This week Pete busted out Terra Mystica to teach a whole bunch of people who had never played it. Despite Chloe having the broken over powered halflings ( which are now errata'd to not be as over powered ) and Pete taking the less than spectacular Giants, Pete inevitably won. In a post game commentary he declared that against any decent opposition he would have lost, I laughed at his attempt to downplay his score whilst inadvertently and hilariously insulting the capabilities of everyone else. Possibly this was made even worse by Hal - one of his fellow players - standing next to him at the time. It's a good thing Hal is so laid back.

Also this week I got to play three cracking games, all new to me, Lewis and Clark Discoveries, The Grizzled and Harbour.

Lewis and Clark Discoveries is to Lewis and Clark The Expedition, as Roll for the Galaxy is to Race for the Galaxy. Same theme, approximately the same mechanics, but replacing the key bits of the engine with dice and dropping everything else. And it works really nicely for Lewis and Clark Discoveries.

The ideas are roughly the same - a journey that requires traversing rivers and mountains and encountering native tribes along the way which will provide aid. Instead of the fixed race like board you get in the original Lewis and Clark however, Discoveries simply uses victory points for each leg of a journey you complete. So for each journey leg card you complete, you get to add its victory points to your pile. If you step back and think about it, the race board and the legs for victory points are in fact the same thing - the difference being that in L&C the original it's a sprint to reach X victory points first, whereas in Discoveries the game timer is the globally available number of journey leg cards.

Lewis and Clark Discoveries.
One of Joe's workers has come to work for me.
Our expedition has cookies.
There is some elegant re-use of cards going on with the game ( something FFG designs could woefully do better on ) where the cards are double sided and fulfill native tribes and journey legs ensuring that no two games will ever be the same, and exactly what mix of natives and journeys you get is very open ( this is important when you are going for the exploration set collection ).

Dice form your workers for worker placement, and with these you will be able to befriend natives, change dice, or complete journey legs. Some of the time the dice will go back to a global pool, and sometimes they get to be recycled back into your worker pool. The interesting - and somewhat borrowed from L&C - thing here is that the global pool of workers can be picked up by *anyone*, meaning you can swag other peoples dice and use them in your own placements. However. At any time instead of placing workers a player can retrieve all dice of their colour regardless of where they are. Natives are extra neutral coloured dice - and hanging onto these as opposed to having them recycle into the global pool for others to grab is a key part of the optimising and decision making you will be doing.

The global dice pool is a lovely little spin that means picking up a whole bag of dice from the pool can be very enticing but also situational. If you can get in and out, use someone elses dice before they are ready to pull all their dice back all to the good. When someone has just one or possibly two of their dice out of their pool, is it really worth them doing a recall ? Probably not. So if you've got their dice, you're probably safe.

Great game. And it's really interesting to start seeing these dice games where dice are being used in clever ways - not just some yahtzee / King of Tokyo variant ( yeah that's right, I went there, I dissed King of Tokyo ).

Second up was The Grizzled, a French co-operative card game set in the trenches of World War I, with some lovely cartoon art done by one of the gunned down Charlie Hebdo artists ( Tignous ). Which, although passes unnoticed by many a gamer, is probably something to think about. Legacy. Mortality. Tragedy. Murdered man's work in your hands. Cheery, I know.

The Grizzled. We failed. Tim's fault.
The Grizzled is fairly simple - try to collectively exhaust a deck of cards before the game timer runs out - the game timer being either exhausting a different pile of cards or one of the players receiving too many wounds. Set *avoidance* is the order of the day with players playing into a global tableau trying to avoid three of a kind of anything. Failure to do so shuffles all the cards into the Pile That Needs to be Exhausted, whilst success bins the cards to the discards. Keeping cards in your hand at game round end will put them into the Needs to be Cleared pile - and one of the key balances of the game is how many cards should get dealt out at the start of a round ( it's up to the players ), and how many are going to be forced into play or onto the needs to be done deck.

The sets have a lovely theme, well, lovely is the wrong word, they are lovely pieces of art about a miserable existence, bullets, whistles, snow, rain, gas masks. Players each get a unique solider to play who have their own one use powers - clearing certain set types from the tableau - and also a speech power up which can do the same. Injuries can be picked up which have varying impacts on gameplay and your choices, such as forcing you to play all cards from your hand whether you like it or not.

A nice little filler game with lovely art, and one of those games you should definitely get round to playing at least once. And if you're into your French themed fillers, then this and Guillotine could be the start of your collection ! Now if only there was a Napoleonic filler...

 Lastly I got to play Harbour with Joe, which is another nicely condensed Euro squished into the size of a quick filler. Even though the games are utterly different, this reminds me of Artificium, which condenses a lot of Euro goodness into a very quick and simple filler based around card and resource management. In harbour the order of the day is worker placement and resource gathering / selling. In some ways it feels like a super cut down version of Le Havre in so much as the goods interaction is global and changes turn by turn as to their attractiveness, and behind all that you are trying to build things and score points in a port kind of theme.

Dare I say, it feels better than Le Havre to me ?

Le Havre is a cool game, and something you can sink your teeth into, Harbour is a filler, light weight, less complexity, and yet, by and large the games hit the same spots - resource collection, optimisation, building synergies, build to win, yada. Harbour plays in 15 minutes. Le Havre, not so much.

Check it out anyway, Harbour is a lovely condensed euro filler.

A study in Emerald - a study in cube placement. With tentacles.
 Last week I got to play Study in Emerald, a game I have seen occasionally pass through NoBoG but have never got to sit down and play. It's something of a collectors item these days with some seriously inflated prices ( although a second edition reprint is on the way which will no doubt pop that balloon ) which I am kind of at a loss to explain - perhaps because it has a passing tie in to Neil Gaiman - the game is based on a story of the same name.

Study in Emerald is a Cthulian Victorian Sherlock Holmesian mash up set in a world where the Cthulu lot rule the world, and an underground anti Cthulu lot want to depose them. The game is a simple area control and deck building game with a couple of twists, but by and large it comes down to having more cubes in a location than anyone else - which allows you to draft a new card into your deck and or score points. The cards form what kind of action you can peform - but there isn't a huge breadth of options here, you will be picking up cubes from the stock, placing them down into areas, cashing areas in for cards or assassinating someone else at a given location.

So the game comes down to place cubes, pick up cubes, cash in areas removing all cubes and obtaining a card. Rinse and repeat.

The main twist to this game is that the players are split into two teams, the pro cthulu and the anti cthulu, and the way you score points for each team is different - some things will only score for one side or the other and a global track of victory points for each team also adds into your personal score. Despite this team aspect, the game is won individually - and for an extra kick, the lowest scoring person penalises everyone else on the same team by a handful of points.

The game has excellent presentation and a cool theme, mechanically it does its job, but realistically there is only a certain amount of wiggle room you have in promoting your team - and your fellow players - and demoting the enemy. So, your hands can be tied if someone on your team is struggling and pulling your points down. No one likes to have their points pulled down in public. There is a balance there in trying to help your team whilst kicking the other AND also making sure no one else is beating you points wise that you get to play out, but, it's muted, the actions largely play themselves, and your influence on what is going on globally is limited.

Codenames
The filler codenames has also been doing the rounds. James was somewhat miffed when I couldn't help but describe his clue as possibly the worlds worst codename clue ( the clue was heel 2, one of the answers being socks, the other being part.... because a heel is PART of a foot.... um... that logic means that just about any word would fit PART ... leaf... well its PART of a tree innit... money... well... its PART of the global economic model innit... ), and post round demanded I be made spy master as it wasn't so easy. For the record I guided my team to a win - helped enormously by the opposing team continually getting our answers. Good work lads. That game session also saw Sam pull an answer out of his ass in 5 seconds flat with "satellite" for the clue "desynchronisation". Satellite and belt. Huh. And that won them the game too. Outrageous.

Lots of other games played. Cthulu wars again. Blood Rage. Machi Koro. Luna. Blood Bowl Team Manager. Steam punk rally. Phew ! So many games, so little time.

32,36,42 for those who are counting.

I'll leave you with an epic three week sized gallery.

Luna. With a very thematic blue cloth for the sea.

Lords of Waterdeep

Cthulu Wars

Machi Koro

Blood Bowl Team Manager

Ticket to Ride

Cyclades

Castles of Mad King Ludwig

Blood Bowl Team Manager

Ticket to Ride India

Game of Thrones LCG

Yet More Castles of Mad King Ludwig

Lords of Waterdeep

Takenoko

Galaxy Truckers


Blood Rage

Steam punk rally

Tuesday, 3 November 2015

Random Number Generator - RNG

Random Number Generator. A device, process or action that can generate a "random" number, or at least close enough to random so as to be indistinguishable from true random to a human observer, used for encryption, scientific study, games, and upsetting certain gamers with it's non deterministic bullshit. See reference Roll to Move is a travesty, Monopoly blows, and This Game makes no Sense. Most popular physical incarnation - dice.

A quiet week at the Mash Tun last week, possibly due to Halo 5 releasing on the very same day, or possibly just those random fluctuations, in any case a very Douglas Adams 42 turned up to get their gaming on. And yes. 42 is now officially a quiet number. Previously this same number may have been viewed as "bonkers busy", but context is everything. 42 for the population of your bathroom would be "unacceptably busy and there's no bloody hot water left"*. 42 for the population of China would be "there's no one here".

Cthulu and friends go on a world tour.
Pete had Cthulu Wars out on table for a second week running with Richard IV also joining in again declaring he knew what was going on now and would fare much better. With the heady scent of chinese plastic permeating the air ( it really was very apparent... that's what you get for having all that plastic ) Richard was the man to beat, getting into a strong position and fending off attacks from all comers. The game went on considerably longer than it's first outing, mostly due to a good deal of trepidation about deploying gates for fear of having them stolen. I think Richard won this in the end, clearly he did know what was going on.

Whilst Cthulu and his chums were devouring the world, on another table a whole different kind of
Zombicide -A sim for teaching you the basics of the Zapocalypse
devouring was going on with Zombicide, a game all about tooling up and killing zombies B movie horror style. Mechanically there is not much to look at here and it follows all the other point shoot, roll a dice type games, but thematically does a great job of having nice miniatures and an attractive modular board setup which really looks the part. If you ask me this is about typical for many of those kind of kickstarter games. Long on the eye candy. Short on everything else. Perhaps I am getting kickstarter fatigue. Nevertheless Zombicide looks good fun, and who doesn't like gunning zombies down !

Last week I got to partake of the Francis Drake euro board game ( another kickstarter ), which pits the players into a competition of exploiting the West Indies in the 16th century of gems, goods and uhh looting towns and castles and sinking ships. It was an ambivalent age, what can you say. The game runs for three identical rounds, so you get three cracks at the Euro puzzle, where first you pick up "stuff" which amounts to fuel for your upcoming worker placement, with things such as guns, crew, trade goods and barrels, and after everyone is done loading their ship you get to place your actions out - up to four of them by default. Actions are then resolved in player order and action number order, with a competitive edge of the first person getting to act in a place gets the bonus rewards.

There are the usual spread of Euro things going on here - points for set collection, points for action set collection - as well as just plain outright points for doing things.

Nothing we haven't seen before, and packaged and themed in a nice way.

Except.

One huge bugbear for me.

The game has a small RNG contained within it that determines whether you'll actually be able to afford the actions you are selecting or not - they'll vary in "price" from 0 - 6 resources ( and on average you'll probably pick up 3-4  resources of a particular type, less in some, more in others ) And you won't know if you can afford it until it's too late - you've already collected your resources, and picked your actions. And therein lies the rub.

For all the usual careful euro calculation and plotting of X actions, and Y points ultimately your game can hinge on whether you've luckily or unluckily hit a roadblock. And this isn't trivial, a full fat 10 bonus points await someone who can get all their planned actions swinging correctly, 4 points if you can half do it, and a single point if you limp across the line. This unfortunate RNG to see whether your plans work this turn tends to make everything else a bit of a sideshow.

And god forbid you actually have bad luck to foul of this two turns in a row ( out of three ).

Which is exactly what happened to me. You can only look on and watch as someone else picks up mucho victory points whilst expending ass all, and your own action cripples you for half as many victory points.

Blah. In our game, my third turn was spectacularly good as I managed to get into an area uncontested, and then sat back and let the turn play itself. I literally had no choices to make - and earned big points from doing so.

Nevertheless, it's an enjoyable game, nicely turned out, and if you can avoid or just plain ignore the lurking RNG devil waiting for you in the background, then it's a nice race to see who can grab the most things.

Agricola however, it ain't. Perhaps Agricola should put an RNG on each of its action spots for extra excitement. On a 4+ sorry pal, you trip on the way to plough a field. No ploughing for you this turn. And on that day, a thousand Euro gameplayers cried out as if in pain. . .

We finished with Isle of Skye which went down very well. Darren and Dave got locked in some mental high priced bidding war between the two of them, and switched lands on just about every round for outrageous prices.

BSG. In a surprise to no one move, Monika was the cylon.
There was also some fantabulous Battlestar Galaticaing, which rather confusedly went from four players to six, to five, to four. But through all this. The inevitable. The perpetual. The predictable. Monika was a cylon. It's amazing she still plays the game to be fair. Anyone with any experience would just push her out of the air lock. But you just... can't... quite... tell... I mean. Surely. SURELY. No one can be the Cylon that often. You're a good guy this time, right ? Wrong. Pete suggested she rigs the cards to always be a cylon.

7 Wonders. This table is a wonder in itself.
We also had the most epically large table 7 wonders on the go. It was fantastic. With a crazy seven people. There were so many players that some were in different weather systems and time zones to other players. Amazing. You couldn't even tell - or care - what the player on the other side of the table was doing. Lots of military ? Who cares ! I am 3 neighbours removed from that filthy warmonger ! Good stuff.

Elliott brought along Cauldron again, and on the front tables some Lords of Waterdeep got a bash. It's been a while since Waterdeep was out. Once upon a time that was almost a permanent fixture on one table of the ribs. That and Betrayal at House on the Hill.

Some end of night Resistancing went on. And Lewis complained that there wasn't enough time left in the evening to play fillers. Despite this, Lewis left early, and played his own main game til late. I noted he was actually just complaining about himself rather than anything else . . . .

The gallery...








* making the assumption that you do not have Roman Emperor levels of bathroom space and aren't in the habit of inviting 50 of your closest allies, senators, their partners, their offspring and assorted livestock around for a bath.

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.