Showing posts with label Grimoire. Show all posts
Showing posts with label Grimoire. Show all posts

Monday, 17 February 2014

Betrayal at Waterdeep

Both Lords of Waterdeep and Betrayal at House on the Hill have seen repeated play at the Ribs in recent weeks. I always seem to be playing something else when they appear, so was pleased to get to try both in one session.

Betrayal at House on the Hill is a super thematic game where the players are exploring a spooky house. Tiles are laid out as new rooms are entered and players contend with all the usual sort of things you’d find in a haunted mansion – encountering strange events, collecting items and revealing ominous omens along the way. Finally, one of these omens will trigger the end game where one of the characters betrays the others. A scenario is randomly determined and the traitor goes off to another room to read his objectives (usually kill all the other players) while the rest of the players look up their part in the corresponding scenario - how to survive and/or defeat the traitor.

The game rattled along at a brisk pace even with six players. We played a particularly long game, with lucky haunting rolls (which determine the end game) prolonging the exploration part of the game. By the time we’d determined Richard as the Assassin – keen to murder us all and stop young Clive, the heir to the mansion, from claiming fabulous wealth – most of the mansion had been revealed. This played in our favour and we got Clive to the throne room with the requisite items and still in one piece. We did lose Nicky and Pete II along the way, but they were only ever assassin fodder in my eyes.

It’s a pretty simple game. Easy to drop new players into. It really shines if players get into their roles and treat the other players to a bit of theatrics when reading the omens and descriptions on the cards. If you’re not into that sort of thing it can still be fun, but you’re really just waiting for the end game to trigger so you have an objective, rather than wandering the halls tooling up your character. Plus coming in at 90 minutes it doesn’t outstay it’s welcome.

This meant we had time for Lords of Waterdeep. A game based on the Forgotten Relams D&D franchise, this sounds like it should be a thematic romp with high adventure in the port city of Waterdeep. It's not. Those with cold and calculating eyes (and even those with just plain old seeing eyes) will look past the stock D&D pictures and see a game about buying and spending cubes to accrue victory points. If you need to get into a role and pretend to be a mighty Lord of Waterdeep and crave nothing but adventure, walk away now. This will disappoint. It's not bad, it's just that Accountants of the Lords of Waterdeep is probably more of an accurate title. So if you like euro/efficiency style games and aren't sniffy about the theme then there is an enjoyable game to be had.  And coming in at between and hour and 90 minutes, it doesn't linger in your hallway boring you with tales of its arthritic feet.

Thanks to Richard IV for bringing along and explaining both games to me. I had a lot of fun with both.

The rest of the pub was crammed with NoBoGers  playing all manner of games.  I think there were five tables in all, with 23 gamers. Four intrepid gamers drowned as they failed to beat Forbidden Desert. Twice. There was a five-player game of Blood Bowl Manager with the Sudden Death expansion. Suburbia got a look in. As did Grimoire, Kingdom Builder, Race for the Galaxy, Libertalia, and Skull and Roses.  And Pete got his rather nice looking Space Game prototype out for some more playtesting. Once again the playtesters let it be known that they still disliked the “If your name is Pete re-roll the dice” rule. We shall see if their concerns make it into the next rules re-write.

Wednesday, 18 September 2013

Twenty 20

NoBoG has broken new ground this week, a record busting twenty people turned up to play games ! It's great to see a steady stream of new faces enjoying the evening and becoming regulars or even irregulars as they return in the following weeks. So a big well done to everyone, new and old, for making NoBoG Tuesdays so warm, friendly and fun !

This week we got to welcome Barnaby, Simon and Liz as newcomers to NoBoG. Ed also made a welcome return this week after a long hiatus, it was good to see him and his new tropical island tan, and Fly Sam also made a repeat visit to our corner of the pub.

As for the gaming - Power Grid, Lords of Waterdeep, El Grande and Cyclades hit the tables as the main fare, followed by a number of smaller offerings - The Resistance, Kingdom Builder, Cash & Guns and Grimoire. ( Grimoire is a fab little filler game, if you've never played it, you should, just for the novelty of the spell book action selection malarkey ).
Grimoire - Eager neophytes hold their spell books at the ready

I got to finally play Cyclades this week, a game from the same stable as Kemet, which sees players competing in a very light war game / Euro to become the most dominant in the archipelago. Area control is a key aspect of this game, and that's achieved by military force. But this is no Risk type game of endless troop shuffling, instead Cyclades presents a definitely Euro inspired twist to the military aspect of the game, where it's often more important that you have bid for the right actions at the right time, than it is to have a whole pile of troops somewhere. Crucially in your turn you will only get to perform one type of action - be that sea themed with Poseidon, buying ships, moving ships, building ports or say land warfare based with Ares, buying soldiers, moving soldiers or building forts. Given that the map is a patchwork of sea and islands, both sea and land are required to make progress - the military conquest immediately becomes a much more cagey action choice affair, rather than a straight up move and fight of say Kemet, as it's impossible to do everything in a single turn.

Like any good Euro, actions can also be taken to improve your position - do you invest in making future turns cheaper, buying more gold income, or building up to the crucial game winning metropolis buildings ? Slightly changing things up for the usual Euro fare - each set of actions randomly changes its place in the turn order at the start of a turn, meaning that just when each action triggers can play just as important a part as to what the action is - if Poseidon comes up before Ares, it could be that your invading land armies won't get the chance to move as your ships you were using for transport are swept from the sea. This is a real nice disturbance to trying to over analyse which action should fit where and how to optimise for it. Of course, some will hate the randomness of it, but, it's open to action bidding, so the choices are definitely yours to make, random turn order or no.

All in all, Cyclades is a good game, it mixes some direct conflict into the usual Euro mix to make for an interesting more aggressive kind of Euro, and it's theme of ancient mythological Greece is handled very nicely - I think because of its familiarity it pulls off a better theme feel than its sibling board game Kemet. It's much less of a pressure cooker than Kemet, has a lighter warfare part and an increased Euro building aspect.

There's enough going on in Cyclades turn to turn to make you think, but not disappear into analysis paralysis, and the game doesn't overstay its welcome or suffer from bloated gameplay.

On the other hand, I am not sure there is quite enough there to make it a real long lived classic, I think it's simple enough to start to fall into predictable patterns, but, that's taking a pretty harsh line -  the game is solid and very enjoyable and it's going to take a while before you become over used to its rhythms. Certainly the mix up of turn order and the changing monster cards ( special actions ) should always present fresh problems with each play. Despite some minor misgivings about its longevity I actually think I prefer Cyclades to Kemet - it's refreshing and interesting, and absolutely worth some play time.

If you haven't given it a go, give Sam a prod to stick it on a table near you.

Cash and Guns finally got to table at NoBoG this week. It's been down a number of weeks over a very long time period, but it's never garnered enough random impetus to actually make it out. This week it did, and its enjoyable, anarchic stupid play - waving foam guns at each other and talking smack was great fun. I suspect this is going to be something of a popular trend for a bit at NoBoG as the serious and deadly foam gun pointing was enjoyed by spectators as well as the players. If I hadn't been playing I would have taken a photo. As it was I was too busy avoiding gunfire.

Cash and Guns, if you've never played, is very simple - a bunch of cash gets put on the table for division amongst the gun toting thugs that each of you play. You get to select whether your gun fires a blank or a shot, and then point your gun at someone. If someone gets shot they have to sit down, take a wound and get no share of the cash. But maybe you don't want to get shot in the first place - in which case you have an opportunity to voluntarily back off - maybe there are too many guns pointing at you, or perhaps Rich with his gun pointing at your head has a mean glint in his eye that means today the gun is loaded. . . Crucially you have eight bullet cards to use in eight rounds, and once a bullet card is used it's gone. So you must choose wisely when to use your blanks and when to use your actual bullets.

The crim with the most loot at the end of eight rounds is the winner.

Variations put special powers into play that break rules in interesting ways, and perhaps most interesting of all, the cop variation puts a single undercover police officer in the midst - who has to phone for reinforcements without getting blown away. The hidden traitor in the midst mechanic. Tricky.

Just because I had won Cyclades, half the table pointed their gun at me in the first round of Cash and Guns. If in doubt, shoot me ? Unfair I call it. Filthy criminals.



Finally. A distasteful subject, but one that must be addressed. A word about Low Hanging Fruit. Practically every week the phrase "Low Hanging Fruit" is muttered by someone at some table. Often it's Pete. Or Tom. It's been called into question whether it should be banned, as the imagery conjured up by the term "Tom's low hanging fruit" and his quip about that's what his wife says is akin to mental torture or against some human rights convention.

Just Say No to Low Hanging Fruit.