Showing posts with label Imperial Assault. Show all posts
Showing posts with label Imperial Assault. Show all posts

Sunday, 15 May 2016

Back to the Caissons


T.I.M.E Stories was back at NoBoG this week ( or MoNoBoG or BoGoN or whatever splitter group acronym you favour ) and once again I was fortunate enough to get to play. This time we played the second scenario for the game - one that isn't included in the box and marks the first expansion scenario. This one - I think it's fair to say without spoiling it - is a much more direct in your face scenario where you get to roam around the zombie apocalypse in search of a girl that is described in a vague way by "Bob" your Time Lord / Chief Time Dude / The Boss / The Idiot Management / Twat as being the saviour of humanity. So. Get in. Battle zombies. Get girl. Of course. Bob being Bob he utterly fails to note that the zombie apocalypse is going on - a teeny tiny minor detail - and it's only when you jump through time straight into a zombie fight you realise, ok, so, zombie apocalypse. Thanks Bob.

T.I.M.E Stories. We're back. And this time it's zombies.
For all the ultra modern and fantastic science of time travel the scenario also goes through a bit of radio interference at the start once again, where seemingly super important information is mysteriously garbled by the radio breaking up. Tsk. If only there were more time in which to properly brief you eh. Wait a minute... aren't we time travellers ??! Or failing that. You know. Email it. Or something. Basically anything other than your crackly shitty oh no we've failed to communicate vital information to you on this 20th century technology piece of crap. The future. Great time travel tech. Really poor communications tech. Not even your basic SMS. Tsk. And management seems to be as inept as ever in failing to properly plan for that. Management is hard you guys. I have to stand here. And forget to tell you about the zombie apocalypse. And like, try and send you information too late, through this utterly inappropriate communications device. It's a tough job sipping coffee whilst you guys actually do shit. My name's Bob. Time administrator.

I have issues with Bob. I'm sure we'll have a nice 1:1 employee progress meeting about it at some point.

Bob also keeps referring to my time capsule as a Caisson. A Caisson. A what now ? Can't you just say capsule Bob, you pretentious twat. No. Apparently he can't. He might be French, which would explain it. Aller dans le caisson.

Mechanically and thematically, if you were trying to show that the T.I.M.E stories premise could deal with both investigative and fighting based scenarios, then the first two scenarios that drop with the game are doing a pretty good job of that - and you'd have to think that's not an accident.

There were a couple of nice little mechanics additions to The Marcy Case beyond what happened over the first one - to do with how much noise you're making and ammo tracking, but by and large the same general mechanics applied to both scenarios. It's nice though that in a scenario that isn't entirely combat focused things like ammo for guns is abstracted away into a "you have a gun", whilst a combat focused scenario wants you to carefully track ammo and consider how you're using it - and where to resupply. It really is quite clever in an understated way, and crafted by someone who "gets it" - it being when to know to abstract and when to know not to.

So The Marcy Case is much more in your face, and whilst it certainly had an element of investigation to it, to be frank, you know the story score here - there were no great shocks or puzzles to solve in this case. In fact it's so straight forward that you can kinda fill in the blanks of what needs to happen without needing to find it all annnddd.... well. Let's just say that we aced the scenario on the second run through, managed to score maximum bonuses and kinda understood entirely what was going on. Ok so we managed to fluke a 1 in 3 guess at the end, but, it wasn't a surprise, we knew the score. Perhaps this is a disadvantage of making a scenario with no or few puzzles with a much more straight forward combat focused pitch - you can blast through it.

Nevertheless, I found the experience to be great. Not as great as the first one. T.I.M.E stories to me does better when it has puzzles to solve and has a less rushed more story driven thing going on that requires a bit of poking around - not just a been there seen that experience. Of course the Marcy Case has narrative and things to find out. But that narrative is mostly, see zombie, shoot zombie, encounter sad rag tag group of survivors. But ! No matter. The Marcy Case was an enjoyable romp through a zombie wilderness, and I will say this - it was the most narrative story driven zombie tabletop game I have played ( think Telltale video games The Walking Dead ), which is something. Well. Maybe something like The Quiet Year provides a similarly narrative blast. ( What do you mean you don't know what The Quiet Year is - you can read about it in the noblog here or even here way back when we hilariously referred to 14 people in attendance at NoBoG as busy )

There were some cool highlights in the game. None of which I can really share without giving genuine spoilers away. But it was cool. And my character - well, he was loving the zombie apocalypse. He had never had as much stuff or as much fun. I guess that kinda made me Pope from Falling Skies. If you're into your Falling Skies.

A thumbs up again for T.I.M.E stories. Play it. You need to play T.I.M.E stories. But again. I'm not sure you need to buy T.I.M.E stories.

Elsewise on Monday, the rarely spotted and flip flop* wearing Med Ed ( because if you're not doing Medical things, then flip flops are the super chilled way to go ) turned up to join in a game of Ticket to Ride with Elliot, allegedly to give "Staceface" a chance to practice her ticket to ride skills for the upcoming Ticket to Ride competition. She lost. To Sean. Not boding well for her competition chances. They then played Medici. Which we now like. But old school NoBoGers hate. I don't know. Gaming politics man.

Imperial Assault. And the Imperials really did Assault and Batter
Tuesday was the more usual fuller fat crowd of people - not that people attending were fatter, just that there were more of them. More calorific. In a zombie eyeing up dinner kind of way. 42 of them to be precise. Which isn't especially busy these days ( ha ! take that in the eye 2013 NoBlog with its busy numbers of 14 ! Pfft ! 42 is nonchalantly unbusy !).

The Imperial Assaulters finally got their groove back on, and perhaps it was the rust from not having played in a while, but the hopeless rebels failed at their task handing a much needed victory to the slightly bleary eyed martialling of David who dashed back from a several day stag do bender to command the Imperials. Perhaps there's a lesson in there about the effects of alcohol on David's command capabilities. If you think about it all the death stars exploded whilst being commanded by perfectly sober commanders. Perhaps that's where they went wrong.

Sheriff of Nottingham
Monika and James were playing Sheriff of Nottingham ( see this keeps on getting played lately ) and perhaps it was all the declaring of goods that goes on in Sheriff but James also rashly declared his love for me as I passed their table.

Which is random but good to know. I love you too James, I love all the NoBoGers. Even those who play Blood Rage.

They followed up with a somewhat bizarre four handed game of Codenames.Which would seem to be less like Codenames, and more like one of those gameshows where you have to guess your partners intent.

Steam Time
An entirely different James - where the last James was perhaps the American James, and this one would perhaps be the formerly known as Goth James or maybe Beardy McBeardface if we're keeping with the zeitgeist - eagerly brought the new game Steam Time to table, complete with original German rules and black and white hastily printed English rules that kept annoyingly referring to the colour of game components. I didn't get much of an idea of this one, it's pretty, and it looks Euro and from what Dave briefly said there's an element of spending your engine infrastructure to get stuff - but of course in the process hurting your engine. Sounds like some classic Teutonic euro quandary mechanics going on. Expect to see this on table again - unless James didn't like it, which I failed to note.

Lovely laid back no hassles Machi Koro
Lastly my table had some lovely laid back Machi Koro going on, followed by some equally lovely but not quite as laid back Isle of Skye. Stu wants you to know that he's played Isle of Skye twice now and won both times. I think he's setting himself up as the Isle of Skye champion. Pfft. Challenge him ! He won this time due to no single thing, but a nice spread of points from a variety of gains, and possibly helped over the top by an early game large lake that netted him a crucial half dozen or so extra points.

Quadropolis. With three. I think. Triopolis ?
Downstairs we had Quadropolis again on table, hardcore Euro gamer Nate turned up and brought one of my faves, Aquasphere to table, awesomesauce, Chinatown had another play and Lewis finally managed to get Takenoko to table with the chibis expansion. There was also some Catan action with the Star Trek Catan variant, which is Catan, but in spaaaaaace. With some characters thrown into the mechanics to change things up a little. This game has been played by the Wheaton on his tabletop channel. Sam however, playing the Star Trek variant for the first time was not a fan. Stuck with a character that didn't do much, and unable to see what the other characters were doing, Sam continually got smacked around the head. An average thumbs rating for Catan from Sam, and a thumbs down rating for Star Trek Catan. Well. They had to do something extra mechanically to justify the Intellectual Property cash in didn't they. Time to shoe horn some classic photo portraits into the game !

Lastly Champions of Midgard returned to NoBoG tables proving it isn't quite dead yet ! Mel asked if there were any expansions to it - Not yet, but given how well its gone down, I wouldn't be surprised if some pop up.

And. No Secret Hitler this week. Dun dun darrrrrrrr. Has Hitler Hitle'd his last ? Is the game burnt out before its already released ? Print and Play games versus full print releases for derivative games that arguably don't really need full releases. Discuss. A little bit of gaming politics.

The UK Game Expo looms on the horizon, the 3rd to the 5th of June, and many a NoBoGer will be in attendance, including Elliot who has a whole pile of games to auction off doing what he does best, and as a stellar NoBoGer has offered a space of quiet, seclusion and refreshment for all NoBoGers at the event in his exclusive access all areas rear auction setup space. So if you're going to the Expo, drop by and say hello to Elliot - you can't miss him, he will have three gigantic orc auction type banners - and maybe purchase one of the eclectic mix of games he has on offer at a bargain price.

Ye Gallery. Thanks to Monika for some pics of the upstairs gaming.

Tra laaaa.. la la la la la laaaaaaaa. Whoooosh. Star Trek Catan.

Takenoko + chibis

Chinatown

Mind blowing Aquasphere

Champions of Midgard !

More Assaulting

Steam time with Beardy McBeardface, Dave and Lee

Machi Koro, Tim keeps unsportingly refusing to roll two dice and open himself to many many taxes

* They were probably not flip flops. They were probably some amazingly trendy and modern stylish foot wear that only kinda looks like flip flops, and how dare you suggest they are flip flops, these cost 100 squid from London, and this is pure Italian virgin hand stitched craftware - not flip flops. Even though to my 1970s simpler times old bastard ignorant beach trained eye, they look like flip flops.

Wednesday, 24 February 2016

It's just a step to the left

Busy week at the Tun this week - but not because of a flood of interested people who had read last weeks newspaper or seen us on TV. Fickle and funny fate saw fit to feature ( say that quickly 100 times ) the Tun have one of its busiest Tuesday nights that we've seen, some sort of self help group turned up out of the blue and a fairly busy smattering of non gamer pub goers also competed for space.

Which meant space was critical. And upstairs was off limits due to Salsa noise. And I had issues with some serious people juggling. Something I've not had to do since the Ribs. This makes me unhappy. This gives me a meh face. It looks like this.


So yay. Are we back to running out of venue space ? Our once possible extra space has evaporated, and meh. For the record NoBoG numbers were pretty consistent again at 46 so, not us per se, just everyone else.

Maybe a new NoBoG folded table or two round the corner, hands off, plus some chairs is in order if this is the shape of things to come ( there is some spare ground space if not table space available ). I think the current folding table has done a fantastic job and is a pretty nice size for most games... what do NoBoG goers think ?

Anyway. Just a blip. Probably. Nothing to worry about - Famous last words as the ship sank beneath the icy waters.

On with the games !



The game I was most excited about seeing this week - and got to play - was Time Stories a curiously minimalistic looking deduction/narrative game that has you jumping into time to Sort Stuff Out. This game has been on my radar for sometime, and the very quiet word on the street from those that had experienced it was that Time Stories was one of the best board gaming experiences ever... ever... when you factored in the expansions for it. So, low hype, high performance - sounds almost like the opposite of most kickstarters... burn !

The minimalist box of TIME Stories. The Minimalist future aesthetic is kept up on the contents inside too.
This is going to be quite the waffle about TIME Stories. To my eye there's a lot of if not exactly new things going on here, then a very much pushing of the envelope in what it's doing, a lot of clever things, and arguably a very distinct take on story telling that... hasn't really been done before in a board game ? In short, a lot to talk about. Consider yourself warned.

So what is T.I.M.E Stories exactly ? It's just a step to the left... and then a jump to the riiiii-iii-iii-ii-iii-iiight. No. That's something else entirely.

Thematically the game is something of a Quantum Leap, Time Cop, Back to the Future any of those time travelling sci fi shows where Future People jump around in time to Fix Things, Break Things, or generally unwisely dick with the potential for some universe destroying time paradoxes by taking their own mom to the prom. You'll play one of a number of scenarios, with each scenario given the benefit of a time jumping premise being set pretty much anywhere anytime in any kind of reality. Expect swords. Or guns. Or Zombies. And just plain boring humans in a nuthouse.

Mechanically the game is a narrative exploration through a deck of location cards. And for a given scenario / story, you'll have a different deck of cards to investigate. So, cards are laid out to represent locations, and on visiting those locations you get to pick up the card and read the narrative on the back. A bit like some Choose Your Own Adventure or Fighting Fantasy book, but in card form. If you've ever played Holmes and Watson or any of those deduction detective games that have you travelling to locations and reading things, then you'll get an understanding of what's going on here ( and to a lesser extent something like Tales of the Arabian Nights ) . This isn't a game about harvesting cubes or setting up some euro production engine, nor about mass invasions of armies or politicking, it is instead a light RPG type game, where the roleplaying is non existent and confined to the elements of your character card, and the emphasis is on a collective experience of a story.

Where TIME Stories really starts to excel beyond all those other narrative and deduction type games before it however is in its rich and ( for what it is ) complex setup of a story and your journey through it, where you can pick up items, discover new locations or even change what's going on at a given location entirely. The game has mechanics that can empower a story to be highly interactive - if it so chooses, it's entirely dependent on the scenario - wherein even just looking at a new card alters the fabric of something else, either opening it up to discovery, or locking it away from your grasp. How the game pulls this off mechanically is very clever - story tokens ( just abstract shapes ) indicate what knowledge you have of events - and those story tokens allow you access to things or places you might not have been able to in the past. The simplest example of this shows how you can push narrative along - talking to a person in one location has them whispering to you that they know a secret, and come talk to them later in the Dormitory - and you get a token for that. On visiting the Dormitory one of the locations has that token, and on doing that, you get to talk to that person who whispers you their secrets.

The futuristic TIME Stories. Where you meet Bob. The chief
time technician. I'm not joking. Bob, holds the fate of
the universe in his hands.
You'd think he'd at least be called Robert
with such a serious responsibility.
The permutations for this can escalate quickly - particularly when entirely new areas of the map are revealed to you, and finding a key lets you through a door, the map changes, and now you can visit the previously off limit gardens for instance.

Given that the starting scenario has some 30 odd items to discover and perhaps a dozen different tokens on top of that, this is a pretty big deal. It allows a static game to actually track a progressing narrative, tracks what you know and dont know explicitly - and also implicitly via the players just figuring out WTF is going on, and the environment you are in changes and adapts to the unfolding story.

Those that play RPGs that mostly narrate a story directly into the imagination are well versed in a rich and evolving environment that lives around them - the GM tirelessly shifting scope to adapt to the infinite possibilities of the players. Doing something of the same in a board game is quite the mean feat where you have static setups and no GM. Don't mistake what something like a "light RPG" game of Descent does with its narrative being driven by new areas on a map to stick your minis and new foes to kill. This is an entirely different beast driven by story - not your location on a tactical battle map. Indeed going back to the RPG analogy, if the melee table top fights in a pen and paper RPG are directly related to games like Descent and Mice and Mystics - which are all fights and very little story, then the narrative story elements in an RPG - that have no table top part - are directly relateable to what Time Stories does. And don't mistake that for something like Tales of the Arabian Nights either which is a super simplistic Choose Your Own Adventure setup. TIME Stories is more Scotland Yard, with multiple paths, a dynamic environment and a rich narrative.

Is TIME Stories in fact one of the first board game versions of the story side of an RPG experience ? I'm struggling to come up with any other game that has done that - something like Pathfinder Adventure Card game doesn't even come close to what Time Stories achieves, even though component and stuff wise, they are probably in the same ballpark. PAC to me tries to simulate a tabletop melee heavy dungeon crawl in card form without a tabletop, it has little to say about story. I'm thinking that TIME Stories could be something of a unicorn here - the narrative bit of an RPG and something never really done (so well) before.

The game above and beyond all that also has the TIME element which feels similar to the time setup in tragedy looper. You get to play through the game once - almost certainly fail - reset TIME and try it again. You're time travellers right. However, somethings can stay the same between time jumps - as time agents you already know what happened before, and this time around, you can maybe shortcut something. Or fix something. You know where that hidden cupboard is. No need to spend time searching for it this time. And so on. You can argue here about whether this is an interesting mechanic to allow you to do meta things and get foreknowledge between runs - or whether its a cynical element to make you run through the same content more than once, eking out new content in a controlled fashion - or whether again it allows a designer to put truly hard scenarios into place knowing that you will get several cracks at the problem.

TIME Stories - who will you quantum leap like jump into ?
The game also features something which might be arguably superfluous - the characters themselves and their capabilities, the usual-ish simple setup of melee, charisma and agility. The stats however are a little vague in places - I suspect because like the rest of the game it means a given scenario can actually choose what those stats mean, so instead of strength, glibness and agility, maybe this time its fighting, intelligence and research. Locations can have you doing the whole by the numbers melee fights - just like your Fighting Fantasy books - zomg, here comes 2 orcs, they start fighting you, roll to hit - as well as dice rolls against your stats for stealing items, persuading people, breaking down doors and yada.

There was a bit of debate at the table as to whether the whole dice roll thing added anything to the core game - in a purist sense it does not, but in a lets roll some dice and experience some epic misses, epic hits and skin of the teeth saves, it probably does. But. There is an element there of if some encounters are hard, does it make you stop and tool up first - visiting locations and spending time. Do you risk it, or play safe ? And of course, as Alfie pointed out, everything takes time, and those melee encounters and otherwise all serve to burn extra time at a location. When you run out of time your jump finishes and you have to reset. I think on balance the characters and dice rolls add that smear of necessary light RPG-ness to the game. It gives you a different element to hold onto. But I can totally understand that someone appreciating the narrative, deduction or puzzles could be somewhat perplexed at the need to roll a dice at X location. I think its appealing to more than a niche of one kind of player.

Because of the nature of the game and its clever setup it has a great deal of scope about what it can throw at you. Not only in the stories it can present to you. But also game wise what it can do to you -  It can give you deduction problems to solve. It can give you outright mental problems to sit and solve at the table - like some mid game Sudoku or labyrinth solving exercise. It can threaten you with melee and force you to gear up and find healing stuff, or give you moral dilemmas about whether to beat someone to death or chase them away ( and the consquences can be different for each ). It can give you choices about the dreaded Splitting The Party, or which character you should Sam Beckett Quantum Leap style jump into this visit. And offer challenges of working out what the story is doing - the motivations of the characters, do I release that chained up nutter or leave him be, do I trust that mad capering idiot with the top hat when he says he has something awesome to show me.

All in all, it seems like the game is pretty capable of serving anything up to you. Which is pretty amazing.

Of course. All of this is entirely dependent on just how well written the scenarios are. How cleverly they make use of the tools available of the game mechanics.

We played the base box scenario - you get one, and only one scenario with the game.. which is... rather mean, but given how much is in it, it probably is the equivalent of several scenarios of a more static deduction type game ) - and the story was compelling and the elements nicely clicked. Without giving spoilers away, a visit to a mental hospital in the1920s to investigate something Bad Going On. You can probably imagine what kind of field that gives you to work with - its not an unfamiliar trope.

I can see why TIME Stories is picking up a devoted following. The game IS a one shot affair however - play it once and that scenario is then dead to you, so, there is definitely a big issue of replayability here, a one hit wonder with a vengeance. This is not entirely unknown territory for such narrative games though, and others before it have had similar problems - albeit, TIME Stories with its single scenario is really testing the limit of whether a one play one box thing is a good deal or not. Of course, as of writing, there are another four scenarios you can go out and buy, and get a cool experience all over again. But yeah. Unfortunately there's really no other way it could be with TIME Stories - because the scenarios are so interleaved and carefully crafted, there's not much you could do to approach the game as a high replayable scenario without destroying many of the elements that make the game stand out ( the puzzles would immediately go out of the window ).

For  me, it's debatable whether you'd want to buy TIME Stories. Its limited replayability is a big issue. On the other hand the experience it gives - for my money - is second to none, other than actually playing an RPG, and even then, it manages to bang out what an RPG can do in probably, I don't know, a tenth of the time. Oddly enough, I think TIME Stories is probably the ideal club type game, where a single copy of the game could be played by many different groups of a single club. It'd be a great experience, get a lot of use, but still abide by its you can only play me once deal.

Overall - Highly Recommended. A must play for anyone who is even slightly interested in narrative things, deduction type games, or any form of RPG. I'd go further and say it's probably a must play for any kind of board gamer, at least once, just to see the clever tricks the game manages to pull off and use an inspiration springboard.

I got to play as some cute but wild eyed and committed cannibal girl, followed by an attractive lady with an erotomania problem, and learned just how sexy plungers ( the kind you unblock toilets with ) can be. I won't spoil it. But it's definitely all in there. Ask any of the players about The Plunger.

Alfie stuck with his coke head character who could snort cocaine at will to gain dice power ups - but using the last dose of coke meant a permanent health hit, Hal flipped between a hardcore soldier who was a secret pacifist and couldnt abide anyone dying, and Darren played some glib mouthed shyster who needed to be escorted everywhere otherwise we lost time. Time doing what ? Don't ask.

Fab game anway. Really pleased I got to play it, quite the unique experience, go play it !


Dead of Winter. And no sign of Jon Snow.
Dead of Winter was back on table this week, one of the most popular NoBoG games of 2015, but seemingly the steam has run out of this title and it's dwindling in its replays and I dare say it wont feature in the top 10 for 2016. I saw Elliot having a bash at this - I think it might have been his first foray into the game, and it seemed to go on for quite a while, barring a heavy 5 player Imperial Settlers game, it was the longest play of the evening ( over 3 hours ). I didn't get a chance to really ask if everyone enjoyed it - I kinda got the sense it went on a bit too long.

Elsewise, after some squeezing onto a larger sized table, Lewis got Epic Wizards to the table, whilst at the other end of the table Star Wars Carcassonne shaped up to possibly be the most interesting of all the carcassonnes - it certainly looked hella funky.

We also had some lovely old school gaming going on with Judge Dredd, a real blast from the 80's
Judge Dredd. IIRC the Ape Gang are in this. Awesome.
past, and a game from the - in my estimation - first golden age of gaming, when board games were busting dice out left right and centre, Games Workshop was still.. well... about Games and not just miniatures, and companies like Avalon Hill, GDW and TSR had yet to go financially tits up.

Luke and his more than 100 games of Betrayal at House on the Hill ( isn't it about time someone made him the official mascot of the game or something ) led a table around another dance on the hill ( really, more stories required !), whilst down on the ground what looked to be a great game of Imperial Settlers was shaping up, Ben had so many prestige buildings as Japanese it was bewildering ( but apparently he wasn't winning ???? ), and Ewan got the lovely second edition Mission Red Planet out again, with a mostly gentlemanly first round of scientists, followed by a much less gentlemanly round of secret agents, followed by some positively dickish Femme Fatales. If you've never played the game you won't have a clue what that means, suffice to say, increasing levels of dickery.

Also David lead his merry band of Star Wars people through the romp of another Imperial Assault - albeit Rebel Chloe was absent, presumably off training on Dagobah with Yoda. David reports that they are just about half way through the campaign, but, I think Stormtrooper fatigue is beginning to kick in, as their cannon fodder Red Shirt nature is starting to tire Darth David out. Uh huh. Maybe there should be a bad guy rota thing from week to week. . .

As ever the evening finished with the game du jour - Secret Hitler, Lewis finally tumbled off his winning streak, for once being a liberal and also marking his first loss. Richard IV managed to take a few snapshots in game of the characters in play with his super secret smart fascist detector mobile app ( which I suspect is just him drawing things on the screen ). Awesome !

The Smart Fascist app detects its first positive



Imperial Assault

Epic Wizards Spell War Thingies. Rearrange words to make sense.

Carcassonne Star Wars.

Betrayal at House on the Hill

Imperial Settlers kicks off

Mission Red Planet 2

Tuesday, 2 February 2016

The Case of the Hopeless Investigators

What a week ! This was the week that saw us suddenly and unexpectedly punch through the previous attendee record of 59 all the way up to 68, which at its busiest point was just almost every single table in the house bar one filled ( even the coffee table got a look in for our Watson and Holmes game ). We also had the pleasure of now irregular attendee Mr Bond turning up, and even more irregular attendee Andy - both of whom have done their stint as NoBlog writers. Bondy put forth the theory that it was so busy this week because everyone had turned up to see him, possibly, possibly.

Hamsterolles second outing of the evening
We also had other irregulars in the house, Lauren and Andrew got to play Hamsterolle with a couple of new to gaming people that happened to walk in and showing too much interest in the games going on I whisked them away to try it for themselves. I figured you can't go wrong with a bit of Hamsterolle. I never saw the walk ins again after this. Not sure if they escaped after Hamsterolle or were bundled into the back to become One Of Us, One Of Us, One Of Us. Possibly via Lewis' NoBoG Cthulu Cult.

Anyway. Summary. Busy.

By this time I should have learned. When I say something innocent like "ha, next ridiculous thing you'll know people will want to play Game of Thrones down the pub" this inspires everyone to actually go and do that ridiculous thing and before you know it Game of Thrones becomes a semi regular thing ( with optional throw pint over board mechanic ). Last week I briefly mentioned the idea of both Risk and Monopoly showing up at the Tun as a sign of the end times.

Don't panic. It's only an apocalyptic Pandemic.
Which of course meant that Risk and Monopoly then promptly turned up at the Tun this week. Newcomer Sean was proud to have a beat up copy of Monopoly ready to play ( complete I think with correct connoisseur levels of sellotape holding the box together ), which on asking about he started to disown and say it was a joke or possibly a penalty for anyone losing a game - play Monopoly. Ha. A likely story. I told him NoBoG was a Safe Place and he was free to come out of the closet and admit he liked Monopoly and wanted to play it. No judgements here. Hi. My name is Sean. And I am a Monopolian. 'Nuff said.

Three simultaneous games of Pandemic went down this week. I even think that one of them might have been the latest sexy hotness of Pandemic Legacy - the game that is Pandemic, but features the whole narrative, card ripping up, ever changing rules that is part of the Legacy charm.

Codenames - I'm hanging from the ceiling
Tom Cruise style for this shot
We also had a gaggle of codenames games going on towards the end of the evening, with each group telling tales of appalling clues and appalling guesses. If you've never played Codenames, it's a fairly quick filler game that splits into two teams, with a spymaster for each team attempting to give out clues that allow the rest of their team to correctly guess which currently laid out named cards they need to point out.

Our own table featured its share of woes with the - by now highly suspect - spy master of James giving us a clue of watery, and yet failing our guess of Pool. His defence was that he read Pool and thought of the game and not the swimming variety. I can't remember which way round it was, but he also failed either Tap or Washer for the watery clue as well. D'oh.

The self labelled super group - Team Ginger, mere moments
before they crashed and burned the first time and proved once
and for all they are not the master race.
Left to Right - Hal, Bondy, Luke, Andy, Dean.
Incidentally Hal wears the face of a spy master that is
NOT enjoying the pressure. The rest of
Team Ginger don't seem to be trying too hard.
Despite this, we pulled a win out of the bag somehow, and then went onto win again against the self described Team Ginger as they crashed and burned under the pressure for a second time and picked the instant game losing Assassin card with the ( somewhat cheaty ) clue of James Bond. Agent was the assassin card. Dean - spy master of this travesty - threw up the excuse that he hadn't seen Agent was an option. For the record, ahem, I went 4 wins to zero losses at Codenames including a successful stint as spy master and putting up with James as spy master for one round ( surely a handicap ). I ended up the only one at table with a perfect record. Yes, you may now bask in my awesomeness. This and my epic whitewash wins of spyfall last week mean I am now considering taking up a career related to spying. Or at least talking shit across a table with cards involved. Same difference right ?

Only one copy of Champions of Midgard on offer this week. Which caused not a few people to have to go without playing CoM - there were more players than player spots. I blame Ewan. Who wasn't there. So we were one copy of CoM down.

David and Co. battled further in their once a fortnight ongoing Imperial Assault campaign and James returned for a second week running to play first Acquire then Hamsterolle. Clearly a pairing of games that was so good, he had to do it all again the next week ( which to be fair, they are both solid and fun ).

I got to play the new game Watson and Holmes - incidentally my NoBoG secret santa gift - which is a mechanically simple deduction game running through a narrative of a Sherlock Holmes type mystery. The game is a competitive one - with each player attempting to solve the case before everyone else - and each player having a unique character with their own subtle powers to alter how the game is played.

Watson & Holmes on the coffee table. Tim got to play a dog.
Who for a dog was surprisingly talkative and something of a dick.
When he kept on preventing people getting to locations.
The main thrust of the game comes down to reading the narrative found at any of the dozen or so case locations and piecing together the relevant information within, whilst also out maneuvering or outright dicking with your fellow investigators by beating them to a location or preventing them from accessing an important location altogether. Sending Watson along with another player also gives them the rather unwelcome effect that they then have to read out their location to everyone at table - thus giving everyone else the benefit of their personal investigation ( and potentially then putting them a step behind everyone else ).

The game doesn't hold your hand too much - and you will need to sift through the narrative text to reduce the important facts within - it's not going to point them out to you. But the clues seem nicely balanced in that they don't feel entirely obvious and therefore you get satisfaction in working them out, and also are not so obscure that you feel like you're beating your head against a wall.

A once playthrough style game, when you've tackled one of the cases in Watson and Holmes you can't tackle it again as you already know the unique information for that particular case, but the game does ship with over a dozen cases ready to burn through. The cases range in difficulty from easy to hard, and because they are uniquely scripted can get up to all manner of clever tricks like changing what it is you need to investigate half way through the case ( in our case an apparent suicide became a murder ).

I wasn't too sure this game would hold up that well prior to playing in a group, but having now played it with five players the game is great and offers something of a streamlined Holmesian experience of other games that have come before it. This is also a surprisingly social kind of game despite the secrecy and gathering of clues in - somewhat - isolation to everyone else that is really pushed to the fore when someone gets blabber mouth Watson dumped on them and they have to read their location out to everyone. A certain amount of oneupmanship, knowing looks, bluff and race tension does creep into the whole affair and it works very nicely indeed. This would be an ideal game to have a more chilled gaming session for a group of non hardcore gamers that want something to think about, as well as appealing to your average gamer that likes a bit of deduction. I could well see this game doing fairly well at some dinner party type affair with the right crowd of people - particularly collaborating couples ( the game caters for 7 people ( or teams ), and because of the way the simultaneous gameplay works there is just about no downtime for any player ).

Our game featured epic fails by all but the very last investigator to knock on 221B Baker Street with the solution. One after another each of us gave our solution to Holmes only to find out, no, you got it wrong, please go and kill yourself - most of these accompanied by the cackling of Dean who had first offered a solution and come oh so close but not close enough to win. Dean further ventured the opinion that Holmes by the end was just slamming the door shut on every wrong answer from the procession of clowns turning up at his apartments. In the end Bondy with the luxury of four failed guesses before him managed to nail the conclusion after some epic wrong footing of my own investigation.

Wiz War, stroll around and fireball your enemies.
What else was going on. Wiz War was present - this is something of a real long in the tooth game ( originally published in 1983 ) that has seen many a reprint in the intervening years and has players running around as wizards trying to do their opposite number in, in something of an old school fantasy style FPS death match - with a bit of treasure stealing thrown in. It's been a good few years since I've played this, but it's quite fun - and for me this and the much later Dungeon Twister get mangled in my head into some multi armed octopus of a game ( they feel quite similar to me ) - but Wiz War is for my money the better streamlined game.

Notre Dame - Not. Rah. Duhm for this side of the pond.
Note Err Daym for the other side of the pond. Colonials. Pfft.
Stu - official guardian of all that is Properly Old School Euro, or might in future be deemed Properly Old School Euro - was also in the house along with Tom and both were playing amongst other things the classic Euro of Notre Dame. Keeping it real with the multi award nominated and Spiel des Jahres nominated gaming.

This week coming we have the delight of the local press in attendance at the Mash Tun. The editor has decided that it would be nice to do a feature on Norwich Board Gamers and to that end is sending out a journalist and photographer in tow to interview those in the know about what goes on, and chat to a few of the attendees. If and when the article shows up online, I'll stick a link to it, lurkers can read the official piece and gawp in amazed lurkerness at what they're missing, and attendees can check to see if their beautiful faces and epic strategising made it to print and nationwide ( or at the very least region wide ) fame.

James is keen to have the press guys actually join in on some boardgaming fun - but I suspect they will be time pressured and focused on doing a job as opposed to playing some (excruciating) 3 hour game of Terra Mystica. Possibly the order of the day would be some nice, quick, accessible social type game - so if someone with a notepad and trilby turns up and hovers by you ( that's what journalists look like right ? ) consider offering them a turn of cash n guns / resistance / werewolf / mafia de cuba / spy fall / codenames et al.


The Gallery. Monika saves my bacon this week and takes some pictures I failed to get round to. Thank you Model 14 ( Monika's cylon designator ).


Terra Mystica. Strong showing for current second most popular game at NoBoG

Epic spell duel war thingies.
Imperial Assault. These are your rebel heroes. They seem awful casual for Rebel Heroes. Not even a decent cosplay in sight.
David at the back plots his nefarious Empire shenanigans.

Great shot of Pandemic - James gazes in adoration at something Voitek is showing him. A disease cube probably.

Champions of Midgard. Elliot attempts a blue steel look. Fails. That's a rubbish blue steel.

Moar pandemic. The Tun was lousy with infections this week.


Friday, 6 November 2015

Ra Ra ah-ah-ah

Ro-ma, ro-ma-ma. Well, I expect that reference to split the audience.

This week - possibly in a fit of indecision about what to play - we had the old school and noted giant of euro gaming Ra in the house, a classic title by a classic designer Reiner Knizia. If you're into your board gaming and haven't been in the gaming wilderness for the last 20 years then you're very likely to know who Reiner Knizia is, and if you have your proper board gaming chops, have at least heard of, if not played Ra.

Ra, Ra, ooh la la. A classic Knizia game.
If you don't know who Reiner Knizia, then suffice to say he is a prolific game designer of the euro type , and is part of a stable of game designers that cemented the term "euro" into the gaming dictionary in the first place.

If you want to get fancy about it, then maybe you could consider Reiner Knizia a crucial fuelling part of the Renaissance era of gaming ( where pre 70's ish would be antiquity, 80's and prior are medieval and say, post late 90's are modern ).

Ra is a simple Egyptian themed auction game, where players compete to out bid their opponents to pick up auction lots of tiles. Tiles are scored on some simple rules, set collection, bonus points, penalty points, and with the game split across three rounds ( or epochs ), scoring is performed three times, with a bit of overlap between rounds as some tiles stick around for the whole game. So the whole art of the game is in assessing whether a group of tiles is something you'd like to bid on, getting your scoring sorted out into some semblance of brilliance, and a bit of jockeying for position in timing of bids, availability of tiles and what exactly your bid strength is. The game despite being known as an auction game, and talking about auctions, and bids, and yada, isn't really anything of the sort - it's a trick taking game where your bids are fixed amounts determined by the tokens you are holding ( effectively everyone is playing with a single-ish suit from a deck of cards, and playing highest card wins, which kinda is an auction, but in the same way that playing Top Trumps is kinda an auction - IE no one ever refers to playing card trumping games as an auction . Oh you nicely outbid me there with your King of Hearts on top of my Jack of Hearts... this is never said. ).

Ra is a classic beloved by many of the gaming cognoscenti, but for my money, it's too dry, too simple, the theme makes me want to stab my eyes out, and I'd rather be playing something other than Ra. Not that it's bad by any means. Inoffensive. Like porridge. With no sugar. Or salt. Or anything in it. That makes you sit up straight before you eat it. And recite your 12 times table. Just. Yeah. Next ! Ra combined with Tigris and Euphrates - another well beloved Reiner Knizia game - are enough to make me throw up my hands in despair and go and find other things to do, such as beat my head against a wall.


Planet Norwich in the Norfolk System.

The clans have returned from distant stars to invade the Inner Sphere, the til now peaceful Commonwealth planet of Norwich suddenly finding itself the target of a rapid and brutal clan assault. Clan Ghost Bear landing advance forces onto the planet have already decisively engaged with the defenders, where despite being outnumbered have succeeded in pushing through defences and leaving a trail of destroyed enemies behind them.

Having broken through Inner Sphere lines, roving Clan scout forces now fan out in a rapid advance seeking to strike directly at the enemies capability to conduct and supply a war - ending the fight before it can really begin. Commonwealth forces in the form of the Davion Guards scramble to close the breach in the front lines whilst simultaneously reinforcing all strategic points behind the breach in danger of being overrun. But the task is a difficult one - the clans with superior mobility and firepower can strike at will and fade before a significant defence force can be assembled.

Reorganising the reserves into fast response defence lances, Davion Guard forces are distributed widely across the breach pocket with a hope of forming an anvil to delay Clan raiders caught in the act, before landing the hammer blow of a fast response.

Sector QF, just south of the Dereham lowlands - a call distorts across counter measure disrupted frequencies. Clan forces spotted, heading inbound towards the Unthank industrial zone. The Guards force on point scramble to their mechs, the brave pilots prepared to face the onslaught of the clans and provide the anvil. Meanwhile 60 klicks away, turbines spool up and thrusters ignite as the fast response drop ships pick up their mechs and prepare to speed to the battle to support their defences and deliver the hammer blow.

 Elsewhere I got to suffer play through another session of the even older than Ra - Battletech ( a game from the medieval period of gaming if we are keeping up the analogy, so, similar-ish to modern games, except no plumbing or toilets, other than a hole in the wall to stick your arse out of, giving rise to odd smells, suspicious lumps of matter loitering in odd places, and a certain air of unwashed, inelegant, grime about it all ) , Sean was dead keen on giving this a go being a bit of a Battlemech fan ( and who doesn't like big stompy robot things.. ), and having watched it being played a few weeks back.

Battletech, the filthy Clanners hug the edge of the map.
And that was cool, I found it pretty riveting, the time whisked by, a fair bit of analysis paralysis, a lot of thinking, a bit of taunting, and a good deal of ineffective fire. Highlights included a jumping mech making a bad landing and falling over in the river, and then me deciding to jump on top of their sorry ass to try and kick their head in, followed by a graceful pirouetting jump out of a cauldron of fire into a back flopping landing in a lake. All performed in a 55 ton mech. There was also lots of gratuitous use of the laser line of sight checker.

Everyone enjoyed themselves, albeit, such is the way of things, it was a harrowing session, and I think it's fair to say everyone felt like they'd gone ten rounds in the ring with a heavyweight champion by the time we called halt to the game.

For the record, the clan pushed up to the edges of the industrial zone, then were perturbed by my jumping shenanigans and some supporting fire from Andy ( notably Sean spent all game waltzing around without firing a shot until the last rounds - we had assumed until the very end of the game that he was some kind of pacifist handing out leaflets.. albeit in a 50 ton walking mech ) .

Battletech - in the distance the clan raiders pull into sight
The clan advance crunched into a confused rabble, sidled along the edge of the map in comedic hand holding fashion ( Sean did a very good spontaneous mime impression of this which you had to be there to appreciate ), before just getting into the industrial zone as the reinforcements arrived and the hammer blow dropped. We stopped one turn after that. But it was fair to say that things were looking grim indeed for the Clan, although Andy's Warhammer had by then had both it's arms blown off. Just a flesh wound. I'm invincible !

More miniatures and dice rolling were going on on the table across from us, where David hosted his quasi regular Imperial Assault game, with his Empire once again facing off against the heroic rag tag Rebel team. Pete playing as ever the wookie reports that he had great fun charging into the fray,
Imperial Assault. One of the monsters seems to have
had an unfortunate incident with it's knicker elastic.
running screaming down corridors in the way only wookies can, and laid about cleaving stand in bad guy extras left and right. Causing chaos and confusion the hairy hero bleeding profusely stumbled to the macguffin console, only to fumble through the blood and tears the activation sequence and fail the mission.

There is a reason they don't give wookies medals. At the end of Star Wars watch closely. There's Han. Here's a medal. There's Luke. Have a medal. There's Chewie... screw you buddy, we're fresh out of medals ! You and your hairy ass can just stand in the back being generally unappreciated ! Harsh. And it's all Pete's fault. They've never forgotten the time he fumbled that console roll. Do you know how many Bothans died for that ? Many Bothans ! Many !


As this is the second failure in a row for the Rebel team I have come to the conclusion that David is facing off against the B Team of the Rebel Alliance. These are the guys that you never see in the films, the one's they don't tell tales of derring-do about, the ones that generally screwed something up in the first place that then made the presence of the A Team Rebels a necessity. The Death Star ? Yeah. The B Team screwed that up by failing the mission to steal all supplies of Imperial hammers to deny the building work from ever starting. Resulting in one blown up planet. And a last minute emergency mission to blow the completed Death Star up. That's why there's no medals for Wookies. A failure to delete the hammer invoice order from the death star construction console. Peeettteee ! Or in character. "aaarrrrarrarrr-arr-arrrarr-arrrrr".

Moving on from Rebel debacles, Sam got to try out the excellent Colt Express with the new stagecoach expansion, which brings hostages, whiskey, and victory points for getting shot ! It all sounded pretty cool, and I absolutely have to give this a go when I get a chance and am not playing
Thunderbirds are go ! F.A.B !
Battletech until midnight. Prior to this Sam busted out the FAB game - ah ha ha - Thunderbirds, a brand new spanky offering of this now 50 year old... we'll go with classic. To be honest I have no idea what goes on in this game. It's co-operative. It has miniature depictions of the Thunderbird vehicles. One can only presume you go around the world saving people whilst displaying very little face movement and refusing to walk anywhere where you could instead build an unfeasibly complex mechanical system to ferry your sorry ass around in an automated chair, thus avoiding the burdensome necessity of actually getting up. International rescue is one thing. Being bothered to get your ass out of your armchair is a whole other ballgame. I'm with you there buddy !

Who knows if Sam's intrepid team won or lost ? But really, playing Thunderbirds the Game in your automated chairs, I think we can all agree that everyone is a winner, regardless of game outcome. I'm not sure, but I could swear at some point I saw Sam with serene face gliding past in an automated chair headed for the bar. FAB !

Another old school classic was also on show at the Tun in the form of Alhambra. They played a pretty full six handed game of this I think, with I'm going to take a guess at a pure vanilla setup. So none of the bazillion expansions on offer.

Elsewise the lovely Suburbia got a turn on the boards, Lewis got vanilla Smash up out and Codenames and a host of other fillers also got a play through. I had my head buried in Battletech so I probably missed a lot.

For those counting, 43, another quiet night.

The Gallery...

Smash Up

Codenames

Suburbia