Showing posts with label Legendary Villains. Show all posts
Showing posts with label Legendary Villains. Show all posts

Monday, 8 February 2016

Notorius

If you follow NoBoG at all on Facebook, then you cannot fail to have noticed something of a stir last week - and for those not on Facebook, there was some excitement going on at the prospect of the local press turning up to do a feature on all that is the Internationally Renowned extravaganza of Norwich Board Gamers. Sam noted he would have to get his hair done and Dean came over all starstruck and contemplated giving it all up in the face of "having made it".

If that wasn't exciting enough, Lewis also got wind that David Hasselhoff - he of the Knight Rider, Baywatch, German mega pop star, or tongue in cheek minor reality celebrity and panto performer depending on your vintage - had arrived in Norwich and was out about in the City. Extending the ever welcoming hand of International Gaming and Social Horse Assery via Werewolf Type Things that is NoBoG, Lewis quickly dropped the Hoff an invite to the evenings gaming via his Twitter feed.

Elliot added to the charm offensive.


So. Celebrities ! Press ! Oh my.

As it turned out the Hoff didn't turn up, but journalist Daniel did, and a little while later his photographer cohort appeared too, and a mountain of notes were taken and people spoken to.

For Daniels part he seemed interested in getting down some of the definitions used in gaming - the differences of Euros and Ameritrash, co-ops, social gaming and so on, as well as a good smattering of personal information about each person he bumped into - who are you, what do you do, how old are you, how many kids do you have and yada. You can kinda imagine the article writing itself at this point. He also took down a brief run through of the top 10 played NoBoG games of last year - so, you might expect that to see print too.

He ended up watching our game of Taj Mahal for sometime - although to be fair most of the time he was watching we weren't actually doing a whole lot, and you can expect to see some photographs of an almost empty Taj Mahal board on show - before drifting off to watch Lewis run a game of Secret Hitler. On learning that we had some game designers in our midst he then went and chatted to Elliot before floating back to me, and we chatted to anyone in close vicinity.

Overall Daniel stayed for more than 3 hours, chatted to, I am gonna say probably a dozen people to one extent or another, and by the end of it all it became very clear that he had way too much information to put into an article. Certainly he had the very informed groundings of just what modern gaming is about, but with so much information on a wide variety of things it will be interesting to see what he filters out and what is deemed pertinent given that he himself is not a gamer and just what kind of audience the piece is aimed at.

Secret Hitler getting playtime - and worse being actually watched by the local press - was the brainchild of Sam the Second ( yeah that's right Sam, I'm blaming you, yes m'lud, it was all Sam's idea m'lud, no m'lud I didn't play Secret Hitler at all ). You can imagine the Secret Fascist Society headlines that an article might leap to, but ignoring that, the idea of printing out this highly anticipated game was so blindingly obvious once stated that I had to do it. I had actually figured Daniel would be gone before Hitler made a showing and thus avoid any Third Reich overtones.

Secret Hitler - NoBoG Print & Play style
So onto the gaming. Secret Hitler. One of a veritable rash of social filler games that is going to pop up this year ( this could be the year everyone gets sick and tired of too many social games ), and something that has been highly anticipated by a good number of people tracking the kickstarter, as well as bizarrely getting some more mainstreamy type coverage via people like John Bain ( TotalBiscuit ) playing it online.

Secret Hitler is pretty obviously a Resistance variant. With two werewolf type teams of good guys ( liberals ) and bad guys ( fascists ), each team is looking to get a number of articles committed into law before the other team - which despite the naming, is pretty much the whole Resistance mission completion race. One player in Secret Hitler as well as being Fascist is, as the title of the game suggests, Secret Hitler, and at a key point in the game, if the Fascists have done enough, getting the Secret Hitler elected as chancellor is an instant win for Team Third Reich. So far, so Resistance-ish. The main divergence for Secret Hitler however is the simplifying of the mission resolution stage - the committing of articles to the table. Only two people ever get a say in what article is put into play - The President and The Chancellor - and as the President has control over what card choice The Chancellor gets, you can see that the permutations of who is good and who is bad is far far simpler than Resistance. Indeed one of the tags for the game is a bluffing game for people who are bad at lying. Nevertheless, don't be fooled by it's simplifying the number of options going on - the question of just who put that crappy Fascist article into play and nudged the game further towards a win for the bad guys is not an easy one. Both President and Chancellor may have had no choice but to put a fascist policy into place given a not entirely uncommon bad pick up of available articles. Indeed the main excuse you will hear on something terrible happening is - I had no choice.


Despite its apparent simplicity the game is proving to be very popular - and Lewis ran the game at NoBoG - falling on his sword to be impromptu organiser rather than player - with a full table to great acclaim. In fact it was so popular the game got played for the rest of the evening, and I only managed to finally prise it out of the  hands of the final five playing it at just before midnight.

Keeping with Print and Play, James printed out the kickstarted Spirit Island - and he gave a writeup of that over on Facebook - which I'm going to copy in here...

Last night i got to play Spirit island at NoBoG. I had seen this recently on Rahdo's 'blog' and it looked like something i really needed to try. so i found the print and play version, which although rather bland should give much the same introductory experience.

for those unfamiliar with spirit island, it is a cooperative area control game, where, rather than playing the settlers come to live on a previously undiscovered island, you play the island itself. Rather, you play the spirits of the island, trying to purge the island of the plague of man.
Four of us sat down to play, and with the exception of Richard who specifically requested FIRE we all randomly picked spirits. I ended with EARTH (all the spirits have elaborate names in the game, but i was essentially earth); James took WATER and [new guy i cant remember name of] played WIND.
The 2nd Print and Play in the house - Spirit Island
The game ended up being a lot heavier than i anticipated, and the island quickly seemed to be overcome by filthy humans. Earth is a slow builder in this game, and struggles to spread influence far across the board. Early power card draws compounded this, as i gained a power where one of my used powers was not spent and remained available in subsequent rounds. as i capped out at being able to use two powers a turn i rarely had to take my spreading out action, which also (for earth) reclaims all spent powers.
Water on the other hand has no trouble spreading far and wide, but the starting powers did not seem up to that much. That said, being able to do one damage pretty much every turn did save us from a hell of a lot more invaders.

Air bolted out the gate. In contrast to other players air's powers nearly all kick off before the invaders get to do anything each round, this combined with being able to play more cards each turn meant that air could push back or kill a fair few invaders each time, and more cards played meant more powerful innate abilities. The same followed for fire, and although most of fire's powers ended up being slow, when fuelled by lightning (who in turn was often fed by water) fire could get these off fast.

Our early game started to look quite scary, with invaders rapidly spreading to nearly every part of the island. however the spirits did manage to push them back, and quite often managed to manipulate the tribal folk to finish off small pockets of resistance. We finally managed to destroy so many buildings that the fear levels rocketed, and victory conditions changed so that we needed only destroy all buildings. things seemed to go downhill for the invaders rather quickly after that. and we reached victory just before the invaders started escalating their actions.
All in all i enjoyed this game, even though it was a lot heavier than i expected. There was a fair bit of AP near the start of the game as we all figured out just what was going to happen, and how our powers interacted with each other, but this smoothed itself out as we got an idea of what we could do. If i had any criticism from a single play it would be about whether there is an optimal solution each round or not. The PnP version only has 4 spirits, these have elaborate names and could be ambiguous enough to allow different air or fire spirits. I understand that the full version has eight spirits, and the KS set an additional two. We also played with the first turn blight rule, but not the progressive powers, so slightly simpler than the main game, and with no additional scenarios.

either way i left the game exhausted in the same way that robinson crusoe leaves you exhausted, but enjoyed it enough to play it again some time

Taj Mahal. A gentle old school Euro.
For myself, I was rather looking forward to getting the hardcore Euro Brew Crafters to table, but Bondy and Jen on hearing that the game was like a more unforgiving version of Agricola turned pale and bolted out of the gate decrying anything but that, so we settled on Mr Bonds self declared favourite game of Taj Mahal, where, by dint of what everyone agreed was a ridiculously cheaty princess that score him 2 points every turn just for sitting at the table, romped to a decent win, with myself beating out all the other Taj newbies, despite limping through half of the game with only a single card in my hand.

Ticket to Ride. When will they make Ticket to Ride Mars ?
Elliot returned to form by bringing Ticket to Ride along this week and was crushed, CRUSHED by compatriot and NoBoG irregular Caroline ( who to be fair when she plays a game pretty much tends to only play Ticket to Ride, so must be considered something of a Pro TtR player ). That'll teach you for slacking off on the Ticket to Ride training ( ah ha ha ! ) Elliot and playing Champions of Midgard instead.

As Elliot wasn't playing Champions of Midgard it fell to Ewan to keep up the back to back weekly play which probably adds up to around 7 plays for 2016 ( which given 2015's top played game of Ticket to Ride had 15 plays is rather astonishing ). Will CoM keep the pace ?

Codenames hit multiple tables again this week
Elsewise, apart from the Secret Hitlering, Codenames had another very strong week ( it seems to be something of the default go to large social game at the moment ), with some more dubious spymastering, and I am once again pleased to report, a perfect record for myself. *smug* . New to codenames Joe pronounced the game fairly easy, or something along those lines, which I took as a challenge and immediately nominated him for next rounds Spy Master. Joe looked "thrilled" at the prospect and began to backtrack, but despite his worry carried his task off well, and lead our team to a glorious victory.

Porta Nigra. Buy from the centre, build on the edges,
be careful about what actions you are taking where. Eurotastic
The rather spiffy looking and relatively new Porta Nigra was present at NoBoG this week and looked like a game that should definitely be checked out if you are into your Euros. A point salad Euro which revolves around you building buildings and working out just how to move your master builder around to pick up what he needs whilst also building what you need to score and gain bonuses, the game has a pedigree pair of designers and seems to be a pretty solid Euro affair - indeed Tom Vasel gave it a largely negative review for being too difficult to work out where to score what, which in general I take as a good sign - in my opinion Tom has a strange and often anti euro idea of what makes a good game. Horses for courses.

Tash Kalar
Tash-Kalar was also on table - this is something of a rare beast at NoBoG, by my measure this is only the second or third time it has shown up despite being fairly well liked and from the popular designer Vlaada Chvatil ( Galaxy Trucker, Space Alert, Dungeon Petz, Codenames amongst others ).

A bit of the ever marvellous Divinaire for me at the end of the evening ( if you haven't played this 2-4 player filler GO DO IT, it's very nice) , and after the travesty of actually losing a game of this last week - Pete : I've figured out how you play, and I can confuse you now and win - I returned to form and beat all other "psychics" at the table. The Universe has been restored to sanity. The game featured possibly the most inspired dick-ish move I've ever seen in a game when Sam handed me a card to utterly destroy my perfect guess and force me out of the competition on one of the tables. Premeditated, designed to spoil my game regardless of his own position, well played Sam !

The Gallery. Where Terra Mystica gets yet another play this week.
Porta Nigra, a rather smart looking Euro builder ( area influence ) with a good designer pedigree.
Legendary Villains

Terra Mystica, showing no signs of popularity drop

Epic spell wars wizards thingie
To quote Ewan : The obligatory weekly shot of Champions of Midgard

Wednesday, 5 November 2014

No Planes, No Trains and No Automobiles

After all that NoBoG statistic compilation of what was played where, I had to go have a lie down for a week. And so missed last weeks blog.

Mr Bond was attending the Beer festival, turned up for half an hour at the Ribs to say hello, and then went back to boozing taste testing with a vague promise to be back for the fillers. Which he failed to materialise for. Presumably by this point he was asleep in a shrubbery somewhere between the festival and the Ribs with a happy beer blissed face. So he wasn't going to write a blog post either.

Before we begin, if you've been keeping an eye on other NoBoG channels you might have noticed Owein has launched his own board game retailing enterprise. Here in his own words...

For those of you who couldn't make it to the club this week, I am really excited to announce that last Sunday saw the Grand Opening of my online games store www.kingbeegames.co.uk

King Bee Games stock a wide range of games at great prices, with an emphasis on middle and lighter weight games. If there is a particular game (or games!) that you are after that we are not currently stocking, please don’t hesitate to contact me and I can check whether I am able to source it from our suppliers and let you know how much it would be.

I am also happy to bring along any games you would like to buy to the club and offer a 10% discount on our normal prices. If there are any games that you are interested in, please drop me a line at info@kingbeegames.co.uk and I can let you know how much they would be!

Thanks
Owein

Last week we had a record equalling 33 turn up - 34 if you count Mr Bond who didn't play and was asleep in the shrubbery. A few new games were on offer - Fletch had a virgin copy of Planes on the table which regrettably no one seemed to be fantastically interested in playing. This is no slur on either Fletch or the game, but if you've been to NoBoG you will know that by and large everyone is so laidback / indecisive to the point that although everyone has turned up to play games, no one really is any rush to actually suggest or play a game.

Elliot also had some new still sealed game to play, and despite a great marketing introduction ( where it wasn't entirely clear if he was trying to sell it or play it ) the game met with little enthused response. If it's not Lords of Waterdeep, expect no one to have an opinion !

No planes. And no Ticket to ride trains. And you'll be lucky to find a game about automobiles.

At this rate we will be giving mandatory play orders to those who can't name a game to play in 30 seconds. Punishment games will include, Race for the Galaxy, Munchkin, Ticket to Ride, Hansa Teutonica and Advanced Squad Leader. You will play the one you hate / sneer at. Which should cover everyone. ASL for the newbies and pacifists. Munchkin for the hardcore Euros. Ticket to Ride for the wargamers. And Hansa Teutonica / Race for the Galaxy for the thematic Ameritrashers.

Pete too was grasping a new game, Igglepiggle of the Night Garden Lord of the Ice Garden, but whether it's Pete's unique silver tongue/weaselly diplomacy, his amazing spectacular ever changing hair or possibly the game itself, his new offering quickly found some players to give it a shot.

Lord of the Ice Garden.
Peter ( top right ) appears to be giving a shakespearean
monologue / epic rules explanation to set the scene.
And what a pretty shot it is, the game is a real looker, possibly because of its Kickstarter heritage ( which in my experience all tend to have bling to encourage you to spend your moolah on an untested prototype ), and also possibly because it comes from an existing IP of a series of Polish fantasy novels. However, unless you are Polish the chances are you will have never heard or read it, as I don't believe it has ever been translated from its native language.

Lord of the Ice Garden is an area control game between competing players, where combat is distinctly deterministic - there is no dice rolling or randomness here. Pay to activate your troops. Get what you paid for.

Players get to choose what actions they will take in a turn via a typical worker placement / action drafting stage, before enacting those actions during gameplay. Combat occurs, influence can be placed, which allows players to change the domination of an area. Resources and victory points are gleaned from what you control on the board at the end of a turn.

Pretty, pretty models. Fletch however is unmoved.
All that glitters is not gold.
The four different factions are asymmetrical with differing special goals to secure for a goal win, so if you like being a special snowflake in a game, this will appeal. The problem with very groovy and interesting asymmetry in games is the multi headed hydra that is balance. It is balanced ? Good question. Pete has played this two weeks in a row, and for two weeks in a row the same faction has won. The straight forward, smash you in the face, melee orientated faction. Whether this is a bit of group think going on as Pete suggests, or is simply a faction easily accessible to newbies who don't quite grasp the depth of possibilties, or is a genuine balance issue only time will tell.

For the time being almost everyone that's played it has liked it. Fletch in particular did not enjoy it. His game had an epic rules session where Pete spent so long going through rules to the new game that other tables had actually just about finished their first small offering. Long rules sessions can be tiring. I am terrible for them - I tend to switch off and daydream instead of listening. I think Fletch also made a few mis-steps and as is the nature of some games could never really recover. Uh huh.

Richard IV on the other hand gave it a big thumbs up. And as is his recent trend played the new shiny in back to back weeks. Richard is becoming the Leader of the Cult of the New.

Elsewhere I got to play Legendary Villains - another of the Legendary deck builder variants, this time spinning you as the bad guys against the disgustingly upstanding heroes. Although we seemed to be a rather modest group of evil doers as our all powerful most evil globally devastating plan for world domination and suffering turned out to be.... spoiling the X-Men graduation day.
Legendary Villains. Not so Legendary in our case.

I bet they don't make a film about that.

See Wolverine have to cope with removing TP from a tree ! Watch Professor X deal with annoying prank calls to Hugh Jass. Gasp in awe as Storm deals with a sabotaged PA system. Flinch in horror as Rogue checks for the evils of chewing gum on the seating.

Despite our very modest, some would say almost schoolboy level of evil plot, we failed to defeat Odin. Who apparently had something to do with the graduation day. I don't know. What do you mean it's unreasonable to expect a near immortal king to be mucking about with a school graduation day ? You know nothing. It was a super hero graduation day. With super cake and everything.

The game was cool. I was disappointed with the ending. It just all went a bit damp squib. No grand speeches or failures. Just a shuffle of cards back into the box. Serves us right for losing.
Castles of Burgundy

Nate brought out Castles of Burgundy, and prised Elliot away from his trains and settlers. Elliot enjoyed the game, didn't win. I suspect Nate might have won.

Betrayal at House on the Hill got a play, with something of a very awesome haunt about all the players being shrunk to the size of mice and hunted by cats. Very nice ! Which if you know your Neil Gaiman is something he riffed on with the excellent Dream of a Thousand Cats. If you haven't heard of it check it out, it's very good.

Betrayal at House on the Hill.
Other games were played. Ave Caesar. Lords of Vegas. Fillers. Family business. Tim brought along a lovely little filler that I hadn't seen before - Guillotine. A number of aristocrats are lined up for the chop, each with a point score, and the idea is for each player to execute as many points worth of aristos as possible. Cards are played to alter the queue order hopefully manipulating good aristos for yourself, and tanking everyone else. Set collection, special powers and a bit of screwing around is the order of the day, and the theme is comically great. I've put this on my buy list, and if you get a chance you should check out - simple and fun for all, including gameophobes.

This week there are no pictures. The camera was out of juice. Deplorable. We had 35 turn up - a record, but Elliot and Caroline went to see a film instead as no one wanted to play Ticket to Ride Marklin reducing us to 33. I take this as a personal failure - even after offering to play as a third, Elliot sadly declined, game clutched to his chest. Ah well.

Instead I got to introduce 3 people to Glass Road. Three people who had in fact never played a Rosenberg game before. That's right. No Agricola. No Caverna. No Ora. No Le Havre. Shocking. Which went down well. Secretly I would have preferred Ora and Labora - I have been itching to play it for some time. But given a choice between the heavier Ora and the more streamlined Glass Road, it was the Road which took the play time. Martin had a great start with Glass Road, whilst I had a terrible one. I managed to make ground up in following rounds - at some expense to Martin it has to be said. I had predicted new players scores to be something of the order of 15 or 16 and a winning score somewhere around at least 20. As it turned out Tim scored 15, Martin scored 18, myself 19, and Byron 23. The game was great, and seemed to provide just enough head scratching and thunkery to be a challenge but not an obstacle.

Lords of Vegas got another outing. Fletch had his first go of this. Enjoyed it. Noted there was quite a lot of dice rolling. The lovely Random Number Generator. Tim, Stu and Nicky joined forces to play Revolution. With an exclamation mark. Revolution ! Which seems like a nice game of blind bidding for control. Nicky humbled all competition with a face slapping win that saw her some 150% or so above the next player, and almost double the last two. Yikes. Well done Nicky. They then played some old school Ra.

1775 was played downstairs, where the upstart yanks were handed their marching orders by the courageous Brits, and the Kings Colony of New York remained. Although Ewan seems to think the Dutch won it instead. Lies.

The relatively new King of New York got a blast from an enthusiastic King of crowd, and all really enjoyed it. The maniacally grinning Lewis won. You can always tell when Lewis wins. He grins like a demented Victorian bad guy.

Dead of Winter got played. Not sure if the colony collapsed or not. A bunch of fillers. Incan gold. Sechs Nimmt ( where I went again from leader in round 1 and 2, to abject last place by round 3 ). Hamsterrolle. Cash and Guns. Avalon Resistance and classic Resistance. Classic resistance turned out to be a triumph of the bad guys. With all three bad guys going on the mission and tanking the two fails to lose. Epic. Myself and the two Sams were triumphant in our evil doings. Sam II played a great but very risky mid game play, playing a card that allowed him to see if someone has failed or succeeded the mission. Two spies and two good guys were on the mission. He chose the good guys card and revealed it was a fail. Risky. If none of the spies had put a fail in he would instantly blow his cover. Which given there were two spies on a single fail mission was not unreasonable. As it turned out a single fail was revealed, badly incriminating the good guy who had refuted he had included a fail. A masterful ploy that sunk one of the good guys, and by incrimination sunk another suspicious good guy. Leaving the ring leader good guy to completely trust two spies. Oh dear. He looked so confident in the last round too....

His sad little shell shocked face at the end was a picture. Shame the camera was flat.

*Cackles evilly*