Area control, old friends and vampires

That was the content of last night’s meeting of the BAD Gamers.

Tom, who hasn’t been around for a while, and is now secretary of the Banbury wargames club, NOW Gamers, came along and had a game of Wrath of Kings with Darren A. The RPG’ers played the dark ages version of Vampire and the rest of us played a range of board games with a loose area control theme.

We kicked off with a game of King of Tokyo, which Chris and Lee took to a bitter end. Then we moved on to Alien Frontiers and new game Inis. This is an interesting mix of a 7 Wonders style drafting, an expanding map, an area control system and a choice of three victory conditions. It looks beautiful, plays fast, and after the first few turns players will understand the mechanics. After one game strategy will be understood.

The evening then rounded off with one of Frank’s favourites, Onward to Venus, which has a strong tactical rather than strategic play but is also area control in nature. Martin, playing the German Empire took the win after playing a “very quiet let everyone else get on with the game” approach.wrath-of-kings-feb-7-17-2 wrath-of-kings-feb-7-17 inis-feb-7-17 alien-frontiers-feb-7-17

 

Next week looks like Frostgrave and Inis plus no doubt, more.

January catch up at the BAD Gamers

With January about to leave us, its time to catch up on some of the games played recently at the BAD Gamers

Mark, Lee and Frank took Merchants & Marauders for a spin. Been a while, and it showed in Frank’s ability to remember the rules! Still Lee created a good narrative as a merchant who found fortune through trading and then fame through taking down the local pirate (and in so doing winning the game).

At the all day January session, Pete took Paul, Graham and Frank through Conquest of Nerath. A dudes on the map game set in one of the D&D worlds. The strategy needed to play the game evolves over time, making this more than a fantasy version of Risk. Indeed the euro situation of having too much to do and not enough to do it with came out in the middle of the game, meaning that every attack had longer term consequences.

Also at the all day session Mark ran two games of Frostgrave, with his new gaming mat. Both games proved great fun, what with teleporting wizards stealing treasure, other wizards using telekinesis to move treasure about, and yet other wizards blowing themselves up while miscasting spells. A fun miniatures game, and one that will hit the table again in the coming weeks.the-undercity merchants-maruders frostgrave-2 frostgrave-1 dd-board-game conquest-of-nerath

 

 

 

 

 

 

 

 

 

 

 

 

Additionally we played Carcassone, 13 Days, the Undercity, D&D Boardgame and Warhammer Quest.

Its been a good January of gaming.

If you go down to the sewers tonight, you’re sure…

RPG night at the BAD Gamers last night, so while that group battled as vampires in the Dark Ages, the rest of us, and a new guy, Lee, took Warhammer Quest: The Adventure Card Game for a walk around the table.

WH:TACG is a card based dungeon crawl based on the Warhammer Quest boardgame from the mid-90’s (in much the same way that FFG produced Space Hulk the card game, based on the GW board game).

We started with the intro mission which required our intrepid (but stereotyped) group of adventurers – a wizard, a cleric, a dwarf and (you guessed it) an elf, to investigate a terrible stench and resulting disease coming from the sewers on the edge of town.

We managed to battle through four areas to then get a final confrontation with the big bad – Grumpy something.

The game plays really well, with the mechanics being simple but comprehensive. We worked as a team, and although we finished up very bloodied, we were successful.

And it tells a story – putting the game somewhere between the boardgame narrative of a dungeon crawl like Descent and a full blown RPG like D&D (but without the need of either of them for an overlord/dungeon master player).

Overall then a good game, with the only downside being that with the GW-FFG split it will be out of print very shortly.

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Escaping from Colditz and nostalgia

The re-imagined classic, Escape from Colditz hit the table for the end of term game, at the BAD Gamers last night. A few of us remembered it from our youth, and this new version while an improvement, still has some flaws from days of yore;
– Several times an escape officer’s turn would be spent trying to roll a double on 2D6 to get out of solitary. Dull.
– The roll and move mechanic denied Mark victory – “If I roll anything but a 3, I win”

HOWEVER, was the game fun? Did we talk about it when it was over? Yes to both – which in our experience are symptoms of a good game.

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Highlights include;

– Darren making a break for it through the Chapel tunnel, with one of his escapees sacrificing his opportunity for freedom by assaulting a guard, only to have the other escapee shot dead by another guard
– Pete sending his escapee out the front gate, straight past a guard, capitalising on the confusion caused by other escape attempts. Then capped it off by getting a now pursuing guard sent off on an errand, so that he could make good his escape
– Mark racing like a flying Dutchman to get away from a guard, failing, and then doing exactly the same escape again, and succeeding
– New guy Martin, quietly plotting away to make a break, and then stealing the win from t’other Mark thanks to Mark’s “If I roll anything but a 3” curse.

For a six player game it was ultimately a laugh. Probably not something that we’ll want to play often, but one we’ll be happy to play again.

Last Night on Earth: Salvage Mission

A firm favourite at the BAD Gamers is the boardgame Last Night on Earth. A story driven game, with a roll and move mechanic, and a zombie movie theme, it never fails to deliver a great time, with experiences being retold many times over.

On this occasion the brave (stupid?) heroes had landed their plane on the outskirts of Timber Peak, up in the forest and mountains. Their goal was to search for the rumoured super zombie behemoth and kill it to get samples. While chemistry teacher Mr Goddard and Alice the waitress searched the buildings around the airfield for supplies, veterans, Jake Cartwright and Sally started searching for the behemoth.

It didn’t take long for the Zed’s to appear, and they headed for the airfield drawn by the sound of the plane landing, no doubt. Meanwhile Jake and Sally made good progress in their searches, picking up both supplies and event cards, while narrowing down the location of the big one.

Sadly, Alice, while holding off a wave of zombies was killed when the building she was in caught fire. Luckily, a train drew into the town shortly after, carrying Jake’s old friend from Woodinvale, Sheriff Anderson, who rapidly joined in the search (what are the chances?)

With the airfield on fire, the zombies beginning to swarm, and time running out, things were not looking good for the heroes. But, in the best tradition of B-movies, at this point, Sally, the high school girl, came across the super behemoth near the cliff edge in the forest. In what was a David v Goliath match up, Sally emulated the biblical hero, side stepping the behemoth’s attacks and flooring it with several sharp blows that sent it tumbling off the cliff to its demise. Quickly descending the cliff, Sally grabbed the samples, and started to race back to the airfield.

Now the race was on. Could the heroes get to the plane, and escape before the zombies could finish them off? Hell yes. In spite of the raging fires around the airfield, Jake, Mr Godard and Sally got to the plane (with Sheriff Anderson heading back to the train), and started the take off procedure. All were wounded, and sadly fate would play one more card, as the plane pulled up into the heavens, young Sally succumbed to her wounds*.

And so ended another GREAT adventure and once again proved why Last Night on Earth is such a favourite at the club

*Sad as this was, especially given Sally’s achievements, Jake and Mr Goddard had no compunction in throwing her body out of the plane. You never can tell who will turn, so better safe than sorry.

 

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“Fear not:… I am Dungeon Master, your guide in the realm of Dungeons and Dragons!”

The land of Rallion is still in trouble despite our heroes successfully negotiating the initial missions of Dungeons & Dragons The Fantasy Adventure Board Game.
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The Sheriff of Holbrook had been saved from the abandoned Watchtower, where Angor, the Bugbear leader, had imprisoned him, but he had terrible news.  Angor and his minions were only the start of it; the forces of evil are gathering an Army of Darkness which must be wiped out in its infancy.
Ben, Steve, Mark and Darren tooled up their heroes and ventured to a nearby fort where the Sheriff believed the army was gathering.  The heroes picked their way through Dungeon Master Pete’s fiendishly laid traps.  This was more due to luck than Darren’s ability to search for traps successfully.  However, Darren more than made up for this shortcoming with some truly astonishing offensive dice rolling to cut down monster after monster with his sneaky bow attack.  Deeper and deeper into the dungeon they toiled but they managed to keep the monsters at bay and heal whenever they could.
As they reached the last room in the fort, a sense of dread fell over the heroes.  The door creaked open and revealed a vast array of monsters including weapon dissolving Ooze.  The monsters gained the early advantage in this epic battle when the Gnolls over-powering Ben’s Mage and cut her down.  However, Darren’s unbelievable dice rolling streak continued and, eventually, battered and bruised, the heroes triumphed and were able to resurrect Ben despite the late appearance of a late-to-the-party Orc.
The sense of victory was short-lived however as our heroes spied several monsters disappearing off into the forest.
Will they give chase or rest on their laurels?!