I warned you not to trust me

  
Series 6 of Game of Thrones is coming in April. Entirely unrelated we played Game of Thrones for the first time in well over a year. Maybe two. 
This is a game that’s been around for a while. In a lot of ways it’s a sacred cow of games. The IBM, the Volvo. Solid. Well formed and we found to our surprise a bit more boring than I remembered

  
Game of thrones is an area control map conquest game based on the world and map of Westeros. You control one of the six families from GOTs and compete to be the first to control eight castles or part there of by turn 10. 
Each turn firstly sees a series of event cards happening which will elevate and possibly kick off a dangerous wildling attack. 

  
Then it’s planning, where you put action tokens secretly on your troops. These actions can be move/attack (obvious), support another armies attack or Defence, defend, raid (screw up someone else’s support or raid) or consolidate power (gain political power tokens). 
All tokens are revealed and one by one they’re resolved by each player. It’s sort of like winding up the board and having it slowly unwind. This is where all the stabby stabby happens. 

Political power tokens are a useful currency for bidding for control of the iron throne (adjudicates on draws), the valerian sword (turn order and +1 attack value) and the Raven (allows a change or orders and dictates how many special actions a family can take)

  
It’s a nice game, the theme is… Fine. None of the participants actually feel like the books or the series. It could as easily be Elsa from Frozen as much as John Snow in a battle. There’s no variety outside of their starting positions. The problem I have with this game is not that it’s a bad game (it’s a good game) it’s that more refined versions of this style of game have come out since it’s release. Forbidden Stars is a much better beast. If you combined the rules of forbidden with this setting you’d have an amazing game. As it stands it’s a fine and venerable old warhorse that’s being superseded by newer sharper kids. That said I have a soft spot for it so it’s not going to disappear from my collection anytime soon
Huzzah!
Vic 

Best Firstname Ever

  
Drakon is a good solid name. You don’t need s surname if your first name is drakon. Unless of course everyone else in the class is called drakon but let’s be honest. It’s unlikely

Drakon is a light competitive dungeon …. Race. It’s not a bash as such. It does have a sort of exploration thing going on but it’s more a race to get to seven coins before anyone else. Actually that’s exactly what it is a Dungeon Race

  
Each player starts in the center tile with multiple exits and when it’s your turn you place a floor tile somewhere it can fit on the expanding map then you have to move, that’s your lot. Each room has a symbol which does something. Teleport (guess what that does), lose a coin, gain a coin, move the dragon, take an extra move and so on. Each of the characters has a one shot special ability. Well ability. They’re not particularly special
The trick is to setup a chain of moves that will see you grabbing coins like Mario whilst denying them from your opponents by clever placing of the floor tiles or directing of the coin robbing pikey dragon.  

  
It’s a lot lighter than you would think from similar beasts. Is it a lot of fun? Well it’s not unpleasant to play. It might stray occasionally into “good Craic” but that’s as high as the tide mark will show. I’d definitely play it again, its undoubtedly going to be a big hit with kids, after one game I can take it or leave it. 
Huzzah!
Vic

Curse your sudden but inevitable betrayal

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I remember a long time back playing Call of Cthulhu RPG and winding up in a cavernous underground chamber in Egypt with a crazy priest and some sort of relic of power and an invocation starting. My first action on seeing was to lace up my 1920’s Nikes because I KNEW the whole place was going to come tumbling down once we had dealt with Scarab Boy. That’s Betrayal at the house of the hill. Something nasty IS going to happen in the woodshed and chances are you’ll be on the pointy, fiery or toothed end of it. In the event of an emergency, you need to make the following steps. Really BiG ones, out the front door.

Betrayal has been around for a while, it looks like any other dungeon bash with modular rooms that trigger events when you walk into them. It doesn’t contain monsters and the only models on the map are your random characters, one of which unbeknownst will be the bad guy/gal by the time things kick off. You enter the titular house on the hill like a regular swell through the front door and walking through doors which lead to random room tiles being placed. You’ll come across various random encounters most of which are not life threatening (that comes later). Your character starts with five stats health, movement, other ones, all shown on the very worst character sheet I’ve ever seen. A lipstick on the back of a cigarette box would have been a better prop and you’ll curse it every game (but never do anything about it).

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So there you and your Scooby Doo style buddies are, wandering around the mansion’s three levels all waiting for the growing omens to click up and BAM! the event kicks off. A quick read of the extensive events list sees one player become the Mr/Ms Baddie and the others scurrying like bugs from an overturned rock.

Say one thing for this game you’ll never play the same game twice. There’s hundreds of possible combos of events that can kick off. One of the players is revealed to be a vampire/zombie/robot/wizard/chimney sweep, the building is flying up into the air/collapsing/on fire/ sinking and you need to do something or other then get the hell out. Meanwhile the bad guy is trying to complete their mission before you can do yours so it’s a race and it’s a lot of fun. It’s a lot of lite fun that will last you an hour or so.

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It’s one to break out when you’ve more than a half hour and crave something semi heavy to quieten your gaming monkey before wrapping up the games night.

Well worth having in your gaming collection. Chances are someone in your gaming orbit already has it and you may not have gotten around to playing it yet.

well worth a look

Huzzah!

Vic

 

A Mars a day

  
You can say one thing for the Victorians they knew all about finish. None of your sitting on an orange box rubbish. it’s overstuffed leather armchairs or this contraption is not going anywhere. Mission Red Planet. There’s a lovely quality feel to this production which is very much par for the course with Fantasy Flight. It’s got a nice cartoony pith helmets, pointy villains, mustached scientist vibe to it. 
The game itself is not a million miles from alien frontiers. It sees you and up to five gaming chums trying to get as many of your boys onto the ten or so locations of Mars. There’s elements from Age of Empires 3, citadels, Puerto Rico, aliens frontiers, libertaria and to a lesser extent survive on display here. 

  
In the center we have a map of Mars and its territories (all named after parts of the front bum apparently) Next to it we have the potato like moon Phobos and the void were unlucky astronauts wind up. At the bottom we have the eight or so ships of varying passenger capacity (2-5) all itching to launch and wisk your lads to the red planet. 
Each turn you pick one of your operative cards numbered 1-9 each with a special ability each (depending on the situation) ranging from “alright” to “handy as a small pot”. Once everyone has secretly selected their cards the numbers are counted down from nine to one by the first player. When a number matching your card is called you carry out your action (very libertaria). These actions could be Stick some of your boys on a ship and if it’s full launch it (very Puerto Rico), move some of your lads around on Mars (very eight minute empire), recover your cards (very twilight struggle) sabotage a ship (very beastie boys). Once a card is used it can’t be used in the following turns until you’ve used a particular card to recover them so hand management is key. 

  
Mars winds up getting very occupied and careful moves and a little luck will see you outwit your opponents and claim ownership of the resources there If you have a majority of lads in situ during a scoring round. This is very like age of empires 3. A few other card events and secret missions rounds out a nicely formed game. 

  
It’s a fast game. There’s only nine turns and some of these including scoring. An hour will see you all done. It’s quick it’s fun it’s medium lightness. Would I rush out and buy it? No I’d probably Saunter or maybe even mosey out and get it, but since my gaming group already has a copy It’s not an essential for me. 
Nice game, nice theme, will play again

Huzzah!
Vic 

  

Things to do in olde London

  
Letters from White Chapel is a deduction game in a similar style to Scotland Yard and Fury of Dracula. I would place it inbetween these two games in terms of complexity and enjoyment. 

The game sees one player taking the role of Jack the Ripper and trying to bump off five women (as you do). The other players play the part of the police officers trying to capture jack before he completes his grisly quest

  
The game is from Fantasy Flight so production values are top notch. The game sees a map of oldie London with 100+ numbered locations, one of which jack secretly picks as his hide out and must escape back to after each murder. Adjacent to these are a larger number of black squares on which the police move. So at any time a police man is pretty much adjacent to one or more numbered locations in which jack could be lurking. 
Lurking (as you probably know) is a lot of fun. Jack doesn’t appear on the board, his location is marked on a sheet behind his cardboard blind and its up to the coppers to search nearby locations to find where he is now or (and this is important) find locations he’s previously moved through. Clever rozzers will deduce from jack’s pattern of movements where he’s headed to and try and block him (he has a limited amount of turns to make it home) or go out on a limb and pick a spot and arrest him there. If he’s caught it’s a win for the police team if he commits all five murders it’s a win for jack and much blame passing for the cops. 
Jack is aided by some extra abilities like being able to hire a handsom cab a few times and being able to nip through back allies once or twice. The ability to do these diminishes as the game progresses so murders become more difficult to carry out as the police put two and two together as to what and where you’re up to. 
The mechanics are solid. This is a good game with a lot of fun to be had in leading the police a merry dance or catching Jack early. Now the bad points. 
I’ve played this game a number of times. The problem is, more so than Dracula, it’s really a two player game. Now you can have five police on the team but really it’s one collective brain hunting jack and I found it’s quite possible for one or two players to take the lead in the investigation and the others to drift out a bit, especially mid to late game. Don’t let that put you off, you need to concentrate on this game or you won’t get the full experience. Being Jack is stupendous, the whole cat and mouse experience is sublime. This is a very simple game to teach and get new non gamers involved with. 
I’m going to have it at Knavecon again and it’s always proved popular. I love deduction games like this. I highly recommend it unless you already own fury of Dracula in which case you’re good. Anyhow try it and see what you think 
Huzzah
Vic 

Shivered Timbers

  
Remember the romance and adventure of the old pirate movies? The sword fights, daring escapes, adventures on the high see? Bad news Letter of Marque will leave your Buckle decidedly unswashed. 
Letter of marque is a filler game. It’s simple, it’s card counting and a couple of games later it will be gathering dust or thrown into the buy and sell at Knavecon. (Guess what I’ll have in the buy and sell and be trying to convince people is a great game?). 
Players start with five little plastic ships, five treasure cards and three cannon cards. 

  
The objective is to score points by either getting your treasure home safely or hijacking others. 
Of the five ships you have, two are armed, this is indicated by a recessed cannon symbol on the bottom of your little iron, sorry ship. 

During a turn you can launch a ship, land a ship or attack someone else’s ship. 
  
When you launch a ship you stick one of your treasure cards under it visible to all. What people don’t know is if the ship escorting it is armed or not. 
You can land a ship, pulling one of the ones you launched back to your side and taking the treasure
You can attack an opponent ship that was launched earlier. You burn one of your three cannon cards and turn over the ship. If it’s armed you fail your adversary takes that cannon card and adds it’s one point value to his treasure hoard. Succeed and you grab that treasure

  
So in essence it’s a guessing and card counting exercise with a nautical theme tacked on. The tacking on is not the worst I’ve seen, it does feel piratey but the game play is just too simple for our sophisticated tastes. Everyone who’s played it has been pretty ho hum about it
So all in all an also ran game
Huzzah!

Vic 

Noah’s checklist 

  
Fauna is another kids game that works great with adults to. To study for it I recommend DVD boxed sets of Dora the Explorer followed by Diego or just have a some children and suffer a couple of years watching these two super positive Hispanic kids describe their recent acid trips. 

  
Fauna is simple. It’s features a hundred plus double sided cards with a variety of top trump sort of information on a particular animal. Height, weight, tail length and more importantly where it lives.  What we experts call its habitat

The game comes with a nice board showing the world with around thirty locations and not to be ignored a number of sea locations. (These are vital)

A turn runs as follows, one player pulls the next animal card and shows it to the nice people gamers. The bottom half is hidden (the answer bit) but some indicators on the top half feed you a bit of info. A sketch of the animal. It’s name. How many locations in the world it lives in and so on. 

  
Now players take it in turn from the first player to place one of their limited cubes either on the map to show where they think it lives or on the spots on the map with number lines for height, weight And something else I cant remember are. Maybe stool size. Play continues around until everyone passes and then the answers are revealed to hoots and curses

For all answers you get right you score points and get cubes back. If you are close with an answer you get less points. Oh btw no two cubes can occupy the same spot so going first has its advantages if you’re sure about the answers. Screw up and you risk your future scoring by not having enough cubes to capitalize on stuff you do know in future turns. 

Some questions are worth more points because an animal might occupy a single or very small amount of regions.

The reason the seas are vital are they abut lots of regions so jumping in there you’ll be close and might score a some points by accident. 

It’s a very simple game. Works really well with kids and surprisingly well with adults. It’s educational too. This would make a great classroom game (alongside diplomacy)

I thoroughly recommend getting a copy. As always it will be there at Knavecon too and I urge you to give it a go (along with everything else I urge you to give a go in the past)
Huzzah!

Vic 

Knavecon 7

KnaveCon Poster_07Thanks as ever to the cool cat that is MrSaturday for his excellent graphic work once again. Look at that, LOOK AT IT, that’s Art that is.

Fat Stacks

  
There are some games you look at and you
know you’re going to like them before you read the rules. This wasn’t one of them. I read the rules and watched a couple of videos and I was sold. The fact that it was dirt cheap as well went a big way to me buying the game. I’m glad I did, it’s a fine game. I can cut this short by saying after one game I went out and ordered the expansion for it to make it a five player. Sons of Anarchy is a lot of fun.

Gale Force 9 have developed some really fun, nicely themed games. Spartacus, Homeland, The jury’s still out on Firefly. Sons of Anarchy is another that ticks all the boxes and has theme in spades. The game is based on the TV series and sees you and up to three chums taking charge of a biker club and hustling to make as much money as possible. The one with the most money after six rounds wins and gets to do their victory dance and spray beer around the kitchen. 

  
Each player starts with a number of prospects and full members (minor and major meeples), some cash, some guns, some bags of contraband, a number of order tokens, some heat and a couple of unique abilities. The map is made up of a partially revealed 3×3 grid of themed locations randomly picked from a stack of twenty or so along with the all important emergency room and hospital locations.

  
The first player (patch holder) burns an order token and can move dudes to a location, use the action of the location if no-one else is there, recurit more dudes, promote prospects to full members and more importantly throw down, initating combat. You get a limited amount of action tokens (more if you have more members) and it’s pretty much worker placement until two people occupy the same place and someone loses an eye.

  
When combat happens it’s all about numbers and guns, lovely lovely guns. You roll a dice, add one for each propsect in there, add two for each full member and three for each gun you secretly bid, winner stays put, losers retreat to their clubhouse with their tail between their legs. Bringing guns to a fistfight has conquences, opponents recieve hit points and have to stick some of their guys in the emergency room and it’d 50/50 they’ll ever come back out.

  
At the end of the round players get to secretly stick up to a certain amount of contraband into the black market and depending on how flooded the market is, receive some all important cash for their efforts.
Firing guns, selling contraband and certain actions at locations draws head from the authorities and this spotlight reduces your ability to sell contraband, if it gets too much one of your members has to take the fall and remove themselves from the club to general supply (I’ll never forget old whatshisname)

Add in some global events, rules and one off locations in the form of anarchy cards and you’ve got a lot of variety and replay value

There are a lot of strategic and tactical options here and a surpring amount of posturing, cock blockery, backstabbing and alliance. I stick alliance at the end because I didn’t see any of that but that says more about the group I game with than the game.

  
Each of the groups has a unique ability, more fighty, can exchange certain items for guns and so on, none of them overly powerful and all of them thematic.
Production wise the counters are nicely done, the artwork is taken from the show, the only complaint would be the meeples which are workman like, (they look a bit like jelly babies on motorbikes), they’re fine and functional but it’s crying out for a deluxe set of painted minatures.
All in all, I liked it, as one player pointed out it would have been nice to have more options to screw over other players and I agree but its find. It’s early days and we need to learn this game properly. 

I want to play again and well done Gale force 9 another hit

Huzzah!
Vic

The peasants are revolting (again)


There was a real oriental theme at Thur night games, one group was having another go at Yedo and my table has a lash of shogun. This is a game I’ve had for some time and haven’t played in a while.
Shogun is like Wallenstein with a different map and theme. The first thing that strikes you about the game is it uses the same slot machine of death Tower as Wallenstein and Amerigo, the second is You really need to bag this game up there’s a lot pieces and they get mixed up way too easy.


Shogun is a map conquest game where you play the role (possibly theatrically) of a Japanese Daimyo who wants to be Shogun and rule all of Japan. You do this by scoring the most points by having troops in the most territories and owning the most fortresses, temples and theatres in each of the six regions. I say own because you can build them yourself but it’s so much sweeter to waltz in and take someone else’s after they’ve gone to the effort and cost of building them


Combat is the real sizzle of this game. The battle (murder) tower is like an old Victorian slot machine it. It contains a couple of baffles that retard cubes when you throw in your pieces and it’s a lottery to see what pops out the end. When the game starts a number of armies from all participants and some from the neutral bastard farmers get poured in and seed the tower. Fall outs are put back in supply and away we go.

When a battle happens it’s simplicity itself. You move your little cube armies into a territory and if it contains enemies you just pick up all of them up and drop them into the tower. Whatever comes out in the combative colours you compare and the most cubes win. The difference between the two is what goes back on the board. Oh and the bastard green farmers throw their weight behind the defender.

The battles are fast and furious. Your dudes can be whittled down very quickly both by defending and attacking.

Turns see you pick a number of actions in regions you control and a little like forbidden stars you have to program them in advance.  It’s more than possible to have an event set to kick off in a region and have someone else come in and take that region nullifying the event.

There’s a simple economic model, gold and rice both of which are gained by confiscating them from the peasants to get increasingly cheesed off with you and ferment revolt.  After spring, summer and autumn turns winter kicks in and you score your regions and buildings but more importantly you have to feed your ungrateful peasants whom you ripped off for the last three turns.  Chances are they’ll be unhappy and depending on how many go without rice you’ll find yourself fighting a number of potentially dangerous uprisings.  The peasants keep grudges for years and never forgive for stealing from them (hey the gold was only resting in my account).
This is a great little game. If you’ve come from conquest games with one for one battles the random tower can be a system shock. Personally I like it. It’s simple and final.


The one criticism I could level at the game is how little the board changes. Where you start is pretty much where you stop with some changes. It’s maybe more realistic than big sweeping battles and the game does only last two years.

Shogun has got a little depth and although there’s really only six turns and a max of 12 attacks from start to finish, you have a lot of tough decisions to make when you plan a turn.
I haven’t played Amerigo yet but the revisit to the battle tower has whet my appetite to play more of this sort of thing. Fun game well worth your time and I’ll be running it the next Knavecon for sure
Huzzah!

Vic

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