Die Another Day

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Zombie Dice 2 is a three dice expansion for the base game.   It’s called “double feature” as in a Matinee Movie and Stars three new dice.

the Hunk (let’s assume his name is Brad) : Lots of shotguns, including a deadly double shotgun, but also a double brain, so this dice is a real gamble when it turns up.  In addition if he shoots you and you happen to have the Hottie or Santa Claus in your brain pile he rescues them and you lose their brains.  Boo hiss!  he’s behind you etc.

The Hottie : a Pink Dice  (of course) has a lot more run aways.  The pink dice is a real pain the snag and as slippery as a greased up deaf guy

And the piece of resistance

Santa Claus : This is the most interesting of the dice, as well as featuring the normal brain and blasts, you can make out like a bandit with this dice as he features presents of and energy drink which allows you to catch up and change run aways to brains (red bull does indeed give you wings) and a Helmet that allows you to take four shotgun blasts rather than the normal three that lesser less helmeted zombies succumb to

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As expansions go, it’s a bit expensive for what you get. It’s a tenner or so for three dice and two of them are pretty boring.  That said, if you’re willing to fork out it does fit in well with the base game and just like an object of beauty it’ll be a joy forever.

I’ve had the expansion for a long time and it does improve the game.  Shop around and see what you can get it for

Huzzah!

Vic

Die zombie die !

Zombie-Awareness-Month

Zombie dice is a very simple push your luck game which you can teach in under a minute. THREE… TWO… ONE… GO!

 

Taught!

The game consists of a dozen or so dice of three types. Red, Yellow and you guessed it blue. No Red Yellow and Green.

Each of the dice contain one of three possible faces

Brains : worth one point (whom doesn’t like tasty brains)

Footsteps : reroll

Blast : shot by a shotgun

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The green one has mostly brains (easy pickings), The red more blasts and the yellow in between

Each turn you draw three dice at random from the container and decide to roll or stick.

A stack of greens and you’re laughing. A whole passel of reds and it’s a more daunting prospect.

Every brain stays in front of you after a roll, as do the blasts. Rinse and repeat. Wimp out and your opponents (unless also wimpy) may get ahead (and a brain), go for it and you may wind up rolling three Shotgun blasts and end that round and lose all your brains from that round.  sad zombie, zombie sad.

It’s pure push your luck and yes it’s luck based, but then again it’s a calculated risk.

The game ends when someone makes it to 13 or above brains

That’s it.

Its simple fun. Kids love it. So does my gaming group (I’m just saying).  There’s a lovely noisy feel to rolling the dice. The zombie theme fits well (although you could just as easily be rolling for unicorns or bedpans). It’s a little expensive for what it is. 12 dice. But it’s fun and it’s a fine filler for ending an evening or when you’re waiting for a crowd to assemble.

 

It’s also very scaleable, so it’s possible to have as many players as you like (I don’t recommend above ten, unless of course you run two sets of dice around the table like the Magic Grand Melees of old)(it would still not work but it shows I’m at least thinking)

 

Worth getting. Have a look around for value

 

There’s two expansions. Both of each I have and I’ll review in quick succession.  For now

 

Huzzah!

 

Vic

Damn Fine Coffee

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Nigel : “You’re all about coffee aren’t you?”

Vic : “OH YES!”

Nigel : “There’s a place in Dublin that does the best coffee in Ireland, it’s near enough to Gaelcon, fancy a coffee break during the con?”

Vic : “Game On!”

So it was that Nigel and Matt from  NWG and my good self set off for  3fe  (Third Floor Espresso) to have afternoon coffee last Sunday. WOW! They make good coffee.

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Nigel is a bit of a coffee buff and Matt is French so he has a robust, march in the street opinion on most things and I just like coffee.

They were right, it was good, in fact it was very good. The place itself was full of people when we arrived, but they knew their business and served us up our coffees pretty quick.  For what you got it was good value compared to a lot of coffee houses.  The place reminded me of Starbucks a little but with a much more raw feel to it.  They do food too, but it’s not about that it’s about the coffee experience.  They don’t (which was a surprised) have sugar or milk, oh no no this is about the coffee and the stuff was good, I went back for seconds.

As far as atmosphere went it was pure hipster, I was probably hip for a good ten minutes because I was so out of touch and then we went back to not being hip at all.  Everyone who didn’t have a book had an apple mac and I wouldn’t have been surprised to see USB ports on every table (there weren’t).   I liked the coffee a lot, I liked their setup, I’d like some of their coffee now.  If you’re up that way I recommend a visit, just for the experience. Wear any old thing you’ll more than likely be hip

Huzzah!

Vic

 

as a PS here’s where they are

 

https://www.google.com/maps?q=32+Lower+Grand+Canal+Street+Dublin+2+Ireland

 

Gaelcon 2014

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This should be quite the weekend.

Going to Gaelcon Sat and Sunday, or more accurately I’m being brought to Gaelcon courtesy of  the driving skills of one of the Knaves.

Radio Interview Tomorrow morning with Dave Fanning about Monopoly (and if I have my way some real games) on 2fm between 10:30am and 11:30am

a coffee date with Nigel from the Wargaming Ireland and tasting of what he claims to be “the best coffee ever” in  Third Floor Expresso

Some gaming, the pub quiz and perhaps a few beverages

Come say hello at Gaelcon, Look for the handsome dude in the Knavecon T-Shirt (I’ll be standing beside him wearing one too) and join me for a game or two

Doesn’t get much better than that.

Huzzah!

Vic

MrSaturday in the House/Alley

MrSaturday (not real name) is a long time gaming buddy of mine (there are no buddies in gaming only ladder rungs).  Dave is famous for his amazing art work and model painting skills among  other things.  He also runs a fine blog on painting and oldhammer which I Highly recommend you visit.  He’s been good enough to write a guest article for me on a game he likes, something a little different …..

 

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I’m a big fan of skirmish level wargaming. Back in the day I would have been playing Necromunda, Mordheim and Gorkamorka. These days you have games like Infinity, Malifaux, Deep Wars and a ton of others. Right now though, my skirmish rule set of choice is Pulp Alley.

I was introduced to Pulp Alley by the Irish Oldhammer group, and I was hooked right away. There are a lot of settings for skirmish games I am are keen to try out. Warhammer 40k inquisitorial warbands, Strontium dogs hunting down criminals while dodging the local cops on some dusty backwater planet, bands of undead cowboys raiding the town bank in an alternative Wild West, the list goes on, and Pulp Alley can handle them all.

Part of the reason I am quite keen on games at this level is there is an outside chance I might get the relevant models painted. Sure, I like painting big armies, but by the Gods it takes me ages. Having some smaller painting projects going on to break up the big stuff keeps it fresh. Anyway, Pulp Alley.

The biggest draw for me is that Pulp Alley lends itself heavily to narrative play. In fact, it’s the main driver. Instead of victory points you have plot points, so that gives you an idea of the lean of the game. Its intended setting is Indiana Jones style adventure, but you can apply it to pretty much any setting or period with no effort whatsoever.

Its mechanics are very simple indeed. A 4+ is a success for any roll. What changes is the dice you use to roll the test. A leader might use a D10 for the roll, whereas a sidekick might only use a D8. The types of dice you use will change in game as characters are injured and so on. There are several tiers of character that can be heavily customised with skills to represent pretty much anybody, or anything. Your group of characters is called a league, and they can be as small or as large as you like. There are several expansions for the game with rules for vehicles, larger models and so on.

Added to this are fortune cards and perils. When a player attempts to resolve a plot point, (effectively an objective), they make a peril roll depending on the difficulty of the plot point. Hacking into a security panel, searching a corpse, that kind of thing. Other peril tests come from terrain, wild animals etc. Jumping a ravine, hopping a fence, fending off a bear and so on.

Fortune cards are drawn by the players each turn, and have wide variety of effects. The fortune cards are essentially ways to boost your own guys, or much more entertainingly, mess with other players. Having a character spectacularly fail to climb over a high fence and get caught on it by a sensitive part of his anatomy for the remainder of the game due to several cards being played on him in quick succession provides (and did provide) much hilarity.

So, if you’re looking for a light and very entertaining skirmish system to suit any models or setting you like, give Pulp Alley a go.

http://pulpalley.com/

 

One Sentence Reviews

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I recently summed up a Boardgame in two words. Here’s my attempt at a few more one sentence reviews….

The Walking dead = Undead snake
Talisman = Ludo+
Relic = Ludo++
Risk = RSI back stabbing
Diplomacy = Friend ender
The Resistance = First to talk is the traitor
Skull and Roses = Break their mind
Twilight Struggle =Ever increasing Plate spinning
Puerto Rico = Just buy corn
Lords of Waterdeep = Big quests win, nice box
Battlestar Galactica = Probably is Cylon
Descent = Grown up heroquest
Pirates Cove  = Build ship Avoid fights
Constonopolis = Puerto Rico+
Through the Ages = Blind man Civ
Nations = through the Ages 2.0
Sid Meirs Civilization = First to fly wins
Galaxy Trucker = Keep quiet and grab the shields
7 Wonders = Lucky Pierre
Augustus = Roman bingo
Junta  = It’s always a bad year
Spartacus = Get one good warrior early
Heroquest = Always search
Warrior Knights = Barely warmed up
Citadels = Thief wins
Tsuro = Nothing to see over here
Game of Thrones = North is screwed
Modern Art =Chaos math
Zombicide = Oops my bad
Attack! = Posh Risk
Robo Rally = Dizzy racing
Eclipse = More missiles
El Grande = Omnipresence
Coup = Can’t be sure
Cards against humanity = So I’m not the only pervent
Boss Monster = Everyone loves 8 bit
Imperial = You don’t own it
Serinissima = Seamen
Death Angel = Game Over Man
Small World = Trolls win
Fury of Dracula = Fighty Scotland Yard
Letters from Whitechapel = Scotland Yard+
a Study in Emerald = A fine stew
Age of empires = I call shotgun!
Rex final days of an Empire = the Cats have it
Mansions of Madness = Long setup
Lord of the Rings = Coop hate
Cold War CIA v KGB = Blackjack plus

Feel free to add you own!

More Dead than Alive

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“Should I stick with it?” Probably not a good sign when it comes to a TV series. I’m very unforgiving when it comes to TV. The Living Dead leaves me cold (pardon the pun). I read the comic and liked it for long time. I’m
Now a bit bored with it. The TV Series never really blew my head off. I’m going to try and get back into it. I’m on series 3. I’ll see how it goes.

The Walking Dead we played on Thur is based on the comic rather than the TV Series so more the better. The game can be summed up in two words. “Zombie snake”

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Remember Snake on the Nokia where you zoomed around with an ever growing trail trying not to crash back into it? Tron light cycles if you will. That’s pretty much the game accept its zombies you leave behind and crossing your own tail means tangling with variable numbers of the not really dead.

You and up to five other players wander around the hexed map trying to complete three objectives in three locations before anyone else does. All the while trying to cock block the other players. The usual shout of “if you do that he’ll win” are regularly heard… It’s grand.

I played this game before and got hooped good and proper. This time I won. I’m still not into it. I love the game but I’m not IN love with it, sorry, it’s not your fault, it’s me not you.

It’s good fun but I see two flaws with it. It’s not interactive enough and its elimination. Oh and it’s shit. No it’s not shit it’s not a bad game it’s certainly not as jaw breakingly boring as Talisman but it has a bit of that vibe.

There are better zombie games out there (Zombicide) and certainly worse ones (zombies). This fits somewhere in the wide divide
Between them. Try it and see if you like it (maybe at Knavecon) . I don’t have strong feeling about it one way or the other

Huzzah

Vic

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From Hell’s Heart I Stab at Thee!

Diplomacy: a Primer

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I’m still on a bit of a diplomacy binge. I’ve another guest writer in who’s going to tell you all about it.

Bob Burke is an old gaming friend of mine (I don’t know him that long he’s just old). No I’ve known Bob a long time and played manys the fine game and campaign with him not to mention lots of diplomacy.

He’s good at diplomacy is Bob, he’s also good at writing in fact Bob is an Author and has published to date three books (which lets be honest is more than you’ve done).  They’re rather good I recommend you go check them out

Anyhoe here’s what the wise Bob has to say about Diplomacy….

At first glance, Diplomacy seems very ordinary. Set in Pre-WW1 Europe, it has armies and fleets, each moves one space and the greater attacking force wins the contested space. First to capture 18 supply centres wins. So far, so very conventional.

What makes it different is the diplomacy aspect from which the game gets its title. A quick glance at the board will show that getting to the magic 18 supply centres all on your own is pretty much impossible. You will, therefore, have to engage with at least one other player to work together until such a time as one no longer needs the other. At the start of each turn a set period of time is assigned for these discussions to take place. During this diplomatic period, agreements are made, treaties may be signed and, here’s where the fun really begins, nothing you say or do at this stage is in any way binding! England needs to work with either Germany or France to get its forces on the mainland. If it talks to just France, then Germany has a reasonable expectation they’re working together. If England talks to both then one will know the other is a viable ally. They won’t find out for certain until the moves are revealed. If France and Germany then also talk, then England might get left out in the cold. Result: distrust, paranoia and downright skullduggery.

 

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When the moves are eventually made – and all moves are revealed at the same time so as not to spoil the fun of one player discovering they’ve been well and truly shafted by another – friendships are broken, seeds of mistrust are properly sown and at least one player will have discovered the folly of believing in the bountiful and somewhat incredible promises of territory from their former friendly neighbour.

It’s this combination of negotiation, simultaneous movement and lack of random events that make Diplomacy almost the perfect game. There’s no luck (other than what the players make for themselves); strategic awareness and the ability to build worthwhile (albeit short-term) alliances will determine the ultimate winner.

Diplomacy does have its weakneses: Italy is notoriously vulnerable, having no place to go after the first few turns, and Austria-Hungary – surrounded by four other nations – can make some short-term gains before becoming crushed by its more powerful neighbours. This makes it more difficult – but not impossible – to win with either country. The game can also get bogged down in a stalemate line where equally powerful forces on both sides of the map can’t make any breakthroughs while the game winds down to a slow, dull halt.

In Diplomacy, apart from actually winning, nothing can beat the satisfaction of performing the ultimate stab at just the right moment, a stab that both confirms a winning position and destroys the chances of an erstwhile ally. Ultimately, that’s what Diplomacy is all about. As to whether friendships will be maintained after a game: that’s another story!

 

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