a Big game of Cards against humanity has become a tradition at Knavecon. Once we’ve entered the terminal phase of the con where young ninjas are safely tucked away, grog has been piped and a more robust turn of phrase is abroad, out comes CAH. This year we’re going to freshen things up by adding the five expansions to the game which should be winging their way to Knavecon central as we speak.
If you’re easily offended make sure to join this game on the night.
Black Kat Games will be joining us for the first time at Knavecon this year and they mean business! They’re going to be running two events on the day.
Black Kat are a really active games centre in Kilkenny and stock a great range of games and run some damn fine competitions.
I caught up with the lads in Kilkenny a month back and we spend a very pleasant afternoon shooting the breeze. Anyhoe.
I’m delighted to announce that they will be running the Nationals for Settlers of Catan at Knavecon this year, the winners of which will qualify for entry to the UK and from there to the US ! This is the real deal, win in the UK and you’ll be flown to the States to partake in the world finals.
“SO… What will we play ?”, this in hindsight was an asinine statement as Imperial Assault was sitting on the edge of a table, looming huge and colorful, beckoning like a bar on Bourbon Street to a brace of sailors who had just paid off. “Imperial Assault?”, the game at this stage was only short of throwing beads at the moth like gamers who were basking in it’s radiant gaming glow
Imperial assault it is and I once again slipped on the black gloves of Imperial Overlord and made plans to make the rebel scum pay for their winning impertinence last week……
I love imperial assault. I loved Descent and I own descent but I’m not IN love with it. Imperial Assault is better. More accessible and lots of happy.
Now what surprised me this time around was the amount of rules we struggled to figure out. The rules are comprehenive but our usual rules expert wasn’t with us so we had to rely on our own abilities. Yes! we struggled at least for a while until it all got up to speed
My biggest enemy once again was Hubris and it came back to haunt me. The scenario in question was “Capture”, the four rebels were incarcerated in a holding cell and having busted out, had to first of all to recover their gear handily stored in a locker not too far from the cell. Now call me pedantic but after the whole Exhaust Port Gate Scandal on the Death Star SURELY the prisoner’s weapons could have been placed in a more secure receptacle than a wire basket with a “get it here” flashing neon sign above it.
The prisoner’s first task was for all of them to recover their ditty bags without which they were fairly toothless. Apart from the Wookie of course who knocked fifty shades out of the hapless storm troopers then casually walked over and recovered his bits.
The facility was protected by both standard and elite storm troopers and a pair of smarmy imperial guards (the redshirts of the imperial assault world). At the end of each turn the imperial overlord earns points they can spend on reinforcements to bolster the defense. I opted to try two Ferrari red imperial bodyguards who floated in like demented nuns and did their best to slow down the rioting rebels. It wasn’t to be. The bodyguards as was pointed out in the painful autopsy/debrief were possibly not the best choice for containment and despite doing their best and wounding two rebels it was a one sided encounter.
One thing I noticed about the rebels is they are hard to kill let alone wound. They have wolverine like recovery and a quick rest will see all your hard won wounds on them melt away. I double and triple check the rules on this an it was so, however it mentioned that really the trick is not to kill the rebels just delay them enough that failing the scenario objectives in time will do the killing for you. It didn’t work. It was like a rugby scrum with internationals on one side and good natured vegans on the other.
Having pushed their way into the control room the rebels then gained access to the trash compactor and despite my best efforts (or worst depending on your viewpoint) forced their way through and out to the waiting escape ship. It was one sided, it was tough and I swear on one of the other players lives it will not happen again. For a forth time.
Life as an imperial is not all roses, heads will roll
Descent, Descent.It’s very like Descent with laser guuuunnnnss da da da!
Imperial assault hit our table unexpectedly last thur. By hit I mean reverently placed and as Ava Marias were sung by those assembled, gently teased open by a white gloved Jedi initiate.
Imperial assault is decent 2.5. It’s a smoother experience. It’s somehow simpler, the theme is perfect and it plays really well.
You get a lot of bang for your buck with what is an expensive game. As the owner remarked he was OK with shelling out another €20 above the price of a standard game when you see what you get.
We played two scenarios and everyone present was Gung Ho for another game.
The similarity to descent is neither here nor there. It’s a neat system it plays well and it’s great clean no one loses an eye fun.
Once again the production quality is magnificent. The models are bang on. The cards and floor section solid. Fantasy Flight does this all so well If you’ve unboxed Descent this is it’s twin brother.
The game is similar to every dungeon crawler you’ve played. A team of up to four rebel scum try to complete a mission hindered by the imperial overlord who throws hordes of lesser Star Wars themed assailants at them. Storm troopers, check, Imperial Officers, check, Probe Droids and so on
The plucky rebel scummers have to hack their way aided by various equipment and special abilities to achieve various goals. Destroy these terminals. Grab those plans. Prepare a nutritious meal for Dark Vader etc etc. All very standard stuff but the Star Wars theme makes it that much better.
I was lucky enough to play one mission as rebels and one as Imperial overlord. Both are a lot of fun and the missions were very well done and In the second one right down to the wire. too close actually, we had them and we started out laughing and pointing too early.
The game contains twenty missions that should be played through as a campaign. Experience points and cash rack up each mission and both the characters and evil empire overlord get to buy extra stuff to aid them in their games
There’s nothing new in here. Nothing particularly innovative but what it does it does really well.
I didn’t get to play the skirmish rules but I could easily see myself playing this.
I really liked this game. I could see myself playing it again no problem. Would I rush out and buy it … Maybe. I have descent 2.0 and this is too similar to justify buying it. If I didn’t own descent I’d rush out and get it
Should have a copy of it at KNAVECON and I recommend stopping by and trying it
Until then (or next week)
Ok having mused over it for a day. Despite owning descent i do want a copy of this game. it’s crackin.
Anomia I’m reliably informed is a word meaning an inability to recall names for everyday things like, you know, whatyamacallits and yokes. It’s another brain melting game in a similar vein to Cock-a-Roach salad which I seem to be ever increasingly coming into contact with. Like the electric shock game the skill is in being able to take more pain than your opponent and keep your head. O.K. it’s not that bad, it’s actually quite a fun game but we were tired when we played it and you need a clear head to get anywhere. That said if I was questioning a suspect I’d make them play this first for a couple of hours and they’d confess everything back to the first apple they stole.
Like all these game it’s piddly simple you flip a card and put it in front of you. Each card has a subject like a pop song, a museum, a famous painter and so on. It also has a symbol on it. Match a symbol with another player’s and you have to call out something that matches the opponent’s subject before they do the same to you
So it’s animal snap +. There’s wild cards in there that complicate things. Losing a card uncovers another beneath it, which can then cause another match. The game can pulse a number of times like this and unless you’re sharp it can get away from you fast. Like a lot of these games it’s the changing play field as cards are covered with others that confuses the brain. Well it confuses my brain anyway.
It’s a fun game while it lasts which is unlikely to be more than one game in a night unless you want sharp pains behind the eyes for hours. Would I buy it? No. Would I play it again? Definitely. I reckon I’ve sufficiently recovered from my last game to risk another one.
Citadels is as old as Adams first game of apples to apples. It’s still a cracker of a game and packs a lot of longevity and replay into a small box (oh err missus)
It was my pleasure to teach someone how to play it last Thur (the fact that I WON is neither here nor there let’s move on, I don’t like to talk about it to be honest) having played this game a lot I know the rules intimately. That said veteran drivers pick up bad habits so I had a quick reread and all was fine. For once I had been playing it right. Also I knew the rules. The world didn’t end.
Citadels is a fairly simple game. It’s pretty quick and can accommodate up to eight. Unlike a lot of 8 player games it’s not that light or luck based. Players are endeavoring to build eight buildings (districts) before anyone else (of a higher value than anyone else). Buildings come in one of five colours (yes colours autocorrect not colors) and each colour is associated with a particular character that you pick at the start of your turn.
Players need to acquire building cards and the gold to build each property. To facilitate this they in turn (starting with the king)(player one) secretly choose a role from those remaining and take the roles action in numeric order.
The basic roles are assassin (kill someone), thief (rob someone), merchant (more income), magician (swap hands), architect (draw more, build more), king (take first player marker), bishop (immune to warlord), warlord (destroy opponent buildings).
When you assassinate or steal you pick a role to do it to. Not a person. This is key. So it’s a bit of a guessing game whom took which role. Depending on where you are in the queue to pick a character and the ones available you can get a reasonable idea as to whom everyone is.
There’s a lot of naval gazing where you need to keep an eye on everyone’s building and try to hold them back while you move ahead.
The game lasts, depending on the number of players (up to eight) around an hour or so. It whips around pretty quickly and your have to keep your beady eye of Sauron on everyone so there’s no down time. The game usually ends with groans of “oh dear me* I would have won next round” one of the best ways to end a game.
Just like a tuxedo or a black dress (or both)(I don’t judge) this is something you should have in your wardrobe. It’s a classic game. It comes with an expansion in the box and after dozens plays I still haven’t exhausted its play ability. A modern classic. Get a copy. It’s cheap.
We bid a sad* farewell to France who was crushed mercilessly by the grand Italian army. I’ve said it before and I’ll say it now. This just doesn’t happen! France is the strongest army in the game, Italy the weakest. Italy is supposed to be the second quote, the also ran and what about Austria?! It’s not supposed to cause mayhem, it’s supposed to die just after Italy.
Well it’s anyone’s game now (apart from France, Germany, probably not Russia or Turkey) at this stage.