I couldn’t help myself and printed out the PnP of the The Great Dutchy of the Moles from the new Root kickstarter and we got in a couple games with them plus the base four factions (Cats, Alliance, Vag, Eyrie). Here’s my view of the Moles so people can see if they fit their play style.
The Moles start with a single tunnel on the board that connects to their off-board ‘cave’ where the moles swarm from. The mole cave connects to ALL the mole tunnels, so the more tunnels you have out on the board, the easier you can move your guys around. Moles have a terrible action economy at the beginning of the game with only two actions to take (cats have three in contrast). Their actions are similar to the Cats: Move, battle, recruit, build (factories or citadels), dig (add a tunnel) so if you are familiar with the Marquise, you will easily pick up how to play the Moles.
Despite their weak and slow start, the Moles can elect members of their underground species to parliament by revealing matching sets of cards (2, 3 and 4 depending how far you are up the parliamentary track), which begins to increase their action economy. This is a bit like the bird’s decrees… and is also fairly unstable. Once officers are placed in parliament, you can take their action every single turn. Most are Move or Recruit, draw cards, etc., but three of them score points off the buildings on the board, which is the main mechanism for scoring for the moles. Other than crafting and destroying stuff, the Moles get points for electing officers and using officer actions to score points. Unfortunately if you lose buildings due to battle, you also lose officers permanently (much like the Riverfolk’s trading posts).
The Moles need to control areas to build buildings, keep lots of cards in their hands (and not use them!) in order to get parliament filled up as well as watching their scoring to not alarm the other players…
Like the Cats and the Birds, the Moles are useful to police the forest against the non-area control factions (Vag, Lizards, Riverfolk and Alliance), so you need to stake your claims on the board and then kick the crap out of those little bastards if they come around. You will need to likely make an alliance with one of the other police factions or you’ll both end up losing badly.
The Moles are an interesting design, basically a new take on the Marquise de Cat but with a little of the Alliance and Eyrie mixed in. I’ve played twice with them so far, and in one the Cats pulled out the win in the end, with the Dutchy in second place, the second place (5 player game) the moles ended up lagging mid game and in 3rd place. They are very much about take-and-hold with them being pretty useless scattered around the board since they really really need to protect their buildings once they start scoring points.
It was pretty shocking when FF cancelled the excellent Netrunner LCG, I’m sure mostly to hardcore fans and not passive fans like myself. I played it as a youth in the mid 90’s for a few months hardcore but then stopped (no $$ for that and Jyhad and Shadowfist and RAGE). The new set I didn’t get into from a $$ perspective too much, just a few expansions and a couple copies of the core box, but I played quite a few times and was glad it was back out. Fans have apparently taken up the torch and will continue to release expansions, much like On the Edge.
If you follow that link and see what they are doing it indicates print on demand: usually something impossible to do since the card quality of print on demand is usually quite bad. This is neat because it’s possible for fans to get together to print some of the old ccg game sets if they have access to the proof sheets. Who knows, we may see Shadowfist or Jyhad going this route in the future, which would be pretty awesome (200 card set for 50$?!).
I just got back from seeing Us. Great acting, but I think it will be a confusing film for those that aren’t up on what’s influencing many writers in the indy film scene: Jung’s Red book.
Remember Mandy? I did some research after seeing that film to try to figure out what the very, very end was all about: the final shot with the twin suns over an alien landscape as Red drove off into wherever he was supposed to be going. That through me for a loop, big time (which was the point of it). This led me to read some descriptions of the film and it’s ending and specifically it’s purpose in relation to Jung’s recently released and translated Red book, which is a book about his imaginings later in life that was finally made available to the public in 2009. Specifically this part:
We hauled things up, we built. We placed stone upon stone. Now, you stand upon solid ground…We forged a flashing sword for you, with which you can cut the knot that entangles you…We also place before you the devilish, skillfully twined knot that locks and seals you. Strike, only sharpness will cut through it…Do not hesitate. We need destruction since we ourselves are the entanglement. He who wishes to conquer new land brings down the bridges behind him. Let us not exist anymore. We are the thousand canals in which everything flows back into it’s origin.
The final chapter in the Mandy film is entitled MANDY and yet she is in this portion, nearly the entire last half of the film, barely at all. The Jungian concepts that are brought together in Mandy are the concept of the conscious self and shadow self, and that dealing with trauma, truly dealing with it, is destruction of the current self to be renewed as a new, stronger self that better merges the shadow and normal selves. It’s postulated that the revenge part of Mandy is not a dream, but a trauma-management imagination where Red is the destroyer of the demons that destroyed her old self, or caused it to need to be destroyed, so that she can be reborn (watch the cartoon parts again if this doesn’t make sense). Enigmas of the people that scarred her in her youth enter the house that she and Red live in, to me symbolizing that she brings that same baggage to her and Red’s relationship and it’s causing Red to want to change things (specifically move away from where they live). Later in the film, Red is Mandy, or rather, she imagines herself as him.
But back to Us. About half way in, I realized that Us is another Jung’s Red book-influenced film and I think both this and Mandy will be compared in that way. I don’t want to put spoilers but:
The main character is named RED.
Certain characters wear red jumpsuits
The main weapon is a scissors– cutting threads or… you guessed it: entanglements (which is you yourself).
There are shadow and non-shadow selves. Which are the good, which are the bad? When you see the film, what are the ‘bad’ ones doing at the end?
I also noticed that the film tricks the audience to think it’s about racial inequality with some of the statements in the middle of the film. However, the quite well-off family in the film is black, so if you go down the inequality between people with different skin pigmentation, it doesn’t get very far, so I don’t think Us is about that at all.
Us is a solid film, and the acting is superb, though a bit slow in the middle as it slowly peels back the onion. If you look at it as a sci fi-esque slasher-thriller, great– but if you look at it from the Jungian perspective I think there ends up being a lot more meat to it.
Garycon was this past weekend and I was able to go Friday and Saturday to game the fuck out of it. Always a great time, it’s one of those cons that I very much hope does not get any bigger because the venue, the attention you get from the staff, and the small but cool set of events are not something that should be forced to change due to overgrowth. While I really dig Game Hole Con, that thing is going to get bigger and bigger until it’s rival to Gencon itself. Garycon, hopefully, not so much.
Most years we get in some RPG games (mostly DCC) at garycon, but this time it was all board games. Matt went Thursday and mentioned that the game library was very small (they didn’t use Milcog which is at Gencon and Gamehole con) so we had to schlep a ton of our games to around the place. Luckily, unless we have an event, we go to the same spot every year, park our sweaty asses there and don’t move for the whole fucking weekend.
FRIDAY. I’m going to call Friday exactly what it was: eurotrashday. Now I like a good euro, and I generally like to try new games, but this was a bit too much worker placement for a single day.
We started out with the excellent but messy (and poorly graphic designed) Terraforming Mars. This took a long time, but the experience of playing was quite fun, and we were fresh and not drunk. While not super easy to learn, it was easy to relate the systems and mechanics to what was going on on the board quite a bit more than the next few games. I’d play again.
Between the Euros we did get a game of ROOT in. I pretty much told everyone that I would be satisfied to play ROOT all goddamn weekend, and that I needed to play it at LEAST once per day so people were aware. Root is not a euro (it’s only called that by eurofreaks who couldn’t possibly lower themselves to play an ameritrasher) so there was a bit of a reprieve. The game that day was a Vagabond, Lizard Cult, Cats and Birds game. It was surprising win for the Lizard Cult, even more surprising when after the game we realized that Matt had not been discarding his cards whenever he scored garden clearings. It’s a wee bit more difficult to score with the Lizards than that! People are starting to get better with them though and that’s excellent because they are nasty.
The next euro we got the wooden cubes out for was Gugong : a game where you play a faction trying to get the most influence in the Forbidden City for reasons I’m not totally sure of. This is a worker-placement-point-salad-solo game with very little interaction between players but a neat looking board and peices. Gugong was really difficult for me to learn after playing Terraforming Mars (and playing Root), but was basically placing stuff on the board to generate points, either inexpensive and late, or expensive and early and hope that whatever you were doing generated more points by the end of the game that the other players doing the same thing. This game seems to have about 30% more crap on the board to do than needed with an area where you could float your cubes around on boats and ride a little horse around as well as trying to complete a wall, moving up a track through a little village… it was incomprehensible thematically to me and just seemed like a mess of linked mechanics. Gugong wasn’t terrible, but just has nothing to recommend it over tighter euros.
The last game of the day was one I really did not like, but it had some great art and graphic design: Coimbra. I’m not sure what to say about this one except I wished, based on the theme, that I was playing Princes of the Renaissance instead. I did not know what was going on in this one, and just chose the tiles with pretty girls on them most of the time. One incredibly annoying thing was the variable turn order. I wanted to switch seats with people but of course you have this big tableau of tiles in front of you. I’d likely play the others again if pressed (especially terraforming mars), except for this one.
SATURDAY! This is the day we played the good shit, but it was loooong. We got to the con pretty late in the morning and immediately started a massive game of Eclipse with likely too many expansions and new races and shit. It’s a great game, but they pumped out the expansions there for awhile and unless you play A LOT of the base game, I just don’t see the need.
This was a slog, and a very low-tech game so battles took a long time. I hope the second edition consolidates some of these expansions and just keeps the good shit. While I appreciate a game where a bad hex pull can ruin you for a couple turns, with the ‘moving ancients’ your whole game can be fucked for good. With a game this long, that’s not good.
Next up was the amazing game of the CON: DUNE. I brought my old set that I’d had since high school, that has no more player aid sheets and has pubes in the box that are older than my kids (hey, we played on the floor some times…). We had a full 6 players and lest you forgot how good this game is, or never knew, let me remind you. You see where the storm goes, you see where the spice lands, you bid on cards (the only tedious part of the game) and then each player lands stuff on the planet and moves one army. That’s the whole game! Yet in those simple phases is one of the greatest war games that also fundamentally nails the feel of the conflict from the book perfectly.
I drew the Bene Gesserit and immediately wanted to get retribution on the game of Dune and all players after a loss years ago to them in a game when I destroyed everyone as the Harkonnen’s on turn 2 AS PREDICTED and lost.
For the prediction, looking at the board and players: newer Harkonnen player, totally new Emperor and Guild player, strong Atreides player and experienced Fremen player. I chose the Fremen on turn 4, which is a bit of risk since the game can be over (with a worm appearance) on turn 2/3 after alliances are made. The Harkonnen and Atreides were hammered off the board by the Fremen, Guild and Emperor in the first couple turns and based on the board positioning, I got lucky and a worm wasn’t drawn until turn 4. The Fremen made an alliance with the Guild, both of whom had strong board presence and it was all over but the yelling and crying as the Bene Geserit again snatched victory from the jaws of defeat (I think I had 2 pieces on the board at the end).
The last game of the day was another game of ROOT, this time with 6 players! This was an awesome game and took place during the Goodman Game’s free beer and chocolate bar party in the same area, so people kept coming round to see how things were progressing. We were intensely into the game and even with that, it went until 12:30 or so AM where I was able to squeeze out a win with the Riverfolk with the Vag and Lizard Cult nipping at my heels! I was able to put away the win because of a single, unprotected garden that had been ignored in a mouse clearing far away from the action (remember Lizards control any clearing where they have a garden no matter what) allowing me to place a trading post and hit 30 points. Great game, lots of shit talk and yelling of the word fuck.
There’s also a ton of radical pictures I took of the miniatures area I’ll throw into another post.
You know when you see the birthdate of some fighting game character and you are like oh that’s fucking lame… why even put that? Then after decades of playing with that character via many different games you start to remember the month and then generally the day and then you look on the internet and people post happy birthday and you feel.
So yeah, Baiken. Her tits have gotten huge and she seems to drink more as well, but overall Guilty Gear XRD has done great work with the update from back in the GG X2 days. She’s got one arm, some sort of cannon, a chain thing and always busting out with the tatami mats to the face. What’s not to love?
I haven’t played GG for awhile– been doing the Blazblue Central Fiction since last Summer since my kids gravitated to it more than GG XRD. I feel like I’m better at Blazblue by far even though I think it’s a more difficult game to master.
We started Lamentations of the Flame Princess up about 8 months ago as a break from 13th Age (which had been going on for a couple years there). I didn’t mean it to go that long, but Remy Pardue wasn’t as quick to be manhandled and burned and what happened after led to a bunch of…complications. This in addition to the normal adult scheduling problems that don’t allow any room for RPG’s at all without a ton of effort and planning made for something that should have taken a month or so take many months.
That said, I had a good time running LotFP, and we are going to continue the campaign with the same characters (the ones that survived that is) but with Mythras rather than LotFP.
The players (including myself) wanted something still low fantasy, with more meat to the characters and a better system for skills/ combat, experience etc. So why not go with the absolute best solution to all of those things: Mythras.
As I convert characters, I noticed that there is now a Roll20 characters sheet for Mythras games! This makes it a lot easier to play and even has a ton of fancy rolling mechanisms that will make my (easy) job of running the game easier.
One of the things I love about Mythras is that despite it’s apparent complexity, except for the magic systems and a few edge cases, I can run the game without the book at all. My only complaint about the complexity is that it’s difficult to change the GRADE of tasks because of the maths, and by difficult it’s really about combating an important tool for all GM’s to have: laziness. Post running Exalted 2E, I’ve pushed myself hard to re-acquire the trait that I had as a childe and teenage GM: laazzzzzziness. Don’t stress over the fucking super details, it’s just not worth it as long as you can cobble it all together in the session and then take good notes afterwards.
So Mythras here we come. In addition to Loz and Pete (the RQ6 /Mythras guys), I want to give a shout out to this guy: hkokko, who is responsible for a ton of content and templates on the Mythras encounter generator, which has and will make my life so much easier.
First off, the second expansion was just announced:
Looks like the mole people (which was hinted at last summer) and another bird faction (Corvid conspiracy) which looks like Rooks, Crows, Jackdaws and magpies. Also a new board and what the heck would a second game deck be? Maybe different types of clearings/animals on the board?
March 14th and then possibly in our hands this Summer or into the Fall.
Getting tired of playing Root yet? Not me! Tonight I played my 20th game with Maaat and the childrens. While I’ve only had a couple five player games, I’ve had a great time with 4, 3 and some good 2 player games (some bad ones too) as well as playing 2 players vs the mechanical Marquise de Cat, which is pretty brutal.
I want to say straight off that this is a VERY addicting game. Much like Blood Rage, Study in Emerald and Talisman– you just don’t know what’s going to happen and how things will play out. Sometimes you get your ass kicked, other times you get lucky and other times you find some strategy or tactic that really pays dividends BUT you try that same thing in the next game and it doesn’t go anywhere! Take that you euros!
Why is this game addicting? It’s the play of the game which is a combination of very easy mechanics (while varied) and tons of tough decisions along with a surprising amount of freedom of action on the board. Root has both excellent Flow as the game’s pace is fairly quick (until it gets to the Eyrie player who has a puzzle every turn to figure out) as well as constantly creating these interesting moments of narrative and conflict.
Let me talk about a game last week. The VAGabond won handily with the Woodland Alliance nipping at it’s heels and all others dragging behind. I was the Cats again and I did not fair well– I think with 5 players it’s very difficult for the Cats to win since the board is so crowded with enemies but that’s a topic for another post.
So this vagabond had a tactic I hadn’t seen before, they were the Scoundrel which is a VAGabond that starts with no sword, but a crossbow, boots and can blow up an entire clearing once per game by permanently expending his Torch. The fact that he has no sword to start seems like it would totally suck and that would be the first thing you would go for in the ruins. However not having a sword as the Vag means that unless they intentionally use their crossbow to kill a warrior or fires off the Scoundrel’s pyro bomb in a clearing, he cannot become hostile to the other factions, even if they attack him and damage his items since he cannot “remove a warrior,” which is a prerequisite for him becoming hostile. Instead of attacking and scoring via killing the other player’s warriors, he kept a sword he eventually got in the damaged box which allowed him to go the alliance route. This allows the Vag to score 2 points for every card they give to allies. This can wrack up 4-6 points per turn still only using one boot per clearing move. What’s more, he could drag his allies armies around the board, exposing their buildings to other enemies.
While other players tried in frustration to hammer the vagabond down, it was very difficult because of his mobility (due to not being hostile and having to spend 2 boots) and no one could shut him down before he won.
This is very different than the typical Ranger vagabond that starts slow but then goes on a kill crazy rampage until the board is a warrior free wasteland. It’s this type of play, things you definitely won’t see in every game of Root, that makes the game so amazingly varied and addictive.
Advice to new players– be mean and smash the vagabond (or vagabonds) as early as possible. This can be very difficult as the Cats because each action is so precious at all times and nearly impossible for the Lizards who are stuck messing around only in the outcast clearings.