Thoughts on The Others (aka the Xmen vs Cthulhu board game)

The big ass the Others Box was waiting for me when I got home from GENCON (pretty nice timing there) and I’ve played four times now with three very different groups of people.  I know some that read this may not have gotten their kickstarts– I’m sad for you, truly I am.  That waiting SUCKS ASS!

I was the SIN player three times, and played as Faith agents once.  This is not a review (won’t review a game unless I’ve played it at least 10 times), but some feelings about the game and it’s mechanics, both because I do not normally like this style of game generally, and because it is a MONSTER.  The Others will draw you in with it’s beautiful art (Adrian Smith), solid graphic design and cool miniatures, but does the gameplay match the aesthetic quality that it’s worth buying? I think so, but it’s not for everyone.  Unlike Blood Rage, which is one of the best board games ever made, not everyone on the planet will like The Others.

What is the game like?  One side plays as the Faith agents (the Xmen) and one player plays as a SIN (Cthulhu).  The game is played on a small, fully revealed map filled with monsters.  The Faith player has to complete a mission tree to win the game, and the SIN player has to kill off most of the Faith team (4 kills out of 7 members).  The missions involve killing certain monsters, rescuing people or gaining objects.  Each ‘story’ has an initial mission, then other missions after the first one is completed that the players can choose from.   This is complicated further by a type of story: Terror, Corruption or Redemption, which determines the type of bad stuff that happens during the game.

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How does it play?  Unlike Dead of Winter where players have their own objectives, there is no real need to have multiple people playing the Faith team.  The Others is essentially a 2-side, 2-player game.  However, managing all the Faith team members can be a chore and just like in an RPG when planning an ambush or get-away, multiple heads are better than one.  I think the game is best with three (two Faith players controlling two Faith Agents each, one Sin player), BUT, if you only have one friend to play with, The Others will be JUST FINE.

I’m going to compare the game play itself with Descent and Advanced Heroquest, which are similar to The Others in that you have a GM that is trying to kill the players.  Descent though, while fun, is a mass of details, a total mess of counters and tracking all this shit everywhere. AHQ is a random dungeon crawl that can really drag with the totally random map.  The Others stands on the shoulders of Decent, Doom the board game and Advanced Hero Quest in that it strips out all the bullshit you don’t need present in those games.  Especially as the SIN player where you control all the monsters and events, it’s surprisingly easy to run and play.  The Faith players, mechanically, have it very easy as well and can concentrate on WHAT they need to do and not crap on their sheet.

First Mission ready to roll.
First Mission ready to roll.

Faith Agents can take 2 actions in a round and actions, like the new XCOM, consist of moving and attacking or attacking and moving, with ‘attacking’ being replaced with ‘cleansing’ when needed to put out fires or destroy corruption. n The board is full of hazards, so moving around can be costly– no move is done without careful thought (unless you are the guys that demo’ed the game before I did at Gencon, as you were not putting any thought in).

The SINS player can only react to an Agent’s move/attack, and can only effect that acting Agent and none other, so there is a dynamic risk reward there.  We’ve had multiple games where a hapless agent went in to complete a mission knowing she (looking at you Morgana) would immediately be swarmed and killed.

Faith characters consist of the following:

  • Health Track
  • Corruption Track
  • Special Power
  • Fight value
  • Skill value

That’s it!  The Xmen… I mean Faith agents can pick up items that add a few special effects (mostly just more dice) but running a single Faith team member or ALL of them at once is no problem as there’s not too much to keep track of.

There are four ‘classes’ (Bruiser, Shooter, Fixer, Leader) that equate to your standard thief, tank, caster, buffer and you must have two of each class and one leader to make up your team. Each agent breaks a rule in the game in some way and there are a LOT of them.  Six full teams (Alpha, Beta, Delta, Gamma, Omega, Sons of Ragnarok) exist with all the expansions and a group of extras that can be a full team themselves.  That’s just under 50 agents…lots of asymmetry for you there.

As SIN, you have a bunch of other stuff to deal with, but it’s not super complicated.  You move the monsters and play little trick cards and remember the effects of your SIN on the game and the Apocalypse card.  Probably the most complicated period is the end game where there could be members of the Hell Club, the Avatar, Controller, Abominations and Acolytes all on the table with multiple Apocalypse cards out to remember effects from. All in all, I feel that it plays REAL SMOOTH either side with very few burrs.

Play itself is exciting, with nearly every agent and monster move making a ton of difference.  There’s very few slough-off plays for either side where nothing happens.  Due to the Apocalypse track, the Faith side is always pushing ahead as it gets much unpleasant for them about turn 3 on.

Overall I would describe the play of the game as fairly fast and clean, with the only lags being when Faith players discuss what to do next, which they should and need to do throughout the game.  Like games with an antagonistic GM, such as Fury of Dracula, it can be tough as SIN not to fuck up and accidentally hand the players the win, but ever game seemed fairly close.

The game takes about 3 hours for a single story.  I think if we play more games, this will get shorter and may even hit between 1-2 hours.

Hell Club (grin) making an appearance!
Hell Club (grin) making an appearance!

Lastly, The Others has a lot of stuff out for it with it’s initial release, the box it came in dwarfed the Blood Rage box which I now keep in a massive pelican case so I can take it to work gaming club, people’s houses and stuff.  I’ve humped that fucker 2 miles walking in mid-winter from the bus stop and that wasn’t fun.  The Others has even more stuff– a mountain of miniatures and boxes. What should you buy? What should you not buy until you’ve played a bunch of games and know your group likes it?

The base set is FINE to start with, but get extra dice if you can.  +3 for both sin and faith dice is really essential.  You can play through the entire seven stories with just this set. It may be better to do this with just the Alpha team so Faith players don’t go insane with choices of Agents until they know what the fuck is going down.

Most of the expansions are additional Faith team members and the remaining seven Sin boxes (5 others).  All five remaining Sins have a box with two types of miniatures and the cards that go along with them.  Given multiple plays, your players may be able to put together a Faith team that can deal with your normal Sin choice (say Pride or Sloth that come in the main box) so you have a ton of choices to shake that up.  For simplicity, I have run Pride every time, which is a good learning tool to punish the players for going alone about the city, but I’m ready for LUST or SLOTH next.

Faith boxes have full teams that you can jump in with that likely synergize with each other in some way.  Most of the big Faith team boxes have extra stuff, like monsters (Hell Club members mostly), new city tiles, more cards or the dice bags.  I would say get at least one of the team boxes, probably Sons of Ragnarok biker gang (7 characters, no other bullshit so it’s probably cheaper than the other boxes) or the Beta team.   I did not get the Delta or Gamma team addons and I’m not regretting it at this point, but I may.  Gamma is probably the team I would get next.

Gamma team.
Gamma team.

The Apocalypse box adds an 8th story into the mix with massive miniatures.  You can probably wait on this until after you’ve played all the stories in the main game.

For those of you looking to pair down your collections and not buy massive games there’s a LOT of boxes of stuff with the Others to fill your shelves and unless you are going to replace Descent + expansions with this game, you may need a larger board game purge to fit it in your house!

There you go, after unpacking a lot of this massive CMON kickstarter and playing a handful of times, that’s what I think of the game.  Bottom line is, I was worried that I would not like the game as I do not like Descent very much (why I kickstarted Massive Darkness I just don’t know…) and The Others was better than I thought it would be.

Bruisers!
Bruisers!

Genconnery 2016

we are at the last real day of the con, Sunday being mop up and all that.  It’s crowded as fuck, with long lines and smells and bumping into huge backpacks.  We are staying at the Alexander which is a hike from the con, but real shi shi and has tons of room for gaming.  I made the mistake of getting new shoes before the con and my feet are fucked with blisters– so bad I have to wear flip flops for likely a week!

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We got in a great Runequest game with a Roman legion in pre colonization North America.  I got to play the Others for a bit (should be at my house today!) and picked up Bloodborne the card game which plays ok.  Otherwise I haven’t bought much stuff, instead we’ve been eating like kings of the earth.

I ran my Lamentations of the flame princess event yesterday and it was good.  I had only one player who was pretty much half asleep the whole time who did manage to wake up and free Calcidus the bad wizard from his salt circle.  He then left the game shortly after as the other players then had to clean up that mess which nearly ended in a TPK.

We played LotFP later that day with steve, but that deserves its own write up.

Gencon Tomorrow! Blood Rage tonight!

Tomorrow begins the madness that is Gencon, the crush of the crowds, the heated toilet seats, the Fantasy Flight and CMON booth lines, the selling of THE OTHERS to people that didn’t kickstart it while those of us that did have to fucking WAIT FOR IT in the mails, the signs that tell people politely to PLEASE SHOWER DURING THE CON and finally, those that such signs were written for walking around in a thick crowd stinking up the entire vendor area.  Some of the people you can smell a certain smell from the front (jungle rot?), and a different smell from the back (rectal sauces?).

I’m not in a lot of games this year, it being impossible to get into an event with friends due to the player to game ratio these days, but I am running one session of Lamentations of the Flame Princess, so we’ll see how that shit goes with fucking strangers.  I’m hoping for some non-insane people. That’s all I ask.  The game I got in to play was Mythras (runequest) Classic Fantasy which is the RQ take on the Old School D&D genre. Really looking forward to that.

Otherwise I have to say, after going to Gencon for at least 22 years straight now, I’m thinking I may take a break after this year and rely on some local cons for the gaming.

Stuff I really like to do though:

  • Go through Warhammer bits boxes that these guys bring. Epic, Blood Bowl, WFB– so much good stuff…
  • Talk to the Dungeon Crawl Classics guys. People put a lot of onus on LotFP, but DCC is the other “leg” of the OSR, one that puts out great shit consistently.
  • Get drunk at the ram
  • Taking pictures of strange looking people– and they keep getting stranger and stranger both in costumes and people you think are in costumes, but aren’t. Granted when I started going as a wee lad it was all bearded fat guys hunched over hexboards.

Tonight though BLOOD RAGE!

bloodragestuffs

Legacy Diablo 3 article

This has been long gone off the internet, but I wanted to keep it for posterity because it is a poignant run down of the failed design of Diablo 3 and its crippling interaction with the Real Money Auction House.  The article is a great nostalgic read and a grim reminder of how far a license can fall when in the hands of the wrong company, the wrong developers and the wrong game designers.

A lot of the problems this guy notes I never experienced, I wasn’t even able to get through act 1 before quitting.  Things have changed for Diablo 3 from what I hear since the above was written, but my issues with the game had little to do with the RMAH in the first place, rather the core ARPG gameplay itself, which is not good and the core character models, which are silly looking and all run funny. I’ve always thought of doing a review, but Diablo 3 is one of those special games that is so bad it’s not worth reviewing.  It gets the patented: unplayable/unreviewable rating a la the Onion.  unsatisfying-4

New Fantasy Flight GOT game based on Cosmic Encounter

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The current big Fantasy Flight Game of Thrones board game is just OK, definitely not my favorite area control/war game engine.  It could and should have just been a direct heir to Avalon Hill’s Dune board game with the dials and treachery cards,  unfortunately, FF wasted that on their derivative space kitty sci fi setting with Rex, complaining the whole time that they couldn’t get the Dune license to remake the classic while to GOT one was right there!

I suspected the new GOT board game may be that Dune remake we’ve been waiting for, but it looks just like Cosmic Encounter, which is not a bad thing since Cosmic is the best board game ever made.  Should be out by end of the year, and may have a demo at gencon.

More info here.

 

Courage Mongoloid! Part 2.

It’s been 2 years since our last HORROR ON THE HILL session with the famed Ashtel Lumberton, Snachus Maximus 2, Nerdlinger and Tor Horst (and Ulug and Glug the Mongoloids).  So I bring you, in as little detail as possible to not put you immediately to sleep, part 2 of our sad story of murder, robbery and death.

Mongolioids! have courage!
Mongolioids! have courage!

I want to preface this with the following few statements.  Old School D20 games are not great for combat, focused more on getting through combats fairly quickly and having MORE rather than having few, but meaningful combats (like, say, Runequest) and yet, many of the old school modules involved nearly only combat throughout.    Things have changed since 1981, and while the occurrence and ability in combat is still an important thing in OSR games, in most systems, fighting a lot means you are doing very, very badly and your party is likely to get wiped out.  In many cases in the description of play below, the only way through certain obstacles is to fight through.  This module began to feel like playing Advanced Heroquest and that’s because that’s what it is.  So this is not indicative of what a normal Lamentations of the Flame Princess adventure is like- if indeed there is such a thing.

In addition, unlike 4E, 5E and 13th Age, there is no concept of short or long rests, recoveries or anything like that in LotFP or Labyrinth Lord. Any time heavy damage is dealt to characters, and especially with the brutal healing rules in Lamentations of the Flame Princess, it requires multiple, multiple-week trips back to town to recover from injuries rather than fighting onward deeper into the dungeon.  Remember, unless the characters find a polder, they cannot rest in the dungeon at all.   Since the play is so brutal (most players had multiple characters die), play is naturally conservative, so even the M-U being out of spells may require a trip back to town.  This seemed to frustrate the GM, but what choice do the players have really?  13th Age and 5E added recoveries and rests in to keep it in the dungeon and not back at the tavern after every fight.

Lastly, we were not high enough level for this adventure, and it became painfully obvious!  Now let’s go!

PC’s

  • Snachus Maximus 2: Fighter level 2
  • Ashtel Lumberton: MU (with sleep) level 2
  • Tor Horst: Fighter level 2
  • Nerdlinger: Cleric (bless most of the time) level 1
  • Mcunty Ruffbottom (not his real name): Fighter level 1

NPC’s

  • Lars: linkboy
  • Colon Defiltch: rescued thief
  • Grul and Uleg: rescued Mongoloids
  • Ashtel’s dog (the last one remaining from last session)

Another VERY fighter heavy group, with no Specialists of any kind, we were bound to have problems.  Clerics at level 1 are nearly useless, and MU’s can be based on their random spells.

This was about the third time we hit this dungeon, and it got restocked repeatedly.   Exploring slightly beyond the areas we’d been in before, we found a pile of human bodies with some gibberish hobgoblin words of warning written in blood.  Shortly after a fight with two Bugbears ensued.  Ulug, bravely, took the brunt of the attacks and went down and out before the bugbears were disposed of.  Tor Horst broke his axe.

This took Ulug and Grul out of the story a bit as Grul dragged the limp body of Ulug back to his people.

After a fortuitous secret door check, we found what I feel is one of the most terrible magical items in D&D: the invisibility ring.  The cleric grabbed it and put it on.  Since we didn’t have a specialist and he was level one, no one minded much, but if you want a character to take center stage and do everything, give the adventurers an invisibility ring with no drawbacks at all to use.   It’s pretty much a “I’ll survive the adventure no matter what” card.

After a fight with some glowing birds (?!), we were on to the final fight of this level with the Hobgoblin King, or so we thought.  Using the invisibility, we were able to draw out a barracks of hobgoblins into a fork in the passageway and a massive fight ensued.  Colin the thief was decapitated, Ashtel’s dog was also nearly killed and Snatchus Maximus 2 was dropped to zero HP before Sleep was cast to end the encounter.  We opted not to go on to the now more vulnerable Hobgoblin king fight, instead running back to town to heal– for five full days.

This caused some GM frustration who wanted to get to the next part of the dungeon (it being 2 years and all in the same area).  Given the number of fights this module presents (pretty much constant fighting) you can see why recoveries, short rests and long rests made it into the D&D’s design with 4th Edition and beyond, to try to keep players in the dungeon!  Lamentations has no such niceties, so if you are going to fight fight fight, best to be running multiple characters.

trampier-bugbear

After the rest up, we were back in the dungeon ready to face the Hobgoblin King, who, for simplicity sake, looks like he just waited in his throne room for us.  Rather than rush in and fight, or sneak in and fight, we challenged the Hobking to a duel, which he accepted readily.  He was to fight the first level character: McCunty Ruffbottom.  The plan was that McCunty was to fire off his brace of pistols, then we would all rush in, cast sleep, and start killing hobgoblins in earnest.  Since the barracks was all cleaned out, there weren’t that many left anyway.

The plan didn’t work out too well. Mcunty did fire his pistols, but missed and was struck down by the Hobgoblin King forever. While the multiple sleep spells from Ashtel helped cut the hobgoblin numbers down, that couldn’t save poor Grul, the last of the Mongoloids, nor Ashtel’s “lumberdog” who was crushed underfoot by the Hobgoblin king. Eventually, the 20 AC fighters wore down the King and he was eventually dispatched.

That wasn’t the end to the killing, as another well found secret door revealed a couple of trapped chests, and Tor Horst failed his saving throw vs poison and instantly died.

The treasure was bountiful, and since we had a Portable Hole at this point (as well as the invisible ring) it was off to town to collect experience for the three survivors: Nerdlinger, Ashtel Lumberton and Snatchus Maximus.

Stay tuned for part three! Where more characters die and there aren’t any mongoloids…

The OTHERs will eventually come

After a pretty long wait, backers got an email from CMON about the OTHERS, which is a game by the design team that brought you such games as BLOOD RAGE (my pick for 2015’s best board game by FAR).  It’s a big game with a lot of miniatures as is CMON’s purview.  It’s been a bit late, but like Blood Rage, not terribly so.   The game is apparently on the boats from the China manufacturers as we sit here.  With Blood Rage, I actually TRACKED the boats coming in as I was peeved that I did not pick up a second copy at GENCON and had to wait months to actually play it.  I was overly excited and Blood Rage, as many of you know because I’ve made nearly everyone play it, was worth the wait.

The Others I just can’t tell yet how great it will be, but fuck…while I was amazed at the Blood Rage kickstarter and vast amount of stuff you get– the OTHERS is ridiculous.  I couldn’t afford to get all the add ons either.  And where would I put them? The boxes do look great though…

TheOthersteams
The (addon) good guys.

I’m a huge sucker for Adrian Smith’s art.   Look at that shit!

The bad guys
The bad guys

Summer Vacation 2016

I spent part of the day looking for BLACK PAINT.  The GW store was closed, and none of the other gaming stores had it in stock. I’m not even looking for Vallejo game color here and even would have settled for P3 black which I’m sketchy about until I’ve tried it.  There was no black paint anywhere at all.  I guess there was some new game out and people in the area are painting.  A LOT.  I should have called first right? Fuck…

I had four Legends of the Old west guys to finish up and I almost did until my Vallejo BUFF exploded (my fault, as I squeezed the tube too hard) across the backs of two of them.  No terrible damage, but they had to be rinsed off with water which ruined the sand/PVA glue bases and touched up.   It was one of those moments that I’ve had before where you just want to throw in the towel and quit painting for a time, but unfortunately this can last YEARS.   I pushed through and the other two are done and the splatted cowboys are all touched up just waiting for the bases to be finished.   I dropped a miniature and chipped the paint a few years back and quit painting for a year or so after that.  Fixing would have taken about 30 minutes of work, but I was EMOTIONALLY MAIMED from frustration and couldn’t bear to do it.  I won’t let that happen again.

Summer2016-2

Otherwise it’s been a weekend of children birthday party with today the first day I can do stuff.   I played a lot of Mount and Blade: Warbands and must say, that is an addicting game.  While I like the campaign and collecting guys, I really enjoy riding around with my massive meat cleaver — cleaving.    This is why I can’t get into FIRE AND SWORD because it has guns and you just can’t do that… cleaving …any more.   I took my first castle with my new guy today, so that’s progress.

I’ve got two more days left of vacation before it’s over (effectively due to a camping trip) so we’ll see what sort of painting I can get done.  It sorta sucks to be off when no one else is off, but them’s the breaks.

Otherwise I’ve been working on a design for a miniature focused RPG. Sounds insane? Maybe.   It’s something I’ll experiment with probably on Roll20 for a bit before posting about it more.  The core thing is it will strip down the stat line compared to all but the most OSR-based games and the fights will be unapologetically for many, many miniatures.