Z-man is putting out an updated version, a direct reprint mind you, of Tom Wham’s Kings and Things. The rules are available here. If you’ve played this game with me, first you must know I am a huge Tom Wham fan (I’ve only met him once personally and I became a fan of his beard as well) and try to pull out his stuff whenever I can get it to the table because even if people hate the games (I had some players absolutely despise The Great Khan Game by turn 2 when I busted it out) we have a lot of fun. I’ll be the first to admit that his games are not the greatest games in the entire world–but for my personal taste, they are favorites. What Wham games are the best at doing for me and for many, many others is sparking ideas about making games. I am absolutely convinced that without Wham, and especially his best game from Dragon Magazine, King of the Tabletop, we would not have Magic the Gathering, Settlers of Catan, and certainly no Nexus Ops (which I see as a direct decedent of KOTT) and ultimately, no Shadowfist.
While I advise anyone that likes a good ameritrash sluggathon ala Nexus Ops to pick up Kings and Things, I’ve always felt that the little innocuous magazine game version (King of the Tabletop) was more elegant and ultimately more playable. What Kings and Things has that King of the Tabletop does not is a big map made up of Hexes (yes like Catan). You can move armies around this map to explore and control these hexes, turning the game into area control. What King of the Tabletop has is a big mess of Chits that represent land. When you acquire it, either through conquest or exploration, you bring it in front of you. When someone wants to attack, they just pick their player and line their forces up on the land they want to attack. This simplifies the fact that most of the rest of the game consists of piles of different THING chits with numbers on them, and these are big upside-down stacks that get, well, real messy–and very messy if you try to place them all (upside down) on a hex board. What’s more, because in Kings & Things your dealing with a map and not some abstract set of ‘lands’, some players can stay out of the action if they corner themselves up or shield themselves with another player in an Australia/Risk type maneuver — in King of the Tabletop, any player can attack any other player whenever it’s her turn because it abstracts movement. This makes, in my humble opinion, for a more dynamic game for the whole table.
And the art– sadly, with Dave Trampier leaving the gaming industry many many years ago, we are not going to be blessed with his artwork in this new edition (a few of the chits look very similar though), but overall it looks good and I expect the production values will be top-drawer.
That said, I hope this is just the beginning of Z-man putting out Tom Wham’s games as from what I’ve seen on his site, he’s got quite a few up his sleeve. Bring us a new version of THE GREAT KHAN GAME with some cards that won’t be destroyed in 3 plays!
We played quite a bit of Race for the Galaxy a few years back, but with the DELUGE of games of the board coming out in the last few years, it hasn’t hit the table overmuch. I consider it a great game, but not one of my all time favorites. I think after the two games I lost last night, I now know why: there’s no real player interaction at the level of play our group plays at. If we played hardcore Race all the time, we may be able to card count and estimate the optimal action card to play by reading the other player’s tableaus, but when you play a few times a year, you can get by really well by just picking a strategy (military, get 12 cards out the fastest, or Consume) and playing whatever you think is best tactically for that strategy based on your cards in hand–not really factoring in the other player’s goals or tableau at all.
Since we aren’t card counting or really looking at each other’s tableaus, Race boils down to a mutual solo game where the actions of the other players may help (say if you wanted to develop and colonize in the same turn and can anticipate which you should play), but are rarely detrimental. Again, this view of the game would vary drastically at higher levels of play, but even casually playing Race’s parent game, Puerto Rico, you are forced to plan around the role selection step a great deal more to score points FTW. In contrast to Puerto Rico, with Race, there is often so much going on with the other players abilities to score points, and very little you can do to impede their progress except work out the Nash Equilibrium to determine if you absolutely need to play the cards that don’t immediately score you points (Produce, Consume: Trade, Explore).
That said, Race for the Galaxy is still a great game (I’m not sure the most recent expansion has helped it however) and will hit the table from time to time–but when you have greats like Nexus Ops, Cosmic Encounter and the like that have tons of player interaction, it’s tough to get this to the table. Theme and art never fail to impress.
The new Blood Bowl computer game by Cyanide has given many of us fanatical fans of the game a chance to sandbox with teams we either don’t have miniatures for or wouldn’t normally play. However, with the arrival of the free patch to the game a few weeks ago, I can eschew all the other teams that I pretend to love and get right down to playing my all-time favorite, the ‘coaches’ team’ as my brother calls them: the insidious Dark Elves.
In reviewing the team in the computer game, I give the developers at Cyanide immediate points on the score board for absolutely NAILING the aesthetic. Having started back in high school with First Edition Blood Bowl, the crunchy, spiky look of the original illustrations and models by Aly Morrison have stuck with me as the essence of how Blood Bowl teams should look. While I thoroughly enjoy many of Gary Morley‘s sculpts for third edition (in contrast to 2nd editions more ‘sports-like’ armor), I think a few of his lineman models were phoned in, and this is especially true with the Dark Elves (circa 1994 mind you).
While I’ve played the Dark Elves in many leagues and tournaments, I hadn’t played them with the new Living Rule Book 5.0 set up, and had a bit of a shock as all I remembered was that the number of blitzers increased from two to four. The major change in the roster is that the throwers have now been replaced by a runner (with a skill that I have never selected for a player in my entire career as a Blood Bowl coach: Dump Off) and the team has a new position: the Assassin with Stab (a new skill) and Shadowing. Unlike many teams, the Dark Elves have no ‘big guy’ to hold the line or push all the smaller players around, yet they are one of the best running teams in the game. How? Agility. Agility increases the Dark Elves mobility on the pitch by a vast amount and while you can pass the ball with them, it’s often short passes or even side/back passes, the real gains are made running through and sometimes over your opponents. That said, you are never going to out-casualty a bruiser team but that’s not what wins games: putting it over the line does and Dark Elves are excel in this region of play.
I’m going to try to shy away from telling you how to play the Dark Elves but I want to review each of the positions and how they synergize with each other. Inevitably you’re going to see my slant as how I like to play, and that’s always up for discussion, or if needed, a quick game to show my superiority.
Lineman: Dark Elf lineman (and their cousin lineman for the Hight Elves) are the best lineman in the game, hands down. They have average speed, average armor, average strength and an awesome 4 agility. You could have a team of only Lineman and still win matches. What really puts these guys into the win column is the combination of 4 agility, access to Agility skills (i.e. Dodge) and 8 armor. They are one of only two teams that have lineman with 8 armor and 4 agility consistently across the team. As much as your opponent will expect to beat up your elves, the 8 armor assures that you will rarely be taken off the pitch without some mighty blow action and as they progress, the Dark Elf Lineman have access to the ideal two-skill mix in the game: Block and Dodge. Even without the Dodge skill your Dark Elf Linemen are able to dodge away on a whim to get into position for a 2-dice block somewhere else. The best skills to get as they progress with normal rolls: Block, Dodge, Tackle, Frenzy, Dauntless. On Doubles get: Guard. Once you get 3-4 of these naughties with Block and Dodge, your opponents will be sweating it. Do NOT bother with Dirty Player–it’s been nerfed so bad and these guys are so valuable: it’s a waste of a skill slot.
Runner: I’m still not sure what to think about the runner as he’s just not fast at all, living up to his name not in the least. He can hold on to the ball with sure hands, but the replacement of Dump Off instead of Pass is quite confusing to me. Dump off as a 3 agility player is a crap skill; most of the time the ball will simply land right near the opponent’s players in a scrum and you’ll wish you had just let it scatter normally. With 4 Agility, Dumping off the ball has a much higher percentage of success, but I have really rarely seen this skill work well. Also, you really don’t have that many issues picking up the ball to justify a slot for a player with Sure Hands; a Blitzer is quite a spot better starting with block to hang onto the ball. Runners are the only players that have access to the Passing skill set however, so if you are going to run a throwing game, you’ve got to pick up at least one (eventually). The best skills with normal rolls? Block, Pass, Nerves of Steel, Side Step. Doubles: (let’s face it, he’ll be in a scrum or on the line like everyone else) Guard.
Blitzer: Here you have your storehouse of amazing potential for popping out the ball on defense and scoring on offense– and you can get FOUR of these naughty boys. The 4 agility means they can get in places to lay a block that most other players can only dream of, and while their movement is nothing to masticate over, they’re fast enough. That said, get Dodge first, then Tackle is a must as well as Strip Ball. They cannot get strength skills like most other Blitzers, so on doubles, look at the strength skill tree for either Guard or Mighty Blow. A Blitzer’s essential duty is to run through, over or around the opponents line, sack the ball carrier, pick up the ball and either pass back to a pocket or run it in for a touchdown. Leap, while still dangerous with 4 agility, is awesome to get as a 3rd or 4th skill. With four of these guys available, you can tailor two as defensive ends (tackle as second skill) and two as scoring machines (dodge as second skill).
Witch Elf: As tempting as these ladies are to have on your team, they cannot go it alone and need to be fostered and protected during their early, pre-Block career. The only way to do this is, again, start with all lineman and a blitzer, build up your team and then add in the extra positions once your other players are toughened up. That said, the Witch Elves are crucial to the later league/season success of the Dark Elves. You will be praying to Nuffle at each skill roll for a +1Ag or +1 St as it will blast your naughty lady into the top of the scoring roster for your league. Without stat upgrades they are still fast, dodgy and if you can get them Block and Dauntless, gift their opponent’s players with a trip off the pitch to see the fans more often than not. Best normal roll skill progression: Block, Dauntless or Catch, Leap. On doubles– get Juggernaut. They are not blitzers, so keep them as far away from the opponent’s line as possible and have them run in for a Blitz only outside a big scrum. They are also not catchers, and you don’t need a lot of catch skills with their four agility. What’s more, as filthy as they are, I can’t stop staring at their sweet cans.
Assassin: The Assassin goes against one of my rules for playing a non-crunchy team (which the dark elves certainly are) and that’s to never ever rely on getting the opposition off the pitch. That’s stuff the dwarves and Chaos teams do– not the elves. The Assassin appears to be the Dark Elves answer to the ‘Big Guys’ on other teams, which, by the looks of the other big guys, puts him in the ‘maybe if I had a ton of gold lying around I’d get one of them.’ While shadowing is nice, I would love to see the Assassin get tackle and diving tackle– making him a dodging player’s nightmare, but leaving him a stomped corpse against any hardcore rushing teams. Again, I would say that the Assassin is absolutely extraneous, and if you have one and have a roster of 16 players, he’ll rarely see his feet on the pitch. I’m going to start a team with two of them as an experiment however, just to make sure (Note: it didn’t go well).
This is your future if Nuffle is with you.
If you are a new coach you may want to run the humans or orcs for awhile to get the hang of it. As noted above, the Dark Elves are IMO the coaches team, they have some glaring weaknesses (they are expensive) and they don’t have a very clear path to victory (i.e.: they aren’t tough, they aren’t fast and they aren’t the best passing team) but are not wussy elves that you will be worried about flying off the pitch with every armor roll.
The rules for the Fantasy Flight version of the classic GW dice with death Dungeonquest are now posted online. Having only played the old version once, while fairly recently, I don’t see a lot of changes to the rules except the combat which, in the original, was rock paper scissors. The new method uses a mutual deck of combat cards and splits the attacks by ranged, close and magic. Looks much better, but the play is the thing. My only worry is that the combats must play out fast fast fast. While it’s fun to watch the other players die, the key to this game is to keep the game moving as quickly as possible to avoid the inevitable angst of turn. Needless to say, I’m looking forward to this bad boy!
According to the board game geek as of Wednesday night’s game, I have played the Fantasy Flight version of Cosmic Encounter 50 times now– almost more than the total plays of all my other board games combined in the last couple years (aside from CCG’s). Why is this? Simply: Cosmic Encounter is the best board game there is. Period. That’s not to say it’s the only game I want to play, but it really is the stalwart standby that always delivers a great time.
That said, we have two more eliminated aliens from our COSMIC ANNIHILATION attempt to run through all the Aliens at least once: Guerrilla and Masochist join the Deuce, Amoeba, Leviathan, Tripler in the dead pile.
“a standalone game of deck-building action that takes 2-4 players through the cutthroat excitement of an entire Blood Bowl season, all in about an hour.” Well this looks interesting and it’s being designed by the dude who made Chaos in the Old World so that’s cooking with gas. Is it a CCG? That’s the question. I doubt it as the game is certainly not infinitely expandable with a limited number of teams. Like Dungeon Quest and the oodles of Talisman expansions, this is yet again something from Fantasy Flight that my money won’t be able to avoid.
Right after our first play of Talisman 4th edition with the new Highland expansion comes the announcement of The Sacred Pool, another small expansion with no board and 4 characters (none of which I could tell by the cover of the box). Looks like it adds some more alternate ending cards to throw in the mix, quest rewards (instead of using the Dungeon reward cards when you complete a warlock’s quest) and a few more characters and a new twist: being able to become neutral rather than just good and evil.
As for Highlands– the board is a lot like the Dungeon, and while the creatures are weaker, the Highland deck has a lot of zany movement cards that make a run to the end of board a bit trickier than the Dungeon. It’s a good expansion but it’s not the City board I’ve been waiting for. What’s more, trinkets are a great addition to the game, and I hope they incorporate them into the other decks as soon as they can. The alternate endings are the best and now we have 5 randoms and the Warlock’s Quest as the sixth. Though the ‘Boss’ ones are boring (fight a 12/12 creature), the rest of them are good fun. We drew the Battle Royal card to end our game and it was a hoot. The Vampiress, easily the weakest of the three characters left in the fight, had a spell that would have allowed her to win if any of the other characters rolled a 1, but it didn’t happen.*
One thing Highland’s does not solve is that there’s still no use for gold– once you have 4-5 you’ll never find anything to spend it on unless you are really down on your luck with losing lives. Having a stack of 15-20 is ridiculous but happens quite often.
As for the new characters–we had almost all of them out during our first play. The Valkyrie isn’t all that great (as well as being weaker than the 2nd edition version), and the Highlander himself is laughable, but the Alchemist, Sprite and Vampiress are powerhouses to be sure. We didn’t get out the Rogue (who’s 4th edition incarnation now has boobs!). The sizes of the miniatures seem even SMALLER than the Dungeon expansion– though these were fairly cool sculpts if you can look past that they are less than 25mm and made of some shitty soft un-paintable plastic. As Talisman is a Games Workshop game at it’s core, it’s sad to see them not putting out a set of miniatures– even if they were cast offs from their other lines.
*Our first Highland game was played with our dear friend John, who Talisman, the entire staff at Fantasy Flight and Games Workshop, as well as the gods of luck at Talisman all hate with a passion that is astonishing to watch– he had 3 characters killed during the game and quite remorselessly at that.
Rumors of Rackham’s demise are yet again being proved a gross exaggeration. City of Thieves looks like it picks up where Caldwallon left off, but as board game. Even if it’s quite bad like Rackham’s last card game, will still be awesome for the miniatures. Looks like some sort of multiplayer war game ala Necromunda but with more of a board game structure. We’ll see where the bear shits in the buckwheat with this one after it’s released at GENCON.
Saturday was spent sitting at various tables in a giant room with a giant stone fireplace placing pieces of plastic, wood and cardboard on top of other, usually larger, pieces of cardboard. This was Gaming Hoopla. As a pure gaming convention, I would rate it a definite 1 on the binary scale. No mucking around with lines to see celebrities, no big announcements, no wasting time at vendors digging through boxes of old mouldy stuff looking for deals (there was only one selling about 50 games at most): it was all about sitting down and playing games. People were exceedingly friendly and would either just ask you to play a game or, as you were sitting down to play something, would ask to get in on the action. My only complaint was that the room (though big) smelled of MEAT the entire time and giant wafts of MEAT-AIR would blast into the gaming area from the kitchen.
Games I got in on:
Agricola
Rush N Crush
Dungeon Quest
Arcanum
El Grande
My favorite was probably Rush N Crush. It just really captured the feel and intensity of a race with guns (and I won by wrecking my buddy’s car right at the finish line). Though it may not be a play all the time game, I think I may pick it up. All in all, a great little CON in the town where it all started and a good time.