Gamehole con and Game of Thrones: Iron Throne

Gamehole con in Madison is growing.  Though a local Wisconsin con, it’s very professionally run an organized, with good swag and lots and lots of gaming.  This year was definitely bigger than last year.  It seemed a little crowded last year, but it was actually crowded this year.    We were there on Friday and Saturday for most of the day.   We got in a meh 5E game (it was for new players, so we probably should not have signed up) and a game of the new Game of Thrones: Iron Throne FF game on Friday.  Saturday was all Tom Wham, with 2 games of Felician Finance and a 5-player game of Feudality (with my 6 year old kid).  I got some food poisoning on Friday night, so felt like shit for part of it.  The food trucks at the con were great (I don’t think my food poisoning was from them).

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Game of Thrones: Iron Throne

Matt picked this up the day it came out in stores.  Iron Throne differs from FF’s CCG and strategy board game takes on the game in that it uses a modified version of Cosmic Encounter to resolve the conflict in Westeros.  It’s not heavily modified, so Cosmic Encounter players will have little problems picking it up.  People that have never played CE before may have a bit of a brain shift as there is no map to fight over and the win conditions are different from many of the other GoT games.

How does it play?  We got in a single game on Friday and I can speak to the changes from CE but not too much on how a big 5 player knock-down drag out game will be as we only had 3 players.  First, your planets in Iron Throne are your characters and they can get killed.  Second, you have a faction and a leader of that faction chosen from your characters. Depending on the leader, your faction will have a different uber power.

Unlike CE, your goal is not to put your influence on characters (planets) but spread all 5 of your influence to other player’s faction boards.  While this is similar to CE, it’s worth noting that, as far as I can tell, there is no way to remove influence once it’s placed.

Characters each have 4 power on them to start (like CE ships). This can go down and up, but unlike CE, if the power on a character ever goes to zero, that character is out of the game.  They can no longer attack or participate and their character cards in your deck only count as a zero attack card.  Power flows back and forth from the faction’s leader to the character based on what’s happening in the game.  Factions usually have 24 power between the leader and characters, but this can change.

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The Flares from Cosmic are now included in a faction specific deck that each player has.  The faction deck has your attack and negotiate (called Truce) cards like CE, but has a set of what are essentially Flare cards that are tied to each character in your faction.  Each attack of defense must involve one of your characters, and in each encounter, you can play that character’s ‘flare’ card, or that of your leader, to effect the outcome.  The powers on the cards are pretty wild.  My favorite during the game (as Baratheon) was the Onion Knight who allowed me to change my played card for any attack card in my hand instead.

Other than picking your faction, you have to choose one of that faction’s characters as your leader.  That character cannot die, and his or her ‘flare’ cards are always playable.  The rest of  your leaders can be killed during the game.

Challenges work similar to CE with some subtle differences.  Offensive and Defensive allies can choose to join either side with one of their characters, and the helped player can decline the help (rather than the other way around in CE).  Attack cards and Negotiate cards are in the game, but no other types (no Kickers for example).  The number range caps out at 20, and doesn’t hit the higher numbers like 30 and 40 that CE does.   This means that what you bring in terms of character power is a lot more important at times than the cards played.

Truces and Negotiation work a bit differently in Iron Throne as well.  If your opponent plays an attack card and you tried a Truce, you lose but you get to take  a hostage from all the players on the winning side.

Hostages are cards taken from another players hand or their deck.  Sometimes you will get trash, but other times you will grab a character card or one of the high attack cards.   In our game, Dan was sitting on Matt’s 20 attack card the whole game.   Hostages can be traded as part of a deal or any type of discussion.  Hostage character cards give leverage over characters, as they can be used to do 4 damage to that character, which in most cases will take that character out of the game.  This is good to do to the clear leader, but in Iron Throne, as in CE, your enemy today will be your friend tomorrow, so ham-stringing a potential ally later in the game may not be the best idea.

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There are also mechanics to reduce a factions overall power by cutting down the crowns that they have in their pool, either on their leader or on their characters.  This is a bit like removing ships from a game of CE, except it has the added effect of making characters more vulnerable to being killed.

The main factions are all represented in the game, and there is a good sense of asymmetry with the leaders and the different flare cards that characters have.  This is not as variable as CE, but I think that’s just fine.  The factions are internally diverse, with 5 potential leaders within each faction (so about 25 ‘aliens’ included in the game).   No, it’s not a new DUNE, but Iron Throne is a keeper.

Felithian Finance

We got in on one of Tom Wham’s game sessions during the con and played Felithian Finance.  Great game, should be officially published!  It’s essentially a stock market game which seems super boring to even imagine, but it’s not.  It reminds me of a goofy version of Sid Sackson’s Acquire with a lot more randomness and fun.  Where Tigris took Acquire’s concept to mechanical perfection, Felitihan takes the abstract concept of ‘companies on a grid’ and turns it into something definitely Wham-esque.

The basic play is buying stock (secret or open) and then starting or increasing the size of companies on a board.  Dice are rolled and if the number comes up on top of a company, it starts paying dividends.  Players get the stock price (which they control to some extent) and dividends (which they don’t control) at the end of the game.   The game has a lot of interesting choices and is very quick for the depth– only about 45 minutes each game we played.

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Kickstarters of note- Dungeon Degenerates

I’m not going to be backing as many kickstarters going forward, but this is one I had to go for.

Dungeon Degenerates.  I’m not too sure about the actual game play, but I couldn’t say no to that art.  Very Ally Morrison-esque from the golden days of Games Workshop.

Still 12 days to go on this one!  Note the SLAYER references…

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Blood Bowl stuff!

Here we are, 13? 14 years since the last officially published version of Blood Bowl and finally a new edition is nearing release.

Stuff from the unboxing:

Watch that. Templates are plastic for scatter. Comes with 12 players per team, so you’ll need another sprue for an entire team of 16. The minis can be put together without plastic glue. The bases are BIGGER than we are used to but they have pegs for the balls! The pitch is pretty much awesome and double sided. That’s the main thing people have had to make from scratch if they couldn’t find an old version. Looks beautiful.

Odd and cool stuff:

Comes with a D16 dice for generating players getting hit with stuff, so no more chits!

Biggest thing is the RETURN of the special play cards. I loved these from the original game though they did cause problems in tournament play (serious tournament play that is). The design of these is critical.

All in all:
Fucking awesome.

More types of bad rolls to laugh at players for

Mild finger pointing.
Mild finger pointing.

To hit rolls, spell casting failures, botched sneak rolls, now we have recovery rolls to jeer and laugh at other players when they fail, especially since in some situations PC’s make a huge effort to supply healing potions, roll skills to stabilize fallen compatriots and then, they roll their recovery like this!

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Thank you, 13th Age.

Comic stuff 2016!

Sheet. I haven’t posted in a long time here. Work has been kick me up inside the backside and I pretty much come home, do stuff I have to do and then veg out in Fallout 4 then it’s up early and back to the grind.

First, I found on drive thru a  FREE updated version of FASERIP.  This is that old yellow box Marvel game TSR put out that we tried to play instead of Champions or TMNT for once… and at 12 years old or so, failed utterly.  I owe it to myself to try it some time as I tossed the yellow box and contents into the garbage about 10 years ago.

I’ve read some comics recently, some good, some bad, some in the middle. Needless to say, the superhero genre is only loosely represented in what I like to read.

Legacy of Luther Strode

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This was an interesting series, 6 issues, and the very end of the Luther Strode series (really?).  Tradd Moore’s art is unique and very clean. The first few issues were excellent, though light, fare.  However, near the end and especially the last issue, It was a bit of a let down, just not dense and at the end of the last issue, I was like: why did I pick this up?  I felt like I missed everything and had no idea what the characters were talking about when they were talking and not throwing down.  However, many of the fight scenes in these are fantastic.  Maybe you had to know all the characters first?  Looking forward to more Tradd Moore stuff though after this taste.

 

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LOW

I liked this book a lot, until the mutant mice appeared and then… I just kept plodding along with issues. I’m hoping it concludes.  It had moments of absolute brilliance early on. Tocchini is amazing.  Read about the first 12 issues.  Then stop.

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HEAD LOPPER

Adventure Time style art and Ultra violent viking shit.  What’s not to love?  It’s a lighter book (what did you expect?) but quality through and through.

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BPRD

This series has been going strong for awhile now.  I picked up some of the older trades in a used bookstore a few weeks back and was very impressed.  BRPD is an offshoot of HELLBOY: this series is the fish guy, the fire girl and some others who are paranormal investigators and destroyers.  It’s a bit like THE OTHERS board game or Xmen vs Cthulhu, and of course, could be compared to League of Extraordinary Gentlemen with a lot less tracking of allusions! Recommended.

The FUTURE

Looks like fans of Moebius and Numenera/The Strange has another friend in Rick Remender with his upcoming comic: SEVEN TO ETERNITY. First issue looks like it’s out now.

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Fantasy Flight and GW – there goes Talisman

Fantasy Flight and GW are no longer working together.  The announcement is here.  

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Basically the only thing I really care about is that Talisman will go out of print again. I will have to care for my stuff instead of abusing it as this level of support for Talisman we probably will NEVER SEE AGAIN. I just picked up the Harbinger Expansion to make sure I had everything (except Dragons) that was out for 4th Edition.

Other stuff that was good from FF: Chaos in the Old World,  Dungeonquest (updated version, not the first FF version) and Chaos Marauders.   Dracula was cool, but not my favorite game.  Other stuff, like the 40K and Fantasy CCG’s, the 40K Talisman version and Blood Bowl manager were all totally forgettable.

RPG wise, this is going to fucking sting for people that liked the 40K RPG.  Since it was closer to WFRP and had a TON of support from FF, I can see people weeping about this.  It wasn’t anything I was interested in, but I can see this as a loss.

FF not having the WFRP licence anymore is FUCKING GREAT as the 3rd edition of the game was an experiment gone wrong. Yes, it had some very very good adventures (witches song and the new version of the enemy within are notable examples); yes, it begot Edge of Empire which is a fine game attached to a boring ass license, but WFRP still is one of my favorite RPG settings and 3rd edition with all it’s pieces and chits and crap was just too much to deal with.  I’m fully aware that both 1st and 2nd edition’s rules are not great as well, but you can play it with the book, some paper and pencils and regular D&D dice….  GW: Give the WFRP license to DESIGN MECHANISM and be done with it.