Showing posts with label Boardgame Geek. Show all posts
Showing posts with label Boardgame Geek. Show all posts

Friday, 5 June 2026

Supercharge Me - Again, But Wait Have I Not Told Everyone About This Game Yet?

This is a game that just keeps giving and I am dying to get my hands on my own personal copy. To my shame I may have posted on other social media but not yet blogged about it (which is very, very strange as I thought, with almost complete certainty, that I already had raved about it here).

Board Game Geek: 
https://boardgamegeek.com/boardgame/312630/supercharged

Dietz Foundation (Shop):

To put it in context, I am no petrol head but this is a racing game I actually enjoy playing. Set in the 1920's to 1930's where motorsports seemed to be the preserve of the richly insane, it has a certain crazy international charm (Siamese Princes for example) and warmth that allows it to be a good family/mates game (despite the natural urge for your team to be winning). It is also a spectator sport if/when you get knocked or rather spun out. It lacks the cruel cheesiness of rules from other racing games and here purely finishing a race is in itself is something of an achievement. Historically one race was called a draw because nobody finished! Two circuits of the track constitutes the race which sounds achievable, but isn't for most cars (see below, a self assembly track, playing deck and card stock period motor cars playing pieces):

The Race: 

A very busy start (see below, the compressed field on the first two corners means that "spin-offs" are inevitable): 


The advantage of pole position is that you can get clear of the field and end up in an individual one-on-one speed battle (see below, a local bespoke addition to the standard counter is adding orange trim to the car counters side. This indicates the car has moved for this turn, more obvious than the subtle flip-flop position of the driver and helps game play. As the game is played, it is phased, with white trim car to move first one turn and then the orange trim cars to move the next turn. This avoids a needless car flipping reset at the start of each phase - which we first started to do, then wondered why we were doing it! Motto: Keep it simple!):  


You have a huge problem if you get stuck behind cars still yet to move, if you cannot make your minimum move or three spaces (IIRC) you spin (see below, if the orange trim cars have to go next .. they will have a big problem):


The corners of the track can be carnage (see below, note the colours represent national teams, in two tiers, first rate nations [which have slightly better cars and can .. potentially .. go faster] and the second tier enthusiasts .. which are mainly "bot run". This makes them less aggressive, speed bumps following the racing line, that need to be passed): 


By the time we come to the second lap the car drop-out is over 50% (see below, the field is certainly now getting spaced):   


What I love about the mechanics is the very clever event deck (no scrambling around for dice lost underneath the table) that drives a very fast paced game (see below, the crowds cheered and went wild as the "sixth car" out a starting field of twenty actually managed to finish):


Taken from the Board Game Geek website (see photograph below), it shows a little of the back story of Supercharged's development. It started off life as a UK wargames convention participation game, touring the country with its inventors/designers Mike Clifford and Mike Siggins (of Wargamers Notebook fame in the old school Wargames Illustrated and Miniature Wargames magazines). The 1/72 kit looked absolutely epic (see below, now that looks like trouble ahead at the first bend. Also note teh beer refreshment on the side - always sign of a good game set-up): 


The game comes down to head-to-head contests of tailgating cars trying to survive the tangle of the bends (classic pile up territory) but tensely waiting for the chance on the straights to push on with a devastating turn of speed (see the picture below, is that not the pure atmospheric bliss of the period coming through and touching your inner child! Try not making car noises!):  


I consider the above game set=up as a "stretch goal" but one well worthy of pursuing!

PS: I think the design is great ub capturing the gentlemanly feel of the period, as there was a lot of respect between the racing enthusiasts (they helped each other out a lot in contrast to teh commercialised competition of today's Formula One racing). The designers skillfully avoided the danger of teh game becoming a Mad Max Rally - which of course is Car Wars/Gaslands!

Monday, 17 November 2025

All (Ancient) Greek to me! Mortal Gods - My Reboot

I purchased Mortal Gods a while back in pre-Covid days with noble intentions of painting up a warband or two of Ancient Greeks but alas it languished on the plastic pile of shame for years. No more. Their time has come (see link below for more details):


I have the basic boxed game set and have assembled the basic miniature (Victrix) that came with it, which is a start. Sadly (as of time of writing) the Athenian and Spartan "special" boxes are now hard (nay impossible) to come by, bar purchasing individual separate components by Footsore Miniatures, so it look as if I am "bog standard" Greeks - which is fine by me (see below, the starting point of Mortal Gods): 


Dusting off the Mortal Gods box from the loft, I chose into two opposing sides to paint up (see below, two Lochos and their respective warbands, I am calling one Athens and one Spartan [as per the figures look and feel] despite not having the "special" faction attribute cards): 


Given I was in the 28mm Greek "make it mode", I decided to also assemble the Warlord Games 28mm hoplite miniatures I acquired from a "CoW Bring and Buy" sale [although I mostly do the buying]. They fit in well alongside Victrix (see below, I hope to give Mortal Gods a run out at CoW 2026); 


The figures are PVA-sand based and "washed" brown (see below, they are now also in their Mortal Gods movement trays which are a nice touch to the game system): 


Starting with the light psilio slingers it is time to paint them in the Greek fashion (see below, I deliberately chose the "light forces" to get my eye in, I am also resisting the opportunity to use contrast paints but rather I am using Vallejo Game Colour with MiG Ultra Matt varnish to dull everything down): 


The slingers are coming along nicely (see below, in Mortal Gods a group of three figures together on a base are referred to as "companions" - not to be confused with "The Companions" of Alexander The Great): 


Light troops are based on circular bases (see below, they move together as one block in the rules, which cuts down nicely on the level of "fiddle" moving figures about, all told there are approximately 12 [small game] to 25 [medium-largish] figures per side in a typical Mortal Gods game): 


An unusual figure in "Greek" sides in Mortal Gods (yes there are rules for Persians), is the archer, although Athens has its special "Archer Marines" that can come ashore from triremes (see below, this chap is from Victrix): 


The lights for "one side" are done (see below, all possible types - one companion base of each comprising of (3) slingers, (3) javelinmen and the more useful (3) peltasts, but the the archer is a generally just a singleton [as there were just not that many archers in a typical warband], it does not attract the eros passion from the ladies):  


Time to move onto the hoplites, the sexy side of the warband (see below, the first companion base of hoplites is in the centre of the pack on a triangular base, but more on that later): 


A close up of some javelinmen (see below, a rather bedraggled and opportunistic set of characters who are best at throwing pointy things at and then running away [fast] from dangerous things or sneaking up on flanks or from behind): 


A closer "close-up" (see below, I took my time and really enjoyed doing these javelin man, but because there were no really hard or difficult areas to paint they were done fairly fast): 


Meanwhile, the hoplites were up next and the magic number of hoplites is nine (see below, three bases of hoplite companions can "join together" to form a "phalanx"- which is classed as a combat gift/skill, allowing the troops to absorb more punishment and perform more actions because of the trained cohesion of the troops - but the phalanx can only go straight forward or pivot [powerful but awkward to handle]): 


The basic painting is done, but I returned and experimented with the Little Big Man Studio shield decals (see below, I was really impressed with the results - once I got the hang of putting them on [I did use Micro Sol and Micro Set] and repainted over bits to blend it in to the figure):  


Finally these Greeks are getting dressed and ready for battle, let's do those hoplite shields next!

Saturday, 27 September 2025

Snit's Revenge

I had never heard of this game before, published under Steve Jackson Games,  a "trippy" classic from Tom Wham (circa 1977). Amazing the amount of stuff you are still to discover

https://boardgamegeek.com/boardgame/710/snits-revenge

Despite its age, I am really glad I played it. A treasure from a friend's attic so to speak, I found it great fun (see below, the game board is the anatomy of the terribe Snits predator. the Bolotomus, the idea being you steal the Bolotomus' spark of life [killing it] and escape as a Snit hero into legend): 


The game starts with British typical toilet humour. Gaining entry into the Bolotomos it either through the nose (which is a risky 50:50 "do-or-die" strategy, losers being decapitated, you need a very fast Snit to succeed) or try the "toilet parts" a safer entrance bar the fact you meet anti-bodies pretty quickly - yeah, kids [or adults who are big kids] love this game! Once inside the Bolotomus, red anti-bodies try to kill you as you try to "take out" the Bolotomus' organs one be one, as you are looking for the "spark of life". Lots of antibodies get generated and lots of Snits die but a "lucky" one can/will find the "spark" - instantly killing the Bolotomus (see below, an end game gambit of a successful Snit exiting a dying Bolotomus via the gut):   


There were two teams of Snits (the Green Clan (me) and the Pink Clan [Renko]) and one Bolotomus defender (aka the gamesmaster). At the start there is a brief semblance of teamwork as the Snits scatter to all four corners of the Bolotomus in search of the "spark of life" - fighting anti-bodies (sometimes together) along the way. Once the Bolotomus is dead though, then it is Snit-eat-Snit. Both Clans wanting to be the one with "the spark" and hailed winner (see below, a close up of the winning Snit [a Pink Snit who had killed the Green Snit carrying "the spark" - sniff, yes it was me] looking for the exit [OK let's call it what it is - the anus]): 


A fun game with great replay value. Not chess but cerebral in parts. Best played with alcohol to aid the narrative!

Thursday, 11 September 2025

Tunnel Rats - Purple Haze, Stand Alone Game

I was so glad that I snapped up the Purple Haze Vietnam boardgame (I got it from Zatu Games as I was too late for the Kickstarter) as it appears to be now sold out everywhere. There is a queue of people waiting around the block for the second print run to come in. On hearing this, on impulse I looked around for the four extensions, but the only one I found still available was "Tunnel Rats". This a more stand alone game based around the US efforts against the likes of The Tunnels of Chu Chi. It appealed (see below, it is as "good" as it "looks"): 


On a "whim" (shiny thing) I got it and I am so glad I did. Atmospheric Vietnam, excellent, but with the format of a Dungeon Hack in cooperative play. Three "rats" explore the complex and for once there is not the overwhelming potential of US firepower to get you out of jail, but rather both sides are armed with knife and pistol - but even using the latter pistol is very dangerous underground (see below, the byzantine tunnel complex unfolds as the "rats" explore): 


Please see: https://boardgamegeek.com/boardgame/431208/purple-haze-tunnel-rats for more game mechanism details.

I my eyes the game is designed to play on your nerves, as in jangle them, it builds up tension. It is not so much the dangers of combat but rather the thought of ending your days entombed under the Vietnam soil because "you never got out" in time. You play against a diminishing deck that represents your mental stamina, being a "Though bastard" (TB). The TB cards are spent as you progress down and backout of the complex. Complete your mission before the claustrophobic horror gets you! Clever mechanisms abound.

Highly recommended. There are three missions in teh game, but you will play each numerous times before they "dry out" and there is much scope to design your own or run as the DM with "rat" friends searching the complex. 


Friday, 16 May 2025

Der Tag (Minden Games) : The Holy Grail of WWI North Sea HSF v GF Wargaming is found!

For the better part of thirty years I have been searching and experimenting with various rule systems that allow me to play WWI naval games, specifically North Sea actions between the Royal Navy (RN) Grand Fleet and the Imperial German Navy's High Seas Fleet (HSF). This encompassed and included a vast fleet of 1/3000 Navwar ships (the Jutland Battle Pack and much. much more [ahem]) for use with General Quarters (I and II). I have acquired a shelf load of books and various boards games (Avalanche Press - The Great War at Sea Vol II - The North Sea and the Baltic and SPI Dreadnought to name two). There is the History of Wargames project's reprint of Fletcher Pratt's rules, a copy of "Si Vis Pakem" (Prof David Manley's WWI rules), an old copy of A&A's Sea Wars [1894-1945] and teh Jutland scenario booklet, XTR's Command Magazine Jutland zip-lock game and many other things I bet I have forgotten about, but all of which make me think "Jutland". The wilderness years are now over as Minden Games "Der Tag" officially does it for me (see below, a simple and brilliant game, designed originally as a solitaire game, but it was cleverly expanded by a ingenious friend to a multi-player system which we played over Zoom for myself (as Admiral Scheer) and some friends as the various RN "fleets" [most of the Grand Fleet at Scapa, some Grand Fleet elements at Cromarty Firth, at Rosyth the BCF and the "Wobbly Eight" of the Dover Patrol]):   


It is a high level operational game, German action cards initiating missions but there is a huge emotional buy-in during combat, from a simple but effective combat system that "gets it right". It is set in the 1916 Jutland year and plays for four turns of nerve racking play. We ran the game twice on consecutive days, each game lasting just over an hour of playing time. It was also a great conversational piece and highly entertaining to play as everyone got into teh mood. I can only say "I highly recommend it to you" if you are of a similar disposition as myself to WWI naval warfare. I just wish I had found it sooner! Please also see Board Game Geek's review (and if you get it, enjoy the solitaire version, but do think about translating it to a multi player version to spread the joy): 
Footnote: My WWI naval addiction. I must also give a shout out to Paul Hague's two books of naval wargame rules. The first I discovered as a teenager in the Public Library and I ended up making 1:3000(ish) WWI ships out of bits of balsa wood (looking back I am amazed at the fortitude and ambition of that young man, I think I got the BCF, 5th BS and 1st SG of the HSF). The second book was purchased some twenty years later and was a welcome reunion to somebody returning to his hobby's "second life" in his late twenties. 

Board Game Geek Comments: 

Tuesday, 29 April 2025

Phil Sabin's Combined Arms Game - Boardgame Geek AAR Run Through



https://boardgamegeek.com/thread/3325686/combined-arms-on-a-big-table

This game is a development, or next thoughts from his Fire and Movement game in his Simulating War Book. The rules are FREE and available through the link above. Shame on me I have yet to play this.

Wednesday, 20 September 2023

Avalon Hill Games - Raid on St Nazaire Solo Games

I managed to get my hands on this classic little number from Avalon Hill, The Raid on St Nazaire, which will become part of an ongoing WWII Commando project (see below, an evocative piece of cover art - not sure if I agree with the spanking "blanko" webbing though!):  


Review from Board Game Geek: 
Helpful Tutorials: 
Time to push some counters around!

Thursday, 3 August 2023

Learning Project: The Last Hundred Yards Boardgame - GMT

The Last Hundred Yards (LHY) - WWII Tactical Wargame Rules.

This (LHY) is my 2023 "Board Game" summer project. I missed the first printing of LHY back in 2019 but I immediately seemed to hear so many good things about it I just had to put my name down on the GMT's P500 queue and wait in stoic silence (as the world seemed to come to a grinding Covid halt). I sat "queue watching" as it slowly ticked up to the GMT P500 reprint threshold leader board (literally waiting through the Pandemic years) and as the then post-pandemic logistical shipping and manufacturing nightmare cleared, saw it finally drop into my lap earlier this year. I also noted that the Airborne Over Europe, LHY Volume II "completed" the system so I bought into LHY system "big time" (as in, when available and at a relatively sensible price - don't hesitate buy or regret at your leisure). I this have all the core rules required. My hope is that it is the Squad Leader (SL) [golden game of my youth] replacement that Advanced Squad Leader (ASL) never was to me. My big hopes rest on its tiny shoulders!

It is highly rated by Board Game Geek: https://boardgamegeek.com/boardgame/202721/last-hundred-yards 

Learning all teh new tricks from the youth of today I totally buy into the video jump start, tips and tricks from YouTube (as listed below): 


GMT Games LHY Links:
Useful Videos: 

Harsh Rules Channel (LHY):
Solo Board Gaming (AOE)

Wednesday, 2 August 2023

Phil Sabin's - Air Games (Update)

It is good to hear that Prof Phil Sabin, from Connections UK, Lost Battles and Simulating War fame, is having a busy and creative retirement. More games and variants flowing from his pen, particularly in the field of air warfare (see below, pictures and links):




https://boardgamegeek.com/thread/3122176/three-new-air-games

More information at at Bob Cordery's Blog: 

Videos: 


Tuesday, 13 June 2023

Could (the old) PanzerBlitz actually be the ONE?

One from the dusty alcoves of the loft. Avalon Hill's PanzerBlitz is "as old as the hills" (my edition says published in 1970, so that at time of writing this post PanzerBlitz is 53 years old - but it still plays as a complete coherent system. PanzerBlitz stands as a potent influencer on many of the newer board games in the 2000+ era (even if it is as a marmite love-hate relationship, to stimulate a different approach than PanzerBlitz). PanzerBlitz can be seen as answering the same tactical questions still asked by newer games, even crossing into the post 1945 to the modern era. Consciously or unconsciously it has a palpable [direct or lingering trace effect] on modern game mechanisms. PanzerBlitz still has a basic intrinsic value and there is good merit in playing it. PanzerBlitz a recreational game, but one that bears more than a passing reference to tactical WWII scenarios that gives historical results. So could the "old one", be "the one"? I have a wargaming friend who would like to test this thesis out with me (see below, the iconic logo of a platoon of JagdPanthers, not good news if you are in a T-34): 


For a guide to play PanzerBlitz, take a look at the following informative videos from Legendary Tactics.

I am working my way through them.

Footnote(1): Board Game Geek reverence - https://boardgamegeek.com/boardgame/2238/panzerblitz

Footnote(2): Extension Counter Site - http://gregpanzerblitz.com/19401943_north_africa.htm

Footnote(3): Pico Armour - PanzerBlitz 3D - https://picoarmor.com/

Footnote(4): Fixing PanzerBlitz: - https://boardgamegeek.com/thread/1167422/fixing-panzerblitz

Sunday, 22 January 2023

Power Grid Game - Euro Game

It just goes to show that you make a game out of anything, including the US Power Industry which must make it kind of the ultimate resource management game. No panzer tank but plenty of cut-throat competition (see below, the USA with the "potential" power infrastructure shown, each player starting up their budding empire with a "state-sized" company in search of lucrative markets):



Coal, oil and nuclear are the opening options with more greener variants emerging later in the day (see below, energy wattage of power consumes resources, some non-renewable which creates a conflict sensible resource management versus profits - a dirty, cut-throat bidding war can easily emerge):  


One interesting feature is a fixed hand of assets (three power plants) which can be upgraded but you have to decommission one to bring a new one on and you can get locked into markets which will ultimately run out of natural feeder resources (see below, the expansion phase is about to leap into action, routes to population centres and careful financial planning required as you easily go boom and bust): 


A trial run of the game was attempted in Covid, now post Covid real world energy struggles are all in the news, albeit in the national actor arena. Maybe time for another run!