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Showing posts with label Impressions. Show all posts
Showing posts with label Impressions. Show all posts

Thursday, 28 December 2017

Forbidden Lands Alpha PDF - First Impressions



The other day Fria Ligan, aka Free League Publishing, released the Swedish alpha PDF to backers of their upcoming retro fantasy game Forbidden Lands. Of course the English version should be available soon as well. Still as the game draws heavily from the art of Nils Gulliksson, who was the illustrator of Swedish rpgs in the eighties and nineties, as well as some general themes and vibes from those games it just feels right for me to read it in Swedish. Also, my thoughts and impressions of the alpha pdf might tide over non-Swedish speaking backers until the English PDF is out.

Full disclosure, I'm friends with a couple of the guys at Fria Ligan and I've heard about some of the development of Forbidden Lands, but this is the first time I've actually read anything from it. I'll strive to be as unbiased as possible. :)

The alpha weighs in at 186 pages and is comprised of most of the Rules/Player book with some parts from the Campaign/GM book added as well. I won't go through in detail simply what's in the book as that will be known to all in just a week or two, but rather what is different from earlier Fria Ligan games using the Mutant: Year Zero engine and what I think of the additions and changes.

But first, a few words on how it looks. This is an alpha so I'm sure many things will change. However, Gullikssons images are central to the game and since they're all in black and white the game had to be in black and white. I really don't see any other way of doing the art justice as having the rest of the book in colour would just make the images look off and colouring them now would be... an abomination! So what we have is a very old school looking book, which for me personally is just as evocative and inspiring than any of Fria Ligan's earlier, full colour books. In a way maybe even more so! On the other hand I've seen a couple of people react negatively at how "simple" the book looks. Of course, this is still an alpha, but I don't see the look changing too much now.

Anyone who has played Mutant or Coriolis will be instantly familiar with the rules and character creation, although there are a number of large and small differences in Forbidden lands. You choose your stock first, with all the regular fantasy races represented, but also wolf people and orcs. Then your profession, giving you access to certain skills and your second talent (the first came from your stock). When choosing your profession you also choose your point of Pride and your Dark Secret. The former can give you a bonus once per session while the latter is more meant as GM fodder. You also create relations to the other characters and receive your trappings, as in Mutant.

Speaking of trappings, one addition here that I really like is the concept of resource dice for
consumables like food, arrows and torches. They work by dice denomiation with a D12 being the most plentiful and a D4 the least. Whenever you use the item you roll the die and if it comes up a 1 or 2 it is downgraded to the next lower denomination - 12-10-8-6-4 - or simply running out if your rolled a 1 or 2 on a D4. I love these kinds of abstract resource management mechanics as they both make it easier to keep track of your stuff and, more importantly, bring fun and drama to the game! It's more fun to run out of something when you least expect it.

During character creation you also get to set your starting Reputation, higher the older you are. And it will be an important stat as you adventure through the lands. People might have heard of you or your group of adventurers and decide to help your hinder you, or simply seek you out for help with some crazy quest.

Skills are for the most part unchanged. What is new are Artefact dice which you can receive from really powerful objects. Skill rolls are always made with D6 in this system, but Artefact dice allow you to upgrade dice to higher denominations, but still count anything six or higher as a success, or even multiple successes! So a legendary sword would allow you a D12 with 12 counting as four successes. Neat!

Here is also where your Pride comes in. You can use it once per session in a situation where your Pride would matter, after pushing your roll you get to add a D12 to the roll. But if you still fail you have to erase your pride and choose a new one later. So if my Pride was "I can shoot the ring out of an elf's ear at 40 paces" I could use it when attacking with my bow. Personally I think this sounds like a fun little detail to add to your character but would much prefer something with more of a mechanical anchor, like an Aspect in FATE or a Belief in Burning Wheel. Hopefully it gets expanded upon before release. Again, this is an alpha. :)

Talents are basically analogous to your mutations in MYZ and you fuel them by using Power Points that you get when pushing yourself while rolling for skills. This is the core mechanic of this rules engine and it works beautifully from a systems perspective, although I can sometimes feel there's a disconnect when trying to explain how it works when trying to explain why the Halfling suddenly can't escape his enemies just because he didn't push himself hard enough when trying to climb a tree earlier. Mind you, this is a very, very minor quibble as it simply works so well in play. Power Points are also used by wizards to cast spells, which I have some thoughts about, but more on that below.

Generally Talents fit well with the stock or profession that gives them and are generally not as powerful as Mutations in MYZ, which would be more akin to magic in Forbidden Lands.

Combat and injuries are similar to earlier games in the series, although melee has been expanded on quite a bit. There are now different attacks like Swipe and Thrust as well as different ways of defending, like Parry and Avoid with different bonuses or penalties being given as a result of which weapon is being used with which attack and which defence is being used. Weapons also have a number of special charactersistics, like Edge or Point or Blunt that interact in combat in different ways. For example, it's easier to Avoid a Swipe and Parry a Thrust than the other way around.

Crits are handled slightly differently in that you get an automatic critical damage when your Strength goes to zero and you are broken. There are a number of very retro feeling (in a good way!) crit tables that you get to roll on to see what kind of injury you've sustained and how it will hamper you during healing.

There is also a secondary, advanced, combat mode where you use cards to battle it out with your opponent. Basically each of you play two cards (one per long/short action) face down on the table and then flip them over one at a time. The cards are fairly broad, so the Attack card allows you to either Swipe or Thrust and the Prepare card allows you three different actions. It's a little bit like a mix between regular combat and the "advanced rock-paper-scissors" of Tochbearer and Mouse Guard (which I like very much!). It seems interesting, although my first thought is that I would probably limit it to one-on-one melees. It's not as elegant as in Torchbearer but on the other hand also much less abstract. Really need to try it out to see how it actually feels in play.

Magic works similarly to Talents but spells are generally more powerfull. There are some general spells but most are school specific with four belonging to traditional magic and three being druidic magic. There are three levels of spells and you can actually cast magic from a higher level than you know, but at greater risk. You don't roll for casting spells like you do with Skills, you always pass, but you do need to roll to see how it goes and spells can potentially blow up and become more powerfull or miscast and have nasty side effects, sometimes both at the same time. The more Power Points you feed a spell with the larger the chance/risk of something unforeseen happening.

As I mentioned above I kind of wonder how well the Power Points will work when you use them for
wizardry as well. I thought maybe that Wizards would have some special Talent to allow them to generate Power Points without pushing their skills rolls, but this doesn't seem to be the case. I might just be overthinking it but my spontaneous reaction has me wondering if a wizard will have enough Power Points to cast spells enough to feel "fun". Especially considering you can't roll for and push your actual spellcasting. Well, this is one of those things that will shake out when actually playing the game. Generally I think the magic rules work well and can make for fun little surpises, but I also think there's room for both more personality to the magic (as it feels quite generic right now) as well as more fun ways to interact with magic. I have a feeling this will turn up in a proper magic expansion down the road though.

Travel gets its own section, which should come as no surprise seeing this game has its roots in hexcrawls of old! The system used here is somewhat similar to the one introduced in The One Ring mixed with what we've seen in Mutant: Year Zero - each person has a role during travel and need to roll to fullfill that role. It is a bit more detailed and less abstract (and no corruption roles, obviously) with each day being split into four time slots and characters choosing travel roles for each slot. So you could decided that everyone marches during the morning and day, then making camp and hunting during the evening and sleeping and keeping watch during the night. If you fail your roll there are of course consequences that you roll for on a chart, again similar to TOR.

I think more games should have rules for journeys so I'm very happy to see more of it here. At first glance like this, it seems to me like the journeys here will be more focused and more personal than in The One Ring where they can sometimes be boiled down to a long series of dice rolls. You can cover six hexes (60km) when riding normally, and potentially 120km if you really push yourselves and your animals through the night. That is quite far, about a fourth of the map. I really like this travel system and look forward to experiencing it in play!

The bestiary contains a selection of what we'll see in the finished game and you can find most of the standard fantasy critters here. Each monster has a chart with different kinds of attacks that the GM can choose from or roll for. I find stuff like this great both for world bulding and simply as a nice fallback for GMs. Having just a stat line can sometimes lead to the "well, it tries to bite you again" thing which can make combat boring. Having harpies that heckle the heroes, or rip at their eyes, or simply poop on them gives much more tone and drama to a scene instead of just having them "swipe with their claws", yet again. Good stuff!

Finally we have one of the three adventure sites from the Campaign book. It's called Vädersten (Weatherstone) in Swedish but that might be something else after translation of course. I won't spoil anything as I hope people get to play it and report back to Fria Ligan what they thought. But overall I think it's a nice introduction to the world, with many retro call backs, but also some more modern twists that you would normally not see in actual old games. There's a ruin, promises of richess and a rival adventuring group thrown into the mix. Hopefully I can try ut out myself, in which case I will of course report my thoughts.


That was actually a lot more detail than I had intended to write! I hope you found it worthwile. There are many OSR games out there and even more gams that simply try to capture that vibe, both in English and Swedish. I've read quite a few of them and played a couple, but besides Torchbearer none of them have really caught my full interest. And the thing with Torchbearer is that it is a very specific kind of experience that simply won't work for some players. Forbidden Lands has that dungeon crawling, murder hobo-ing feel to it, but with a much lighter system under the hood. The kind of system that anyone would enjoy.

I have a feeling it could easily become my go to no-prepp fantasy game whenever I want a less focused experience than say, Torchbearer or WFRP. And I mean less focused as in easier to get into and with room for almost anything.
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Monday, 27 November 2017

New Angeles - First Impressions

The city falls.
Yesterday I went to my first JIGG (Japan International Gaming Guild) board game meetup since 2010 and it turned out there were still a couple of familiar faces hanging around, and a bunch of new ones of course. It was good being back and playing games! I started out playing a couple of games of Roll for the Galaxy, a game I own but have only played twice, and it reminded me of how much fun and how quick to play it is. When everyone knows the rules it's 30 minutes, tops, and filled with fun decisions. I think I might like it better than Race, for general play like this.

After that I set up New Angeles with four other players. No one hade played it before so there was a bit of a rules explanation and the first round was a little slow, but we were soon up to a decent speed. What I was expecting, or hoping for, were the fun discussions and arguments from Battlestar Galactica, but with less cruft that is only tangentially connected to this core, and... that is pretty much what I got, with a twist.

It plays over six rounds with each round being 3-5 turns. A turn consists of a new Asset being revealed, the active player poposing an action (clean up the streets, or fixing the broken power lines, or setting up hospitals etc) which can then have a counteroffer proposed by another player. The players with no offers on the table votes for which to go through and then that is implemented and the turn passes to the next player. This structure is interjected by events that are bad for the city in different ways, and Demands that are requirements that the corps need to meet every two rounds, to not be penalized with added Threat.

And here's the first brilliant part, Threat is a measure of how close it is that the US government steps in to take control of the city, meaning everyone loose (it's very similar to Archipelago). It goes up through certain actions, or inactions but mainly by not meeting Demand and doing actions in districts with Illness tokens. To win the game you need to make sure Threat doesn't reach 25 AND make sure you have more capital than your immediate rival. At the start of the game you draw a card to see which other player is your rival and it doesn't matter if someone else has more capital than you, if you have more than your rival at the end of the game you are one of the winners. There's also likely a secret Federalist in the mix who actually want the Threat to rise as a government takeover would mean the Federalist wins! Having personal victory conditions like this is smart as you can never really discount anyone.

Jinteki, for all your clone and biotech needs!
The second brilliant thing is having the Demand take place over several rounds. Instead of drawing a Crisis card every turn, like in Battlestar Galactica, you have this looming threat that you need to take care of together. The idea of the Cylon player tanking a skill check in BSG was cool, but usually only happened once per game as it tended to expose her. With more time to work subtly it's a very different thing here, and things aren't usually as black and white, or cut and dried, as in BSG. This allows the Federalist (or anyone else) to work more subtly toward his goal.

Did I forget to mention Investments? Yes, I think I did. This is a third brilliant mechanic. There will be three checks for Demand in a game and at the same time you check to see how well your investment faired. You get one at the start of the game, and one after each Demand phase and generally they tell you to do something that has a negative impact on the city for a capital gain. And since you win by having capital they are important, however going for them could make you look like a Federalist to the other players. Add to this that each megacorporation has different ways of making extra Capital (Jinteki by removing illness, HB by moving bioroids etc) and you have a nice murky soup of city planning, corporate greed and high stakes backstabbing!

I like the orange minis, and I can see that they were going for some kind of holo Deus Ex-like thing. However, all of them in the same colour makes it tougher to read the board state at a glance. Might have to paint.
Just as with BSG the game highly rewards a little bit of light roleplay and theatrics. When you have the right group of people interpreting what's happening on the table through the lens of the Android setting the game really takes off! The game I played yesterday wasn't quite there, but everyone was very involved and there were quite a few deals being struck, even outside the codified offer-counteroffer mechanic.

You still have a bit of a board state to take care of, but instead of the Raiders and Vipers of BSG you have Human First, Orgcrime, strikes and outages that all have more of a menacing impact on the game. While these negative elements rarely have a direct impact on Threat they do make it much harder to run the city properly and meet demand. This  makes it important to clean up now and then and this is usually when corps can make a killing or the Federalist can sneak in some damage.

I've talked about Battlestar Galactica quite a bit, and although there are many similarites, the tone of the game is completely different. Or should be completely different. I think it's easy to fall into the kind of pure co-op mindset of BSG when you play it, when in fact you should simply embrace greed and play as dirty as you can possibly get away with! Since capital, assets and general favours are all up for trade you can propose all kinds of interesting deals. Especially when twisting the other players' arms! You could play nasty and vote down an important action only to take advantage of the following crisis later to score some capital. Or, as I did, slowly push for actions that raised Illness in the city and then reap the rewards as I went in and quarantined the affected districts for a lot of points!

The two main critiques of the game, that I've seen, are that it is boring and repetative and much too long. Both of which I think are perfectly valid! It is not a game for everyone. If you don't find the setting interesting and don't like negotiatons it is going to come off as boring, with "nothing much happening". It's going to be even worse if you play it as a pure co-op. And if you think it's boring it's going to feel even longer than it is, and it already quite long. Battlestar Galactica used to take us about five hours to play because of all the fiddly stuff combined with all the discussions. The game of New Angelese yesterday took us a little bit over three hours which included lots of rules explanation and no player who had played it before. Which I think is a pretty good improvement! Then again, as the trend toward shorter games seem to continue I can understand how many would feel three hours is too long.


However, for old BSG ethusiasts like me and my group this is a great game and I have a hard time seeing how New Angeles wouldn't replace it. That's not to say I would turn down a game of Battlestar Galactica, it just means that New Angeles would be the one I reach for first when I'm in the mood for some intrigue and backstabbing.

As soon as I got back home I pulled out the Worlds of Android book and started reading again. I really hope we'll see some more games in the Android setting soon...
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Sunday, 6 March 2016

MERCS: Recon - First Impressions

MERCS: Recon

It finally happened, a large box was delivered and it contained the two core MERCS: Recon boxes - Counter Threat, containing EU and CCC, and Assassination Protocol, containing KemVar and Keizai Waza. There are of course a lots of stuff still missing as MegaCon elected to send out the core games as soon as they were ready to get people playing. The second wave, containing everything else, is on its way from China as we speak and if the European distributor is not as slow delivering it as it was with the first wave and the MYTH 2.0 stuff (more than a month in their warehouse!!) then it should be with backers during April at least.

MERCS: Recon Assassination Protocol gameplay (KemVar)
This is how it starts, nice and quiet with just a couple of SecFor I and some scared workers cowering in the corner. It's deceivingly calm.
While I have yet to play a complete game with other actual humans I have played it a few times solo, something it is exceedingly suitable for. It's not that it simply works solo, but it is actually loads of fun solo! I played my first couple of games as KemVar and actually managed to win the very first one as my team went in, secured the objective through a breach and clear and proceeded to exit to a waiting hovercraft. The Shock Trooper bit the dust in the final to last turn (although I had forgotten all about the KemVar active camo) but I guess that's simply the price of success.

MERCS: Recon Assassination Protocol gameplay
Then you find yourself being chased down a corridor by EVERY GUY WITH A GUN!!
The second mission ended horribly in an ill planned B&C where I needed to destroy the objective. I could probably have done it if I had managed my resources better, by trying to interrogate more special workers and interacting with some of the useful non-objective items. Instead I went in way too early and got my butt kicked.

MERCS: Recon Assassination Protocol gameplay, B&C
Here's that catastrophic B&C I mentioned above. 
Game number three we actually had to abort early due to time constraints, but both Nicke and Jacob enjoyed it and would like to play a full game. Even though they both had a bad experience with MYTH and Jacob thinks it's basically the spawn of the devil (yes, he's obviously both mistaken and delusional, but there's a kernel of truth there as they tried playing MYTH 1.0 and I wasn't there to help with the rules). The game itself went quite well for us by the time we packed it in though.

MERCS: Recon Assassination Protocol gameplay
Burke's Law is very much in effect. When you have three guys covering a corner to nail that nasty SecFor IV don't be surprised if two mooks with shotguns just walks up behind you and unload all they've got! Should have had my heavy covering the other direciton.
In the fourth game I switched to Keizai Waza for another objective destruction mission. This game was more tense generally as the Waza simply aren't as sneaky as KemVar and not as good at handling civilians, so the security level kept moving up and I had uncontrolled workers running about. At one point I simply had to make a cold blooded decision and simply executed a bunch of civilians to free up my movement. The future is a bleak and horrible place. In the end the B&C was a failure as one point was missing to destroy the objective, but I decided to keep playing anyway since it would be my last game until I'm back in Sweden in May (currently in Japan by the way). The retreat to the extraction point was a really close affair with SecFor crashing in through the windows to get at my, at this point in time, rather battered MERCS. All of them did make it, but this was of course purely a tangent as I had actually already lost in the B&C.

So the game is lots of fun, make no mistake. It might perhaps become a bit samey if you play it often enough, even with all the built in modularity. But I'm not really worried about that as I have lots of expansions incoming which not only expands on the core game but adds another game on top of it, called Lockdown, where you switch side and try to pour your security forces at some invading MERCS! And even if these two core boxes were all I had it would be a great addition to the collection as I really don't have anything quite like it. You might compare it to Space Hulk or Level 7 or some other sci fi game with dudes on a board, but as far as I'm concerned the experience of trying to keep a low profile during a slowly growing tornado is unique enough to have it sit comfortably next to any of those games.

This is what my first office complex looked like. Different every time.
As for the quality of the physical game - I've read a lot of comments on the KS page and the MegaCon forums to know that there have been many issues with the printing of the tiles and MegaCon are taking measures to correct this. It seems like I've been one of the lucky ones as I really haven't had any trouble besides some small scuff marks, that I can live with. I am a little worried about how durable the tiles are and if they might split further down the line, as you can clearly see the different cardboard layers making up the tile, but so far so good. It's something to keep an eye on though.

I have also seen people complain about the minis and this I actually have a hard time understanding. Yes, they are not as good as "proper" wargame miniatures from the likes of GW or Corvus Belli but they certainly hold up if you compare them to many other wargame miniatures. If I recall correctly MegaCon said that the minis would be of MYTH quality or better and that is pretty much what we have - same quality level as MYTH. They look good put together and some paint will make them look even better. What I think might be a problem for many who buy this game in retail is the fact that the minis come unassembled and in need of some (quick) cleanup. For a modeler it's a breeze but pure boardgamers are in for a surprise as theres nothing on the back of the box saying it requires assembly! Slap on the fingers there for sure. Oh, and sorry for no pictures of the minis, I simply forgot to take any good ones before leaving so use your google powers!

The rulebook in the box is also in dire need of tightening up with many things poorly explained, explained wrongly or simply not explained at all. It's certainly not as bad as the first MYTH rulebook and the game is playable but will leave you with some questions. However, MegaCon Games have been on the ball with this issue and have answered questions on their forum and made tutorial videos. Just the other day they released an extensive updated FAQ and an improved rulebook in PDF form which takes care of all the questions I've run across so far. So my advice is simply to print the new rulebook and FAQ and you'll be all set.

Bottom line: this is a very neat game with lots of different ways approach the mission and lots of freedom on how you set it up. The minis and board look great and the gameplay usually goes from tense to straight out stressful! Oh, and it's bloody hard as well! You might have noticed that I lost two of my three completed games, and this is just how I like my co-ops - if you manage to win more then 50% of the time the game is probably too easy and simply not as fun. So far so good on MERCS: Recon.

Now I'm eagerly looking forward to all the extra stuff! Like new MERCS teams, special OpFor characters, new missions, Lockdown mode, zombies(!), drones and piles and piles of figures!

What I have to look forward to. Plus the MERCS 2.0 tabletop game and some other stuff!

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Friday, 24 October 2014

Preview of Adventures in Hyboria for Age of Conan!


Those who have followed Fire Broadside for some time might remember my review of Age of Conan a few years back (and new followers might as well, as it's a very popular article!). It is a game I quickly grew fond of but that never really seemed to take off in terms of general popularity in the gaming community. I speculated that it might have had to do with an unfortunate release date among other things, but it seems the main contributor was probably that Nexus went under and Roberto Di Meglio, Marco Maggi and Francesco Nepitello, the original designers of the game, kind of lost touch with it. There were rumours of an expansion that was designed and pretty much ready for production but since FFG didn't seem all that interested in it (Age of Conan often turned up in their sales) we all wondered if we would ever see it!

Now, on the game's five year anniversary (wooo!), Ares Games came with the very happy news of having bought the rights and the remaining stock of Age of Conan and would soon launch a small kickstarter for the expansion; Adventures in Hyboria. Of course, Ares is kind of Nexus resurrected and all of the original designers are involved. Happy days!

So let's get to the preview! Andrea from Ares contacted me after having read my original review and asked if I wanted to have a look at the beta files for the expansion and make a preview here on Fire Broadside. Thinking highly of the original and being curious about how Ares have intended to adjust the only thing that I found a little lacking in the game I naturally said yes. So what was lacking? Well, even though Age of Conan is very much a wargame taking place in the world of Conan and the legend himself is not the central focus, I still felt that his role could have been fleshed out a bit more. From a gameplay perspective it wasn't really needed, but with all the rich stories about the man I couldn't help but feel that his adventures could have been more thematic than they were.

Luckily for us Ares listened...

The main aim of Adventures in Hyboria is to expand the way Conan works from a thematic standpoint, however there are a couple of other additions that I would like to talk about first. Spies, Prisoners and Companions. So let's take a look at them all in order.

Spies

Each faction now get five spies to add to their arsenal of tricks. You get three at the start of the game and then one more at every Age Change phase. You place your spies at the beginning of your game and then again at each Age Change phase. You can't place them in friendly provinces, nor in a province where a Spy is already present. Once there they can provide the owner with an additional Contest Die if flipped from its ready side. So they're not overly strong, but I think they might help mitigating unlucky rolls, especially in the critical early game when one extra die can be the different between conquering a province or having your army decimated and lag behind the other players (like myself in our last game when I foolishly tried to pacify the Pictish Wilderness on my first turn!).

Each faction also receives five new Kingdom Cards that play off these Spies in different ways. For example, Stygian Spies can provide them with extra Strategy Cards while Hyperborea can use theirs for an extra Military Action. Although I don't think spies were needed specifically I do like what they bring to the game and I think they might help speed up things for those groups who want to get to grips with the each other earlier in the game. They are also Conan fodder as the barbarian is not overly fond of their deceitful ways. If Conan enters a province with a Spy the Conan player can try and kill it by rolling a number of Contest die equal to his current Mood (see below) and if a hit is rolled the Spy is removed and Conan gain experience.

Prisoners

While we already have the (awesomely named!) "Crom, coun the dead!" tokens in the base game
Adventures in Hyboria introduces the concept of prisoners of war. There are five Prisoner tokens for each faction and every time you eliminate an enemy Army, Emissary or Control token you get to take a Prisoner tokens corresponding to that faction. Prisoner tokens are then worth points at the end of the game, like Crom, count the dead!, but you can also use them during the Age Change phase to trade tokens with other players and if you manage to get some of your own colour they can be exchanged for Emissarys or Army units on a one for one basis.

Another addition that I think again will help speed up gameplay by giving players some extra "free" units. Not needed exactly, but nice nonetheless. Oh, and there are also a few new objective cards that involves Spies and Prisoners so they are fully integrated in the core mechanics of the game!

Companions

Now we start to get to the really juicy thematic additions to the game! With the expansion you add three extra Companion Adventure tokens to the pool and if you draw one you can immeditately trade it for a Gold or Sorcery token (yeah, right!) or you can discard it to draw from the deck of Conan Companions! There are nine in all (so it will take you a few games  before you've had them all in play) and they work like your other Play-on-the-table cards in that they give you some kind of perk that breaks the normal rules of the game. For example, Bélit can be used to place two Raider tokens in two coastal provinces and Balthus allows you to draw a new Adventure card for Conan. When used the Companion card is flipped but still provide a bonus of women, treasure or monsters at the end of the game.

I really like this addition as it brings more of Howard's tales into the game. Their game effects aren't super dramatic but they certainly can be useful and it's simply cool having all these familiar names around! Good stuff!


Now, let's take a peek at the meat and potatoes of Adventures in Hyboria:

The new Conan quest mechanic!

First off, Conan now has his own reference board where you track his experience and his moods. Experience is gained, not by reaching the destination of an Adventure card but by killing Spies and completing quests from the new Story cards I'll talk about below. Conan starts out as a Warrior, but by gaining experience grows to become a Mercenary and finally a General. Experience also has an impact on the value of women/treasure/monster tokens at the end of the game. It is no longer a flat +5/+2 but varies from +2/+0 to +6/+3. In addition to this, for anybody to crown Conan he also has to be at least half way on the experience track.

Each phase of Conans life (Warrior, Mercenary, General) provides a set of stats, Mood Wheel and a special die. The stats are Strength, Agility and Cunning and the Mood Wheel has numbers ranging from 0 to +3 and they are used when trying to complete a Story card. Each Conan die is unique and although most of the faces are beneficial, like additional hits, you can also roll Sorcery Banned (no use of Sorcery tokens for re-rolls) and Gold, which only only turns into a hit if you pay Conan one Gold. The respective Conan die now has to be rolled in all contests involving Conan which makes him potentially more powerful, but also slightly more dangerous to use.

Conan the Warrior?
Now, about the quests. As I mentioned mentioned above the slightly non-thematic, or at least bare bones, rules for Conan's questing in the base game has been overhauled. Even though Conan still plays largely the same role as before in the greater scheme of the game (marauding the lands causing havoc!) the actual quests and the character of Conan has been expanded quite a bit.

For starters there's a completely new Adventure deck. Mechanically it works the same as in the base game but thematically the deck is now more about Conan's general direction rather than a specific quest. Instead the quest part of the puzzle comes in the form of the new Story deck where each card represent an actual RE Howard story. So while the Adventure deck is drawn as normal the story cards are held in hand (one for each player) and can then be played by any non-Conan player after Conan has moved. Each card has the title of a Howard tale, some theme text and then the stat that Conan need to test to succeed and during which circumstance it can be played. Finally there's also a note of what Adventure token can be revealed (for the rest of the game) to allow you to re-roll a number of dice up to the value of the token.

Any non-Conan player can play a Story card after Conan has moved if he's then in province or area
specified by the card. When this happens Conan immediately receive the Experience points from the card (1-3) and get to try and complete the quest - if the Story card says Strenght then that is what Conan must use to do it. You roll a number of Contest dice equal to Conan's stat in question plus his current mood! You are allowed to advance the Mood wheel before rolling by paying one Gold per step, so basically pay Conan well and give him lots to drink and he'll be in a better mood and fight with more enthusiasm! You also roll the correct Conan die.

Three or more hits are considered a success and the rolling player get to take two Adventure tokens, keep one and exchange the other for Gold or Sorcery, as desired. A successful play of a Story card also triggers a round of bidding for Conan, which works as usual.

So to summarise with an example:
Anders is playing Turan and has control of Conan. At the start of his turn he moves him one step into Koth on his way to Stygia, as indicated on the Adventure card. Now Claes, who plays Hyperboria, gives a sly grin and plays the Story card "Queen of the Black Coast" that says "Play if Conan is inside or adjacent to Western Shem". "Conan joins Bélit, Queen of the Black Coast" he reads dramatically as he takes a look at the Conan reference sheet, and moves the Experience marker three steps. According to the Story card Claes has to roll using Conan's Cunning and since is still early years Conan has yet to leave his wild Warrior phase and his Cunning is a measly 1! He still has a lot to learn before he has the mind of a ruler of men. 
Fortunately the Mood wheel can help here and Claes pays one Gold to move it from +1 to +2 and ends up with a pool of three Contest dice and the Conan Warrior die. Rolling the dice Claes ends up with two hits from the Contest dice and the Gold face from the Conan die(!). Having spent his last Gold to advance the Mood wheel he mutters something nasty under his breath and he flips over one of his Women tokens, as mandated by the Story card, to re-roll two of his dice. This time Crom is with him and he scores the hits needed to succeed. "Take that, knave!" he exclaims triumphantly and reaches for the bag of Adventure tokens to claim his prize...

And that is Adventures in Hyboria in a nutshell! Except for the additional goodies that the Kickstarter is bringing in, some of which are exclusive and some of which will be in the retail box.

Initial Impressions

So what's my take on the whole thing? Well, with the Proto-Gamer demanding a lot of attention (she keeps reminding me that diapers don't change themselves!) I haven't had the time to actually print a mock-up and play a game, which I'm really looking forward to do when getting the chance! Still, I think I have a good enough grasp of the base game to have an inkling of how this expansion might impact the play experience, so here we go.

The base game is very tight and well balanced so I wasn't surprised to see that there aren't really any changes to the core mechanics, as none were needed. The addition of Spies, Prisoners and Companions are cool and flavourful and I think especially Spies will have an impact on how the game is played. Prisoners and their accompanying Objective cards are simply a cool little addition and then we get the Companions that start bringing in the theme big time!

The new Conan mechanics makes him a little bit into a collective rpg character that all(?) players like to see gain experience and go on fantastic adventures and strange journeys. I think going from a simple travel destination to a fully fledged experience system is very well done and while it really brings forth Conan as a living character I don't think it should impact play time negatively in any major way. It's integrated well enough to have you pretty much "roll on the fly".

The only thing I found a bit surprising was that you still bid on Conan using the little tokens from the base game! I would have loved to see the bidding mechanic integrated with the questing in some way, but at the same time I realize that it is very delicately balanced as it is and having a perfect marriage of theme and mechanics might be hard when it comes to this bit. Still, it was my pet peeve from the base game... what does those tokens represent in game? Perhaps I should ask Roberto. :)

All in all, I'm very happy that Age of Conan has been resurrected and with an expansion only a few months away! If you are happy with the mechanics of the core game and don't care all that much about the Conan theme (does these people exist?!) you could probably skip this expansion and wait for the big one, introducing a second map and two new factions. But if you care anything for the theme and want to see Conan's role in the game expanded, then there's simply no question of what to do - get over to the kickstarter page and kick it! And if you don't have the base game but think this sounds awesome (which it is!) there's a pledge level for you as well.

Oh, and although I've used a bunch of pics from Milnius Conan movie it's really not a good representation of the character. It's an excellent fantasy movie that seem to take place in during the Hyborian age, but it is not... Conan. Read the books for a much more interesting and nuanced character.

Now, I really need to get back to my Age of Conan painting project!


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Thursday, 21 August 2014

Star Wars Armada Impressions


Alright, so let's talk Star Wars Armada. A lot of people have been expecting FFG to release a capital ship focused starship combat game for some time and now it's finally here. Or announced at least. Seeing as X-Wing is fairly low complexity and is very much aimed at the casual gamer (as well as the hardcore!) I was a little weary that Armada might scale back on complexity as well, possibly loosing parts of what would make it interesting to me. However, after having read about it and watched Team Covenants demo game I have gone from cautiosly optimistic to fully rabid gundark! Ok, maybe not that far, but it has certainly availed most of my fears. Check out the video:


After the initial announcement I was surprised to see quite a bit of confusion and some angry rants over at BGG by X-Wing players who didn't understand the difference between the games and/or who thought FFG was just after a quick money grab. I guess having people not understanding the difference might be down to the fact that there are a lot more X-Wing players out there than people who play large scale starship combat games like Full Thrust or Firestorm: Armada. Still, I almost found it a little annoying that people expected a Star Trek Attack Wing when this was clearly something more ambitious. As you might have gathered the adherance to scale that FFG made such a bid deal about in X-Wing has gone out the window with all the ships being "relative scale". However, they still look right-ish so I don't really have much problem with it.


Box contents.


As some of you already know I'm a great fan of spaceship combat and even though I haven't played a fraction of all the games I want to play I'm always on the lookout for new stuff. You might remember my Wanted: More Spaceship Gaming article from a couple of years ago. That article is still relevant today as I have yet to find the "perfect" game. Of course, that will be very difficult as it depends on what I'm after at the moment; something rock hard like Attack Vector Tactical, or something much softer (and wetter!), like Firestorm: Armada. I'm mostly on the hard side of the fence these days but I know I will have trouble finding people to play those kinds of games with.

Now, while Armada is certainly not of the hard variety it still has enough interesting features to make me want to play it. Let's make a nice bullet point list to break it down:

  • Momentum. While not as detailed as in some other games we do have momentum to the ships and you will only be able to accelerate or decelerate by using a special order for it. Your momentum also decides how much turning you'll be able to do using the funky bendable stick. Simplified, sure but also very simple and quick!
  • Order planning. The larger the ship the longer you'll have to plan ahead. For the Victory SD in the core box you will make a stack of three orders of which you will use and then add one each turn, basically forcing you to plan three turns in advance all the time. The Nebulon B has to plan two turns in advance while the corvette can pick its order every turn. This is very cool! This basically combines written orders with ponderous command structure and/or ship design. Something I don't think I've seen before (although I'm sure it's out there).
  • Maneuvering. Fire arcs and range plays a big role and there doesn't seem to be a cookie cutter "always best" solution to every situation (like range band 2 in 1st edition of Firestorm: Armada). It all comes down to the ship firing and what it's firing at.
  • Fighters being interesting. I love how fighters and EXO armours are proper pieces in Lightning Strike and can be both upgraded and personalized as well as be a threat to almost anything on the table in the right circumstances. Armada seem to be doing something similar where fighters are more than simply tokens and you can have aces and properly screen your ships etc.
  • Customization. If X-Wing is anything to go by Armada will have a similar card system for putting your fleet together. I like how this system is very easy for the new player yet still rewarding for the veteran, trying to squeeze every bit of firepower out of his force!
  • Ease of use. While I'm not adverse to writing orders or having a datacard or tokens to keep track of FFG have become better and better at integrating this kind of stuff into their game hardware. In armada almost all the info tracking needed is done with various dials and tabs on the bases of the ships. Lovely!

All these things combined make for a game that I find highly interesting. Of course there are still a lot of things
that we don't know and I'm sure my thoughts on the game will change over time, but at the moment I'm pretty stoked! The Star Wars setting is probably the thing I care the least about, weirdly enough. I certainly don't dislike it but there are certainly other settings or concepts that I would find more interesting. Star Wars is also a bit limiting in that the number of factions are low as well as the number of different ships available. Still, it's perfectly servicable and I'm not complaining. I just find myself almost a little surprised that what I'm looking forward to with Star Wars Armada is the mechanics and not really the Star Wars bits. Hehe!

Image courtesy of Dice Tower News.
 The first wave will consist of the core box, which contains one Victory SD, one Nebulon B and one corvette plus a number of fighter stands, and separate releases of the same ships plus two more ships, similar to how X-Wing was released. The two additional ships will be the assault frigate mkII for the rebs and the Gladiator class SD for the imps. Both designs from the expanded universe, but I have no problem with this. While Star Wars fighters from the EU often look a little wonky and don't fit in all that well, the capital ship designs are usually a lot better and I quite like both of these. It seems like the frigate will be a larger ship for the rebs while the Gladiator will be about half the size of the Victory class. There will also be a pack of fighters for each faction and I'm happy to see that these will be a mix of different fighters including Y, A and B wings. Cool! You can see the frigate and some fighters below:

 Love the B-wings! Oh, and I REALLY hope the fighters are easily
detachable for painting. 
Image courtesy of Team Covenant.
Interceptors and TIE bombers for the imps, and the Gladiator SD looks pretty spiffy! Image courtesy of @twarnken.

So there you have it! I think Armada has a lot of potential and I'm eager to read more previews and hear more impressions from Gencon. While I really enjoy X-Wing I've always been more of a cap ship kind of person, and just imagine the kind of campaigns you could do by combining Armada, X-Wing and Imperial Assault! It would be teh awesome!! Haha! Well, that's all for now.

I'll be back later with Infinity news...


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Monday, 30 June 2014

Board Game Roundup

Cuba Libre.
Besides the roleplaying we're doing with M:0 we've been playing quite a bit of board games these past few months (not much mini gaming though) and I thought I'd share some thoughts and impressions on some of the new(ish) games that have found their way into my possession.


You might have seen some images of Star Trek: Fleet Captains in my Twitter or G+ feed but I don't think I've talked about it here. I got the base game and the Romulan expansion earlier this year when I heard the expansion had gone out of print. It's one of those games that I've wanted to get for a long time but have held off because of the price. I'm really glad I finally pulled the trigger though as the game is great fun! I'm not really much of a Trekie - I watched and enjoyed TNG in my youth but was far more into Star Wars. However in recent years I've come to appreciate the original series and how it tries to be something other than a mere sci-fi action series (the new movies really have made a 180 on that!). Anyway, what attracted me to Fleet Captains was the potential of having a space ship based game that had a good balance of detail and number of ships, that had both combat and exploration mechanics and that played quickly while still not being too light an affair. That it was a Star Trek game really didn't affect my decision one way or another.

Three player game with me as the Romulans.
I've played it a bunch of times now, mostly two player games which but also a couple of three player games, and we've had lots of fun with it! While it's certainly a bit of luck involved in card draws the game is nevertheless quite strategic and it's interesting to see how effective plays changes depending on your fleet and tactic deck composition. Having a larger fleet with many light ships is very different from having a fleet consisting of a few heavy hitters. The Federation and the Klingons that are in the base game play similar to each other although with a different distribution of missions (and the Klingons can cloak of course!) however the Romulans from the expansion  are very different and is definitely a different experience from the others! With the introduction of espionage missions and saboteurs they make for a very characterful addition and usually sneak around the other factions rather than confront them directly. Bottom line: good fun and with a quick playtime of about 90 minutes. With the expansion (that is being reprinted now) it becomes even better and the game is at its best with three players now, although I expect this to go up to four players with the upcoming Dominion expansion. Recommended! Oh, and more on the models later...



Beautiful cover!
I remember seeing the cover of Expedition: Northwest Passage and instantly thinking "I need to get that game". By that time it was only in the prototype stage so I had to wait for a but late last year I could get hold of it thanks to a nice gentleman from Belgium. We've played it a few times now with two and three players and it's a good tile laying game that really bring out the theme thanks to the ships/sled mechanic and the way the seasons make the ice freeze and thaw. I've always been fascinated by the polar explorers of the 19th and 20th centuries so this was a good fit for me. You get points for finding the northwest passage first and for being the first back home, but also for finding cairns, establishing communications with the natives, mapping straits and finding leavings of the lost Franklin expedition. This means you have quite a few different strategic options open to you so, for example, if you find your way to the passage blocked or cumbersome you could simply try and rack up as many points you could by going after straits and Franklin clues and then be the first back home.

Not only is the cover of the box great looking but the rest of the components as well. There are many small details that really add to the atmosphere - Matagot has done a great job with this! It plays in about an hour or 90 minutes if you're prone to AP when getting your tiles out. Hehe! For added immersion I suggest having the Shackleton mini series on in the background while playing and if it's winter time opening a couple of windows!



Next up are two games actually, but since we haven't actually played either of them to completion yet I'll talk about both of them together. We first tried to play my friend's Cuba Libre by CIA analyst Volko Ruhnke but we did the mistake of following the extended play example which is great for learning on your own but not so great when in a group. So we never really got into it and decided to have a proper game further down the line. Then I got Andean Abyss and after having taught myself the game so I felt I could teach it to others without much trouble we played a three player game. This time we simply played as normal except we used only three propaganda cards, but even so we had to break early so the startup was slow when the others had to get to grips with the basics.

Anyway, both games, as well as A Distant Plain and the upcoming Fire in the Lake are part of GMT's counterinsurgency, or COIN, series and use the same game engine. There are four factions in all of the games and in Andean Abyss they are the government forces and then three insurgent forces: the Marxistic FARC guerilla, the right-wing AUC militia and the ever present drug cartels. All four have different victory conditions with the government and FARC battling for the support of the people while AUC want to outgrow FARC and the cartels simply want to make oodles of cash! The other games in the series have similar factions but with different paths to victory and operating procedure. For example, in A Distant Plain there are two counterinsurgent forces in the form of both the Afghan government and the coalition forces as well as the Taliban and the warlords.

Andean Abyss set up for play.
The gameplay is card driven but instead of having a hand of cards like in Twilight Struggle there is one active card per turn and the card for the next turn gets flipped over and revealed. Each card has an even that can be triggered and also tells you the order of play for the different factions. This all combines into making a very interesting game of fleeting alliances and desperate measures. The game integrates politics and economics well with the actuall military operations and the asymmetric gameplay is very well done! I have another game planned for next week which will hopefully run full course, so expect more on Andean Abyss later.



We've played Pax Porfiriana a couple of times and the three friends who I introduced it to really took to it quickly! My first play last year didn't go over all that well, but at the same time I knew that time didn't really have the right target audience. Jacob and Claes really enjoyed it and we played another game with Micke a week later. In Pax you play as rich hacendados in Mexico 1898-1920 and you are all struggling to take the power from the sitting dictator Porfiriana Diaz. It's a card game but in true Eklund style brings a lot of theme, history and details to the table. When you read the rules seems like too much and you wonder if the game will simply crash and burn under its own weight but then as you start playing everything clicks neatly into place and the lumbering behemoth you half expect to trip and fall never does but instead create a sublime gaming experience! Here's the writeup I did on BGG for our three player game: 

"While Pascual Orozco (Jacob) amassed huge amounts of gold from his Froth Flotation driven mines and Francisco Madero (Claes) used the clout his banks gave him to invest in a lot of land Bernardo Reyes (me) worked with modest resources. Reyes only had a single mine and a gun store but managed to amass a number of allies and quite a few troops to his cause and he was always quick to support the sitting Diaz.
As the American annexation and the Revolution topples came and went without any effect the country turned into a state of Anarchy that lasted until the end of the game. Seeing his chance as Diaz grew older and more senile, Reyes used the new anti-trust laws to muscle Madero out of his banks and sent Japanese-Mexican agents to assassinate his wife Angela Terrazas.  
Orozco tried to simply profit among the anarchy and ride it all out with the money his high tech mines provided, but Reyes managed to just snatch victory away from him by getting enough Loyalist support to make sure the power passed to him as Diaz retired. Salude!"

The middle of the game described above.
Just like every other Eklund game I've played to date the theme comes through so well not simply from what's pasted on the box or what images are used on the cards but through the actual game mechanics themselves. Having some additional historical notes in the back of the rulebook just adds to the experience! Excellent game that is being reworked and combined with Origins to make Phil's next game Greenland, that is out later this year. 



I got both Andean Abyss and Sekigahara: The Unification of Japan through a trade on BGG (traded my mint copy of Kölin: Fredrick's First Defeat) and these two games could hardly be any more different - both in theme and in mechanics! Sekigahara is a mechanically quite simple game but with a lot of depths thanks to the how the battles work, the hidden forces and variable setup. The board and the large wood blocks you use to play are beautiful and have a nice minimalistic vibe aesthetic that goes well with the theme of feudal Japan. It's a two player game where one side takes the role of Tokugawa Ieyasu and the other Ishida Mitsunari. You win by either controlling most of the board after a seven week period or instantly by killing certain important persons (like the boy emperor Toyotomi Hideyori).

Sekigahara ni action.
The blocks represent forces from different clans and are hidden from your opponent. The cards have the corresponding clans and you use them both for movement and during battle to activate blocks of the same clan and also to keep them loyal. On the map you try to control castles and resource locations that are worth points and also give you an edge during the reinforcement step. As I mentioned the mechancis are deceptively simple but the gameplay is very deep. During my and Fredriks first game a couple of weeks ago I made the mistake of not kicking Tokugawa out of the Kansai region around Kyoto and Osaka which meant I didn't have my back free. For a moment it looked like I might have been able to catch Tokugawa himself near Kitanosho, but he managed to escape back to Gifu castle and when it was time to calculate victory points I was handed a crushing defeat of 7-19! Having read quite a bit of Japanese history and even visited Tokugawa's grave in Nikkō it was easy to get into the theme of the game and having nice looking components certainly didn't hurt. Now I just need to prepare for a rematch!



Finally I also got to play Hobbit Tales from the Green Dragon Inn! I pre-ordered this game directly from Cubicle 7 last year and have been oogling the lovely looking over sized cards and enjoyed reading about its integration with the The One Ring roleplaying game, but I hadn't had a chance to play it until this last weekend. Basically you portray a number of hobbits drinking at the Green Dragon and trying to outdo each other in telling tales of adventure! The narrator draws a number of cards that he need to connect together to make a reasonable tale with a beginning, middle and end while the listeners try to interrupt him by playing Hazard cards that lead the narrator off course. I suppose it's modeled in some ways on Once Upon a Time (which storytelling game isn't?!) but with oh such a more rich and suggestive theme! Every card has a title a (beautiful!) image by Jon Hodgson and others, and a quote from Tolkien - any which could serve as the inspiration for the tale being told. 

Claes narrating his tale...
I was a litte uncertain how a storytelling game like this would actually play when on the table and Claes, who was first out as narrator, was also a bit intimidated by the prospect of total improv! But the cards really are great inspiration and being old roleplayers we were soon boasting like the most proud hobbit of our deeds and wanderings. Claes told us of the time Thorin Oakenshield came to visit during that great storm when he had battled the living dead and had to rescue some very dear silverware. I told a tale about the time I walked the moors close to Mirkwood and was chased by a wolfrider into the enchanted wood only to fall asleep by a stream and nearly falling victim to an evil old oak. Finally some woodmen took me to their town and gave me some runes for protection on my way home. Finally Anders started telling us how much he distrusted elves and the way they can talk to animals and how they told the birds to eat all his corn! This forced him to grow crops near the old marsh which never really worked well and led to his reputation being ruined.

It's a quick game, usually not lasting more than 30 minutes, so we played twice and enjoyed ourselves even more the second time around as we broke out the beer to really get into swing of things! For such a small little box this provided great entertainment and I look forward to playing it with four or five players at the end of a session of more serious brain-burner games to see what we come up with! Oh, and using it for journeys in The One Ring looks like fun as well. 


There were other games played as well of course: some Star Wars LCG which is always fun, Firefly with the new expansion which certainly improves interaction, High Frontier with a new player, Robinson Crusoe where we died of frostbite, and a fourth of a game of Britannia!

Finally, there have been some miniature gaming as well, but more on this later. :)

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