Saturday, July 24, 2010

Next game night

The next D&D session had to be cancelled due to a sick DM but the next Border Board Games will proceed as scheduled on August 21st at the Village Hall at 6 PM. During our last game night, there was interest in playing Last Night on Earth at the next night. Last Night on Earth is known as the zombie game in our group. It's a game that mimics the B-rated zombie movie. It has characters such as the high school jock, the town sheriff, the drifter, or the high school sweetheart. Just like in the movies, with Last Night on Earth, it's humans vs. zombies and the humans have to beat the zombies before dawn arrives. It's a fun, interactive game that's easy to learn. Besides the Zombies, we're not sure what else we're bringing along. As always, if you have any requests, please let us know.

Sat. July 17th Session Report Part 2

Before the Spanish Civil war began, a couple groups decided to get in a quick game. One group made up of Kim, Homer and Alexis, played a game of Dominion. I'm uncertain as to the outcome of this game.

The other group, consisting of myself, Richard, and Josh played a game of Race for the Galaxy. This was Josh's first time playing this game. Race for the Galaxy is a card game where the winner is the one with the most victory points at the end of the game. It's a quick playing and very fun and possibly a bit addicting game. It seems difficult on the surface but once you get playing, the game will click into place. While playing, Amos dropped by.

After those two games wrapped up, part of the group split off and joined Ken with his Spanish Civil war minis scenario while myself, Kim, Alexis, and Amos began a game of Time's Up!

Time's Up! is a party game that Amos described as being probably the best party game. You play in teams (for us I paired up with Amos and Kim and Alexis paired up) and are dealt a certain number of cards. On these cards are names of fictional and non-fictional 'celebrities' such as Paul Simon, Rocky Balboa, Winnie the Pooh or Ross Perot. Each person chooses 10 cards to keep and all cards are pooled together, read aloud, and then shuffled.

The game then proceeds in 3 rounds where each team tries to get their partner to guess the celebrity named on the card. When the cards are passed to a team, the clue giver only has, I think, 30 seconds to get his partner to guess as many cards as possible. After the time is up, the remaining cards in the deck is passed along to the other team and they then proceed with their 30 seconds and so on until all cards in the deck have been guessed.

In round 1, the clue giver can use as many words as possible to get his teammate to guess the card. You cannot pass the card and the guesser can guess as many times as he'd like.

In round 2, the clue giver can only give one word for a clue and may pass a card.

In round 3, the clue giver cannot say any words, may pass a card and the guesser only gets one guess.

For each correct card guessed, the team gets a point and the team with the most points at the end of round 3 wins.

Shortly after we began playing, Rob and Angela showed up and Angela joined Kim and Alexis. This was a rather fun party game and was a hoot to play. It gets interesting when you can only use one word or no words to desribe the celebrity on the card. I recommend this for a fun, casual play where you are looking for some laughs.

After finishing Time's Up!, we broke out Bohnanza. Bohnanza is a card game where you are a bean farmer. Yes, I said bean farmer. You are dealt a hand of 5 cards which you may not reorder. You have to keep the cards in the order they were dealt. On your turn, you have to plant the first card in your hand and then you may plant the second card in your hand. Since you are only allowed 2 'bean fields' in front of you, you need to try to trade and/or donate cards with the other players so you can harvest your fields for the most profit. Once you are done planting, two cards are drawn face up and then the bargaining begins. These two cards must be planted so bargaining can get intersting. During the bargaining stage, the active player can also trade and/or donate cards with the other players. It can get intersting game to overhear as you may hear something like, "I'll give you two stinks for that blue bean!" The game ends when the supply deck is exhausted for a 3rd time and the person with the most coins at the end of the game wins. Angela was the most successful bean farmer.

After Bohnanza, we broke out Carcasonne:Hunters and Gatherers. H&G is a stand alone game, not an expansion to regular Carcasonne. As Angela described it, it's like regular Carcasonne but not. The Carcasonne games are a tile laying game. There is a stash of tiles where each player draws one and plays it on the board. As each tile is drawn, the board gets bigger. After you play a tile, you may place one of your meeples (wooden 'person' that represents you) on that tile. The meeple can be a hunter (in a field), gatherer (in a forest), fisherman (on a river), or you can place your hut on a river system. Your meeple scores when a forest or field or river is completed and your hunter and huts are scored at the end of the game. The person with the most points, wins. It's a very easy and quick to learn game. Carcasonne is a great intro game to EuroGames. I don't recall who emerged victorious in our game.

Two Steps Forward...

The latest Border Board Games game night on July 17th premiered a new, possibly recurring, feature. Ken brought along a collection of Spanish Civil war historical miniatures. Using the Disposable heroes rule set, ken initiated Homer, Josh, Rob and I into the system. While the four of us would represent the Heroic Fascist forces, he would defend with the Glorious Communist/Anarchist block of the 15th International Brigade.

A curious side note: The Spanish Civil War doesn't really have very many sides to cheer on. With a choice between the forces that would subject Europe to six years of horror and those who would subjugate half of Europe and a goodly chunk of Central Asia for the next 50 years, its hard to find actual heroes in this situation.

The Fascists obliged their foes by lining up at the far end of the field, the mishmash of Spanish troops mingling with Italians and assorted ne'er-do-wells as the prepare to advance on the entrenched International brigade. Our troops surged forward utilizing what cover we could find. Sadly for Homer's flamethrower corps, the cover ran out rather quickly exposing his troops to artillery fire. With one flamethrower out of action and the remainder of that unit fleeing for cover, his advance ground to a halt. Things hardly improved when Josh's armored car peeked around a copse of trees only to be sighted by the same artillery. One shot later the armored car was holed and its ammunition stores ignited. The Fascists were clearly not going to have an easy time of it.

My Spanish units had the benefit of cover from the copse though it complicated the maneuvering of my Panzer I. While my infantry calmly marched into the weeds, the tank was forced to cut across the pock-marked ground more cautiously, and also within sight of the International forces arrayed across the wire. For his part Rob cautiously advanced the gallant Italian volunteers. Knowing well that their morale could break at the slightest provocation, he wisely routed his forces around the plateau while remaining within cover of the trees on that side of the field. Our forces continued to take grievous losses with Josh's heavy machine gun platoon wiped out even as it sheltered in the ruins of the church amidst the panicked survivors of Homer's flamethrower unit.

The tide of battle started to turn in our favor after enduring yet more heartbreaking losses. My light machine gun unit lost its corporal while trying to provide covering fire. Meanwhile my Panzer crept within range and opened up on the westernmost of the artillery emplacements. I scored a lucky hit and knocked out a member of the gun crew. Unfortunately, the crew was still sufficiently numerous to continue firing. Under a withering hail of bullets from shell and rifle fire, Josh's mangled rifle platoon surged forward. The unit, cut down to 60% strength, appeared to have gained divine protection as bullets passed them by. The results were not so great for his other rifle platoon. Merely being subjected to heavy machine gun fire caused the unit to break and seek cover in the trees. The unit was quickly followed by one of my own Spanish units. With two of our units out of the fight without taking any casualties, it was difficult to capitalize on Homer's advances on the eastern end of the field.

As our forces bunched up before the wire in the center, Homer had maneuvered his flame tank and rallied his flamethrower units in the trees guarding the eastern flank of the works. With cat-like speed his tank shattered the wire and opened a way for the Fascist forces. Sadly, the collapse of our central charge coupled with the demise of my lieutenant, effectively halted the Spanish Fascist central assault. Already cut to pieces Josh's forces were likewise poorly positioned to take advantage of the gap. Rob had meanwhile also advanced up the western flank but he too had difficulty gaining support from the central assault.

As the game moved toward its fourth hour of play the generals proved as exhausted as their soldiers and the battle was called off. It is hard to say whether the Fascists would have prevailed or if the International brigade would be the force to go down in defeat. Certainly morale problems plagued the Fascists but the communist response to breaking units, a shot to the back of the head, ensured that communist forces would suffer even as their morale fell. We had managed to knock out a few Non-Coms and some of the communist machine guns but never did manage to take out a single canon.

Considering the entrenched nature of our foe, Ken said we'd actually scored some pretty serious casualties on our enemy. Looking at the battlefield littered with Fascist dead and the flaming wreckage of our armored car, it was hard to consider it much of a victory. The tide of battle was poised to change. If Homer's flamethrowers could reach the trenches, bathing them in naphtha-light, the communist forces would be caught between flames and a bad place. The steady advance of the most beleaguered Fascist units, though reduced in strength, would likewise add pressure to the International Brigade's desperate defense. At the same time, a few well placed shells knocking out the three remaining armored forces, or the demise of any more field commanders could have spiralled the fascist morale into an Abyss from which the Non-Coms could never hope to rally.

Monday, July 12, 2010

Minis on the 17th!

This weekend, Ken will be running a Spanish Civil War wargame using miniatures. The rule set is ”Disposable Heroes/ Coffin for Seven Brothers” and is a easy set of rules for beginners. The action will simulate the end phase of the Ebro Campaign in the Fall of 1938 when the Nationalist Forces (Fascist) drove back and almost destroyed the Republican (Communist) offensive in this area. It will involve trench warfare and armored vehicles such as the ”fearsome” German Panzer 1, an armored tractor with two machine guns.

As far as boardgames, I haven’t thought about what I’ll be bringing along. We now have all the expansions for Race for the Galaxy so I imagine those will be thrown into the Big Frakkin’ bag. If you’d like us to bring along something, please let me know.

Thursday, July 8, 2010

D&D Session Three: Sweet!

Though he died heroically Jakob appears to have been little better remembred than his snake Trip. memory of the druid is reduced to blank stares and a vague recollection of something to do with dingleberries. Nonetheless, the brave elven cleric Dordo will soon warm his way into the players' hearts.

As the party meandered through town extorting merchants and seeking out poison, Dordo emerghed from the woodlands with game for the villagers. He spent time detailing his adventures to mayor Wolverine. In the meantime the witch Stripe (she's a witch 'cause she's kinda wicked) and the rogue Splinter, refreshed from his most recent death, decided they weren't quite done with the Fortress of Forbodding. While Amra the barbarian and Dordo went out hunting, that duo decided to locate and tackle the elusive top floor of the tower.

The pair found a hatch and the stubs of a staple-ladder. Undeterred, Splinter parkoured his way up the hole using up what appeared to be his last good roll of the night. Using his flaming ring to provide light, he spotted and enraged a guardian skeleton. The giant creature promptly pounded him back down the hole like a half-elven whack-a-mole. After some time the sorceress and the thief managed to fell the creature liberating it of its treasure and the legendary Sweet Club.

Apart from being a lighter version of its gigantic self, the mysteries of the Sweet Club have yet to be fully explored. This has not prevented Splinter from breaking it out whenever and whereever he can.

Meanwhile Amra and Dordo have so far failed to locate any giant deer. Dordo calls upon his god's favor (whomever the god of summoners and elves might be - perhaps Le Freak?) and send a celestial monkey up one of the big trees to scout out thye lay of the land. the monkey reports some creature thrashing away to the north before returning to the celestial carousel around which he pursues fiendish dire weasels. The thrashing, as it turns out, is that of a giant badger trapped in a deer leg trap.

Dordo proposes slaying the thing and dragging its meat back to the town. Amra refuses proclaiming that badger meat is no appropriate thing for a warrior to consume. And yet neither man can bear to see the creature suffer though neither wishes to go near enough to slay it. Finally Le Freak sends his elestial weasel forth once again to do Dordo's bidding. Fortunately the monkey was summoned and not a familiar or companion lest his dismembering by the badger might have left the cleric with lasting scars upon his soul.

Misadventures aside, the band unites and prepares to venture into the abandoned elven tower of sorcery. It takes some time for the group to find its way into the crystalline structure but, eventually, Stripe's magical prowess serves as a key. A fell being and its zombie servants are spotted within, continuing a chant that serves to animate the dead. Dordo calls upon Le Freak and sends two of the zombies fleeing for their un-lives while the others proceed to pummel the monk Yama. Just as the battle begins to turn in the party's favor, more foes arrive.

The kobold shaman the party neglected to slay in episode one has returned along with his kobold bully-boys. He insists that Splinter return to him the sacred wand of dragon warding. Splinter politely refuses by lurking in a dark corner. Amra, incensed by the demands charges forward in classic barbarian style, rushing right past the shaman and down the driveway, apparently in order to get some air, exercise or simply to clear his mind of any thought what so ever.

Dordo calls forth a fiendish dire rat, a creature who might not take offense at being forced to bit kobolds and begins to do battle with the kobold archers. Longspear and buckler in hand, the elf takes the battle to the kobolds as Splinter and Stripe begin to trade spells with the shaman. The battle might have seemed weighted in the heroes favor if not for the fact that Splinter's contribution amount to much waving and frenzied gesturing of the sacred wand. Fortunately Stripe's command of spellcraft was more than adequate to distract the creature until Amra finally found the coordination necessary to strike the kobold in the back.

Meanwhile Gorebelly the dwarf wrestled with a zombie while Noname and Yama did battle with the remaining creatures in the tower. Yama singlehandedly fought two of the monsters to a standstill but took a series of grievous wounds in the process. Fortunately Noname was able to come to his aid and together they downed the last of the walking dead. No one paid much attention to whatever it was Gorebelly was doing.

having vanquished the chanting undead and earned revenge over the shaman, the party has not yet finished its tasks. The wand, claimed the shaman before his death, was the sole thing capable of keeping the dragon away from his village. As it turns out the wand and a mysterious crystal skull appear to be only parts of a greater mechanism of warding. Whether sensing the presence of wand and skull in town or merely the arrival of the shaman and his cohorts, the dragon paid its first visit to the town, razing a few buildings and carrying off some NPCs whose names we never bothered to learn.

Gone and mostly forgotten as they might be, their deaths will be avenged. Sweetly.