Sunday, March 27, 2011

April Game Nights

March's D&D got cancelled so there is no session report. The next scheduled game nights are:

Regular board game night: April 16th at 6 PM at the Derby Line Village Hall. For April, we are planning on playing nothing but card games. That means we will have Dominion, Race for the Galaxy, Bohnanza, Bang!, plus we're getting four more card games through a game sale. And, as always, bring along your favorites too!

Dungeons and Dragons: April 23rd at 6:30 at Richard and Bethany's house in Derby Line. Come at 6 PM to play a board game or two before DM Rob arrives.

Monday, March 21, 2011

I fought the law, and the law won

Saturday, March 19th, brought us another edition of Border Board Games. The night started off quietly and while waiting for anyone to show up, Richard and I played Race for the Galaxy. For those who haven't played Race for the Galaxy, it is a card game where you try to play cards in your tableau to try to maximize the cards to yield you the most victory points at the end. Once you get used to the game, it is easy and quick. You'd think we'd have had our fill of RFTG wince we've been playing on our computers, but I guess not. BTW, I think the computers cheat in the computer version. I ended up winning against Richard but I don't recall what the exact scores were.

Near the end of our game, Homer and Alexis showed up. We decided to break out Homer's copy of Agricola. Agricola is definitely not a game to introduce a new gamer to. It's a worker placement game on steroids and can be overwhelming. We've all played a few times before so play was quite quick and smooth. I just couldn't get the synergy of placing my 'people' and my board was very weak. Homer and Richard on the other hand managed to pull ahead of Alexis and myself in the end. I had thought Alexis was going to give Homer a run for his money since she was filling up her board quite nicely but she didn't manage to diversify enough and fell into third place.

Near the end of Agricola, Shannon showed up and then while we were picking up Agricola, Amos and Ivy stopped by. We broke out Betrayal at House on the Hill so we could try out our new non-warped tiles. Betrayal is a very simple game to learn and is all about what players put into it. It's definitely more fun if players give their own spooky edge. Exploring the house was moving along quite nicely until I opened up a room in the basement and triggered the haunt. I ended up getting caught in the massive spider web and having spider eggs laid inside of my character and Homer, playing the big brute who just happened to have the spear, was the traitor. We should have known things would go badly while Homer went off into the kitchen of the hall to read his part of the scenario, we heard him cackle evilly.

I spent the remainder of the game trying to break free from the web while Homer went around with his brute and started killing everyone, starting with the little children first (isn't he a loving dad?). Amos decided to stay on the ground floor while the brute stayed in the basement with the spider. Shannon made a valiant effort and managed to heal my character of the spider eggs but between dynamite and the brute's spear, all characters except Amos' ended up dead. This scenario seemed to have a piece missing. We had to heal the spider eggs from the haunt revealer and then free the haunt revealer from the web and then if at least one character exited the house, we won. For the traitor, if he managed to kill all remaining characters, he wins. The thing was, the traitor was stuck in the basement as no way out had been found yet. We realized that Homer could have explored the basement until he found the way out and then head up and take care of Amos' character but this felt weird and would drag on. It just seemed odd that you'd think that Amos' character could have tried to leave anyway because why would you stay in a house if all your friends ended up brutalized by the brute? I dunno, we figured we'd just end as evil prevailed.In the meantime, Rob arrived to join the games.

We then moved onto Blokus. Amos had two copies so we broke off into two groups. Blokus is a great, fun, quick game and very easy to learn and explain. On one board was Alexis, Rob, Homer and Shannon and on the other board was myself, Richard, Ivy and Amos. I'm not sure how many games the other board got in. I do know that Alexis won one game and Shannon another. The board I was playing at played two games. Ivy won the first and Amos won the second.

At the end of the night, we decided to play some 8-player Bang!. Bang! is another card game that we have been enjoying a lot of lately. For 8 players, you have your Sheriff (Homer), 2 deputies, 2 renegades, and 3 outlaws. Homer was not able to figure who was who and ended up with a fistful of cards for the whole game and no idea who to target. I was an outlaw and got some bad cards (no way to defend myself) and after Alexis beat me down and then Rob played an Indians card, I was dead. Alexis made the blunder of exclaiming, 'I knew you weren't on my side!' after I kicked the bucket and revealed myself as an outlaw. The outlaws just couldn't get it together though and eventually, they ended up getting offed too (that would be Amos and Ivy). Then Shannon the renegade and Alexis the deputy got picked off and it was down to Sheriff Homer, Rob and Richard. The thing was, who was the renegade and who was the deputy? Richard and Rob picked away at each other while Homer sat with his fistful of cards. Richard prevailed and picked off Rob who then revealed himself as the last renegade. The law won!

It's kind of funny that Homer goes from being the traitor to the sheriff.

That concludes the March session of Border Board Games. Our next board game night is scheduled for April 16th, same time, same place. We think that perhaps April will be the game day where we will play nothing but card games. Hope to see you there!

Monday, March 7, 2011

March Game Nights

For March, we will meet for our regularly scheduled board game night at the Derby Line Village Hall at 6 PM on March 19th. Not sure what we plan to bring for games yet but we'll have our usual bagfull.

Our next D&D night will be on March 26th starting whenever DM Rob arrives. We play at Beth and Richard's house in Derby Line. We could us a new player or two and if you are interested, please contact us at trashvacuum@hotmail.com. The first people to actually commit to showing up, will make the group.

Sunday, March 6, 2011

Oh the insanity!

Last Saturday, Carlo brought his coveted game of Mansions of Madness down across the border to run a session with Homer and me. Mansions of Madness reminded me of a combination of Betrayal at House on the Hill and Arkham Horror except Mansions has the difference in that it has a GM or Keeper running the game.

Homer and I decided to each run two investigators. The rules of the game are quite simple so we found it not difficult to control to characters at the same time. I chose the Tommy Gun wielding brute, Michael and the brain, Kate. Homer chose his favorite Arkham character, the nun, and well balanced Jenny.

Like in Arkham, each character has stamina (health) and sanity as well as skill points. The skill points are similar to Arkham Horror's clue tokens where you can use them to help your die rolls. Although, unlike the clue tokens, the skill points are only for trying to help your die roll. In Mansions, you roll a d8. Low is good, high is bad.

The scenario Carlo chose was one involving the monastary. Our characters had received a letter from a friend, Marie, asking for help and that is what led us inside the monastary. I suppose we should have found something fishy when in the chapel there was a big hole in the floor with a ladder leading down into it. Big holes in chapel floors with ladders can never be good.

The objective of the game is unknown to the players until after some investigating, it is revealed. On each character's turn, s/he can move 2 spaces and do an action. Actions include: exploring a room, picking up an item, running (move one more space), using a special ability etc... Each turn, characters can go in any order they decide so the player order can change from turn to turn. Once the characters have made their moves and actions, the Keeper releases what evil he wishes.

Carlo as the Keeper was focusing on Michael the brute and tried successfully to make him insane. Michael seems to be able to go insane at the sight of himself in a mirror. His tommy gun proved to be useful only once. After that one initial success on causing damage to Roger the Shoggoth, Carlo played numerous cards on Michael that made him drop the gun, made the ammo low, and at some point, made Michael blind. We did eventually take down Roger the Shoggoth although he was followed by his friend the 2nd Shoggoth (he wasn't named as the first).

Luckily, or maybe not so much, it was Kate the brain who ended up finding all the of the clues that lead to revealing the objective. Kate's special ability is to make a luck roll once per game to try to get the objective revealed. Her luck is only two but she gets to add +2 to her roll for each clue that she has. Since she had 3 clues in possession, I only needed to roll an 8 or less to succeed. I rolled a 10 :/

Homer and I were chugging right along even with an insane Michael. We managed to figure all of the puzzles revealed to us and even opened some whoop ass on some dog like creature and Roger. Kate ended up finding the final clue which revealed that our objective was to carry a collapsed Marie out of the monastary. Kate was still doing quite well in stamina and sanity so it seemed entirely possible except the objective condition involved that all characters had to remain alive. It seemed our nun was going to be the thorn in our sides since she was down to one hit point left (and almost died earlier when Carlo played a broken leg card on her which said the next time she moved, she'd take a hit point of damage. Luckily Homer had a sedative that negated any trauma card played). But it wasn't the nun who was our ruin, it was that damn, insane Michael. Because he was insane, Carlo could play trauma cards on him at anytime and once the objective was revealed, Carlo played a card on Michael that made Michael die immeditately. And, so, evil triumphed over the monastary on that day. But next time, Carlo better watch out!

Wednesday, March 2, 2011

The Lame leading the Lame

More temporal shifts appeared to have beset the heroes. With a pair of elven wizards as their guides, the party found itself once again transported to unfamiliar surroundings. A great plain stretched before them with the haze of battle lingering in the distance. Knowing only that the Temple of Night lay toward the fighting, the band made its way forward.

Very quickly the party encountered an orc patrol. Fortunately, the predominantly elven group was able to convince the soldiers that they posed no threat to the forces of Chaos. The party was escorted into the camp only to grasp the dismal nature of the battle. Human forces had erected a pallisade on their side of the battlefield, proving that the humans were organized and solidly entrenched. In an effort to bypass these defenses the orc commander appointed one of his soldiers to escort the group. Kresh, or Captain Crunch as he became known, proved himself a capable warrior.

Using magic and overhwleming force, the party managed to bypass the forward sentries. In spite of Gorebelly's insistance on a direct frontal assault, the party elected to support Splinter's plan. the thief would scale the wall, eliminate the wall guard and secure a route over the wall for the rest of the group. Though Dordo proposed a massed volley to knock the nearest guard from his perch, the missile ability of the party proved poor to inept. Splinter also had the misfortune of finding his position given away and was forced to try and talk his way over the wall.

His efforts to convince the guard that he was simply returning from plundering the dead failed. "Why didn't you use the gate?" the guard inquired. Doing so would expose his nefarious intent, Splinter replied. "I wouldn't use the gate if I was stealing stuff."

Outraged at the deteriorating plan, Gorebelly charged the gate with Captain Crunch at his side. Stripe blasted the guard with a volley of magical darts while Dordo and Noname tried to knock him out with a decisive volley. Somewhere, a goodly distance behind the pallisade wall, their missiles certainly slew some free range chickens or an unattended bedroll. Faced with certain injury if he stayed, Splinter leapt from the wall just as Crunch and Gorebelly managed to smash it open. What followed was a comedy of errors and chaos as the party ran through the camp attempting to evade capture.

The group had picked its way through the vast human camp only to encounter a group of imprisoned orcs. Unable to leave his compatriots behind, Crunch insisted on freeing his fellows. realizing that their aid as fighters or as a distraction might aid their cause, the party agreed. Unlike the battle at the gate, the guards were more quickly subdued even as celestial badgers dug to undermine the stockade wall. The freed orcs were equipped with what arms could be salvaged from the human guards and the group made off once more.

Just as the party passed through the camp of the army's camp followers, Gorebelly materialized with a squad of guards hot on his heels. Though flight seemed a preferable option, the orcs wanted revenge and turned to fight despite Splinter's insistence to "knock it off you dufus" in their native tongue. the fight heavily favored the party for the first time ever. Though the group struggled to land decisive blows, the human soldiers proved equally inept. By the time the sparring session ended nine of the soldiers lay dead and the last fled the field gravely wounded.

Knowing that a search party would doubtless form, the party resumed their flight toward the Temple of Night. With only days in which to reach the temple and secure the sacred stone, time was of the essence. Following Amra's death, Yama's desertion and the treachery of that obnoxious human warrior, Captain Crunch's presence was a welcome addition to the party. It remains to be seen whether or not the group will maintain the good fortune that carried them thus far. Without luck, their prospects seem grim indeed.