First of all, many thanks to Matt Taylor of the Westford board gaming group for coming over on Sept 17th to play some board games. Without him, it would have been just Richard and myself. It seems that this September the stars and moon were aligned as such that our local members couldn't make it. With Matt attending, we were able to play Cyclades and Civilization.
Our next board game night will be held October 15th at 6 PM at the Derby Line Village Hall. To honor Halloween, we will make it our special Halloween edition of Border Board Games. That means we will bring along our horror/monster themed games like Betrayal at House on the Hill, Fury of Dracula, Last Night on Earth and whatever else in our collection fits the theme. I'm sure that there will also be some Halloween goodies available to eat as well.
If board gaming isn't your thing and you'd rather play RPGs, then consider joining our RPG group. We typically meet every 4th Saturday in Derby Line for our mega RPG day. We get together right after noontime and play for about 8 hours. For half the time we play D&D 3.5 and the other half we play the Song of Ice and Fire. If you are interested in only playing one RPG, that can be arranged. Our next RPG date is Sept 24th and, for October we will aim for Oct 22nd.
Showing posts with label Vermont. Show all posts
Showing posts with label Vermont. Show all posts
Sunday, September 18, 2011
October gaming
Labels:
board games,
boardgames,
Border Board Games,
Cyclades,
D and D 3.5,
game night,
gaming,
Last Night on Earth,
role playing,
roleplaying,
RPG,
RPGs,
Song of Ice and Fire,
Vermont,
zombies
Sunday, August 21, 2011
Mail, Civilizations and Monsters
It was a small group that convened for Border Board games on Saturday night. We drew the usual crowd of Beth, myself, Homer, and Shannon and were glad that Rob could stop by as well. The night started with our second ever playing of Thurn & Taxis. T&T is a game I've been eying for a while so when the board game yard sale came to pass, Beth and I decided to bid on it. To our delight, we won it and picked it up at the Green Mountain gamers Game 'n Grill in Norwich.
We made some mistakes on our first play-through, mistakes we noted and vowed to not repeat. Luckily we managed to avoid the problems this time. Everyone earned the carriages in the right order and we negated points for having leftover bird houses errr, post offices. Beth seemed to have a pretty solid system in place from the get-go. Her houses popped up throughout the region in no time and her routes quickly earned her reams of bonus points. Homer went to big-route way and amassed a tidy sum of bonus chits himself.
Being his first time through, Shannon seemed a little lost leading to the dissolution of a promising 4 city route early in the game. While it didn't help his fortunes, it seemed to be the turning point at which he began to understand the subtle nuances of the game. I plugged away trying to fill up the big honking grey area and actually managed to trigger end game with my #7 carriage. Homer and I tied at 23 points apiece while Shannon had a dismal showing at only 4 points. The leftovers really damaged his score on his first time through. Beth won the game with an impressive score of 26, even without the #7 carriage in her possession.
Our next game involved breaking out 7 Wonders. The appeal is the game's ability to support a large number of players coupled with a relatively quick game play assuming everyone has played it before. This turned out to be a fairly tight match despite four wildly different strategies. Homer presented a surprisingly balanced point spread ranking 1st or 2nd in every category to score a 54 point win. Beth followed close behind mainly on the strength of her blue bonus points to finish with 47 points. Shannon and I ended up tied at 44 points each as Shannon went heavily on the military and I went the science route due to having Babylon B as my city.
Our last game of the night was a venture into Wrath of Ashardalon. While game play is similar to Castle Ravenloft, the monsters, challenges and some features are unique. Luckily the differences were so easily grasped that Rob and I being the only ones to have played both systems, still didn't need to explain much of anything. I believe Shannon may have been the only newcomer to the Wizards of the Coast D&D based game series.
With a full crew, we ventured into the subterranean lair of some evil Kobold dude (whose name I clearly cannot recall). As is often the case, we had barely stepped into the dungeon when things began to fall apart. Homer the Paladin and Beth the Fighter quickly went one way battling hordes while my Wizard, Shannon's Cleric and Rob's Rogue went the other. Before too long a cave in had reduced travel to a crawl on the north end of the dungeon while monsters streamed out in poison dealing masses to afflict Homer with curses and poison. The Blood-Raging Cleric continued to take damage owing to his inability to actually reach any monsters in time.
The environment cards are the biggest advantage the game has over the players (beyond always getting to attack first). As soon as the lava walls appeared, the Wizard was doomed. A curse would cause him to take damage for every tile he moved through while standing by a wall caused a single point. Standing still triggered yet another encounter that caused something to explode and the Wizard to tumble into a heap. Meanwhile the blood rage started to drain the Cleric of vitality, in spite of his starting with a Tome of Experience.
Over on the other side of the map, a giant boulder slammed into the Paladin and Fighter who, between them, seemed to be in a perpetual state of cursed, dazed and/or poisoned. When we finally came back together on the south side of the map, things continued to sour. The Legion Devils made their first (and second) appearance while Duergar and Kobold sentries opened more tiles and brought in more monsters. Oddly enough, we had only TWO tiles remaining when the trigger tile was finally pulled. This is a testament to the tile summoning monsters drawing everything from the bottom.
It was an error we caught late but we realized that we had not been activating like-named monsters as often as we should have. Given the difficulties we'd experienced to that point, it was probably for the best even though it did somewhat tarnish the end game. Knowing that he wasn't long for this world, the Paladin rushed ahead hoping to bring out the final encounter. It worked though it brought along a host of new monsters to go with it. Then with the Paladin down we used our last Healing Surge.
With hordes surrounding him and three of five party members in the eastern end of the dungeon, we had to orchestrate a complex and somewhat insane plan to somehow kill the Kobold Dude before the Paladin's turn came about again (for he had been swamped and died once more). As the Rogue and Wizard rushed to help the Paladin, the Fighter and Cleric orchestrated a careful fighting withdrawal from the Devil infested eastern caverns.
The Rogue and Fighter delivered some punishment to the Kobold Dude even as he slashed his way through our ranks leaving him down to 2 HPs with only the Wizard standing in the way of victory. Wielding an impressive arsenal of magic weapons (which, quite frankly could have better served someone else), the Wizard hypnotized the Orc Archer into attacking his commander allowing the coup de grace to be delivered via Flaming Sphere. The Kobold Dude fell to the ground as the Wizard's flaming balls tea-bagged him to death. Huzzah!
We made some mistakes on our first play-through, mistakes we noted and vowed to not repeat. Luckily we managed to avoid the problems this time. Everyone earned the carriages in the right order and we negated points for having leftover bird houses errr, post offices. Beth seemed to have a pretty solid system in place from the get-go. Her houses popped up throughout the region in no time and her routes quickly earned her reams of bonus points. Homer went to big-route way and amassed a tidy sum of bonus chits himself.
Being his first time through, Shannon seemed a little lost leading to the dissolution of a promising 4 city route early in the game. While it didn't help his fortunes, it seemed to be the turning point at which he began to understand the subtle nuances of the game. I plugged away trying to fill up the big honking grey area and actually managed to trigger end game with my #7 carriage. Homer and I tied at 23 points apiece while Shannon had a dismal showing at only 4 points. The leftovers really damaged his score on his first time through. Beth won the game with an impressive score of 26, even without the #7 carriage in her possession.
Our next game involved breaking out 7 Wonders. The appeal is the game's ability to support a large number of players coupled with a relatively quick game play assuming everyone has played it before. This turned out to be a fairly tight match despite four wildly different strategies. Homer presented a surprisingly balanced point spread ranking 1st or 2nd in every category to score a 54 point win. Beth followed close behind mainly on the strength of her blue bonus points to finish with 47 points. Shannon and I ended up tied at 44 points each as Shannon went heavily on the military and I went the science route due to having Babylon B as my city.
Our last game of the night was a venture into Wrath of Ashardalon. While game play is similar to Castle Ravenloft, the monsters, challenges and some features are unique. Luckily the differences were so easily grasped that Rob and I being the only ones to have played both systems, still didn't need to explain much of anything. I believe Shannon may have been the only newcomer to the Wizards of the Coast D&D based game series.
With a full crew, we ventured into the subterranean lair of some evil Kobold dude (whose name I clearly cannot recall). As is often the case, we had barely stepped into the dungeon when things began to fall apart. Homer the Paladin and Beth the Fighter quickly went one way battling hordes while my Wizard, Shannon's Cleric and Rob's Rogue went the other. Before too long a cave in had reduced travel to a crawl on the north end of the dungeon while monsters streamed out in poison dealing masses to afflict Homer with curses and poison. The Blood-Raging Cleric continued to take damage owing to his inability to actually reach any monsters in time.
The environment cards are the biggest advantage the game has over the players (beyond always getting to attack first). As soon as the lava walls appeared, the Wizard was doomed. A curse would cause him to take damage for every tile he moved through while standing by a wall caused a single point. Standing still triggered yet another encounter that caused something to explode and the Wizard to tumble into a heap. Meanwhile the blood rage started to drain the Cleric of vitality, in spite of his starting with a Tome of Experience.
Over on the other side of the map, a giant boulder slammed into the Paladin and Fighter who, between them, seemed to be in a perpetual state of cursed, dazed and/or poisoned. When we finally came back together on the south side of the map, things continued to sour. The Legion Devils made their first (and second) appearance while Duergar and Kobold sentries opened more tiles and brought in more monsters. Oddly enough, we had only TWO tiles remaining when the trigger tile was finally pulled. This is a testament to the tile summoning monsters drawing everything from the bottom.
It was an error we caught late but we realized that we had not been activating like-named monsters as often as we should have. Given the difficulties we'd experienced to that point, it was probably for the best even though it did somewhat tarnish the end game. Knowing that he wasn't long for this world, the Paladin rushed ahead hoping to bring out the final encounter. It worked though it brought along a host of new monsters to go with it. Then with the Paladin down we used our last Healing Surge.
With hordes surrounding him and three of five party members in the eastern end of the dungeon, we had to orchestrate a complex and somewhat insane plan to somehow kill the Kobold Dude before the Paladin's turn came about again (for he had been swamped and died once more). As the Rogue and Wizard rushed to help the Paladin, the Fighter and Cleric orchestrated a careful fighting withdrawal from the Devil infested eastern caverns.
The Rogue and Fighter delivered some punishment to the Kobold Dude even as he slashed his way through our ranks leaving him down to 2 HPs with only the Wizard standing in the way of victory. Wielding an impressive arsenal of magic weapons (which, quite frankly could have better served someone else), the Wizard hypnotized the Orc Archer into attacking his commander allowing the coup de grace to be delivered via Flaming Sphere. The Kobold Dude fell to the ground as the Wizard's flaming balls tea-bagged him to death. Huzzah!
Monday, June 20, 2011
July Game Dates
July's schedule goes back to our normal gaming times. We will play board games at the Derby Line Village Hall at 6PM on July 16th.
We now play two roleplaying games: D&D 3.5 AND A Song of Ice and Fire. We are doing a mega RPG day where we will play one in the afternoon and the other in the evening. The next date for that is July 23rd.
We got a few new board games so be sure to check out our list of games to see what we have. As always, let us know if you wish us to bring any particular board games to the board game night.
We now play two roleplaying games: D&D 3.5 AND A Song of Ice and Fire. We are doing a mega RPG day where we will play one in the afternoon and the other in the evening. The next date for that is July 23rd.
We got a few new board games so be sure to check out our list of games to see what we have. As always, let us know if you wish us to bring any particular board games to the board game night.
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!
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, January 17, 2011
Next Game Nights
The next regular board game night will be Feb. 19th at the Derby Line Village Hall starting at 6 PM.
The next D&D 3.5 night will be on Feb 26th at Richard and Bethany's hosue and will begin when DM Rob and Angela show up (sometime after 6 PM). If you are interested in joining this campaign, please contact Richard or Bethany at trashvacuum@hotmail.com.
The next D&D 3.5 night will be on Feb 26th at Richard and Bethany's hosue and will begin when DM Rob and Angela show up (sometime after 6 PM). If you are interested in joining this campaign, please contact Richard or Bethany at trashvacuum@hotmail.com.
A Night of Ghosts and Gallactica
Jan 15th's Border Board Games was a quiet one with Bethany, Richard, Rob, Angela, and Carlo attending. Carlo arrived just as the game, Ghost Stories, was getting started. Richard and Bethany had played Ghost Stories before and had wanted to try again. Rob and Angela brought their copy and provided the opportunity to try this difficult game.
Ghost Stories is a cooperative 4-player game where you each control a monk (or what I call a ninja since each player token looks like a ninja) where you try to keep a village from becoming haunted and making all the inhabitants run away in fear. There are nine tiles you can move your ninja to and each tile allows your ninja to do a special action. Each ninja also has his own special power than can be used on his own turn.
When it is your turn, you draw a ghost card and place it on the board. Some ghosts are difficult to defeat, some not so difficult, and some add 'haunters' to the board. If a haunter reaches the board's edge, a tile is turned over and becomes inactive. If there tiles are turned over, the village has become haunted and the players lose. I'm not sure of other losing conditions.
On your turn, you can move one space and then take an action, either using the tile's action or fighting a ghost. Since a lot of ghosts come out, it seems ninjas spend most of the time fighting ghosts and not using the tiles' powers.
We were able to fend of ghosts pretty well but in the end, three tiles had been turned over and we ended up losing the game before even seeing the big bad ghost to even try to defeat him.
After Ghost Stories, we broke out Battlestar Gallactica complete with all the expansions. Everyone except Angela had played before. Bethany accused Rob of being a cylon even before loyalty cards were dealt. Bethany played Tory as president, Richard played Felix, Rob played Helo as Admiral, Angela played Apollo, and Carlo was Galen. It was tough determining who the trader or traders were although, as the game got near the end, it was suspected that Rob was a cylon. Carlo suggested that Rob/Helo be put in the airlock and Bethany/Tory felt that was an excellent idea. The skill check didn't pass and Rob/Helo remained alive. It was curious that there were about half the cards in favor of airlocking Rob and about half that weren't which made me (Bethany) suspect there was another trader but not sure who.
Rob/Helo then revealed himself as a cylon (see! Bethany was right!)and he tried to work his evil powers to bring the Gallactica down. And then shortly after, at Rob's urging, Angela revealed herself as a cylon too! But it was too late and Gallactica managed to jump to Kobol.
This game of Gallactica seemed a bit unusual in that Gallactica's resources didn't drain as quickly as they normally seem to, therefore, the game was in favor of the humans. We didn't play for 11 hours although I'm sure Carlo would have been happy if we did.
Ghost Stories is a cooperative 4-player game where you each control a monk (or what I call a ninja since each player token looks like a ninja) where you try to keep a village from becoming haunted and making all the inhabitants run away in fear. There are nine tiles you can move your ninja to and each tile allows your ninja to do a special action. Each ninja also has his own special power than can be used on his own turn.
When it is your turn, you draw a ghost card and place it on the board. Some ghosts are difficult to defeat, some not so difficult, and some add 'haunters' to the board. If a haunter reaches the board's edge, a tile is turned over and becomes inactive. If there tiles are turned over, the village has become haunted and the players lose. I'm not sure of other losing conditions.
On your turn, you can move one space and then take an action, either using the tile's action or fighting a ghost. Since a lot of ghosts come out, it seems ninjas spend most of the time fighting ghosts and not using the tiles' powers.
We were able to fend of ghosts pretty well but in the end, three tiles had been turned over and we ended up losing the game before even seeing the big bad ghost to even try to defeat him.
After Ghost Stories, we broke out Battlestar Gallactica complete with all the expansions. Everyone except Angela had played before. Bethany accused Rob of being a cylon even before loyalty cards were dealt. Bethany played Tory as president, Richard played Felix, Rob played Helo as Admiral, Angela played Apollo, and Carlo was Galen. It was tough determining who the trader or traders were although, as the game got near the end, it was suspected that Rob was a cylon. Carlo suggested that Rob/Helo be put in the airlock and Bethany/Tory felt that was an excellent idea. The skill check didn't pass and Rob/Helo remained alive. It was curious that there were about half the cards in favor of airlocking Rob and about half that weren't which made me (Bethany) suspect there was another trader but not sure who.
Rob/Helo then revealed himself as a cylon (see! Bethany was right!)and he tried to work his evil powers to bring the Gallactica down. And then shortly after, at Rob's urging, Angela revealed herself as a cylon too! But it was too late and Gallactica managed to jump to Kobol.
This game of Gallactica seemed a bit unusual in that Gallactica's resources didn't drain as quickly as they normally seem to, therefore, the game was in favor of the humans. We didn't play for 11 hours although I'm sure Carlo would have been happy if we did.
Monday, November 29, 2010
December Game Days
For the month of December, here are the following dates for game nights:
December 3rd - D&D 3.5. It seems with Thanksgiving and Christmas that our regular D&D nights have to be shifted around. In addition, the regular D&D night for January will have to be scheduled for another night other than the 4th Saturday since Richard and I won't be home to host it.
December 11th - Carlo will be running a one time Trail of Cthulhu game. So far, we have 4 players and could fit a 5th so if you wish to join us, send a message.
December 18th - Border Board Games regular board game night continues. There was debate of making the game night a time to celebrate 'Black Christmas' with dark themed games but I think it would be best to just bring along whatever games strikes out fancy. Take a look at our list of games on our website and send us a message if there are any games you wish to play.
December 3rd - D&D 3.5. It seems with Thanksgiving and Christmas that our regular D&D nights have to be shifted around. In addition, the regular D&D night for January will have to be scheduled for another night other than the 4th Saturday since Richard and I won't be home to host it.
December 11th - Carlo will be running a one time Trail of Cthulhu game. So far, we have 4 players and could fit a 5th so if you wish to join us, send a message.
December 18th - Border Board Games regular board game night continues. There was debate of making the game night a time to celebrate 'Black Christmas' with dark themed games but I think it would be best to just bring along whatever games strikes out fancy. Take a look at our list of games on our website and send us a message if there are any games you wish to play.
Tuesday, November 23, 2010
Something to be thankful for
Saturday, November 20 marked the latest Border Board games game day at the Derby line Village hall. Featuring a theme based around colonization and exploration as well as hauntings, demons and other unassociated things, was held to mark the upcoming holiday.
We had two new faces to the Border Board Games community though neither was especially new per se. Welcome to J-Roc and Carlo and thanks to the Burlington crew for swinging by. Alex, Rachel and Tyler made the trip from parts west to join in the fun and mayhem. My apologies for the lack of squeak in the cheese curd but the large poutine lived up to the hype (I hope!).
We had games, games and more games as the crowd swelled to 16 (plus the wee ones as well) allowing us to run many games simultaneously. The night started off with a game of Age of Empires III. Original Josh's unusual strategy allowed him to sneak off for the win by a significant margin. He never earned much money, had lots of mismatched trade goods, owned few capital buildings but consistently scored well in the colonization rounds. The battle for Canada was fierce as Ken flooded the northlands with tons of British settlers in an attempt to crowd out Shannon's Spanish presence.
Next up we tackled a game of Stone Age. This time Homer came over and worked up a big point tool strategy. He never had much in the way of huts and earned only a few points here and there during the regular rounds but his eight-times tool multiplier catapulted him from the back and into second place. Only my plantings and technologies (7 of 8) allowed me to sneak ahead by a handful of points.
Elsewhere Rob, Ken and Josh ventured into the depths of Castle Ravenloft followed by a game of Cyclades. The Burlington crew and Carlo played Incan Gold before moving on to Battlestar Galactica when Beth came in with Shannon. The game featured a partial introduction of the rules from the Pegasus expansion. Carlo chose to be the Cylon commander John Cavil to add some spice. Rachel (Starbuck) turned out to be the Cylon saboteur. As it turned out the brave crew was unable to defeat the insidious Cylon threat before disaster claimed the fleet.
Later on the group broke out Betrayal at House on the Hill joined this time by Angela. The traitor turned out to be a pre-pubescent boy played by Carlo. Luckily the heroes ended up destroying their voodoo dolls in time to thwart the evil but not before two of them had perished in that grim domicile. At another table Homer, Kim, Zeke and Alexis burned and salted their way through a game of A La Carte as well as played through a game of Puerto Rico earlier in the evening.
A late start coupled with my failing memory of a single play five months earlier derailed an ill-advised foray into Dungeon Lords. We played long enough to get a feel for the game but not long enough to withstand an onslaught of heroic invaders.
We had two new faces to the Border Board Games community though neither was especially new per se. Welcome to J-Roc and Carlo and thanks to the Burlington crew for swinging by. Alex, Rachel and Tyler made the trip from parts west to join in the fun and mayhem. My apologies for the lack of squeak in the cheese curd but the large poutine lived up to the hype (I hope!).
We had games, games and more games as the crowd swelled to 16 (plus the wee ones as well) allowing us to run many games simultaneously. The night started off with a game of Age of Empires III. Original Josh's unusual strategy allowed him to sneak off for the win by a significant margin. He never earned much money, had lots of mismatched trade goods, owned few capital buildings but consistently scored well in the colonization rounds. The battle for Canada was fierce as Ken flooded the northlands with tons of British settlers in an attempt to crowd out Shannon's Spanish presence.
Next up we tackled a game of Stone Age. This time Homer came over and worked up a big point tool strategy. He never had much in the way of huts and earned only a few points here and there during the regular rounds but his eight-times tool multiplier catapulted him from the back and into second place. Only my plantings and technologies (7 of 8) allowed me to sneak ahead by a handful of points.
Elsewhere Rob, Ken and Josh ventured into the depths of Castle Ravenloft followed by a game of Cyclades. The Burlington crew and Carlo played Incan Gold before moving on to Battlestar Galactica when Beth came in with Shannon. The game featured a partial introduction of the rules from the Pegasus expansion. Carlo chose to be the Cylon commander John Cavil to add some spice. Rachel (Starbuck) turned out to be the Cylon saboteur. As it turned out the brave crew was unable to defeat the insidious Cylon threat before disaster claimed the fleet.
Later on the group broke out Betrayal at House on the Hill joined this time by Angela. The traitor turned out to be a pre-pubescent boy played by Carlo. Luckily the heroes ended up destroying their voodoo dolls in time to thwart the evil but not before two of them had perished in that grim domicile. At another table Homer, Kim, Zeke and Alexis burned and salted their way through a game of A La Carte as well as played through a game of Puerto Rico earlier in the evening.
A late start coupled with my failing memory of a single play five months earlier derailed an ill-advised foray into Dungeon Lords. We played long enough to get a feel for the game but not long enough to withstand an onslaught of heroic invaders.
Sunday, November 14, 2010
An Unexpected Game Day
Border Board Games took the show on the road as we combined forces with the Goodrich Memorial Library in downtown Newport. The celebration of National Game Day on November 13 was, in my opinion, a success for both our game group as well as the library. My expectation was that the members of our group would converge and have an extra session of gaming. While I had hoped for a few people to show up, we actually attracted a lot of new faces.
The library brought out a fairly substantial selection of traditional board games as well as a Nintendo Wii system on which to run a Mario Kart tournament. In the spirit of the day the tournament was largely self-governing with various children taking turns or combining for four-player races. We brought along a Big Frakkin' Bag of goodness including a few of our newest acquisitions.
Hoping to attract game enthusiasts who might not be terribly familiar withEuro games, we started off easy with a game of Settlers of Catan. One fellow said that the game was something he had tried on a virtual platform and enjoyed quite a bit. Having a chance to play face to face with a physical game board sounded like fun. And he was right. The game also proved immensely popular with a pair of brothers, one of whom caught the tail-end of our inaugural game. Having watched us for a few rounds, he quickly picked up on the concept and decided he wanted to try it out for himself. Though he played it in 2-player mode (I should have told him it is based on a 3-player minimum), the boys liked it quite a lot and had so much fun they played two games in a row.
Meanwhile Beth guided a couple of other young fellows in a game of Power Grid. Personally I found it interesting that a couple of teens would have taken interest in a game based on operating an electric utility, even more so considering the lack-lustre box art. Seriously, does a dude in a lab coat looking at dials and buttons scream "play me some more." Heck, though disingenuous, even Atari made Super Breakout look fun by putting astronauts on the cover. Beth remarked that the boys had fun playing and certainly began to appreciate the levels of strategy and management necessary to win the game.
Our friend Rob came by with his kids and Homer, Alexis and Josh also stopped in for gaming mayhem. We introduced Rob's friend to Race for the Galaxy and Ave Caesar and then dived headlong into an eight-player Bang! showdown (with our Carnage acquired Dodge City expansion). We were so caught up in the moment that I almost forgot to check in with some of the folks to see how their games of Magic: The Gathering went as well as get some general feedback on National Game Day in general. Before we knew it the library was closing down around us and we had to get going.
It turns out that half a day of gaming wasn't going to be enough. So we retired to The Lair (Beth always wanted a Lair) for a continuation of the day's festivities. Homer, Alexis, Josh and new Josh came by that evening for a game of Cyclades and several rounds of Bang! Having two Joshes in the group is proving slightly confusing. Especially when someone declares "I'm shooting Josh." We've tossed around some thoughts on how to qualify the two: Original Josh or OJ or Josh 2, Jay-2, J-Roc or some derivative to distinguish between them. I'm sure if we apply ourselves to the task we can reach an alternative that makes everyone happy.
It also appears that we may have picked up one or two new players for our mponthly D&D game. Jeff is interested in joining the crew and DM Rob ex[pressed a willingness to add a new face to the mix. Jeff's daughter may also be joining in the fun. I guess we'll need to consider putting in both leaves for the table on the 27th.....
The library brought out a fairly substantial selection of traditional board games as well as a Nintendo Wii system on which to run a Mario Kart tournament. In the spirit of the day the tournament was largely self-governing with various children taking turns or combining for four-player races. We brought along a Big Frakkin' Bag of goodness including a few of our newest acquisitions.
Hoping to attract game enthusiasts who might not be terribly familiar withEuro games, we started off easy with a game of Settlers of Catan. One fellow said that the game was something he had tried on a virtual platform and enjoyed quite a bit. Having a chance to play face to face with a physical game board sounded like fun. And he was right. The game also proved immensely popular with a pair of brothers, one of whom caught the tail-end of our inaugural game. Having watched us for a few rounds, he quickly picked up on the concept and decided he wanted to try it out for himself. Though he played it in 2-player mode (I should have told him it is based on a 3-player minimum), the boys liked it quite a lot and had so much fun they played two games in a row.
Meanwhile Beth guided a couple of other young fellows in a game of Power Grid. Personally I found it interesting that a couple of teens would have taken interest in a game based on operating an electric utility, even more so considering the lack-lustre box art. Seriously, does a dude in a lab coat looking at dials and buttons scream "play me some more." Heck, though disingenuous, even Atari made Super Breakout look fun by putting astronauts on the cover. Beth remarked that the boys had fun playing and certainly began to appreciate the levels of strategy and management necessary to win the game.
Our friend Rob came by with his kids and Homer, Alexis and Josh also stopped in for gaming mayhem. We introduced Rob's friend to Race for the Galaxy and Ave Caesar and then dived headlong into an eight-player Bang! showdown (with our Carnage acquired Dodge City expansion). We were so caught up in the moment that I almost forgot to check in with some of the folks to see how their games of Magic: The Gathering went as well as get some general feedback on National Game Day in general. Before we knew it the library was closing down around us and we had to get going.
It turns out that half a day of gaming wasn't going to be enough. So we retired to The Lair (Beth always wanted a Lair) for a continuation of the day's festivities. Homer, Alexis, Josh and new Josh came by that evening for a game of Cyclades and several rounds of Bang! Having two Joshes in the group is proving slightly confusing. Especially when someone declares "I'm shooting Josh." We've tossed around some thoughts on how to qualify the two: Original Josh or OJ or Josh 2, Jay-2, J-Roc or some derivative to distinguish between them. I'm sure if we apply ourselves to the task we can reach an alternative that makes everyone happy.
It also appears that we may have picked up one or two new players for our mponthly D&D game. Jeff is interested in joining the crew and DM Rob ex[pressed a willingness to add a new face to the mix. Jeff's daughter may also be joining in the fun. I guess we'll need to consider putting in both leaves for the table on the 27th.....
Tuesday, October 26, 2010
Gaming in November
November is a busy month for gaming!
The first weekend of November from 5th to the 7th, is Vermont's only gaming convention, Carnage. Carnage takes place in Fairlee, VT at the Inn on Lake Morey and is an awesome gaming event. If you cannot make it for the whole weekend, we highly recommend going for at least one day. We are heading down on the 5th and and are coming back at about noon on the th. We have one spot available in the car for a passenger so if you are looking to hitch a ride, let us know.
Then, on November 13th, we will be at the Goodrich Library in Newport, VT (or visit them on Facebook)to participate in National Game Day. We will bring along some board games, Magic the Gathering cards and some roleplaying books. We hope we can introduce some people to some new games.
On November 20th, we will have our regular Border Board Games game night. To honor Thanksgiving, we will bring along board games with a exploration and colonization theme. So we'll have Settlers of Catan, Castle Ravenloft, Battlestar Gallactica, Age of Empires III, and Race for the Galaxy. If you have any gaming requests, please let us know.
And, to end of November, on the 27th, we will plan to have our regular D&D session.
The first weekend of November from 5th to the 7th, is Vermont's only gaming convention, Carnage. Carnage takes place in Fairlee, VT at the Inn on Lake Morey and is an awesome gaming event. If you cannot make it for the whole weekend, we highly recommend going for at least one day. We are heading down on the 5th and and are coming back at about noon on the th. We have one spot available in the car for a passenger so if you are looking to hitch a ride, let us know.
Then, on November 13th, we will be at the Goodrich Library in Newport, VT (or visit them on Facebook)to participate in National Game Day. We will bring along some board games, Magic the Gathering cards and some roleplaying books. We hope we can introduce some people to some new games.
On November 20th, we will have our regular Border Board Games game night. To honor Thanksgiving, we will bring along board games with a exploration and colonization theme. So we'll have Settlers of Catan, Castle Ravenloft, Battlestar Gallactica, Age of Empires III, and Race for the Galaxy. If you have any gaming requests, please let us know.
And, to end of November, on the 27th, we will plan to have our regular D&D session.
Labels:
board games,
Castle Ravenloft,
D and D 3.5,
Derby Line,
dungeons and dragons,
game night,
games,
gaming,
national game day,
role playing,
roleplaying,
RPG,
RPGs,
settlers of catan,
Vermont
Sunday, October 17, 2010
October D&D Session
The next D&D 3.5 session will be on Saturday, October 23rd starting at about 7:30 PM at Richard's and Bethany's house.
Reflections on death and undeath
Border Board games hosted its monthly gamefest on Saturday, October 16. With All Hallows Eve only a few short weeks away it seemed the perfect time to break out some of our favorite monster themed games. Hitting the table on Saturday were Arkham Horror, two sessions of Last Night on Earth, Ghost Stories, Bang! and a game of chess that, oddly enough, never seemed to get started.
First to hit the table was a rousing game of Arkham Horror. Though the new characters were introduced from the Dunwich expansion, the game was otherwise a standard AH scenario with Azathoth as the primary horror. Josh, Homer, Ken, Beth and I tackled the growing horror with a surprisingly effective group of characters. I chose Mandy Thompson the researcher. I generally prefer characters with fairly balanced stamina and sanity and her re-roll power proved very important throughout the game. Homer picked up Sister Mary , Ken chose the archaeologist Monterey Jack, Beth played newspaperman Darrell Simmons while Josh ruled the world with Ashcan Pete.
Ashcan Pete turned out to be almost godlike in his foraging. His ability to rummage through the trash earned him a slew of useful items as well as a retainer to write a book for "Ole Misk," the title of which is probably something like Living on the Edge of Sanity and Society. Whatever it's name it afforded Pete the only source of income he ever derived in the game. Likewise Monterey Jack was a monster killing machine. In spite of his low sanity, nothing seemed to disturb Jack as he slashed and shot his way through ten monsters over the course of the game.
Speaking of money, Mandy had absolutely no qualms about some shading dealings that netted her a cool $8. After falling a dollar short of buying two potent weapons (the magical Lamp of Alhazred and a rifle) she decided the risk of jail was minor compared to the gains. While the good Sister never seemed to get any money she enjoyed sufficient success that she still managed to travel to distant, terrible planets and emerge intact or largely intact at least.
In many ways this was as atypical a session of AH as I have ever played. The investigators seemed largely able to gather what they needed, some of the Mythos cards actually proved beneficial and the trips through the outer realms went pretty smoothly without the usual "A Monster Appears!" actions being drawn. We also managed to draw a disproportionate number of cultist, zombie and ghoul tiles as well as a fistful of Byakhee, Mi-Go and the odd Elder Thing. The one Cthonian that appeared was destroyed by Mandy's Dread Curse of Azathoth and the twin Hounds of Tindalos were nullified by virtue of closing the last gate right after they appeared.
After saving Arkham and post Great War New England we decided to switch things up a bit. By this time Rob and Angela had arrived and struggled through a game of Ghost Stories. The game lived up to its billing as one tough mutha co-op game. I think they were good and ready for a Wild West shoot out. Though only Beth, Homer and I had played Bang! before, it is a delightfully easy game to teach.
Josh had the misfortune of pissing off Deputy Homer, his seatmate to the right and the Renegade was the first to fall in a hail of bullets. The constant attacks by Indians and the rattle of Gatling guns only seemed to weaken the outlaws. Sheriff Rob was never put in much danger as the game progressed. Deputies Homer and Ken seemed willing to antagonize the outlaws and, admittedly, I probably focused too much attention on Ken. It's hard to forgive a guy who hands you a stick of dynamite.
Outlaw Beth, the only known outlaw as she took the only shot at the sheriff, was gunned down by Indians after enduring repeated attacks from Outlaw Angela. I didn't fare much better finally getting plugged by the lawmen after a game-long blood feud with Ken. In the end Outlaw Angela was outgunned and out manned. Both deputies and the sheriff took pot shots, occasionally wasting bullets on her empty whiskey barrel, but ultimately emerging triumphant.
In the last gaming session of the night we pulled out two copies of Last Night on Earth and had two four-player throw-downs with the Escape in the Truck scenario. Shannon and Ken were the zombies squared off against heroes Rob and Josh at one table while Angela and I ushered forth our legion of undeath against heroes Beth and Homer. At both tables the heroes struggled to gain ground in a pretty unforgiving scenario.
That is the one problem with LNoE. Some of the search scenarios appear to be heavily skewed in the zombies' favor. Certainly there are multiple copies of useful cards buried in the hero deck but the right combo of zombie cards can effectively shut off the heroes from the very items they need. Our zombies overran Sally, who had found the keys, in the gym. Automatically one set of keys was lost to the heroes. It was further compounded when we played a zombie card that then removed the keys from the game!
The same sort of misfortunes were happening at the other table, based on the gloating of the zombies and the sullen expressions worn by the heroes. In the end, despite finding the gasoline, Beth and Homer were unable to get back to the truck before the scenario timer ran out. A search through the hero deck revealed that the keys were so deeply buried that it likely would have required an extra ten to twelve turns of searching to uncover them. Even the helpful "Just What I Needed!" card was at least eight to ten cards down.
I guess it was appropriate that since the forces of good triumphed in Arkham and the Good Guys won the Wild West the zombies would triumph in the end as the night wound down into the witching hour. "All it takes for evil to triumph is for heroes to find lighters but no dynamite."
First to hit the table was a rousing game of Arkham Horror. Though the new characters were introduced from the Dunwich expansion, the game was otherwise a standard AH scenario with Azathoth as the primary horror. Josh, Homer, Ken, Beth and I tackled the growing horror with a surprisingly effective group of characters. I chose Mandy Thompson the researcher. I generally prefer characters with fairly balanced stamina and sanity and her re-roll power proved very important throughout the game. Homer picked up Sister Mary , Ken chose the archaeologist Monterey Jack, Beth played newspaperman Darrell Simmons while Josh ruled the world with Ashcan Pete.
Ashcan Pete turned out to be almost godlike in his foraging. His ability to rummage through the trash earned him a slew of useful items as well as a retainer to write a book for "Ole Misk," the title of which is probably something like Living on the Edge of Sanity and Society. Whatever it's name it afforded Pete the only source of income he ever derived in the game. Likewise Monterey Jack was a monster killing machine. In spite of his low sanity, nothing seemed to disturb Jack as he slashed and shot his way through ten monsters over the course of the game.
Speaking of money, Mandy had absolutely no qualms about some shading dealings that netted her a cool $8. After falling a dollar short of buying two potent weapons (the magical Lamp of Alhazred and a rifle) she decided the risk of jail was minor compared to the gains. While the good Sister never seemed to get any money she enjoyed sufficient success that she still managed to travel to distant, terrible planets and emerge intact or largely intact at least.
In many ways this was as atypical a session of AH as I have ever played. The investigators seemed largely able to gather what they needed, some of the Mythos cards actually proved beneficial and the trips through the outer realms went pretty smoothly without the usual "A Monster Appears!" actions being drawn. We also managed to draw a disproportionate number of cultist, zombie and ghoul tiles as well as a fistful of Byakhee, Mi-Go and the odd Elder Thing. The one Cthonian that appeared was destroyed by Mandy's Dread Curse of Azathoth and the twin Hounds of Tindalos were nullified by virtue of closing the last gate right after they appeared.
After saving Arkham and post Great War New England we decided to switch things up a bit. By this time Rob and Angela had arrived and struggled through a game of Ghost Stories. The game lived up to its billing as one tough mutha co-op game. I think they were good and ready for a Wild West shoot out. Though only Beth, Homer and I had played Bang! before, it is a delightfully easy game to teach.
Josh had the misfortune of pissing off Deputy Homer, his seatmate to the right and the Renegade was the first to fall in a hail of bullets. The constant attacks by Indians and the rattle of Gatling guns only seemed to weaken the outlaws. Sheriff Rob was never put in much danger as the game progressed. Deputies Homer and Ken seemed willing to antagonize the outlaws and, admittedly, I probably focused too much attention on Ken. It's hard to forgive a guy who hands you a stick of dynamite.
Outlaw Beth, the only known outlaw as she took the only shot at the sheriff, was gunned down by Indians after enduring repeated attacks from Outlaw Angela. I didn't fare much better finally getting plugged by the lawmen after a game-long blood feud with Ken. In the end Outlaw Angela was outgunned and out manned. Both deputies and the sheriff took pot shots, occasionally wasting bullets on her empty whiskey barrel, but ultimately emerging triumphant.
In the last gaming session of the night we pulled out two copies of Last Night on Earth and had two four-player throw-downs with the Escape in the Truck scenario. Shannon and Ken were the zombies squared off against heroes Rob and Josh at one table while Angela and I ushered forth our legion of undeath against heroes Beth and Homer. At both tables the heroes struggled to gain ground in a pretty unforgiving scenario.
That is the one problem with LNoE. Some of the search scenarios appear to be heavily skewed in the zombies' favor. Certainly there are multiple copies of useful cards buried in the hero deck but the right combo of zombie cards can effectively shut off the heroes from the very items they need. Our zombies overran Sally, who had found the keys, in the gym. Automatically one set of keys was lost to the heroes. It was further compounded when we played a zombie card that then removed the keys from the game!
The same sort of misfortunes were happening at the other table, based on the gloating of the zombies and the sullen expressions worn by the heroes. In the end, despite finding the gasoline, Beth and Homer were unable to get back to the truck before the scenario timer ran out. A search through the hero deck revealed that the keys were so deeply buried that it likely would have required an extra ten to twelve turns of searching to uncover them. Even the helpful "Just What I Needed!" card was at least eight to ten cards down.
I guess it was appropriate that since the forces of good triumphed in Arkham and the Good Guys won the Wild West the zombies would triumph in the end as the night wound down into the witching hour. "All it takes for evil to triumph is for heroes to find lighters but no dynamite."
Sunday, September 26, 2010
Next Border Board Games date
We will resume our regular game night on October 16th at 6 PM at the Derby Line Village Hall. In honor of October and Halloween, we will bring along what horror-themed games we have. That means, Last Night on Earth, Fury of Dracula, and http://boardgamegeek.com/boardgame/15987/arkham-horror. I'm sure Castle Ravenloft will make an appearance as will some other games. As always, if you have a gaming request, please let us know.
Sunday, August 29, 2010
September's Game Day
For September, Border Board Games will change from its regular venue and join Green Mountain Gamers down in Lyndonville on September 18th for an all day game fest called Fall-oha. The game day will be held at the Grange hall on York St. and will run from 10 AM to 10 PM.
There will be all sorts of open board gaming the entire day. In addition, try your skill at the Small World tournament. If you are victorious, you will go home with the Cursed expansion. For all those mini players out there, there will be an introductory game of Flames of War.
Keep visiting the Green Mountain Gamers website to check for updates on the game day.
Border Board Games will return to its normal venue of the Derby Line Village Hall on October 16th.
There will be all sorts of open board gaming the entire day. In addition, try your skill at the Small World tournament. If you are victorious, you will go home with the Cursed expansion. For all those mini players out there, there will be an introductory game of Flames of War.
Keep visiting the Green Mountain Gamers website to check for updates on the game day.
Border Board Games will return to its normal venue of the Derby Line Village Hall on October 16th.
Monday, August 23, 2010
Fall-oha Game Day
For September's Border Board Game session, we will move further south of the border and join forces with Green Mountain Gamers game day, Fall-oha, in Lyndonville, VT on Sept 18th. The game day is goes from 10 am to 10 pm at the Grange Hall. It's an all out game day fest full of open gaming and a Small World tournament. For more information, please visit the Green Mountain Gamers website.
Next D&D session
The next D&D session is planned for August 28th at our (Richard and Bethany's) house. We should start as soon as Rob the DM arrives, which has been usually around 7:30 to 8:00.
Wednesday, August 11, 2010
August 21st
For the next session of Border Board games on August 21st, we will be bringing along Axis and Allies, Ticket to Ride, Puerto Rico and whatever other games will fit in our bag. If you have any requests, please let us know.
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.
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.
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.
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.
Subscribe to:
Posts (Atom)