Tuesday, May 31, 2016

Terrain Tuesday - Farmhouse, Windmill, & Castle

Over on bensrpgpile YouTube channel, Ben shows us "How to Make a D&D Farmhouse." Enjoy!



Also, on the terrainproject YouTube channel, he shows us a finished painted windmill project.  Stunning!



Finally, on the epicfantasy YouTube channel, Will from Storm the Castle shows us "How to make a Foam Castle - that really looks fantastic!"  Excellent!



For purposes here, the term Terrain is used broadlyto cover
3D tabletop pieces made from foam, felt, and other materials.
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Monday, May 30, 2016

Minis & Modeling Monday - Faust's Beginner's Guide

A few years ago, over on the Doctor Faust's Painting Clinic YouTube channel, he put together a "Beginner's Guide To Building Plastic Models" in three parts.  Here now, those three parts . . .



Also, part two . . .



Finally, part three . . .



A look at prepping and painting Miniatures,
crafting buildings and paper Models,
and other non-terrain stuff for the tabletop.
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Sunday, May 29, 2016

The Sunday Miscellanea - RPG Auctions Pro Tips

Chris Hinson's RPG Auctions group on Facebook has been chugging along and successfully helping gamers exchange RPG stuff for quite a while.  It is one of a number of Facebook auction groups under a single banner but it is the first and one must be vetted to gain access by starting off in the RPG Auctions - Lobby here.  Join there, read the rules, follow the protocols, and clear out your closet, or fill up your shelves, as the case may be.  One of the additional efforts Chris has made to make the group function better is to set up a YouTube channel where he gives tips on being part of the auction process here.  What follows are three videos that stand out as well worth watching starting with Tip #1 before diving in . . .



Also, have a look at Tip #2 . . .



Finally, check out Tip #3 . . .



Essentially, a clearinghouse for topics on MFWARS.com
not covered elsewhere or wanting a particular focus.
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Saturday, May 28, 2016

Systems Saturday - Prep, Manage, & Test

Over on creightonbroadhurst.com, he gives us "7 Tips to Help You Prep Faster and Easier" here.


Also, on criticaleyerpg.com, check out the GM management tool called "Campaign-Encyclopedia" here.


Finally, on entertainment.howstuffworks.com, take "The Ultimate Tabletop RPG Quiz" here.


A look under the hood of various Games, Rules and Systems.
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Friday, May 27, 2016

Tabletopper Friday - Space Barons by Tom Wham

Space Barons is an unpublished 3X game (no eXtermination, just eXplore, eXpand, eXploit) set in the Felithian universe in which many of the space games Tom Wham creates reside.  Tom, John, Ernie, and I have all played this one before and the playtesting continues apace, this time at Lake Geneva Games.  Check out the LGG Facebook page here.


It's a fairly straightforward game where players act as captain of a single space trading vessel which they can upgrade.  They set up a network of "Transporters" which allow them to launch from a planet or they can pay their opponents to use one of theirs.  Players draw trading contracts  and fulfill them to collect credits while avoiding hazards that only Tom Wham could create with clever names and humorous artwork.


The game is great fun and this one is close to complete, I think.  A few tweaks to the drawing protocols should square everything up.  I attempted a strategy of not upgrading my ship while only taking nearby contracts and building a network of cheap transporters all of the galaxy.  This left me pretty far behind at the end.  I'll make some adjustments of my own next time I play as well.

Mostly about card games and board games,
unless they have a decidedly wargamey feel.
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Thursday, May 26, 2016

Nostalgia Thursday - Agricola (2007)

Agricola (2007) is the first game in Uwe Rosenberg's Harvest series.  It's not as old as some games I've blogged about on Nostalgia Thursday but since it is first in a storied series, I feel it qualifies, if just barely.  The base mechanics in it went on to inspire and evolve into many innovative games.  Some of those games are among my favorites but I found it hard to enjoy Agricola after having played so many others in the series prior to finally playing this original.  I'll get back to that after the description.


The description from Board Game Geek is as follows:
In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?
The game supports many levels of complexity, mainly through the use (or non-use) of two of its main types of cards, Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release), these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist.
Agricola is a turn-based game. There are 14 game rounds occurring in 6 stages, with a Harvest at the end of each stage (after Rounds 4, 7, 9, 11, 13, and 14).
Each player starts with two playing tokens (farmer and spouse) and thus can take two turns, or actions, per round. There are multiple options, and while the game progresses, you'll have more and more: first thing in a round, a new action card is flipped over.
Problem: Each action can be taken by only one player each round, so it's important to do some things with high preference.
Each player also starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit in his/her strategy. Speaking of which, there are countless strategies, some depending on your card hand.  Sometimes it's a good choice to stay on course, and sometimes it is better to react to your opponents' actions.

I found it difficult to get rolling in this one as the cards I had were good midgame cards but little was available to me for early use.  I had to get a few out in play just to use others that would be of some benefit to me.  I also found it tough to present obstacles to other players without wasting turns of my own, given what I needed in resources based on where my cards had led me.  Maybe it was just first-timer flailing but it felt more like driving in a school zone after have participated at Indy.  I'll give it another go but I hate to waste too much precious game time on a lesser game in a series when I know I love several others.


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Wednesday, May 25, 2016

Wargaming Wednesday - Warhammer 40,000 (1993)

Warhammer 40,000 (1993) has a long tradition in wargaming for nearly a quarter century.  Many game stores have regular leagues, tournaments, and time set aside for casual competition and Lake Geneva Games is no exception, though space considerations have always been a challenge.


LGG is getting a short Summer 2016 league together for eight or more participants right now.  With the additional game space opening up, LGG will be hosting and encouraging more 40K play going forward into the second half of 2016.


If you are interested, please post to the Lake Geneva Games Facebook Page here and join the LGG40K Facebook Group here or stop on into the store!


A closer examination of board and miniatures Wargaming.
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Tuesday, May 24, 2016

Terrain Tuesday - Terrain Tips 2013

Sometimes it helps to look back a few years at earlier terrain videos from the folks who put out the great videos who have helped us over the years.  Dream Spirit Wargaming drops a handful of videos on us from time to time and back in 2013 they shared "Tools of the Trade: How to texture a gaming surface."  Enjoy!



Also, Tinker Terrain has been quiet lately but they got some great videos to watch including this "Pink Foam Tutorial for Wargaming Terrain and Scratch Build Models."  Check it out!



Finally, few folks produce as many tutorials as Mike from TerranScapes, and they are all excellent and well worth the time for all the detail included.  Have a look at this gem from 2013 titled "TerranScapes - Q&A #7 - Wargame Terrain Tips."



For purposes here, the term Terrain is used broadly
to cover 3D and 2D maps, foam, felt, and such.
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Monday, May 23, 2016

Minis & Modeling Monday - Green Stuff Tutorials

Thought I would scrounge up some tutorials on Green Stuff usage though you should check out Banana King's basic introduction here if you've never touched the stuff before.   To go a bit beyond the basics, even though it claims to be fairly basic, I think the posting from Tutorials of Tomorrow is very good here.


For those who have worked with it a bit but become frustrated or are just looking to brush up a bit, over on dakkadakka.com's forums, there's a fine pictorial tutorial here.


Finally, on the GirlPainting YouTube channel, check out the video on "How to work with liquid Green Stuff."  Enjoy!



A look at prepping and painting Miniatures,
crafting buildings and paper Models,
and other non-terrain stuff for the tabletop.
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Sunday, May 22, 2016

The Sunday Miscellanea - Bloktown

Late last week, I blogged about Tom Wham and his wonderful game The Awful Green Things From Outer Space (1979) but I also got a chance to play a game he has in the playtesting phase called "Bloktown" over at Lake Geneva Games.


I won't say too much about this game except that it is an auction style game with victory points dependent on clearing properties to ready them for constructing various building.


For four and a half decades, Tom has had games published through many companies in the US and abroad.  This is one of a dozen I have been lucky enough to play during pre-release and I look forward to playing more.


Essentially, a clearinghouse for topics on MFWARS.com
not covered elsewhere or wanting a particular focus.
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Saturday, May 21, 2016

Systems Saturday - Conquest of Planet Earth (2010)

I had a chance to play Conquest of Planet Earth: The Space Alien Game (2010) with the Conquest of Planet Earth: Apocalypse (2012) expansion the other day.  We played a game with four people and then a couple more with three.  It's a good looking game with a nifty theme and fun artwork and components.


The description from Board Game Geek is as follows:
A fast paced game of terrifying alien invaders, futile human resistance, and 50's SciFi Movie Action. Players each take on the role of a different alien Race, all part of invading armada, but each with their own unique abilities and ambitions. Unleash waves of flying saucers to blast human resistance into submission with death rays and terrifying weapons of war as you unleash powerful alien technologies on earth (and other alien races if they get in your way). But beware these pitiful humans are not defenseless. They will fight to the last to defend their planet, aided by countless platoons of army soldiers, powerful human heroes, and their most deadly weapon, the dreaded atomic bomb.
Featuring a modular game board, 10 different alien races to play (such as the Orzax, master of technology, or the Venezian Matriarchy, beautiful but deadly space amazons) a host of Human resistance to battle, and four game types - competitive, cooperative, team game, and Solo Play. Conquest of Planet Earth is a strategic game of maneuvering, backstabbing, and fantastic battles for alien conquest.
Main Features :
Features a collection of beautifully illustrated artwork including over 100 unique images. 
Over 25 detailed plastic miniatures of alien saucers to conquer the world
Games come with an original CD soundtrack to set the mood for alien conquest
Four game types - race against friend in competitive or team play, and be the first to conquer earth to impress your alien overseers, or cooperate as complete alien armada to sweep over the world and defeat human resistance. Also this game may be played Solo. 
No two games are ever the same! There are many alien races to play and large decks of game cards, giving a great variety of gameplay. By rearranging the different boards each game along with the amount of human resistance to battle the aliens, there is a high level of re-playability. 
Fast Paced games with easy to learn rules allow players to jump right into the action while strategic depth and strong cooperative/competitive play keep player coming back for more. 
Excellent bridge between simple family games and deeper, more advanced board games. Easy enough for casual gamers/non gamers to enjoy, while exciting and strategic enough for hardcore gamers to love. 
Expandable Design allows for many expansions and strong web support to create a loyal fan base/community. 
Source: product summary
Note: The summary is a little out of date, the game contains 16 alien saucers and 4 allied models. They are however all detailed and of a high quality.

And the description for the Apocalypse expansion is as follows:
Conquest of Planet Earth: Apocalypse, an expansion for ''Conquest of Planet Earth: The Space Alien Game'', includes new alien races (one of them being the Martian Confederation from FFP's ''Invasion from Outer Space''), new allies to help those invaders, and new cards for all other decks in the base game. The expansion includes a new "Coastal Resistance Deck" that boosts Earth's defense forces with naval ships, submarines, and jet fighters.
Additional components allow for two additional players to join in, raising the maximum player count to six.

I'm of two minds on this game but could go either way: one being to write it off as not worth playing and the other to adjusting it with a few house rules to remove huge "swinginess" due to luck.  It has a few flaws that I think are hugely problematic.  It is meant to be a fast paced game but throws a lot of math at the players at the beginning of combat while simultaneous requiring all players to be aware of the cards they have available too them during every combat.  For some players, this isn't a problem.  For players that have analysis paralysis, this will bog down every single combat which can happen one or more time during each player's turn.  The randomized locations deck means some player might draw very little they can utilize to gain victory points close to their landing zone while it is possible to draw as few as two location right next to the landing zone that allows victory on turn one, possibly before anyone else has even had a turn to play.  If opponents have no applicable cards to stop that player, which is a very real possibility, they simply move their aliens on turn one, roll a few combat dice (and play a card or two), and the game is over.

Furthermore, mitigating this luck is incredibly difficult due to the short nature of the game.  With only 8 victory points needed to win, which can be done on one or two turns, there is little time to implement a strategy that offsets the luck of drawing certain cards or rolling a few well-timed sixes. Since a six always wins a combat, regardless of the strength of the alien force or resistance, a combat could be 1d6 plus zero versus 1d6 plus 20 and still go either way when a six is rolled by one side or the other and considered an overwhelming victory.

If I were to get talked into playing this again I would want several house rules in play.  I would want the required victory point total for a win to be 20 rather than 8 to ensure some direct player interaction and a chance to mitigate the rampant luck inherent in this game.  I would want no more than half a player's victory points to be able to come from their landing area board.  I would also want for combat to not require a roll if one side or the other had six more pluses than their opponent.  I might also like to see the auto-win on a six be removed but with the previous house rule this might not be as much of a problem.  I have no idea if the problems baked into this game were by design or despite it but they make for a game that is heavily based on luck.  I suspect the latter since I cannot imagine a game design that is aware that a game can end before one or more players have even had a turn.  That definitely seems like an oversight which in turn suggests some of the other problems slipped through unnoticed as well.


A look under the hood of various Games, Rules and Systems.
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Friday, May 20, 2016

Tabletopper Friday - Boardgame List-a-palooza

Over on listverse.com, Alan Boyle shares his "10 Most Important Board Games In History" here.


Also, on buzzfeed.com, Andrew Ziegler "26 Board Games You Have To Play Before You Die" here.


Finally, on the pl YouTube channel, Nick Meenachan expounds on his "Top Ten Eurogames."  Enjoy!


Mostly about card games and board games,
unless they have a decidedly wargamey feel.
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Thursday, May 19, 2016

Nostalgia Thursday - Awful Green Things (1979)


One of the many advantages of gaming with someone like Tom Wham is getting to ask him about his early game designs.  He has had so many published over his many years in the business, some in magazines, some in their own, some which began as the former then became the latter.  One such game is The Awful Green Things From Outer Space (1979).  It has seen publication a half dozen times since first viewed in the pages of Dragon Magazine, mostly though Steve Jackson Games, who revised and published the 8th edition pictured below.


The description from Board Game Geek is as follows:
The Eighth Edition is finely produced with thick cardboard counters and a sturdy thick game board. The rules are in full color (with cartoon) and very well done. This humorously entertaining game pits two players against each other aboard a spaceship. One plays the ship's crew, trying to kill the evil and rapidly-multiplying aliens controlled by his opponent. And although the crew members have several weapons available to them, they don't know what effect those weapons will have until they try using them in combat against the Awful Green Things. Originally appeared in the Dragon magazine #28. The Outside the Znutar expansion, published in Dragon magazine #40, is included in the box in the Steve Jackson Games versions of the game.
Supplemental articles were published in TSR's Dragon Magazine including:  "The Awful Green Things From Outer Space" Tom Wham - Issue 28 (page 26) [and] Addenda "Outside the Znutar" Tom Wham - Issue 40 (insert)

Tom has told me that one of the reasons SJG has published the game so often is that it is a personal favorite of Steve Jackson himself, and it's easy to see why.  It's one of those lively, fun games that anyone would enjoy.


And SJG has done a wonderful job producing this 8th edition with top notch components, vibrant colors, and traditionally-flavored artwork where it needed some adjustments.


Do yourself a favor and grab a modernized copy of this classic game, even if you have the original and one or two versions along the way.  It's a beaut!


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Wednesday, May 18, 2016

Wargaming Wednesday - Blood Rage (2015)

If you've spent any time on the Internet since its release, you know that Blood Rage (2015) has more than its share of rabid fans and not without good reason.  This falls into the category of Wargamey Boardgames for me, in that it definitely has battle and conflict as one of its major components.  For those who have played Midgard (2007), also by designer Eric M. Lang, you'll see a good amount of similarity.  Blood Rage, however, takes that game to eleven!


From the description on Board Game Geek:
In Blood Rage, each player controls their own Viking clan’s warriors, leader, and ship. Ragnarök has come, and it’s the end of the world! It’s the Vikings’ last chance to go down in a blaze of glory and secure their place in Valhalla at Odin’s side! For a Viking there are many pathways to glory. You can invade and pillage the land for its rewards, crush your opponents in epic battles, fulfill quests, increase your clan's stats, or even die gloriously either in battle or from Ragnarök, the ultimate inescapable doom.
Most player strategies are guided by the cards drafted at the beginning of each of the three game rounds (or Ages). These “Gods’ Gifts” grant you numerous boons for your clan including: increased Viking strength and devious battle strategies, upgrades to your clan, or even the aid of legendary creatures from Norse mythology. They may also include various quests, from dominating specific provinces, to having lots of your Vikings sent to Valhalla. Most of these cards are aligned with one of the Norse gods, hinting at the kind of strategy they support. For example, Thor gives more glory for victory in battle, Heimdall grants you foresight and surprises, Tyr strengthens you in battle, while the trickster Loki actually rewards you for losing battles, or punishes the winner.
Players must choose their strategies carefully during the draft phase, but also be ready to adapt and react to their opponents’ strategies as the action phase unfolds. Battles are decided not only by the strength of the figures involved, but also by cards played in secret. By observing your opponent’s actions and allegiances to specific gods, you may predict what card they are likely to play, and plan accordingly. Winning battles is not always the best course of action, as the right card can get you even more rewards by being crushed. The only losing strategy in Blood Rage is to shy away from battle and a glorious death!

Local gamer and man about town, Dennis Smith was kind enough to bring in his copy of Blood Rage along with some expansions to Lake Geneva Games (Facebook page here) last Thursday for Open Boardgaming Night.  John, a regular in my own games, and Jason, the store owner, joined him at the table to give this glorious game a try.  I could only observe, as I had other things to handle, but I must say that it looked like a great deal of fun.  The card drafting and Valhalla aspects were every much lifted from Midgard but there is much, much more to this game.  The minis looked fantastic as did the other components.  A word of warning to those looking to play this game: Watch out for the last place player during the game because it is perfectly possible to score enough end points to shatter an in-game lead.  That's just what happened on this occasion and the other two players were quite surprised by that turn of events.  Great game!


A closer examination of board and miniatures Wargaming.
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Tuesday, May 17, 2016

Terrain Tuesday - Flocking

Over on the Make Something YouTube channel, they shared a "Flocking a Box Tutorial" video.  Watch and learn!



Also, on the kennyearrings1 YouTube channel, they show us "How to Apply Flocking."  Check it out!



Finally, on the CraftFlocking YouTube channel, they share a video simply titled "Flocking."  Enjoy!



For purposes here, the term Terrain is used broadlyto cover
3D tabletop pieces made from foam, felt, and other materials.
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Monday, May 16, 2016

Minis & Modeling Monday - Boats for D&D

Over on theDMsCraft YouTube channel, DM Scotty gave us a video on "Easy to craft boat for D&D or Pathfinder (the DM's Craft, Ep 4, p1)."  Enjoy!



Also, on DnD5eTV YouTube channel, we're shown a "Polystyrene Foam Ship Build."  Cool!



Finally, on Black Magic Craft YouTube channel, a recent video shows a "Longboat (Ship) For D&D Tutorial (Episode 08)."  Nifty!



A look at prepping and painting Miniatures,
crafting buildings and paper Models,
and other non-terrain stuff for the tabletop.
Please Like, Share, Plus, Tweet, Follow, and Comment!