Monday, December 14, 2015

Minis & Modeling Monday - Saxons, Scenery, & Sam

Over on saxonminiatures.com, they've got great deals on Vikings, Arthurians, and Saxons here.


Also, on sceneryunlimited.net, someone was recently touting their barrels and steel drums here.


Finally, on the Dice Tower YouTube channel, Sam Healey started a series back in September called "Painting Minis with Sam."  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, December 13, 2015

The Sunday Miscellanea - Mars Attacks: The Dice Game (2014)

As the last First Sunday event was winding down, Nancy busted out her copy of Mars Attacks: The Dice Game (2014) for us to play.  We had six players and played two quick games.  Steve Jackson Games has quite a few dice games and a number of card games that are largely about the luck of the roll or the luck of the draw, so I don't play many but I like to try them out from time to time.


The description from Board Game Geek is as follows:
In Mars Attacks: The Dice Game, the Martian players compete to see who can subjugate which U.S. cities first.
At the start of the game, four stacks of cards are dealt out randomly, with each stack having as many cards as players. On a turn, the player first declares which city he wants to attack, then rolls all ten dice. Any dice showing the "nuke" symbol are locked and cannot be rerolled. Laser guns are similarly locked, allowing the player to reroll only the alien heads. If he rerolls and ever has as many nuke symbols showing as the number on the face-up cards and the supplementary token, his turn ends; otherwise he can stop at any time, and if he doesn't have enough guns or alien heads to claim his target, he marks his total with one of his tokens, allowing him to add on to this number on a future turn — assuming that someone else doesn't claim the card first.
Some city cards have special powers, such as Seattle's, which allows you to place one die on the symbol of your choice prior to rolling. Las Vegas, true to its nature, wants you to go bust multiple times in order to claim the card. Whoever ends up decimating the largest portion of the earth wins. Ak ak ak ak ak!

It's definitely a game where rolling well is going to be more helpful than any planning or strategy.  Nevertheless, there are some ways to enhance your chances.It seems prudent to snag any easy points if they come up just prior to your turn.  Chances are they won't be around for long.  In six player games, getting in on the bigger cards can be a waste of a turn, again, unless you get lucky.  So, don't allow that to be your whole game.  I've only played twice, so that's about all I can fathom thus far.  I'm not big on dice games that mostly involve luck so I'm not sure when I will get to play this again but I won't rulle it out.


Essentially, a clearinghouse for topics on MFWARS.com
not covered elsewhere or wanting a particular focus.
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Saturday, December 12, 2015

Systems Saturday - Euphoria: Build a Better Dystopia (2013)

Wendy brought her copy of Euphoria: Build a Better Dystopia (2013) to the First Sunday Gameday at Lake Geneva Games this month and we managed to play two games of it, once with six players and another with five players.  We played it once before when she first bought it and I've played it in between one time at GameHole Con in early November.


The description from Board Game Geek is as follows:
In Euphoria: Build a Better Dystopia, you lead a team of workers (dice) and recruits (cards) to claim ownership of the dystopian world. You will generate commodities, dig tunnels to infiltrate opposing areas, construct markets, collect artifacts, strengthen allegiances, and fulfill secret agendas.
Euphoria is a worker-placement game in which dice are your workers. The number on each die represents a worker's knowledge—that is, his level of awareness that he's in a dystopia. Worker knowledge enables various bonuses and impacts player interaction. If the collective knowledge of all of your available workers gets too high, one of them might desert you. You also have two elite recruit cards at your disposal; one has pledged allegiance to you, but the other needs some convincing. You can reveal and use the reticent recruit by reaching certain milestones in the game... or by letting other players unwittingly reach those milestones for you.
Your path to victory is paved with the sweat of your workers, the strength of your allegiances, and the tunnels you dig to infiltrate other areas of the world, but the destination is a land grab in the form of area control. You accomplish this by constructing markets that impose harsh restrictions of personal freedoms upon other players, changing the face of the game and opening new paths to victory. You can also focus on gathering artifacts from the old world, objects of leisure that are extremely rare in this utilitarian society. The dystopian elite covet these artifacts—especially matching pairs—and are willing to give you tracts of land in exchange for them.
Four distinct societies, each of them waiting for you to rewrite history. What are you willing to sacrifice to build a better dystopia?

I should have heeded my own previous advice of getting up into Icarian territory sooner rather than later as Wendy managed to exploit that strategy twice to very good effect.  I did catch a very bad break in the first game early on when I allowed my workers' intelligence to go up to level four and lost one of my two dice on my third go around.  It took quite a bit just to overcome that bit of bad luck but I still felt like I was in the game.  Maybe I was kidding myself since I had four stars left when it was done but the last three tend to come quickly, so I cannot say for sure.  Still, a very fun game that I look forward to playing again.


A look under the hood of various Games, Rules and Systems.
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Friday, December 11, 2015

Tabletopper Friday - Penny Press (2015)

At a recent Burlington Gameday, Kiff and I borrowed Joe's copy of Penny Press (2015) and took it upon ourselves to learn and play the game.  The rules were mostly clear to us on first reading them though we needed to re-read a couple of small sections regarding how the tracks were maintained and how to build the newspaper layouts.  It didn't take us long, though, and we only referred back to the rules once or twice briefly during play.


The description from Board Game Geek is as follows:
Set during the tumultuous 'yellow journalism' years at the end of the 19th century, Penny Press has players taking on the role of newspaper magnates such as Pulitzer and Hearst as they strive to become the dominant paper in old New York City.
Players move up on the circulation track throughout the game by publishing newspapers, and they are awarded bonuses at the end of the game for best covering the five news 'beats' or leading news categories of the day: War, Crime & Calamity, New York City, Politics, and the Human Condition. 
To publish newspapers, players assign some or all of their five reporters to the popular stories of the day. When they're ready, players 'roll the presses' to claim those stories where their reporters have a majority and assemble them on their 'front page' player mat. The score of each press run is determined by the current values in each of the five news beats. Stories also have 'star' values, and the player with the most stars in each news beat gets that beat's endgame bonus.
The end of the game is triggered when one player publishes his fourth (in a two- or three-player game) or third (in a four- or five-player game) newspaper. The player who moved farthest along the circulation track is the winner of Penny Press.

We had a good time playing this and it went smoothly and quickly.  The headlines were fun to read but the game might benefit from larger newspaper layouts and longer turns.  Granted, that might be because we played with just two players, so I won't hold to that until after I've seen it played or have myself played it with three, four, or five players.  It's a fun game that I think most will enjoy and might even be good for younger players.

Mostly about card games and board games,
unless they have a decidedly wargamey feel.
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Thursday, December 10, 2015

Nostalgia Thursday - DungeonQuest (1985)

Weekly regular Norm brought his copy of DungeonQuest (1985) to our last meeting so we could take it for a spin.  It's a fairly straightforward game with few actions to take with base characters and perhaps too many for the expansion characters.  They probably shouldn't be mixed in the same game.  Nevertheless, I had the Dwarf Berserker so I was fairly tough and happy I was able to take some heavy hits.


The description on Board Game Geek is as follows:
Players explore the ruins of Castle Dragonfire trying to reach the treasure chamber in the center of the dungeon and escape alive with as much treasure as possible. A limited number of turns before the game ends puts pressure on players to take risks and score rewards because anyone left in the dungeon when time runs out dies! A tile-laying system creates the maze-like dungeon and ensures that no two games are ever exactly the same.

I decided to employ an unusual strategy with this game, even though it meant I would be playing rather little during the actual game.  It seemed to me that since the game is purportedly so deadly and very few character ever make it out alive (often the game results in everyone losing), that hanging out toward my entrance and just collecting scrap treasures from minor room searches might be enough to win the game.  While this is risky, since even one or two treasures from the dragon at the center easily outstrips scraps, I wanted to see if others would find themselves trapped by a portcullis or one-way doors, or revolving rooms, and unable to exit before time ran out.  In this instance, it actually worked but I can see now that the odds of it working repeatedly aren't huge.


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Wednesday, December 9, 2015

Wargaming Wednesday - Funagain Games Sale

With the holidays upon us, I thought I would highlight three wargames currently on sale through Funagain Games.  They often have games for 20% off retail but these are on sale for just a bit lower still.  First, at 49% off, they have "1914: Glory’s End & When Eagles Fly" here.


Also, check out the 29% off "7 Days of Westerplatte" here.


Finally, at 22% off, have a look at "Samurai: Warfare in 16th Century Japan" here.


A closer examination of board and miniatures Wargaming.
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Tuesday, December 8, 2015

Terrain Tuesday - Palm Trees, Isochronic Map, & Willow Church

Over on theminiaturespage.com, there is a two-part tutorial on making "Palm Trees" here and here.


Also, on , they delve into "Time travel" with "An isochronic map shows where to go, how long it took to get there – and what changes were on the way" here.


Finally, on TheTerrainTutor YouTube channel, check out the "Willow Church - Build Overview."  Enjoy!



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