Thursday Nights

These are my reports of the games we play and our views of the weaknesses and strengths of the games. I will be blunt, truthful and not always kind (except about my D&D Campaign!)

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King of Toyko with Halloween expansion

October 2013Posted by Sir Lard Fri, November 01, 2013 17:55:19
October 31st

Phil was missing tonite, so Sir keith decided as it was Halloween we would play the
King of Toyko with the Halloween expansion

first the blurb

King of Tokyo: Halloween, which is subtitled "Collector Pack 1", includes two new monsters for use with the King of Tokyo base game: Pumpkin Jack and Boogey Woogey. What's more, each monster comes with its own set of eight Evolution cards – first introduced in King of Tokyo: Power Up! – so that each monster can mutate into an even more nightmarish version of itself!

King of Tokyo: Halloween also includes six orange-and-black engraved dice (to fit the Halloween theme, of course) and twelve new Power cards to be shuffled into the deck. These cards are all Costumes, a new type of card that provides a powerful effect, but which can be stolen by any monster that rolls three claws and rips the costume off of you.

Finally, King of Tokyo: Halloween includes an exclusive promotional card for a new standalone game, King of New York, which will be released in 2014.

Thursday night Report

the dice are very nice and bright Orange, the costume power cards really add to the game, I missed the first game just arriving as it was finishing with Gareth winning using one of the new costume power cards (its power was you could win the game with 17 points instead of the usual 20), the next game I was using the monster Krackon, the first few rounds everyone was trying not to go into Toyko, and collecting crystals to buy them power cards! I managed to get the Large brain so I could re-roll more times, but this didnt help my poor rolling, Gareth started to pull away on points with malcolm close behind, we started to go into Toyko which meant we all started to lose Hitpoints, Gareth decide to come out of Toyko and I went in as I did I used one of my power cards causing everyone else to take points which left Gareth and Sir Animal on low hit points, Gareth turn see him get a few hitpoints back but then it was malcolm turn who also was in Toyko, and he rolled big on the claws everyone outside toyko took 5 points this killed Sir animal and gareth, after this malcolms leed was to big for me, Sir Keith and Sir Nick to catch up, in two more turns it was over Malcolm had won!

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Card Against Humanity (UK edition)

October 2013Posted by Sir Lard Fri, November 01, 2013 17:31:04
October 21st

Tonite there was all 7 present, so Sir Animal decided to bring his newly purchased game "Cards Against Humanity"

the basics of the game

A card game which you have ten cards (white backed) in your hand, each player takes a turn of reading out a question or quote from a card (black backed) and the other players anonymously give a card which answers the question or quote and the reading player picks the funniest in context of that question, then the player who’s card the reading player picks out gains a point the one to get 10 points wins

Thursday Night Report

The game was won by Malcolm that was the easy part.

I must admit the thursday night lads are open minded and remember that a game is just that a game, and to play this game that is what you will need, If you purchase this game please, please vet the people you are going to play with as quite a few categories of people will get offended by this game

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Elder Sign

October 2013Posted by Sir Lard Fri, October 18, 2013 17:59:46


Elder Sign

Game description from the publisher:

It is 1926, and the museum's extensive collection of exotic curios and occult artifacts poses a threat to the barriers between our world and the elder evils lurking between dimensions. Gates to the beyond begin to leak open, and terrifying creatures of increasing strength steal through them. Animals, the mad, and those of more susceptible minds are driven to desperation by the supernatural forces the portals unleash. Only a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever. Only they can stop the Ancient One beyond from finding its way to Earth and reducing humanity to cinders.

Elder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient One. Armed with tools, allies, and occult knowledge, investigators must put their sanity and stamina to the test as they adventure to locate Elder Signs, the eldritch symbols used to seal away the Ancient Ones and win the game.

To locate Elder Signs, investigators must successfully endure Adventures within the museum and its environs. A countdown mechanism makes an Ancient One appear if the investigators are not quick enough. The investigators must then battle the Ancient One. A clever and thematic dice mechanism pits their exploration against monsters and the sheer difficulty of staying sane and healthy, all within the standard game duration of one to two hours.

Thursday Night Gaming

All seven of us tonight, so Sir Keith decided it would be Elder Sign, all of us randomly took a character (we find it quicker and gives a surprise to all), as it is a co-operative game we all had to work together to collect Elder Signs (13 in this case) the first few rooms we completed were quiet easy but the rewards were not great, then the harder rooms started to appear with the elder signs on the reward section a few other world cards were drawn as well but with a drawback the ancient one we were trying to beat received a token whenever we completed the card a few we had to do as one gave us three elder sign and another gave us two! As time passed the elder sign we were collecting started to mount up but then as the immortal words were uttered “we should do this easy we only need a couple more” the cards started to go against us, several cards appeared which locked (players can not use) the important Red and Yellow dice, which leaved the normal green dice and at one point even one of them was locked in! we slowly unlocked the dice and started to get the last few Elder Signs which we required, it was Malcolm’s turn it had come down to this is Malcolm Completed the room we won if he failed we would have to fight the Ancient One as a failure gave the creature the token he required to appear and fight the Investigators, a tense dice rolling happen, the first part of the room was done on the first roll of the dice, then Malcolm rolled the next lot, as he didn’t roll what he required he locked a die on the side he required and lost another, again he rolled more failure, with a spell he locked another die but another die was lost, he now had only one die he rolled it at last success, we had won the game!!!!!!

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Cylons, Cylons Everywhere

October 2013Posted by Sir Lard Fri, October 18, 2013 17:59:04


Battlestar Galactica

With parts of the Pegasus Expansion added so we could play with seven players, we again tried to win as humans (well the ones who were not Cylons!!!) I thought we started well as the populations was only slowly going down, and the Fuel and Supplies which is the usual ones that we lose were near maximum we reached halfway in the game with no major upsets, the next lot of cards were dealt so more chance of Cylons, a few more rounds went by still the population was still slowly dropping, the cards starting going the Cylon way, we had many Cylon ships outside and two Basestars then Sir Keith revealed he was a Cylon, a few more rounds of bad cards, and every hit or card seemed to reduce the population, it all went terribly wrong for the human players, the game ended, Sir Animal and the Squire Phil was also Cylons again the game went the way of the Tin men!

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Sentinels of the Multiverse

October 2013Posted by Sir Lard Fri, October 18, 2013 17:58:24


Sentinels of the Multiverse

The Blurb from the box

A mad scientist holds the world hostage with his terrifying inventions. An alien warlord from a far away galaxy brings his limitless army of bizarre minions to conquer the planet. A giant rampaging robot cuts a swath of destruction across the coast, destroying major population centers. And who will stand in their way? A team of heroes, all with impressive powers and abilities stand between the world and the forces of evil. Will you help them? Answer the call to protect the multiverse!

Sentinels of the Multiverse is a cooperative, fixed-deck card game with a comic book flavor. Each player plays as one of ten heroes, against one of four villains, and the battle takes place in one of four different dynamic environments.

Each player, after selecting one of the heroes, plays a deck of 40 cards against the villain and environment decks, which "play themselves", requiring the players to put the top card of the appropriate deck into play on the villain and environment turns. On each player's turn, they may play a card from their hand, use a power printed on one of their cards in play, and draw a card from their deck. Each round starts with the villain turn, continues clockwise around the table, and then concludes with the environment turn. Each villain has various advantages, such as starting with certain cards in play, as specified by the villain character card. Play continues until the heroes reduce the villain to 0 or fewer HP, or until the villain defeats the heroes, either via a win condition or by reducing all the heroes to 0 or fewer HP.

The Thursday Night Game

With the Squire not here it left six of us to play the game, as it is a cooperative game it was up to all of us to make sure we won! We had three games of Sentinels and we won all three, though they were close I don’t think we lost any of the heroes by reducing their hit points to zero

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