March 2015Posted by Sir Keith Tue, March 17, 2015 09:16:44
On Saturday 7th March the first Canterbury Conquest gaming convention took place. It was held in a small hall, in Canterbury though away from the city centre.
The location was fine and easy to get to (though parking was a pain for some) and the hall was OK once they turned off the heating.
There was a good cafe that kept up the supply of hot and cold food though it stopped the hot food at 13:00 just as Sir Animal wanted to order and just after Sir Steve and i had ordered - much to our amusement.
The local game shop had a presence at the back of the hall and there was a small bring and buy that had some interesting gamee. It was here that I actually picked up a Kickstarter Copy of the Dice Tower game "Nothing Personal
". The weight and the quality of the pieces are amazing and I cannot wait to get it to the table!! It was a bargain at £25 and had never been played (it also included the expansion as this was part of the stretch goals). Really this was a major find and I still cannot believe my good fortune.
The organisation was poor. The tables in the main hall were all reserved but only three were actually used. This meant that those bringing games to play stayed in the cafe area and used their tables. Thus a load of those attending never went into the main hall and the shop stall didn't seem to sell anything.
Olly was the poor chap on the stall and he joined us for some of the games...
Kingsburg, Castle Panic - several games of Tinku and Ghost Storys all made it to the table. We also demo'ed Every Round Counts the Dice Game which went down well....
It was a fun day and good to have time to play games and make new friends. Our hobby is very inclusive and many are so sociable that it truly is fun..Are you going to UK Expo???
We have a stall where we will be demoing ERC, ERC the dice game and TINKU.
Please come by, have a game, say hello and maybe a beer???
It really is the best three days of gaming in the UK - Bordgames, RPGs, Seminars, Wargames, Bring and Buy, Trade stall, Events....... Really recommend and hope to meet you there!
March 2015Posted by Sir Keith Tue, March 17, 2015 08:45:19
OK - two more weeks to update you on.
The first was a game of Kingsburg, the classic dice rolling resource game. As I have the app, this rarely see the table (apparently I know how to win this game). Normally we will use the expansions to ensure more balance (though I still think that the dice rolling does balance it anyway).
first the blurb:
A boardgame for 2-5 players, ages 10+ by Fantasy Flight Games.Adopt the role of a governor vying for power and the influence of the king. Construct and maintain your community over a period of five years.
The game is fun, it was very close until Sir Nick and the Squire lost one of the battles and thus lost their best buildings. Sir Steve ended third; i was second and Sir Animal won (see told you the dice balanced it!!).
The following week Malcolm and Gareth were back up. I looked forward to a game of "Touch of Evil". This semi-co-op game has great reviews and I have been trying to get it to the table. However the fates are always against me......
And this time the annoying large person spoke with forked tongue. He promised the game but delivered a very annoying quiz night mainly based on Dr Who and the most obscure quiz book ever!!!!!!!! (OK i still won but just and more by luck than judgement)....
Who knows what will be played next - i have two games i am desperate to get to the table but both are five player so watch this space.......
March 2015Posted by Sir Keith Tue, March 17, 2015 08:31:07
Sorry - no excuses but this is a quick run through of the games we have played in the past month.
First is the game..... Star War - Imperial Assault
For 2-5 players, ages 14+, playing time around 90 minutes.
Star Wars: Imperial Assault is a strategy board game of tactical combat and missions for two to five players, offering two distinct games of battle and adventure in the Star Wars universe!
Imperial Assault puts you in the midst of the Galactic Civil War between the Rebel Alliance and the Galactic Empire after the destruction of the Death Star over Yavin 4. In this game, you and your friends can participate in two separate games. The campaign game pits the limitless troops and resources of the Galactic Empire against a crack team of elite Rebel operatives as they strive to break the Empire’s hold on the galaxy, while the skirmish game invites you and a friend to muster strike teams and battle head-to-head over conflicting objectives.
In the campaign game, Imperial Assault invites you to play through a cinematic tale set in the Star Wars universe. One player commands the seemingly limitless armies of the Galactic Empire, threatening to extinguish the flame of the Rebellion forever. Up to four other players become heroes of the Rebel Alliance, engaging in covert operations to undermine the Empire’s schemes. Over the course of the campaign, both the Imperial player and the Rebel heroes gain new experience and skills, allowing characters to evolve as the story unfolds.
Imperial Assault offers a different game experience in the skirmish game. In skirmish missions, you and a friend compete in head-to-head, tactical combat. You’ll gather your own strike force of Imperials, Rebels, and Mercenaries and build a deck of command cards to gain an unexpected advantage in the heat of battle. Whether you recover lost holocrons or battle to defeat a raiding party, you’ll find danger and tactical choices in every skirmish.
As an additional benefit, the Luke Skywalker Ally Pack and the Darth Vader Villain Pack are included within the Imperial Assault Core Set. These figure packs offer sculpted plastic figures alongside additional campaign and skirmish missions that highlight both Luke Skywalker and Darth Vader within Imperial Assault. With these Imperial Assault Figure Packs, you'll find even more missions that allow your heroes to fight alongside these iconic characters from the Star Wars saga.
Wow - lots of blurb and to be honest lots of stuff. The box is very heavy and the contents are of very high quality. The fact that it follows the Descent system makes it easy to learn and the tweak of allowing the empire to activate a squad after each player has a turn actually balances out (surprisingly).
We only played the initial game which is very balanced towards the players. Though we actually had a rocky first turn where we got a bit chewed up (mainly due to Sir Nick's awesome rolling), we soon had them on the ropes and the wookie doing mass close damage and the rest picking out the rest it was over rather quicker than we hoped......
I look forward to getting this back the table and I think the campaign will be fun. However as we fluctuate with attendance every week, i will have to trust the force....
February 2015Posted by Sir Keith Sun, February 22, 2015 15:16:28
So tonight no squire or Sir Animal. This still left five so we decided to play a game of Elder Sign. This is a simple dice game base in the Arkham Horror universe (and is a very good app on iOS).
A cooperative game, each player takes a character with unique abilities and attributes to undertake tasks in rooms around the museum. The idea is to get enough elder signs to thwart the return of an old one....
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.
Elder Sign includes:
1 Cardboard Clock
8 Customized dice
1 Entrance Reference sheet
76 Small cards
144 Cardboard tokens and markers
No. of Players 1 - 8
Duration: 60 to 120 minutes
Min. Age: 13
We also included the Unseen Forces expansion, which includes blessings, curses, companions and additional cards. It also splits the safe locations so that some might close as a result of midnight striking.....
We actually won the game quite easily. The King in Yellow was defeated as the characters deployed worked well and the dice rolls seemed to smile upon us.
This a great quick and fun game for a lot of players. It plays well with five as well as seven. I plan to get the new expansion soon so look out for more play reports....
February 2015Posted by Sir Keith Mon, February 16, 2015 17:51:19
Or more importantly, I'm back to edit and report the news.....
So what has happened - well to be honest a lot, new job, new computer (iMac!) and now time to devote back to the sites.
Its been a while and if you can go over to UK Roleplaying.com i will soon be updating and adding more content.
In the meantime in the old tradition..... what have we done last week?
Well - the first part was a game of Asterix ... I can't believe when i look down that we played this game just before the reports stopped! Well the games were close between Sir Nick, Sir Animal, Gareth, Sir Malcolm and myself (No squire - he had other duties to perform - like mucking out the stables) and Sir Lard had the usual timekeeping issues. It is still a fun game with a lot going on and an easy filler. The decks are a little uneven but we swap characters each round so that soon addresses that issue. Sir Nick won and I came an honourable second....
The next game we played was the new game called Colt Express
"On the 11th of July, 1899 at 10 a.m., the Union Pacific Express has left Folsom, New Mexico, with 47 passengers on board. After a few minutes, gunfire and hurrying footsteps on the roof can be heard. Heavily armed bandits have come to rob honest citizens of their wallets and jewels. Will they succeed in stealing the suitcase holding the Nice Valley Coal Company's weekly pay, despite it having been placed under the supervision of Marshal Samuel Ford? Will these bandits hinder one another more than the Marshal since only the richest one of them can come out on top?
In Colt Express, you play a bandit robbing a train at the same time as other bandits, and your goal is to become the richest outlaw of the Old West. The game consists of five rounds, and each round has two phases:
Phase 1: Schemin' Each player plays 2-5 action cards on a common pile, with the cards being face up or face down depending on the type of the round. Instead of playing a card, a player can draw three cards from her deck.
Phase 2: Stealin' The action cards are carried out in the order they were played, with a player's best laid plans possibly not panning out due to mistakes and oversights!
The game takes place in a 3D train in which the bandits can move from one car to another, run on the roof, punch the other bandits, shoot them, rob the passengers, or draw the Marshal out of position. The train has as many cars as the number of players, and each car is seeded with gems, bags of loot or suitcases at the start of play."
Well it's a fun game. The unique characters are a little uneven in power but like Asterix you can swap them round each game. We played twice and enjoyed both. The movements and the plot twists kept things interesting. Not a game to keep playing over and over and one that children would really enjoy. A very light game that does what it says. A thumbs up - but not an enthused one.....
The first attempt...Posted by Sir Keith Sat, March 09, 2013 16:50:07
OK - what a start to 2013 - work has been manic, kids ill and all in all time to work on a blog or a website hasd been very limited. However there is light at the end of the tunnel and hopefully, an all new Thirsty knight, with more involvement, exposure and more features, updates, comments, reviews and reports will be flying your way.
I have a new RPG site that will replace the current pages, while the board game site (the main site) will be taken over by Sir Lard.
I will still be on: commenting moaning and reporting as well as updating you all on Kickstarter and some of the campaigns we have backed. As well as one that may be upcoming (you have been warned).
So - the bad grammar, the bad spelling and the poor timing is back!!
November 2012Posted by Sir Keith Thu, December 06, 2012 12:12:37
Dungeon Command - Undead vs Drow
A limited group this week, led to the first game of DC to be played on Thursday Night. Sir Nick took on the Squire, playing the new undead set. This was our first vire of this set in action and it was very interesting.
The squire got off to a powerful start, with his umber hulk in play from the start. He dominated the board, forcing the undead back to their starting area. However this meant he was overstretched and with the undead able to do little and often damage, the umberhulk eventually fell to their foul arts. This meant that the Drow were having to move quickly across the board, while the undead were able to bring in reinforcements and attack the new turn. as there was a quick turnover of undead, the undead Dragon came into play and made mincemeat of the final Drow....
A good balanced game that swung severely one way to the other. I do like this game and there are plenty of good options and encounters to go.. We did not use the chests as it was the first game and perhaps this was to the disadvantage of the drow. However also chasing a group back to their starting area was also a disadvantage as shown above
King of Tokyo - with Expansion
We also played the new KOT expansion tonight. This added a new monster (a giant panda) and unique monster cards. Rolling three hearts meant that a permanent or temprary change happened to your monster and each monster had their own cards to select from. It is a fun game and as there were 5 players, we used the Tokyo Bay area as well as the Tokyo space. It led to several fun games that were one by players using different tactics and different winning conditions. For the £12.99 price, it doesn't seem a lot but it does change the game significantly and I highly recommend it....
November 2012Posted by Sir Keith Thu, December 06, 2012 12:01:11
Seven Wonders with City & Leaders Expansion
So tonight we finally got out the city expansion to Seven Wonders. This is a real change to the game, with additonal wonders, leaders, guilds and new black cards added to the deck. The black cards now add 8 cards to the hand, so more choice and another round each age! Also there are new actions to take, as a diplomacy action allows the player to remove itself from combat, making you move attack the next person along. So it is more important to watch what others in the game are doing.
The black cards themselves seem to be very powerful. They can unbalance some hands but to be honest I found them to more reward those doing well while further penalising those struggling. The debt tokens seemed particularly harsh to those without coins, especially as they cannot be removed further in the game. The diplomacy however I liked and to be able to remove from combat at a key time did add some strategy to the game.
However like in most games, the science really won it! Especially in the first game where the squire was the only one to go the science route. Blocking this off in the second game meant a much closer game, though resource did seem very scarce for some players, especially where the leader expansion wonders were in play....