Saturday, 21 June 2014

Game Review - Sentinels of the Multiverse

Sentinels of the Multiverse



There have been a number of different ages in comics, from the golden age that started it all, to the modern age that we find ourselves in now, and while I don’t read them much anymore (got bored of people getting killed one week for shock value and getting brought back a month later), I do recognise that things have evolved somewhat. 

At one point, the comics were little more than “Villain of the month”, nicely contained with a swift moral message at the end of it, usually something about a previous conflict or whatever was a hot topic at the time, and for many (Myself included), that was more than enough.

Sentinels of the Multiverse is the game of that era of comics, and it draws from the influences of such comics as the Avengers, the Justice League and the Squadron Supreme, where the villains were usually strong enough to take on several heroes at once, and it was only through teamwork that the heroes stood any chance at all.



The premise is easy, take a single super villain, all the players take the role of a hero, and then fight until there’s only one side standing.  The villains actions are all pre-programmed, so all the heroes need to do it co-ordinate their own attacks to ensure that they make it through.

Simple enough?

The interesting thing here is that as players, just like many of the heroes of old, you know what the villain is going to do next, you’ve got their Modus Operandi written on the card in front of you, so defeating them should be a matter of simplicity…

Except it’s not…

There is the matter of the location where the heroes must face the villain, which carries complications all its own as the villain is unlikely to let the players have a go at them on open ground with no civilians around.  Then there’s the matter of the environment around them, as no battle ever occurs on a sunny day with icecream for everyone…

There are several decks of cards to be managed, which sounds strenuous, but really isn’t, each deck is only used once a turn, the modifications to the game are applied there and then, and they last until the next round when the deck is drawn from again. 

All the villains have a deck of cards filled with minions that they summon in the case of Grand Warlord Voss (Who really isn’t Thanos, honest!), to various bits of technology and mysticism in the case of Baron Blade (Who really isn’t Doctor Doom, honest!), and these cards are drawn every turn, adding to what the heroes have to deal with.  In the case of some villains, the cards make the villain harder to hit, or make them hit harder, and the game has been scaled so that many of the abilities that the villains have increase as the number of heroes ranked against them increases.  It’s possible to get a lucky victory once in a while, but it really is once in a great while that luck plays any part in the game.



The Heroes are very much like those found in the Silver Age, usually with a single power or defining characteristic that marks them out from the others, some of the heroes are stronger all around than the others, such as Legacy (Superman) and Expatriette (Punisher), with some of the others being a little strange to say the least, such as the Scholar (clearly the Dude from Big Lebowski) and Absolute Zero (Mr Freeze, who can only damage things by hurting himself…).  Most of them have co-operative abilities that complement the group or can hit really hard by themselves but need the support of others to make sure they don’t go down too quickly.



Given that all the actions that the players can take are drawn from a deck, it’s possible that a bad shuffle will wreck the chances of the players getting the early start on the villain that’s needed to stand a good chance to win, but the more players that you have, the less chance there is that you’ll all get a bad shuffle in the beginning.  The final kicker is that even when a hero is taken out (as invariably one will be, we’ve only ever had one game where all the heroes were still standing and everyone was in low single digits of hit points), their character card is flipped over and they still get to contribute something each turn that will be of use to the group.

The game plays quickly once you’ve got the hang of it and it’s possible to play a game of it in less than half an hour, but expect the first game to last
at least an hour and probably more.  While playing several heroes pounding on a villain doesn’t sound like the most interesting way to spend an hour, the game is exceptionally well balanced and ensures that no matter how many/few the heroes are, the villain will be a good match for them (for example, damage done by most villains is expressed as X, where X is the number of Heroes still active), and that unless everyone draws exactly the right cards at exactly the right time, it will not be an easy fight.

Production values are good, the cards are all full colour and neatly laid out, the boxes are designed to make storage of the cards easy and it’s possible to transport all the various expansions in the two main boxes. 



Sentinels has been going for some time now since winning the best game award at Gencon 2011 and there’s been a number of expansions for the game as well as limited edition cards and an evolving storyline that is added to with every new release.  It’s a game that anyone can pick up and run with and even if you’re not a fan of comics in general, the way in which the game is presented makes it easy for anyone to get involved.

Either way, for an occasional bout of villain bashing, it's hard to beat...

The main website for the game can be found at http://sentinelsofthemultiverse.com/

Friday, 20 June 2014

Day 171 - And almost no words done today, but a few thanks to give out - Required 470250, Achieved 451277

In the first instance, to Carol Tierney, who was more than helpful with a number of things to do with the insurance, and then to Nina James at Amlin Insurance, for seeing that I was actually trying to be reasonable and for doing her best to be reasonable in return. Ladies, to both of you my thanks.

Insurance has been resolved, reasonable figure has been met, and as a result went out today to try and find a new car before the hire car has to go back, spent three hours trolling around bradford to find that one of the cars on the website had been sold (despite being told it was still there), and one of the cars had alloys that were so corroded you couldn't tell where the wheel ended and the slime began, a gearbox that crunched even when you weren't driving it around, and suspension that had been lowered even more than the car already had (and it's a Celica, so it's pretty low already...), so we went back to the other dealer to find that the entrance had been blocked by an idiot salesman and we couldn't get in, then got caught in the one way system on the way around and then finally just gave up on it and came home.

But while at home, had good dinner with family (anything involving 1.5 kg of fresh beef and 1 kg of perfect fluffy dumplings has no fail in it...), only got the review done this morning, but at least the insurance will no longer be causing me the stress it has been doing...

And as such, maybe the wordcount will start to recover rather than just holding position...

Still, presuming I beat this, and I have no intention of failing, I plan to hold a party at some point to celebrate, anyone interested?

This is John Dodd, in the socialist republic of South Yorkshire, and Goodnight England, wherever you are...

First Amazon Paycheck.....

Fame and Fortune to the left, money and women to the right.....

Wait a minute....

Game Review - The Red Dragon Inn

Game Review: The Red Dragon Inn



So what does every adventurer do after raiding the dungeon?  They go down the tavern and make the best use of all the treasure they’ve looted by drinking and gambling it all away.

Little bit 1980?

Maybe...

However, it is the subject of a game from Slugfest, wherein every player takes the part of an adventurer that’s just returned from the dungeon in a race to see which one of them runs out of gold or passes out first...

Highbrow entertainment this is not J

In the game we played, there are four adventurers, Dimli the Dwarf, Gog the Half Ogre, Eve the Illusionist, and Fleck the Bard.

BardFleck!



Not hard to see which character I picked.

There are two stones on the character board, a red one that indicates fortitude, a white one that indicates alcohol content, if the two ever meet, you’ve passed out and lose, if you run out of gold, the tavern wench throws you out and you lose.



The game mechanics are simple, draw till you have seven cards at the beginning of the turn, play an action, buy someone else a drink and then drink your drink (if you have one).  Actions include starting off a round of gambling, taking things from other players, ordering more drinks, and so on, there’s not much variant in the different cards, most of them do simple things like cause the other players to lose fortitude or gain alcohol content.  There are interrupt cards that allow you to redirect fortitude loss and alcohol gain, and cards that allow you to ignore them completely.

When you’re gambling, whoever controls the round gets the pot when it gets back around to them, but the other players can play raises, winning hands, or cheat their way to victory, there’s even a card that allows a losing player to make the game a hollow victory by having the tavern wench steal all the gold in the pot as a tip.



The game plays well, there aren’t enough rules to get in the way of things and those things that have a conflict on them are suitably easily worded enough to allow players to make a reasonable decision on them, the production values are good although the cards aren’t laminated (which, given the subject matter, you’d think they would have been), and it’s possible to play a game from new within half an hour.  I suspect that the game will work better for those who’ve had rowdy nights out and been the archetypal adventurers in the bar, but the game mechanics are sound and there’s enough variance in the cards that it doesn’t seem like you’re playing the same hand every turn.



As of this time, there’s a total of four different expansions for the game and the rules for each of them can be found here http://slugfestgames.com/games/rdi/

There are also rules for Allies, including amongst others the rabbit from Monty Pythons holy grail and the barbarian from Runequest and expansions that indicate how to include taverns and such in your games of Pathfinder.

It’s not politically correct, and it’s not for everyone, but considering that our group is one teetotal, one party animal, one beerproof tank, and one "Drunk by sniffing it", we all found it fun to play.

Just as long as you don't swap the drink cards for actual drinks....




Thursday, 19 June 2014

Day 170 - Lot of words done, but not the ones I needed to. - Required 467500, Achieved 450711

So I got a lot of work done today, but not much on Ocean of Stars, I need to get past the bit that's causing me the problem so I can get to the bit that I know what's going on, but it's a snarl up getting there at the moment, so things are moving slightly slower.

So no Ocean this evening, with the permission of the story group, I may move on to something else briefly, with the understanding that I will return to it at a later time when my head is in the right place.

Several new games for review in the coming days, but I do need recommendations for what to review once I'm done with them, if anyone has any particular things they're interested in hearing reviews for, let me know, board or RPG, I'm adaptable...

This is John Dodd in the Socialist Republic of South Yorkshire and Goodnight England, Wherever you are...

Book Review - Joseph Campbell – The Hero with a Thousand faces

There’s a number of books on the subject of writing, many of them are written by people who haven’t themselves written books (on any subject other than how to write books), and from these authors I pay the same attention that I would to a person who tells me how to play a game that they themselves haven’t played.



And that was why I found this book so interesting, in this book, you’re not being told how to write, you’re not being told sit down every day and stay there till 2000 words appear on the page, you’re not being told that you must be driven by divine spark (or drink, whichever is closer) to make your masterpiece. 

You’re even being told to write...

Joseph Campbell believed in the Monomyth, the idea that all stories follow a common set of principles, that certain elements are present at all times, and that those particular elements are what we respond to when we hear stories.  I’ve read of it in other books, in books that were written by other people who had studied Campbell, and in those books, I found a lot of people saying how clever they were and how well they’d advised people on the principles of Campbell, and their particular take on his words but never the truth of what he’d actually said.

So recently I picked up the book itself, and the basic structure of it is similar to what I’ve read before, but the reasons for it were clearer. 

For those who aren’t familiar with the monomyth, it consists of several different steps, and I won’t list them in the way that Campbell does because while there’s a bunch of things written out there for free (Wikipedia is your friend it seems), on the subject of the monomyth and how stories work, it’s not the same as reading about it from a man who truly believed in what he was writing.

The monomyth starts with the ordinary world, because even if the story is about an established fighter, a legend in their own lifetime, they have to have a world that they normally live in.  There’s the call to arms, wherein the challenge is laid. The refusal of the call, because the hero has their life and wants to live it. The second call, and then on to adventure, gathering of the friends and helpers who will be with the hero on their journey, then the trials, leading to the darkest hour, and from there the discovery of what will make things right, the return to their world, and the new satisfying life that they have following the adventures.

The difference between this and the other books that have tried to explain it or make money from it, is that it’s clear from the writing in this book that he’s not trying to make money from it, this is what he studied, this is what he believed in, and the book is so much more powerful as a result of it.  I’ve read something similar in The Writers Journey by Christopher Vogler, but the examples in that were mostly the ones where Vogler pointed out how clever he’d been in advising others how to use the monomyth and how he’d influenced the course of modern Hollywood as a result.

I liked that the examples given were all annotated at the end, that it’s possible to corroborate anything that he’s written, he’s not just giving examples of where he thinks something is the case, he’s giving examples of where it is the case.  I have to admit that one of my more recent stories was flagging slightly, I wasn’t sure what I’d done wrong or where I was going with it, and that was the reason why I picked up the book, I wasn’t happy consigning 30k words to the bin without knowing what I did wrong with it.

Interestingly enough, I’d missed out the first few steps, so on rewrite (which I can’t do yet because I’m putting it out in instalments every day), those steps will be added in and it’ll be a much easier read as a result.  However, what the book did give me is the insight of where I need to start and where I need to finish, something that very few other books actually made the point of.

In all, whatever story you’re writing, whether it’s something for yourself, mass market fiction, or even a scenario for a game or timeline, it’s worth taking note of Campbells theories and applying them to your own work, to see if what you’re doing (even subconsciously) is what everyone else throughout time has been doing, or if there’s something that you’re missing somewhere.

Unlike most other books on writing, this didn’t promise me anything...


But it delivered everything...

Wednesday, 18 June 2014

Day 169 - Sword of Omens, Give me Sight beyond Sight... Required 464750, Achieved 445461

Because at the moment, I could really do with it...

Insurance weasels still trying to stick to original offer, which won't even get the car that I had, much less the LPG conversion that was added to it, anyone with any experience of Insurance weasels please get in touch :)

The news from yesterday (because I'm not sure that it's been told to everyone yet) was that one of the people most close to me has a serious illness, I'm sure they're going to be fine, but it's still a thing where you hear certain words and immediately think the worst.

The word count is improving, and there's a reason for that, Joseph Campbell, and I'll be putting up a review of that tomorrow, because I believe if it does for everyone else what it's done for me, they'll be a whole lot more people writing, and that can only be a good thing :)

And for all those who came here for sight beyond sight...

https://www.youtube.com/watch?v=btjbqisVQSU

The first one, not the second...

This is John Dodd, trying to find a sword with an improbable hilt, and Goodnight England, Wherever you are...

Game Review - Numenera

Every once in a while there’s a product that’s a game changer, and I don’t mean that in the sense that it’s something that just makes a new game, I mean it challenges how we look at things.



I reviewed Numenera once before as a part of its entry into the Expo awards for 2014, but I only included the basics of what I thought at that time.  As overall head of the awards, I have to maintain a level of neutrality when it came to what I said, just in case it put any sway towards people’s thoughts on the day.

Today, it’s just me...

So the system is broken (unrepentantly so), it’s weighted towards the “Magic” users at the higher levels and it’s got so many pages, they have to plant a new giant redwood every time they print a copy...

What about the product as a whole?

Visually stunning, there’s no question about that, the best authors that money can buy, excellent layout people, careful thought to attention and the understanding that comes from years publishing what people want.  There are many who believe that Ptolus was Monte Cook’s Magnum Opus, those people have not seen Numenera.

It’s important to understand how the character creation is handled, every character is expressed in the following way.

Name is a (Descriptor), (Character Class), who (Focus)

This takes a little explaining.

The Descriptor is the basic nature of the character, whether they are Tough, Charming, Mystical or something else.  This gives the character certain boosts to their skills and attributes as well as giving them a particular set of skills they’re best at and how they link to the other characters in the party.  While not necessary for more experienced players, it makes things a lot easier for beginners to get into the game and forge links that those of us who’ve been doing this for twenty years do on reflex.

The Type is effectively the character class, chosen from one of three, the Nano (Magic User), Glaive (Fighter), and Jack (of all trades).  This will also give the fledgling character a connection to the world, randomly generated or chosen from a list.

The Focus is perhaps the most interesting part of the character creation, wherein the character chooses the thing that makes them unique.  There aren’t that many different things that the character can choose to be, but it’s recommended that no two characters choose the same thing.  The focus is expressed in the form of a verb, so you could have a character that Rides the Lightning or one that Fights with Panache, to one that Bears a Halo of Fire.  In any other system (Other than Rifts), the powers that are granted for beginning characters would cause overbalances that would break most other systems.

As an example, At first level, a character that Rides the Lightning has the ability to shock things.  When the character gets to second level, they can then travel along a bolt of lightning to another place instantly, you must be able to see the location, but no other constraints.

The system makes no apology for the level of power that it places with the characters, and there’s the understanding that the rules, like so many other things, are there only for the times which they are required, not for every single little thing that the characters seek to undertake. 

For this reason, I have a particular degree of empathy with the game and with the people who made it, system ceased to have a lot of meaning for me some time ago, particularly when you’re running lots of convention scenarios and your entire job is to make sure that those players you’re running for are having an excellent time. 

I like to use the systems presented where I possibly can, but I also know that there’s no system in the world that will encompass everything in the face of the magnificent lunacy of some players...



On then to the world, the map included in every book is massive, A1 sized by my reckoning, with dozens of locations marked out on the map and detailed in the book.  There isn’t a single location missed out, and there’s just enough information in the book to get the interest of those wanting to know about it without making it so detailed that you can’t make up something else about it and have it fit in.  A few of the larger and more important locations have more details on them, sometimes a map of a city, sometimes a panoramic shot of the area itself.  Again, from an experienced GM point of view, I could pick it up, see a few spots in it that got my attention (the Great Slab for example), and immediately go in with an idea for an adventure. 



In turn, that brings us to the four adventures in the back of the book.

Only one of these adventures is designed for beginners, but it comes with an instruction guide for beginning GM’s, including how adventures flow, how all points lead towards the conclusion and how to put things back on track.  It won’t replace twenty years of herding cats, but it’s well written and simple to understand.



The Bestiary is not massive, but it presents a good range of creatures from the lower levels to the things that adventurers should live in fear of.  The artwork throughout is spectacular, and while I have a different outlook on how creatures should be presented, I can see that the sheer amount of shiny in this book will certainly prove popular with many.



Overall?

It’s massive, and while there are other books coming out in the future, all you’ll ever need to play the game for ever is in this first book.  In the days where everything has a players guide, a GM’s guide, and a monster manual separately, that alone is a good thing.  It’s colourful, it’s well written, and the book itself is of a quality I haven’t seen in recent times.

I was one of the playtesters for this, and our group did have issues with the power level, but those issues were looked at, evaluated, and revised.  It’s significantly easier to get into the game with the number of visual references that are now available, but as a player of games that don’t allow this level of freedom (or power), it took a while to get used to the idea of playing a game that starts at this level, and I’m still getting used to that idea.


But I had a blast running it... 

Tuesday, 17 June 2014

Day 168 - Dear World..... Required 462000, Achieved 443234

I think you can stop kicking now, getting a bit sick of it...

No update on Ocean tonight, sorry everyone, couldn't write with what I've just found out...

This is John Dodd in the Socialist Republic of South Yorkshire and Goodnight England, Wherever you are...

Game Review - Forbidden Island

There are two types of gamers in the world, the ones who like playing games, and the ones who like playing games to beat everyone else...

I know many of both, but a warning in advance, todays game isn’t for those who want to beat everyone else...

Todays game needs everyone to work together.

From Matt Leacock (Creator of Pandemic, another excellent co-operative game) comes Forbidden Island, where the players take on the roles of various different adventurers and try to recover all the treasures from the island before it sinks.



Like many good games, it doesn’t take a long time to go through the rules, and then you’re into initial setup, which looks like this...



Players are handed one of the different adventurers at random



And then the island starts to sink...



The progression of the turn is simple, each player in turn takes up to three actions, draws two treasure deck cards, and then draws flood cards equal to the water level. Actions include moving to different tiles, shoring up a tile (flipping it from flooded to unflooded), give another players a treasure card if they’re on the same square, or capture a treasure by giving in four of the same treasure cards while on the tile corresponding to that treasure.

I can hear people out there right now thinking “That’s a lot like Pandemic...”

In some ways, yes it is, the core mechanic of making areas safe (From water or disease) and trading in treasure cards for one of four different treasures (or cures) is present, and the abilities of players are very similar to those in the main pandemic rules.



However...

There is a different dynamic to this game, with Pandemic, even drawing the same cards multiple times can be averted by quick teamwork and the use of the right characters, whereas with this, it’s possible to draw a location, get a flood, and then draw the location again which sinks it for good, no chance to recover it, no way to go back and prevent the loss, so the clock is very much more against everyone in this particular game, and that’s both a good and a bad thing.

Good because people get into this a lot faster, the game (once you’ve got used to it) can be played in hardly any time at all (sub twenty minutes for most of the advanced players) and it is different every time, with sometimes the treasures being near the helipad and sometimes not, rather than constantly being the same board every time.  This prevents you from going through the motions every time and the game becoming stale.

Bad for much the same reason.  This game can vary from really easy to really difficult from game to game, which is fine for experienced gamers, but could easily put off those just getting into games because a few bad draws on the decks and the game can’t be won, which can be particularly frustrating when none of the players have done anything wrong and you go from nearly win to crash and burn in the space of a single draw.

Still, for the most part, it’s an excellent game, the production values are very good, and the tin, while large, does not suffer from the Dragonology problem of “We will fill this box with empty space.”  Can be learned in ten minutes, played in anything from five minutes (we all drowned) to an hour (if you’re all being really careful), and presents a new challenge every time.


I may just pick up the sequel...

Monday, 16 June 2014

Day 167 - A matter of reviews - Required 459250, Achieved 440925

The writing by hand is certainly a very useful tool, particularly when you haven't counted things up in some time and find that you've got a few thousand words that you didn't think you had...
Reviews seem to be going well, and while I've got games enough to review for the rest of the year without a break, I'm curious to see what sort of thing people would be interested in being reviewed, so answers on a comment and I'll see what I can do. 

As well as games, I'm also going to be doing reviews on the various books I've been reading and also the props I use in various games, together with why I use them and how I see them helping to generate more atmosphere...

But for now.

This is John Dodd in the Socialist Republic of South Yorkshire and goodnight England, wherever you are...

Anyone remember Elite? Game Review - The Phantom League

I'll place odds there's people out there who remember the computer game Elite, the best space simulation of actually going out and being a space trader, all the way down the realism of having to wait nine hours to get into space dock when you overshot something and then getting all the way to the dock, only to crash into the side whilst trying to manage Coriolis rotation...

I'll place odds there's people out there who like tabletop games...

And if you fit into both these categories, I have something here that will get your interest...


This, is Phantom League, a game based unashamedly (even points it out on the back of the game box) on David Braben's Elite.  In this game you take the part of one of nine different captains, each with their own special abilities, and one of nine different ships, ranging from the massive Leviathan to the Cargo Cube, which looks suspiciously like the Tardis might if it was assimilated by the Borg....

Everyone starts with the same amount of currency, the same amount of resourced (you can choose which ones you'd rather start with, and you start in the known universe (which changes every time you play the game), and proceed to work your way around the universe, trading, battling, and undertaking missions to get a better reputation and enough money to retire to one of the worlds where problems don't occur.
 

As the players move to the outer circles, so new territories are explored and revealed. But, as with the original Elite, you never know what you're going to encounter until you flip the cards, so there are riches and treasure out there, but there are also pirate worlds, black holes, and dangers no person has ever seen before and lived to tell the tale.


Play sequence is simple and is noted on every single player dashboard, along with a section for every different part of the ship, the captains notoriety/reputation, the cargo they're presently carrying, and the amount of money that they have.  


The rules are simple, combat is done via a deck of cards that the players choose in advance, so each player can match their fighting style to themselves, the decks have to be shuffled of course, but the players will have a good idea what it will be that they draw, so if you're using a heavily armed ship, you don't want to be drawing escape cards all the time and equally, if you're travelling around in a massive trade ship, rapid mobility cards are going to be wasted on you.  It would be easy to consider that there's only certain cards for certain ships, but the truth is quite the reverse and quite a number of encounters can be changed around with a surprise move in the right place.

Everyone gets a single escape pod and insurance option, so if you have a really bad start, it's not the end of things before the game even gets going.  Everything is well balanced, and the more players you have in the game, the more fun things are, as deals and bargaining with other players is an integral part of the game, it's possibly to betray someone on a deal, but your reputation suffers as a result and makes it more difficult for you to manage certain missions or get help yourself.

The production values are phenomenal, everything is in high grade card and the constructed dashboards to play from all feature moving dials and excellent built quality, the worlds are all in full colour and it's a pleasure to fit the universe together when you're setting up, not knowing what's going to be out there.


It's not for those looking for thirty minutes of frenetic card bashing or games involving a million dice, and while it looks like it takes forever to set up, it really doesn't.  The game can be reasonably learned within half an hour and there's quick reference sheets for everything (the above image is in High Resolution so you can see the level of detail that's gone into things).  In all, it's apparent that the game is a labour of love from someone who really, really like the original Elite.

And the best thing?

You can play it in less time than it took to dock in the original game...

Sunday, 15 June 2014

Day 166 - 22 years, nearly 23... Required 456500, Achieved 435277

Father's Day?

When your kid's as excellent as mine?

Every day is Father's Day :)

Game Review - Rocket Race

Every once in a while a game comes out that piques my interest…

Rocket Race is one such game…



Announced the week before Expo with a limited number of copies available and a fantastic premise to those of us who love the concept of steampunk and the magnificent inventions that it inspires in those that embrace it…



I have to say that I did abuse organiser privilege to sneak in and grab a copy before the trade halls opened, and that’s as well, because more than a third had been sold before I got there just from people watching the game being played. 



That said, there’s a lot to be said when you keep production values this high.  The box containing the game isn’t massive, literally enough to house the rules, the cards, the counters, and the dice with no space left over.  There aren’t that many cards, but there’s enough for up to a six player game (Four if you’re using the advanced rules), and it’s easy to get going but still challenging.



The basic concept is that you’re trying to build a rocket and get to the moon, to this end you need a Steering Mechanism, a Propulsion Mechanism, and a Capsule. You can also fit up to three accessories to the ship to improve the reliability.  All players start with ten finance tokens and in turn, the player who won the previous round draws a card from the deck and then all players take turns to bid on it.  Highest Bid gets the card and the amount bid gets put on the card to represent how long it will take to develop it.  At the end of the turn, everyone takes one finance token off everything that they’re developing that then allows them to bid with that finance token again.

Sound complex?

We thought so in the beginning, but when you’ve got the first game out of the way, you quickly get the idea that if you bid all ten tokens on the first thing that came up, you won’t be able to bid in the next round, your finance will only be one point in the turn after and so on, so the need for a particular part needs to be countered by the spending power you have and more importantly the spending power that you want to have in the round that follows.  Tactical voting happens often, just because you don’t want the bit, you don’t want the person next to you to get it for nothing, and those who manage to make a lot of small bids find that their finance replenishes far quicker than those who make a single large bid.

When you have all three parts of the ship, you can announce that you’re going to launch at the end of any turn, and then it’s a roll against the reliability of your ship (two dice against the combined total of the three central components and any components that are installed), with a roll under the total to succeed.

The dice roll to get off the ground is the only random element of the game, with everything else under the control of the players, there are other cards available (that must also be bid upon) that can allow you to stall the launch of another player, cause bits to fall off their ship, or (my favourite) allow you to launch your completed but as yet unfinished spaceship whilst still banging the nails in, in a bid to reach the stars before they do.

Of course, the point of steampunk is that it’s all about style, and it’s here where the game excels, the devices and contraptions listed on the cards all have the hallmarks of the magnificent foolishness that permeates the Steampunk Genre, and most people will find cards that perfectly match their personality when putting their ship together.  Personally I found the idea of a hundred hungry mice steering a bullet shaped projectile that’s powered by Volatile and highly unstable chemicals quite appealing, not very reliable to be sure, but still…



The basic game can be played with up to six, and takes up to ten minute once you’ve got into the swing of it.  The advanced game introduces the idea of leagues of invention and the rivalry of different factions which slows the game down slightly, but makes play a far more tactical thing rather than just trying to bolt your ship together and throw it up.


The production values are excellent, with full colour artwork, interesting text, and fully laminated cards in each box, and while I’m not sure the price point of £15 will hold for long once word of this gets around, it’s an excellent game and I think that a larger version of it with more contraptions, gadgets, and rules will not be long waited for.

Saturday, 14 June 2014

Day 165 - Any day with Predator is a good day - Required 453750, Achieved 432426

It remains my favourite film of all time, for many reasons, most notably that it resounded with me at an early age that you don't leave anyone behind, and that all those you associate with should be those you can trust not to leave you behind.

Not that I'm saying it's Shakespeare in the Park or anything, but I do have a great fondness for it :)

This is John Dodd in the Socialist Republic of South Yorkshire and goodnight England, Wherever you are...

The Beginning of something new...

Just another day in London Town

“All I’m saying is that it’s still not safe to go into London,” Marlene said “That’s where most of them landed and it’s where the last were sighted”
“Have you seen any in a month?” I ask “Have you heard any of them in a month?”
“No, but that doesn’t mean they’re not there”
I smile with more confidence than I feel and look out over the others huddled around the fire.  There’s too many of us to get too close to it and there’s no more fuel to put on it.  Most of them are weak from the lack of food and the clothing we’ve got wasn’t ours to begin with.  I warm my hands against the fire one last time and then turn to look towards London again, pointing at the skyline.

“If any of the Tripods were still moving, you’d see them.” I say “It’s sometime near November and they landed in August, we haven’t seen any since the end of August and we’ve got nothing left here.  In London there’ll be food, supplies, and buildings that are still in one piece.”
“How do you know?” asks Jim
“Because everyone else out there is staying out of London just the way we’ve been doing, we need to be the first ones there, get the supplies that are there before everyone else gets over their fear.”
A number of them shake their heads, Marlene steps away from the fire and up to me
“What if they’re still there though?”

I hate it when she gets like this

“If they’re still there, I’m the first one running.” I turn back and point at the children sitting in front of the adults “But if they don’t get real food and soon, we won’t be able to run away more, and I couldn’t leave them behind, could you?”
Marlene looks away for a second.  When she looks back, she’s thinking loud enough that I don’t need her to say anything.

I’m going to pay for that later

“I’ll go with you,” says Mary, tapping her children on the shoulder “Nobody ever gave us anything, and I’ll not let these two die of starvation”
“Better that than the invaders get them,” says Jane, wrapping her blanket around herself and huddling closer to the fire
“Death is death,” says Mary “You’ve never had to worry about where your next meal came from, or you’d think twice about starvation.”
Jim wraps his arms around Jane and whispers something too quiet to hear in her ear
“Just because we had more than you a few months ago doesn’t mean that it was different for us when they landed,” he says, looking up at Mary and then down to Jane “We’re all scared, but we need to stay together, we’ll come with you.”

Its mid morning by the time we’ve got everything packed on the wooden cart we use to transport everything we’ve got left.  A month ago it was a cart full of supplies, now it’s empty enough that any of the children could push it.

London is quiet, and not like the countryside, where you can still hear the wildlife here and there, an occasional dog, the birds, just some sign that the world is still living.  There’s a faint smell in the air, almost like burning copper, but no sound of fire.  I take the lead, motioning for Jim to keep the others back. Jim puts his arm out to the side and the others stop, we’ve been travelling too long for any of them to put up any sort of resistance, all of them are happy for the chance to stop.

Around the corner is a twisted tangle of metal, too clean and polished even after months dormant to be anything made by man.  One of their machines, eight legs on its body attached to a smashed cockpit of glass.  The body inside has long since been eaten away by scavenging birds and anything else that didn’t know what it was eating, shredded scraps of flesh are all that remains, but black flesh, not that of a man. 

It fell here, but not at the hand of man, something else did this

There’s the remains of a human body in the claws at the front and I look around the area, the glass was broken from the inside, like the pilot was trying to get out.  Walking back to the group, I point with my rifle at the junction.
“Just past here is one of their machines,” I say “There’s nothing in it, and it’s not moving, but there’s a dead body, one of ours, in its claws and I don’t want anyone screaming when they see it”
“I don’t want to go any further,” says Jane “I’m tired, I want to rest”
“Not far sweetheart,” says Jim “Tonight we get to sleep in a place that doesn’t have canvas for a roof.”
“That’s right,” says Mary, putting one arm over Janes shoulder “Come on, I used to work around the corner from here, there was a food store there, and all the fancy houses of Primrose Hill just around the corner”
“Promise?” asks Jane
“Promise.” Jim says with a nod to me to keep going.

No one says anything as we go past the machine, the children keep their eyes averted, only Marlene and Jim risk a look at the body caught in the claws.  I look up the road to Primrose hill where the body of another of the machines stands silent overlooking the rise, the body sagging between the legs.  Mary leads us to the store where she once worked, the door breaks open with a single kick and we go in.  The store hasn’t been touched since the invaders first landed and somehow all the food is still there.  There’s a whoop of glee as the children run into the store, collecting tins with faded labels from the shelves and stuffing them into their packs.  After so long without hope, I don’t have the heart to ask them to be quiet and I look at Marlene, her face lit up with a smile I haven’t seen in some time. I shrug and grin, holding her close as the group celebrates.

We hold up that evening in the upper levels of the store, locking all the doors down below and taking turns to keep watch between me and Jim.  Somewhere near one in the morning, I see something move at the top of the street, almost too quick to be noticed in the moonlight.  Too big to be a dog but fast and low to the ground.  For a second I consider waking up the others, but after ten minutes, it hasn’t come back and for the rest of the morning, there’s nothing out there.

I pull Jim to one side in the morning, taking him downstairs to the main body of the store.
“I saw something out there last night,” I say “Don’t think it was an animal”
“I saw something too, looked like it was walking upright, like a man”
“Do you think there could be other survivors?”
“Could be, one of us should check it out, one of us should stay here and protect the women and children”
“I agree, do you want first or second try?”
“You were on second watch, I’ll go and see what I can find, get some rest and i’ll go when you wake up.”
I nod and go back upstairs to where everyone else is sitting around the main table with a hot meal of canned beans and bully beef.  I pick up a plate and spoon the steaming food onto it, it tastes like god himself came down and cooked it for us.  It’s warm in the house, and sleep comes easily.

I wake with a jump as something scrapes near the door, it opens and Jim smiles as he sees my hand white around the barrel of my rifle

Too long living on edge

“It’s been five hours,” he says “Didn’t want to leave it much later”
I nod, the sleep not completely gone from my limbs.  He nods and turns back, I hear him say goodbye to Jane and then he’s down the stairs and gone.  It’s four hours and nearly dusk before he comes back, looking tired but not worried.  We talk in the downstairs room.
“Nothing for miles in all directions,” he says “Found some more food over the other side of primrose hill though”
“Alright, I’ll head in the other direction tomorrow and we can sort out what we’re doing from there.”

That night I hear Jim and Jane long into the night, not loud enough to wake everyone else up but with no other noise going on, I can’t miss the sound.  I shake my head and smile

He’s going to be wiped out in the morning

I set off early, grabbing a handful of cold meat on the way out.  It’ll be some time before the lack of sleep will catch up and I’ll be back by then.  The air is cool but the morning sun is enough to keep me warm, I walk south with the rifle held easily in one hand.  It’s still quiet around here, but the smell of copper is getting stronger the more I go south.  There’s a scraping noise from one of the shops on the corner and I prime a shell into the barrel.  A thin man with hair wilder than Africa scrambles out of the store and stops dead as he sees me aiming down the barrel at him.   He drops the tins in his hands and raises them to the sky.
“I’m not a looter” he says
“I’m not a soldier”
“But you do have a gun”
“You Don’t?”

He grins almost self consciously and then looks up at his hands as if to ask my permission to lower them.  I nod but keep the rifle trained on him.

“I’m not hostile,” he says “I’m just getting food before it goes dark”
“Are you alone out here?”
“You’re not one of them, they don’t know how to use guns”
“Them?” I glance over the sights at him with both eyes now “They’ve got their own weapons”
“Yes they do.” He picks up the tins and walks over, offering his hand to me “and that’s why I know you’re not one of them”
I lower my rifle and shake his hand “I’m Owen,” I say “I used to be a soldier before all this”
“Justin, I used to be an astronomer”
 “Have you seen many people around here?”
“No, the only people around here work for them”
“The Invaders?  Surely not, no citizen of the empire would ever work for the enemy”
“No, not a servant of the empire, but the empire is gone, and those that came back here when they thought the enemy was gone found that their bodies were gone, but something of them remained.”
“I don’t follow”
“Are there others with you?”
“Yes, to the north”
“Then we have to go to them now, prevent them from going any further”
“You go first, I’ll show you the way”

It takes us ten minutes to get back to the store, there’s a dog carcass in front of the door, its head blown apart by what must have been a high calibre rifle shell.  The door is open and much of the contents are missing from the front of it.  I run up the stairs to find Jim sat down in the comfortable chair with a book in his hands and his rifle besides him.
“What happened?” I ask
“Had a pack of dogs attack a short while after you left, drove them off but I didn’t want to leave the girls here while I came to look for you”
“Where is everyone?”
“I found a place just over the hill from here, took everyone and got them settled in and then I came back to make sure you knew which way to go”
I look back at Justin, he’s looking pale now
“I’m not going” says Justin
I turn back to Justin “What do you mean?”
“The danger wasn’t the invaders or their machines, it was the Red plants they brought with them, they needed a place to hide when the invaders died, they......”
His words die in his throat as his eyes open wide and he backs away as there’s a wet organic noise from behind me.  I spin around as Jims head splits open, a wriggling mass of red tendrils emerge from the neck stump as the body staggers forwards.  From behind me I hear Justins last words as he turns to run


“They found one in us.....”