Saturday, June 9, 2012

Bayou Wars 2012 Day Two

Another rainy, early morning at Bayou Wars for me. Saturday, of course, is the busiest day and there was more gaming going on all day than one could possibly play! After a quick breakfast of iced coffee and pastries courtesy of Allie Henson, Prime Mover over at +1 Gaming (thanks Allie!) I began my search of interesting and new games to learn and play. The +1 Gaming crew were running game demos of a lot of the games they were selling and I found this to be a very unique way of engaging her customers. The Field of Glory tournament tables are always packed and I always enjoy watching those guys play. I keep telling Hilton  that I'll play one of these days, but I've never been a big historical gamer and the game looks complex. That said, the Romans do keep calling me....

I observed a demo of Away Team, a classic Star Trek inspired game of 15mm space exploration and combat by Astro Miniatures. Their miniatures looked great and the game was easy to learn. I really liked the alien planet terrain they used. Some looked right out of the ST:TOS show! I then headed over to Theresa Hafer's vendor table to pick up a copy of 2 Hour Board Games Larger Than Life pulp themed rules but alas, she was sold out. Drat! The Larger Than Life rules do a great job of mimicking a silver screen movie pulp adventure. It sets up a very story driven narrative that plays out as a table miniature game, though it feels more RPG to me. Which, I think, is the point.

The Heavy Gear Blitz Tournament was small and consisted of some familiar faces, but everyone had a good time and it further raised the awareness of the game and piqued interest in more than a few people. Special thanks to Dan and Jill (BCullen and Fufu Bunbun off the DP9 forums) for running the tournament and demoing Heavy Gear Blitz in the dealer room all weekend long. They did an outstanding job of representing the DP9 community and showcasing just how awesome HGB is. While I did not play in the tournament, Year of the Gear is in full swing, and I credit Jason Rush for getting the ball rolling and for getting other  people into this great game. I also have to give a shout out to Henry Shenk for demonstrating, yet again, how true sportsman and team player should act. Once the dust settled, Addison Mosley won overall, though I hear it was a hard fought win, down to the wire. Good times!

Jeremy Henson ran a small Warhammer 40,000 tournament and we took advantage of the time between rounds to play a game of Incursion. This was a momentous occasion, as it was the first time he and I actually played a game together. Sadly, we didn't get to finish due some issue with the tournament, but we enjoyed the game. As the Allied player, even though he was down two APEs, he still had more than enough firepower to fend off the Sturmzombie horde and win the game (at least, that is what I saw as the outcome)!

I then took some time to watch Ken Hafer run his Colonials war game and realized, as if it were my first time doing so, just how good Ken is at running his games and immersing his players into whatever world he is operating in. His tables and miniatures are always well painted and top notch, and everyone seems to really have a great time at his table. Ken truly is inspiring to me and a fantastic guy. If you ever get the chance, sit in on one of his games!

I then peeked in on Richard Allen and Company and saw them playing some Battlestar Galactica miniature game and thought "man, are those guys in their element"!

After a final sweep of the Dealer Room, hunger and my lack of sleep finally caught up with me. Abandoned by my friends for some movie called "Promiscuous", I decided to head home for the day. I will buzz by tomorrow, but Sundays at Bayou Wars is a time for winding things down. However, some folks continue to game even as the hotel staff is cleaning up and moving furniture around them.

Many thanks to all of the good folks responsible for putting on this great convention. To the many Game Masters, organizations, and volunteers who donate their time and may go unnoticed or unseen, you have my deepest thanks and appreciation.

So another great weekend of gaming was had. I am suitably tired and taxed from the experience, but I am already looking forward to doing it all over again next year.

Strength and honor,


-Wicked

















Battle on the Bayou! Bayou Wars 2012 Day One.


Seth and Rick learn Alien Frontiers
Bayou Wars 2012 began slightly damp outside, but that did not wash out the veteran Bayou Wars faithful. It is always nice to see all the familiar faces each year and catch up on what's been going on. I've also met a lot of new folks who filled me in what is popular on their gaming tables. 


As promised, the day was full of playing board games, board games, and more board games! We started out with a great game of Talisman, which Henry won with a fairly beefy Dwarf and a lot of luck. We then played my "secret" game that made its premiere for our group, Incursion. And what a debut it made! Incursion is basically Space Hulk with a Secrets of the Third Reich, pulp Weird War II theme. Early on it looked like the Allies had the game readily in hand with all their advanced weaponry, but victory went to the Reich as the Sturmzombie horde finally managed to overwhelm the diesel powered APE battle suits.  Everyone loved playing with my painted miniatures. Look for a review of this game on the Dojo soon.

Next, we threw down with a great game of Chaos in the Old World, but again, Henry won as once his Khorne killing machine went into action, there was little the other Chaos powers or the multitudinous Skaven could do stop it. Afterwards, we jumped into a demo game sponsored by +1 Gaming called Alien Frontiers. This is a sci-fi spin on a worker placement/resource management focused on planet colonization. What a great game and a fine demo. Indeed, this game became my trophy piece of convention swag after it was all said and done.

After a hearty dinner at Louisiana Purchase Kitchen and some hanging out in the dealer room, we tackled a game of Castle Ravenloft. I am a big fan of dungeon crawl games and this D&D game was right on the money. Even as we realized we did a few things incorrectly, making it way more difficult for us, we did manage to find the Icon of Ravenloft. I really liked, the spookiness and horror feel of this game.

More gaming goodness to follow tomorrow, so check back soon!

Strength and honor,

-Wicked
Talisman
Incursion


The game room in full swing!
The North Shore crew mixing it up.


Chaos in the Old World



Wednesday, June 6, 2012

Bayou Wars 2012!


It's June down here in New Orleans and that means, amoung other things, time for Bayou Wars! I missed out on attending last year so I am really looking forward to a weekend of gaming goodness with friends. I will be focusing on board games this year with the intent of playing several games I actually own but never seem to have the time to play. I will add some daily recap posts here at the Dojo over the weekend, so look out for them. Games in particular I am looking to play are Arkham Horror, Talisman, Tannhauser, Lords of Waterdeep, Okko, Power Grid, Chaos in the Old World, Castle Ravenloft, Puerto Rico, Battle Lore, and perhaps Shadows Over Camelot.

I will also be debuting a "secret" game I thought looked good and will do a review of sometime after the convention. Of course, I will have the usual suspects of miniature games with me: HORDES, Freebooter's Fate, Malifaux and Heavy Gear Blitz!

I also am looking forward to playing one of the Two Hour Wargames hosted by Mr. Ken Hafer, hopefully the 5150 game. Uncharted Seas (and hopefully Dystopian Wars) is also on the To Do list. Finally, I may even check out one of the WWII historical games. Not sure which one yet, though Flames of War looks like a good choice.

Anyways, if you are in the area this weekend, stop by and check out all the fun to be had at Bayou Wars 2012!

Convention information can be found on the link below:

The Josesph G. Lacour Memorial Bayou Wars Convention

Strength and Honor,

-Wicked

Sunday, June 3, 2012

Game Review: Nemo's War

When I was a kid and started to read, I read a lot of fiction. I remember reading The Adventures Tom Sawyer and Huckleberry Finn, The Adventures of Sherlock Holmes, Treasure Island, Robinson Crusoe, and many more classic books for young adults. I loved the worlds these books transported me to. Also around this time, the Choose-Your-Own-Adventure books were popular. My grandfather saw me reading one about sea exploration, walked over to a bookshelf, and handed me a well worn copy of Jules Verne's Twenty Thousand Leagues Under the Sea (thanks, Papa)! It was a fantastic story and I was enthralled by the images I saw in my mind's eye of Captain Nemo and his submarine, the Nautilus, and the giant squid that attacked it. 

These images were rekindled after I played Nemo's War, a solitaire game of strategy and resource management from Victory Point Games. Now, I admit I was a little skeptical at playing a solitaire game. I was not sure how much I would enjoy a solo, book keeping style game. However, I was very impressed at how well the game played and just how much fun I really had. In fact, this game has ushered in a whole new genre of gaming to me, solitaire games, and I am sure to order more games to play (Astra Titanus, I'm looking at you). Victory Point Games has a whole slew of cool games and, like Nemo's War, are all print-to-order. Nemo's War is stored in a resealable plastic bag, and has several paper components, such as a game map, several punch out cardboard chits, rulebook, and deck of card stock cards. While compared to some other game company's standards, say Fantasy Flight Games, VPG's production quality may seem too simplistic, but I find their minimalists design nostalgic and part of the charm of supporting, as I understand it, a great, but small gaming company. The price of their games reflects the game design and playability, not the components, but some may not see this as a value.  

Now, as sad as it may sound, I played the game twice...and lost both times. However, there is so much going on during the game and the rules are so tight, I don't feel bad about it. Now that I have a better grasp of how the game flows, I'm sure I'll get better. But how will I win?

Well, that's the question, isn't it? 

As I have learned, there is more than one way to win the game, and each path to victory (Nemo's Commitment) requires different strategies. Will Nemo go to War! and attack the ships of the world's nations? Will he explore the mysteries of the oceans? Will he embark on scientific research? Will he liberate the oppressed peoples of the world from Imperial rule? How you decide to play the game has great effect on your decisions. However, if your current plan is not working, there is a way to alter it in the game, though it means committing Nemo to that path. So how does it play?

The game contents, ready to go (exclude the Vampire Counts)
The game board is a map of the world with the oceans of the world listed. There are also several tracks on the board to keep track of progress and various events in the game. There is a time track measured in weeks (the game takes place over the course of a year), a notoriety track, a liberation track, a treasure hold, a sunken ship track, a salvage track, Nemo, Crew and Hull tracks, an area for hidden ships and pass/fail areas for the cards. 

A turn consists of several phases, each done in order, if applicable. First, you randomly determine where, if any, new ships/treasure are added to the oceans. Second, the opportunity to resolve an adventure card may happen. Thirdly, Captain Nemo gets to choose one of several possible actions that turn. Finally, the time track is advanced one week and the turn ends. Then repeat. However, as simple as this all sounds, the game is working against you, and each decision you make is very important. I found myself wanting for more actions or more time, but it was not an option. But you do have resources to use, and choosing to expend these resources at the right time is crucial. 

Nemo's War set up and ready to play.
For example, at the beginning of turn X I roll 2D6. The result is a 2 and a 6. I then place one random ship chit in the North Atlantic (2) and one in the Western Pacific (6), face down. I then consult the turn tracker. It currently says 7+, and since I rolled an 8, an Adventure happens! I flip the turn tracker over to 10+, and draw an Adventure card. Say it is a Test (not an Event) and it says The Whales. The target number for me to equal or exceed is 9. Before I roll, I can opt to push the Crew and/or the Hull to gain a bonus modifier to my 2D6 roll. I chooses to push the Crew, and move their marker halfway down the Crew track, gaining a +2 to my roll. I roll and the result is a 8+2=10, so I successfully fended off the whale attack! I place the card in the Pass pile and will add the card's Victory Points (if any) to my total at the end and move the Crew marker back to its original location. Should I have failed, I would have suffered the negative consequences printed on the card AND I would move my Crew marker one further down the track. Note, the Crew and Hull get weaker the further down the track they get, while Nemo becomes more powerful. However, the more powerful he becomes, the closer to madness he gets and his mind may break. And he has a shorter track!

Next, it is Nemo's Action. He may choose to Rest/Refit/Repair, Seek Adventure, Move to another Ocean (moving the turn track the appropriate weeks listed), Attack any ships at his location, Stalk a particular ship, Incite a population to revolt, or Search the ocean for Treasure. However, he can only do one of these actions. Let's say I choose to Attack one of two ships in the Indian Ocean. I target one ship and flip the chit over. It happens to be a Passenger ship, with a Defense Value of 8 and a Notoriety icon of 1. As a Passenger ship, it cannot attack me, so I attempt to sink her. Again, I choose to push a resource, though this time I choose the Hull. This nets me a +1 modifier. I roll 2D6 and add the +1 and the result is a 10. I sunk the ship! But, do I salvage it to upgrade the Nautilus later or do I add it my sunken ship track for VPs at the and of the game? I opt to salvage it, gaining no VPs for it, but once I get enough salvage parts I can refit the Nautilus with some better attack or defense equipment or better search abilities. I move the notoriety track one space due to the icon. I then elect to attack the second ship at my location, so I move the notoriety one more space, and flip the second chit. I reveals a frigate, which is a warship. It has an Attack value, and gets to attack the Nautilus first. The value is 6, so if it rolls a 6 or less on 2D6, it hits the submarine and I randomly determine the effect (either minus one Crew, Hull, or Nemo. If the Nemo, Crew, or Hull markers reach their last spot on their tracks, the game ends and I will most likely loose). After it attacks, I can counterattack, following the same procedure above. The frigate has a Defense of 10. After I push the Crew (again) and add my result, I get an 8. However, I can exhaust Ned Land for an additional +2 to tie and sink the ship, but it will cost me this once-per-game effect AND I deduct -3 VPs at the end of the game for having let Ned escape! Hmmm...decisions!

So as you can see, the game is all about resource management, risk assessment, and making the right decisions. Add to this which path to victory you wish to follow and the game strategy increases. If Nemo is Exploring, I earn bonus VPs for each treasure I find. However, I can't be too passive, because if the oceans fill up with ships, I will loose -50 VPs and, more than likely, the game. But, you get to change this path once during the game when Nemo reaches a certain point on his track. However, once chosen, Nemo is locked into this decision. Knowing when to flip your path, if at all, in the game is a crucial decision. In retrospect, the reason I feel I lost my games is once I realized my initial plan was not achievable, I switched too late in the game and ran out of time. 

Now I know I am leaving out a whole bunch of other stuff (such as more warships being added to the pile as your notoriety increases or as time passes...bad news travels fast and the nations of the world are on alert!) but there really is a lot going on in this game. The rules do make it very clear when and how things happen, but there is just enough randomness in the game to keep things fun and interesting. 

Upon conclusion of the game, (the time track passing 52 weeks, Nemo/Crew/Hull hit their last spots, the oceans fill with ships, the Maelstrom card is drawn, or the last ship is sunk) depending on which path to victory you chose, you add up all your VPs and consult the chart for your final game result. Needless to say, the more VPs you earned, the better your result. As a neat, storyline feature, you cross reference your result with Nemo's Commitment on a chart, and you get to read a brief synopsis of what happens in the world and the fate of Captain Nemo. 

What a fun game! Again, I was very pleased and impressed with how well the game plays, the complexity of the rules, and the fact that this was a single player game. I have to credit my friend Seth, via Jason (who already enjoys solo games and owns Legions of Darkness, also from Victory Point Games) for recommending this company and showing me how much fun I could have playing with myself. 

Wait...scratch that last part. /facepalm

Nemo's War is currently on sale for $29.95 and is available as a print-to-order game from Victory Point Games. 

Strength and honor, 

-Wicked




Wednesday, May 30, 2012

Game Review: Diablo III

I'll get the ugly part out of the way upfront. As far as game releases go, Blizzard's launch of Diablo III is the worst I've participated in. I always expect issues whenever a new game is released, I really do. But nothing the likes of what I experienced trying to play Diablo III within 24 or even 48 hours of its official launch. This was very surprising coming from Blizzard, given their reputation and resources as a powerhouse in the MMO industry. That said, Blizzard did apologize for the experience, and for me, this went a long way.



Now that that is out of the way, how is Diablo III?

In a word: satisfying. Satisfying in the sense that if you are looking for a dungeon crawl hack-n-slash game that you can play for hours, explore new areas and dungeons, gear your character up, and slowly reveal the storyline of the game, D3 delivers. Like StarCraft II, Diablo III at once felt both very familiar yet new and refreshed. The mechanics are essentially the same as they were years ago. You kill butt loads of mobs in a great, glorious fashion, loot the corpses or containers for gear, and fight big, nasty bosses. The nostalgia of clearing a room of demons, hearing the same familiar sounds of coin or gear falling on the ground really brings a satisfying grin to my face. Simply put, it is Diablo and Diablo is fun.

There is a certain guilty pleasure in playing Diablo III. Its a game that pits your hero (and your companions) against almost insurmountable odds and simply laying waste to them with some incredibly over powered abilities. For example, my Demon Hunter has a power that basically turns her crossbow into a minigun. Ah, the gory sight of her raining death down on the spawns of Hell! So what is new? What did we wait 11 years for? I'm not sure what the hold up was in this games release, but I do like how powers are laid out in an action bar and how characters are customized. I like the new classes, the Witch Doctor and the Demon Hunter. Another new direction Diablo III differs from its predecessors, is that it requires an Internet connection to play and a battle.net account. While there is no subscription fee to play, you do have to access Blizzard's game servers to play the game. As such, joining one of your friend's games is as easy as joining their game and clicking on their banner in town.

Demon Hunter
In Diablo III, each character can have up to two main attacks (click, click, click away!), four support powers, and two passive abilities. I am looking into a new gaming mouse with lots of buttons to support this! As you progress, you open additional powers and unlock runes that modify how a power works. At first I was not too happy with this, as you no longer can spend points in a tree to modify your character, or even directly modify stats, as in Diablo II. However, after seeing how this works I rather like it. I can customize my character on the fly and drastically alter how it plays. For example, I can spec Wicked to deal a lot of AoE damage with traps, grenades, and explosive mines then switch her to a more single target, high damage build. Or I can make her very stealthy and evasive. Stats are modified directly by gear. Which means certain types of gear will be in high demand, which works out fine, as Diablo III now supports an auction house. The novelty with this is that you can choose to spend REAL money on virtual items. Yes, you can now transmute real gold into fake gold and pay to win! Although the real winners are Blizzard and Paypal :) I saw a post from one of my WoW buddy's that he wants to make enough money off of Diablo III to pay for his monthly WoW subscription. Well played, Cyno.

A Wizard doing his thing.
There is also a crafting system. You can train the blacksmith to craft you gear and, eventually, a gem merchant, too. However, it costs gold to train them, and gold to craft an item, and most recipes require raw materials. These materials are obtained by "disenchanting" at least purple level looted gear. This could be challenging, as you can also sell that gear to merchants, put them up on the auction house, or place them in the vault for an alt. As you acquire gems, you can combine them into better versions and socket them into gear that have open sockets.

A hail of arrows!
Now, I've only played up to level 29 so far and have completed Act II, but I am really enjoying the game. One of the things I love about this type of game is that you can simply walk away from it for days and come back later and jump right in exactly where you left off. Its not so complicated that I forget what I was doing or how to play. Conversely, I logged onto my Warlock the other day in WoW and had no idea how to play him (I've not played him in months). And once I complete the story arc in D3,  I get to replay the game, only this time on a more difficult setting. I dig that.

All in all, Diablo III is an action packed, RPG game that is fun and satisfying to play. With Diablo III, Blizzard did not reinvent the wheel but they did put a shiny, new rim on it. It is different from Diablo II for certain, and I imagine some will be disappointed in that, but I found the new character customization rewarding. I do find the game somewhat repetitive at times (weren't we just in this dungeon?) but there is enough storyline to make me press on and see what happens next.

See you in Sanctuary!

Strength and Honor,

-Wicked

Monday, May 14, 2012

The Return of Netrunner!

From the never-even-saw-this-coming-news category, the good folks over at Fantasy Flight Games
are releasing one the THE best card games ever made, Netrunner. Created by the genius of Richard Garfield, whose other game design credits include a little card game called Magic:The Gathering, Netrunner was set in the cyberpunk world of Shadowrun.

In the original game, players played the game representing either the huge, wealthy, agenda driven Corpaorations or as a crafty and capable tech savvy Netrunner. The Corps player would secretly play Agenda cards and try to advance them by spending his resources, called bits. he would try and protect these secret Agendas by setting up anti-hacking programs, called ICE. The Runner player, though less resourceful, would spend his turns gathering bits, hardware, and programs and other such equipment until he felt he was able to make a "run" on one of the Corps Agendas. If he was successful, he would reveal what the Corps was up to, and score points. But breaking ICE is no easy task, and if he cannot do it before the Corps player can advance the Agenda, the Corps player scores the points.

Holding my old Netrunner decks has got me feeling a bit nostalgic, but during the CCG bubble of the mid 1990s, this is one game that was severly overlooked and eclipsed by its older sibling, Magic. Its fate was the same as many CCGs of that era, though not at all well deserved. There were a few expansions but I guess Wizards of the Coasts felt it had to be let go.

FFG will be re-releasing the game in the sci-fi setting of their Andriod universe. I am genuinely happy Netrunner is being redone, though I am very curious to see the FFG iteration of this great card game. It will be a LCG release, which I find to be a great format for card games.

I'll post a more detailed review of the FFG version of the game once it is released. Meanwhile, check out the press release from FFG below:

 http://www.fantasyflightgames.com/edge_news.asp?eidn=3272

Strength and Honor,

-Wicked

The Battle for Sanctuary begins!

Diablo III releases tomorrow! It was a hard decision, but it looks like the Demon Hunter for me. See you all in New Tristram!



Strength and Honor,

-Wicked