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Every Man Needs A Shed

Life and games (but mostly games) from Tony Boydell: Independent UK games designer, self-confessed Agricola-holic and Carl Chudyk fan-boy. www.surprisedstaregames.co.uk

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Arthur fell out of a tree.

Anthony Boydell
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I got home from work yestere'en to find that Arthur had fallen out of a tree! He was sitting at his DS, the patio doors open to the sunny garden, with his headphones on and a scratch over his left eye. When asked further, he displayed an impressive trio of long, wide grazes on his torso much to my horror!

He remained stoic and resolute.

Patting him reassuringly, if gingerly, on the uninjured shoulder, I changed out of my work togs and set to loading the car for the journey to the UK Games Expo:



As if three days in a non-air conditioned hotel function room isn't daunting enough, I have to biff off promptly on Sunday afternoon and drive across the width of the UK to Sheringham on the North Norfolk coast to meet up with my Father and Sister: Monday is my grandmother's funeral and I have the great honour of being both a Pallbearer AND a Lesson Reader.

Reading to Arthur last evening*, the 'scratch' was now accompanied by an impressive cheek swelling but he's been fully-dosed with medicaments and soothing unguents. His elder brothers think Arthur's VERY cool to be able to say "I fell out of a tree" which is not helpful in the least!

Now, if you'll excuse me, I'll be off!

*The Day My Bum Went Psycho by Andy Griffiths
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Fri May 29, 2015 6:35 am
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Friends in High Places...

Anthony Boydell
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Worshipful Week


Here we are at the (game) end and taking a peek at some of the Mayoral Reward cards. These are collected during the game by winning the appropriate Guilds and/or the Ulster Plantation. You always get to choose your reward card from at least two (up to a maximum of five), though I wouldn't expect too much from the dribs-and-drabs left towards the end of the game! Hint: you should expect to score at least >=5 points from each of your collected cards!



The rewards (note the letter, for reference, in the bottom right-hand corner) depicted above are as follows - please note that 'control' means 'having a Master on':

J - If you control NO Guilds numbered 1 thru 12 (the most senior), gain 6VP
K - Gain 2VP for each Yellow (Scythe) Guild you control
L - Gain 2VP for each Blue (Anchor) Guild you control
M - If you control no orthogonally-adjacent Guilds, gain 8VP
N - Score a number of points depending on how many different Symbol of Guild you control (double guilds count as BOTH - yay!)
O - Gain 1VP for each second place chit you have collected in the game
P - Gain 2VP for each Red (Compass) Guild you control
Q - Gain 2VP for each Green (Cross) Guild you control
R - Gain 1VP for each Purple (Crown) Guild you control



S - If you have no Liverymen left on the Guild Hall, gain 7VP
T - If you have the same number of GoL cards in hand as Mayoral Reward cards you've collected, gain 6VP
U - Gain 3VP for each special building tile you control ie. Church of St Lawrence Jewry, Company Hall, Lord Mayor's Parade, University of London and Gog & Magog

Lawks and lummey, that's pretty much everything about the bits 'n bobs in the box! I'm going for a lie down...until tomorrow, when it all comes out to be played with FOR REAL!
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Thu May 28, 2015 6:10 am
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Chairman of the Boards

Anthony Boydell
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Worshipful Week


Okay, let's kick off Wednesday's installment!

Building the Playing Area
The liverymen, those cubes you're working so hard to move around London, begin their lives in a (humble) 'general supply' and need to be HIRED in to service. Each player starts the game with four and they wait, eager to impress, in the Guild Hall. The size of the Guild Hall is dependent upon the number of players, as this forms part of the fixed (2 player) or 'growing' (3-4 player) play area.


The Guild Hall Starting Tiles - 2pl / 3-4pl


Whenever Liverymen are hired OR 'come home' after being involved in a Guild resolution (including those that might have been neutralized) OR (if they're lucky) brought back from the Plantation, they go on to the Guild Hall and are 'available' for shenanigans.

Tracking and Scoring
The score boards have a VP track around the outside (used for turn order as well) and are also set up to show you the progression of the rounds, which are of a fixed number, and where key phases need to happen. They are also the 'home' of the Mayoral Reward cards:


The Score / Round Tracking Boards - 2pl / 3-4pl


In the 2 player version, Guilds are checked for resolving at the end of every other round and the plantation scored after every four; the game finishes at the end of the 16th round.
In the 3-4 player version, resolution is checked EVERY round and the plantation scored every 3; in addition, every third round also sees the appearance of new, fresh Guild tiles for fighting over! The game will end after the 15th and 12th rounds respectively.

Far & Away

The Plantations - With great reward comes great danger!


The plantations, Ulster and Virginia, are a bit like the trusty Tower in El Grande as they can be a useful source of extra points and cards. They resolve every three (or four) rounds and can only be populated with cubes using Blue (Anchor) card effects (see yesterday's blog post for examples). When scoring, the player with the most cubes on the plantation wins the prize* - though neutral liverymen can interfere with this process! Winning something also, unfortunately (removes hat), involves the 'death' of Liverymen; their withered corpses are returned to general supply**.

Some people love the Virginia side - points are great - while others prefer the Ulster side and it's access to Mayoral Reward cards; which side do YOU prefer?

*sigh* Onwards and end-wards, then, to tomorrow and those Mayoral Rewards!

*ties are 'bad ties', in that everyone tied drops down to the next 'bonus'.
**it's a circle of life thing
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Wed May 27, 2015 6:39 am
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Splice the Main Deck!

Anthony Boydell
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Worshipful Week


Bonjour, mes amis, and welcome to Part The Third of this Guilds of London preview. Yesterday, I described the anatomy of a Guild and - in particular - highlighted that Guilds need resolving to get benefits and you need to fill them with Liverymen (player cubes) in order to trigger this. The main mechanism for 'filling Guilds' is through the use of the main deck of Guilds of London (GoL for short) cards, described hereafter.

The GoL deck is comprised of 105 cards in five 'suits' (21 cards per suit); the suits are the icons that match the requirements of the Guilds:

- Anchors (Blue)
- Scythes (Yellow)
- Crosses (Green)
- Compasses (Red)
- Crowns (Purple)

Each card can be used in a three different ways (gotta LOVE multi-function cards!) when it's your turn and you can play as few or as many cards in your turn as you wish / are able. The three functions are:

i) discard to MOVE a Liveryman (a cube in your colour) already 'in play' (on a Guild or in the Guild Hall) on to an unresolved (still building) Guild with a symbol that matches the symbol on the card;

ii) discard as a single coin to HIRE a Liveryman from general supply on to the Guild Hall; or,

iii) discard, paying a cost (0, 1, 2 or X other cards from your hand OR something more unusual like expelling a Liveryman or Master), to perform a special ability. The suits are all keyed to a theme for their abilities, apart from the Crown guilds which do all sorts of interesting things!


Anatomy of a GoL card: White cubes are yours, black cubes are neutral and rainbow cubes are anyones


At the end of your turn, you draw TWO cards if you've played at least one card that turn OR FOUR cards if you've just passed your turn (which you WILL do at least a couple of times during the game); you may also draw additional cards as a result of actions taken (see the Green cards below).

Let's take a look at some real examples of abilities:

Quote:

Blue (Anchor) Maritime Cards

- Card 1 is a 'fixer' that allows Red symbols to be wild when moving Liverymen; this effect, albeit with different colours, is reproduced in all of the suits but - as you can see - the card's main colour is NOT the same as the suit being wild.

- Card 4 is another 'fixer', again there's one in every suit, that makes ANY symbol act as a Red (an inverse wild).

- Card 11 allows you to move one or two (hence the 'ghosted' second cube) of your Liverymen from the Guild Hall (that arch symbol) to/from the Plantation (more on the plantation tomorrow).

- Card 21 is an effect that lasts the rest of the turn: every time you MOVE a Liveryman (with any card), you can move them to the plantation instead.

- Card 5 has an effect that can only be used later in the game, the iconography showing: "Spot two Blue (Anchor) guilds that you have a Master (the cube with a robe icon) on to move one or two Liverymen from the Guild Hall to the plantation". This is an example of a card effect that 'cares' about what you have achieved so far.


Quote:

Yellow (Scythe) Common Cards

- Card 25 is an either/or/both effect available in each of the suits that moves the Beadle about the Guilds and confers a second bijou bonus - in this case the hiring of either your Liveryman or a neutral. The Beadle is a neutral piece that counts towards the resolution target of the Guild he's currently visiting...and when it resolves, he travels to another Guild to get in the way make his presence known!

- Card 28 we have seen in the 'anatomy' above; this is a very useful little card!

- Card 42 is another 'spot' effect; when you control at least two Yellow (Scythe) Guilds you can play this for free to get lots of cubes (4 or 2)

- Card 42 again? (numbering error, my bad!) has a persistent effect like card 21 above ie. for each Liveryman you hire this turn, draw an extra card at the end of this turn (that arrow/bar icon represents 'end of your turn'). This is excellent for refilling your hand if you think you don't have anything 'useful'

- Card 36 is another 'for each' effect: each Liveryman you hire gets you TWO cubes instead of ONE in to the Guild Hall.


Quote:

Red (Compass) Merchant Cards

- Card 73, like card 25 above, is a Beadle mover that also allows you to put a new unresolved Guild in to play (only in the 3-4 player game).

- Card 75 is, well you should be 'getting' the iconography by now, lets you draw an extra card at the end of the turn for each Liveryman you moved this turn!

- Card 77 is a conditional effect: if you've hired four or more Liverymen this turn, gain 3VP immediately.

- Card 80 is a doozie (though not essential to winning, as I demonstrated a coule of weeks ago): whenever you move a Liveryman with a card, move ONE OR TWO instead (and you can split their destintations, as long as the icons match)

- Card 83, like card 77, gives you 3VPS if...what? C'mon...you can work it out!


Okay, we're really getting in to a rhythm now - aren't we? Time for some more elaborate examples:

Quote:

Green (Cross) Church Cards

- Card 47 is busy as can be but is showing 'Name a type of Guild: draw an extra card for each Guild of that type you control (have a Master on) at the end of your turn'

- Card 53 is another 'care about what you have done' effect: spot two different Guilds you have a Master on to draw two extra cards at the end of the turn; if you spot two that SHARE A SYMBOL, draw three cards instead.

- Card 57 is a more powerful version of Card 53.

- Card 55 lets you draw an extra card for each type of Guild you have a Master on at the end of your turn. Because of the double-symbol Guilds, it's possible to only control THREE Guilds but get the full FIVE card bonus.

- Card 59 is a green suit 'fixer' unashamedly influenced by Race for the Galaxy ie. it's a deep explore (draw five cards immediately then keep one and discard the rest).


Finally, the Noble cards - and we're getting proper cryptic!

Quote:

Purple (Crown) Noble Cards

- Card 98 lets you move up to two of your cubes (Master and/or Liveryman) from anywhere to anywhere (unresolved) else; in this case each must come from different 'source' Guild.

- Card 99 has a different 'cost' to trigger the effect which is 'expel' (return to the general supply) one of your Liverymen NOT in the Guild Hall. The effect itself makes a target player LOSE TWO VPs. More often than not, in playtesting, players used it on themselves to 'go later' in the Round!

- Card 100 is simply 'resolve the Plantation immediately'; the plantation normally gives it's rewards after every three rounds (or four in the 2 player) - this card lets you get something earlier ie. when you know you're going to benefit the most!

- Card 101 is 'spot a Guild and resolve it at the end of your turn' - this is whether it has enough cubes on it or not!

- Card 89 is a non-green card-drawing effect: gain an extra card for each Liveryman you have in the Guild Hall, up to a maximum of FOUR.


*Phew* That concludes my main deck preview. I suppose I could've shown you ALL the cards but it's good to keep an air of mystery about the place, I feel.

Any questions? Feel free to pose away below!
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Tue May 26, 2015 7:00 am
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Throwing in the Tile

Anthony Boydell
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Worshipful Week


Welcome, friends, to Day 2 of the Guilds of London preview blog! Today we will examine the Guilds themselves in more detail!


Anatomy of a Guild - these will be thick, double-sided cardboard tiles


There are 40 named Guilds in the game, of which 20 appear in the 2 player version and 28/26 in the 3/4 player versions; so some lovely variety and replay-ability built-in! There are also 5 'special Guilds' which can be populated by a choice from FOUR symbols.

Please note: All but THREE of the Guilds have fictional livery, and in some cases different Names, from their 'real life' London counterparts; this is because I was refused permission to include them in the game.


Resolved Guilds give bonuses!


There are five types of Guild bonus keyed to a Guild's colour & symbol; thus the 'double Guilds' give a 'double bonus'! Of course, all Guilds have 2nd Place chits put on them, often resulting in a runner-up reward almost as juicy as the winner's! Double-symbol Guilds always give a neutral liveryman (black cube) to the runner up as well.
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Mon May 25, 2015 7:05 am
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Good GoL-y, Miss MoL-y

Anthony Boydell
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A Series-starting, Scene-setting Sunday Snippet




I know I've been leaking Guilds of London info like a septic ulcer these last few weeks - and (Lord knows!) even the proto-artwork for the Guild shields was a pre-Christmas blog treat - but, with UK Games Expo just a few days away, I figured it was time a explained the whole shebang in proper detail. This is NOT to be a Designer Diary (I'm noodling with that elsewhere) but a 'zoom in' taster. Thus I present Worshipful Week starting today and ending, entirely coincidentally, on Friday morning just as I slam the car boot closed ready 'for the off'.

Before we take a look at those gorgeous bits and pieces, here are some pertinent facts:

The aim of the game is to have the most victory points; you gain them, predominantly, during the game by winning (or coming second in) Guilds and also by collecting (and exploiting) Mayoral Reward (game end bonus) cards;

The game can be played in a 2 player or multi-player (up to 4) mode; the former uses a fixed tableau of randomly-selected Guilds (5 x 5) from the Start while the latter has an influx of new Guilds every three rounds (so the playing area 'grows'). I'm sure you can play it Solo too (just set up as for 2 players but just try and get the highest score you can in 12 rounds instead of 16); and,

Unless you're playing with a Giant Tortoise, I am confident that the playing time for GoL is a healthy and pleasurable 45-75 mins!

The final package of this (elevator pitch) El Grande meets Blue Moon City (off) shall be available for perusal and play at th'aforementioned Expo then - why not pop over and see it/me?

Tomorrow: Anatomy of a Guild Tile
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Sun May 24, 2015 7:00 am
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The Norman Conquest

Anthony Boydell
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Whenever we have a birthday at the Ross-on-Wye board gamers, it is the celebratorian's privilege to choose the games for the evening; it's a small gesture but, I think, means a lot - it certainly allows for Jobbers to get in his annual Cosmic Encounter session! Tonight's another-year-closer-to-deathee is Norman, currently suffering a complex lifestyle that means he's down to once-a-month attendance.

I arrived 30 mins later than planned due to an overturned truck carrying paper on the dual carriageway; there were 'reams' EVERYWHERE so cue jokes about "How fast was this stationery truck going anyway?", "It certainly puts the 'A4' in to the 'A449'" and so on.

As I huffed impatiently in to the Bar, the club's table was set and ready-to-play with the RoW Quorum of Jobbers, Boffo, Smudge and first-time-in-weeks Norman. The latter's starting choice was his recently-acquired (at great cost: £82) copy of Colosseum:

A typical eye-feast from Days of Wonder


In summary: it's kind of Princes of Florence. Players each have a small arena for which they can buy profit-increasing extensions in Phase 1 of a Round. Additionally, you must collect elements of a show (Lions, Horses, Cages, Comedians, Chariots etc) and - if you want to win - bigger and better show templates. There's an auction for the elements (batches of three) followed by a phase of exchange negotiation (anything goes); then you roll some dice and move some dignitaries, attempting to get them in to YOUR arena to boost the shows final 'score'. Each round you gain money for the value of the show performed and if that value is bigger than your previous best, you move up the score track: it's a HIGH WATER MARK thing.

It's all pleasant enough - certainly to look at - but, given it's similarity to PoF (put on shows = put on Works), I'd rather play THAT instead. The array of shows you can put on takes up a whole side of the reference card to summarize and I spent a lot of time trying to work out how much of anything and everything I might need...which isn't as much fun as it sounds; I also couldn't get any dignitaries to 'pop by' for love-nor-money! Smudge edged out Jobbers after the fifth round and I still can't shake the feeling that her 'opening hand' of elements being exactly enough to put on her first show WITHOUT TRYING set her up for the win from the get-go.

Packing it way - carefully - Norm's attention turned to some worker placement goodness and it was a toss-up between his ever-reliables Lancaster and Snowdonia. Gratifyingly, he chose Snod with the basic setup, so off up the mountain we (or rather HE) went:


Tony, sensing the final round approacheth - and being the only one with Steel bars - lays track like an absolute bastard!


Boffo did very well indeed exploiting the Start Player marker (and Jobbers' love for it) and lots of Stone requirement building to be 100+ at the end, Norman in the 90s then me and Becky and Jobbers wheezing up the rear. Five players, just over an hour: bingo!

They joked about it earlier in the evening and the threat of Spot it! now became a reality! However, still basking in the warm glow of a vigorous and satisfying ego massage, I acquiesced to this eyeball-twisting, hand-slamming nonsense and promptly won the first game ('collect the most cards')! 'Get rid of your cards' was next, in which I came NOT LAST, followed by a couple of hands of 'Hot Potato' - again, NOT LAST BY ANY MEANS! I think I may have had an epiphany...
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Sat May 23, 2015 8:58 am
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Llost In Llangollen

Anthony Boydell
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Thus ended another bijou trip to the top of Cymru - a lightning visit, by my usual standards, being just the one night away - and my beetling out of the car park in Llandudno Junction around 2-ish was bathed in hot sunshine and blue skies. I had the whole afternoon ahead of me, the Summeriness of which convinced me to take my time and the scenic route ie. avoid Chester and Wrexham and the boring dual carriageways.

Aside: If you take the Mold junction off the North Wales Expressway (A55) , there's a vehicle recovery depot/garage with an ENORMOUS sign that declares A55 REPAIRS; somewhat of a shock the first time I espied it. Also quite apposite given it's not far from "Wrexham".

Cutting through Llanrwst, with its pointy bridge...



...and Betwys-Y-Coed, it was Telford's old A5 all the down through Corwen to Llangollen where a sign for The Horseshoe Pass sent me on diversion no.1


The Horseshoe Pass in splendid afternoon sunshine, Llangollen.


High and huge, you would be forgiven for thinking you were on the lower slopes of the Alps or, maybe, the Pyrenees. There was no-one about apart from the occasional motorcyclist who would buzz passed at Stupid MPH, leaning in to the precarious corners and having the time of his bloody life. It's been a few years since I was a regular biker and, like an ex-smoker, I thought myself free of the addiction...only TODAY, in that place and under that sky, I actually sat working out whether I could afford to get myself a new bike!

I went back the way I came because Llangollen leads to Chirk and Oswestry, Shrewsbury and Church Stretton - follow the Marches for home. I'd barely got back down the 'hill' when a sign for the Horseshoe Falls glinted in the blaze of Welsh afternoon photons; I parked up and went for a walk across a delightful wildflower meadow, removing my stupid work shoes to better negotiate the bumpy grass:



Wheezing a little from the steep 'return', my road trip's next stop was about 10 miles down the road at Chirk; I tried, in vain, to find a place to park the car so I could get out and take a photo of the splendid viaduct/aquaduct - another Telfordian triumph. No joy. It seems the town is well-wise to opportunistic road-blockers and gawpers, so I dug out something from the Internet to illustrate:



Waiting at a Level Crossing near Craven Arms, I saw two be-leathered bikers fiddling with top-boxes and growling their throttles; once again, the 'how much can I spare?' numbers glowed in front of my eyes...maybe, when I get my Guilds of London royalties, I could afford it?

The final detour was South of Ludlow/North of Leominster at the Woofferton Transmission Station: the last remaining UK shortwave broadcasting site. It's acre-after-acre (crossing the border of two Counties - Herefordshire and Shropshire) of enormous aerials and buzzing, 'Danger of Death' electricity sub-stations. I sort-of expected my iPhone to go crazy and my brainwaves to be interfered with...but all I got was a sudden volume dip on the car stereo!



There's still lots to see on this journey and I got rather dewy-eyed at the combination of The Blue Nile's Hats blaring, the hotness and the horizon-filling vistas of Green and Pleasant Land! I'm rather lucky that I have such a beautiful, varied and historic route to get to-and-from my job.
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Fri May 22, 2015 6:59 am
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Making a Stand

Anthony Boydell
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(Mulligan and O'Hare a little too much, yesterday? Let's get things back on track with the following)

The UK Games Expo approaches (barely a week away now); this pocket-sized Spiel, this bijou Gencon, may not be widely known outside of this island but it's become one of my annual landmarks:
a) it's Summer already...how can that be, it was just bloody Christmas?!?!, and
b) only four months to go until Essen!

This year we'll be flogging the dribs of Snowdonia stuff we've managed to acquire:
- Snowdonia 2nd (IBC) Edition - £33
- The "Card 31 of 30" promo pack (6 cards) - £2
- The Jungfraubahn/Mt Washington expansion - £5
- The Necropolis Railway/Neuhauser Bockerlbahn expansion (last copies) - £5

Plus Ivor the Engine (of course), for which we've printed a limited number of Idris the Dragon promos:


These will be FREE, subject to availability


I might even dig out a bargain bin selection of Coppertwaddle and On The Cards AND I need to keep a bit of space for the items I'm selling at the 'bring and buy' (Pictomania already swapped for The Battle At Kemble's Cascade, a stray Snod for Cubist). Alan will also be presenting Mission Command to the not-insignificant number of Wargamers who attend.

The two evenings are already almost fully-booked: someone ACTUALLY wants to learn how to play Scandaroon (obvs a BDSM enthusiast), I'll be trying out the 'Cup of Tea'-heavy Wye Valley Tourer Snowdonia scenario AND I want to meet up with Melissa R (Australian, touring the world with her PhD Powerpoint slides!)

Finally, of course, there's 'generally presenting' Guilds of London in it's new finery; available for gawking at and/or playing throughout the entire weekend:



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Thu May 21, 2015 7:10 am
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tittybiscuits

Anthony Boydell
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Look, I'm DRIVIN' - okay? I'm drivin' up to North Wales again! I simply DON'T have the TIME to write something in detail. I just simply don't, okay? Fetch yourself a nice glass of cold milk and some ginger biscuits and watch a bit of relaxing folk music on the telly:


Look out for When A Child Is Born



Look out for Brim Full Of Asha



Just look out, really.
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Wed May 20, 2015 7:11 am
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