It's been almost two years since I played this 'fantasy dudes on a map' game. A couple minutes with the rulebook and it came back pretty quickly. I only got to play the first quarter of the first round...
DARK EMPIRE OF KARKOTH:
The little skellies and their evil lords started the war!
In the north they attacked the good people of the Nerathan League. The Nerathans fought bravely, but they were no match to the surprise attack. It had been years since the Dark Empire had pressed its borders, but with the attack, they nearly pushed the Nerathans off the face of the east coast. We fear the Keep of Iron Wolf Hold shall surely fall without your help. Please purchase some war bonds.
The elves of Vailin are equally frightened. A zombie behemoth came upon their northern villages with siege engines setting fire and destruction in their wake. The kind, gentle fishing elves of the great island were entirely removed from the face of the earth.
But possibly the worst news, is these evil vermin of undeath found from the dungeons of the evil drow queen, the +5 Holy Avenger of legend. Who knows what blasphemous uses they will find with it?!
Of the only good news of this day, one of their evil wizards failed in surviving the Medusa in the Tomb of Horrors. Hopefully the Vailin Hero can sever her head and bring glory to all that is good.
Finished the medium/long scenario of Nerath, 30 points. Both of the good capitols were under fire. The long/long scenario you have to capture both of the capitols. The Undead and Orc armies were almost upon the Human and Elf Capitols. The Undead doing most of the damage.
The Orc armies kept the secondary forces of the Elves and Humans busy, while the Undead scored the board. It still was quite close. The Undead/Orcs got the required 30 points, while the Good forces had about 27. Though the evil had the good forces capitols IN MAJOR DANGER, while the evil capitols had no real threat at all.
The Undead had a very good chance of taking the two good capitols in the final round, but went for the guaranteed victory instead. Though they were really really close. The evil forces took the land right next to the capitols for the victory, rather than the capitols themselves.
Great way to get your Dudes on a Map battling solo.
The different factions event cards, placement, and treasures, changes how each faction is played. So in a way, it is like playing 4 games at the same time.
Trying to keep track of the 4 factions' different abilities and the 100 armies on the map can be quite a strain on the brain.
I wouldn't purchase this to just play solo. But I am definitely going to keep it, after this fun excursion. For Dudes on a Map, this is great solo with all the different factions leading to "What would I do here?" rather than the chess versus self feeling.
Tyne and Wear
I had no internet over the weekend (due to a dead PC and my wife taking the IPad with her for work) so I'm going to do a few quick entries to catch up on what I played.
Completed the 4th adventure using Drizzt and Wulfgar.
I had failed at this a few weeks ago so I was really pleased. Yvonnel Baenre was the villain again (drew her at random but it felt good to get revenge).
Wulfgar managed to level up and he struck the decisive blow.
Forgot to take a treasure card on the first 7 (yes, seven) turns I defeated a monster. Made the victory a little sweeter knowing I hadn't helped myself.
Anyway, I'm not going to star it as I have starred Castle Ravenloft somewhere above in the list and the same applies here.
A really good game.
Well as it is the 18th June and the 199th Anniversary it was important to get in some Waterloo related gaming. On the 16th I played Quatre Bras using this great little system and yesterday I played out Ligny...which ran quite long. Today I took on Waterloo with all the applicable cards...it was a monster game. Opted to play a five position battle with the aim being for the French to capture two or more positions from the allies.
This game ran really long but, was immensely fun and very playable. Took 17 turns for the French to break the allies and capture the Ohain Ridge and also Braine too. Placenoit had also been put under massive pressure by the French but, they just couldn't oust the allies whatever they tried.
Really good game but due to the length of play it pretty much put paid to any other Waterloo based games other than a simple roll and move game that I have. Still really enjoyed the experience and will make sure to play it for the 200th next year!
but I'm not the only one
My hands are small, I know, but they're not yours, they are my own
I played 2 games of Elder Sign yesterday, using the Unseen Forces expansion, plus my Clockless variant rules. Since I wasn't familiar with the expansion rules yet, I stuck to my 3 favorites investigators (Kate Winthrop, Jenny Barnes, and Joe Diamond) versus Azathoth for the first game, which I won without too much trouble.
For the 2nd game, I took the same three investigators into the museum to attempt to gather the seals to keep Yog-Sothoth from entering our realm. It was a tough fight, and I almost lost Kate Winthrop, the intrepid researcher, to insanity. But I prevailed and closed the gate with only one space left on the doom track.
I like the expansion. It adds many new cards to add variety to the base game, and the new bless and curse dice can help or hinder the investigators quite a lot. But using the 4 Entrance cards rather than the old single one, while allowing for more game effects (some cards close part of the entrance options) it does use more space, which increases the footprint of the game.
This is the first time I've played a boardgame (except on Yucata.de) since April...
Almost forgot to add the "star" list:
Plays very well solo, IMHO more fun than co-op, usually.
Cool, thematic artwork and flavor text on the location cards.
Replayability is high because each investigator has significantly different skills and there are random location set-up and Mythos card draws.
The "clock" mechanic almost breaks the game for anything other than a 4-player game (and even then, is fiddly and irritating). I use a "Clockless" variant that I wrote.
Jude's Elder Sign Clockless Variant
The clock was designed to work with 4 investigators -- with fewer or more, it's a mess. Also, it doesn't make sense to me, story-wise. So, I came up with a variant where all the investigators are taking their actions simultaneously (although the players themselves can take turns, all action is considered to be simultaneous for the story).
All investigators must choose their location before any of them starts their turn. Turns can then be taken in any order until each investigator has had a turn. Also, if two or more investigators start at the same location, only one of them can be active there, but the others in the same location have the option to give one item or clue to the active investigator, and can be used by the active investigator to secure a die by giving "assistance".
Any action that adds or changes something is noted, and at the end of the round of play (after all investigators have acted), then dice are unlocked, monsters added, etc. Then all investigators return to the entrance.
As for the cards that say "advance" the clock, I made a couple of counters that I place on the Mythos Deck. When all investigators have finished their turn, Midnight events happen, and also when the new Mythos card is turned over, an additional Mythos card is brought into play for each of those "advance" counters on the deck. So there can be several Mythos cards in play for each day.
The clock is also ignored during the possible GOO confrontation at the end of the game:
Each round, everyone gets one turn and then the GOO takes its turn.
Played with the new Forsaken Lore expansion against Yig.
Fun game that has variable thematic levels depending on how the players decide to play.
Gives you a bit of a challenge, even on solo play.
If your investigator dies, you don't immediately lose the game but can pick a different character to play.
This game is very difficult, and just when you are about to win the 3rd mystery, you may get a card that unsolves one of the mysteries you have solved therefore screwing you over.
Tyne and Wear
I was a bit down on this game after my first two plays last month, even saying that it was going out the door ASAP.
However, I did say that it kept niggling away in my brain, saying play me again. Was it Cthulhu?
I gave in yesterday and played it again. I had promised
I would try with more investigators and a different ancient one. Managed to get 3 investigators on the table (I just couldn't fit a 4th, which is what I had been recommended to play with) and randomly drew Yog-Sothoth as the baddie.
My three investigators were Charlie Kane, Mark Harrigan and Lily Chen.
My first mystery to solve involved closing gates and then discarding spells. None of my investigators started with spells and I was going to need 4 of them to close the 2 gates I needed. Due to some ineptitude in the dice rolling department, getting the spells took longer than expected and what seemed a simple mystery to solve dragged on a bit.
However, the second mystery wasn't too problematic but I ignored a rumour and this caused the doom track to move from 7 (doing ok) to 1 (brown trouser time) in a single mythos phase.
Suddenly, I had to solve the third mystery really fast. However, I didn't have enough spells or clue tokens to do it in the next round and the AO awoke.
Now I had 2 mysteries to solve and about 8 seconds to do it in.
Needless to say the world was eaten soon after.
So what are my thoughts now. Should it stay or should it go?
It's staying. Playing with 3 investigators was much better (and I could see how 4 might be the sweet spot - I need a bigger table!) as it allowed you to plan and send them off to do different things to help achieve your goals (with 2 it always seemed like you were constantly reacting - i.e. headless chicken time).
The different ancient one mysteries were also good. I look forward to facing them all.
I also felt that this time I lost because of my decisions (deal with the rumour you plonker) and the mythos deck was a good balance of cards.
I might not keep it long term but I will definitely get a few plays out of it (I've stuck it in my 10x10 challenge list so it'll get 10).
- investigators have lots of different abilities
- really tells a story, globe trotting, random people drawn in to this adventure who wouldn't normally be involved
- good level of decision making and choices
- once I've beaten all the ancient ones I don't think there will be enough to bring me back, I've already faced every encounter in a couple of the cities after just 3 plays (it's FFG so needing expansions is a given), more than 4 dice needed in the box.
I played my very first game today, solo or otherwise. Despite having things punched and sorted, setup time took longer than I generally like, but I think it will be quicker the more familiar I become with the game. I started against Azathoth as suggested by the rules and played with two investigators. I chose Mark Harrigan and Diana Stanley, thinking this gave me an okay balance between all stats.
I was able to solve two mysteries before my inability to solve the Lost Knowledge Rumor wiped all the clues from both the board and my inventory. Without clues, I was unable to come anywhere close to solving a third mystery before Doom reached zero.
With both investigators having just 2 in Influence it was very hard to come by Assets without being overburdened by Debt. I am very interested to try again with some different characters, and I may try it three investigators the next go round.
I wasn't expecting this to move into my rotation of solo games, but after one play I firmly expect this to hit the table again soon - with or without anybody else to play.
I found it to be a good solo challenge.
With all the different characters and cards, I assume this will have near infinite replayability.
Each game has a chance to have those moments you'll still be talking about days later.
The randomness of all the Encounter Cards can create some genuinely frustrating moments. Also, rolling no successes with six dice.
Hm , i really want to like this game but it didn't Felt like the bigger Brother. Its faster, easier to learn, but i love this slow Story telling, Reading a lot of cards And walking through other worlds. This variant is for me nothing more than a fast Race around the World spiced with some Monsters .
Caved and bought this last week along with Arabian Nights and Thunderstone. I played Arkham Horror around two years ago solo. I liked it, but it was extremely long, took up a ton of table space, and was on the unwieldy side for rules. I've been wanting to bring it out again although these things keep me from doing so.
Hearing lots of good things about Eldritch, I decided to make a trip to my FLGS to check it out. I stared at it on the wall for a good 30 minutes before I broke down and just bought another game for the shelf. I picked up Forsaken Lore as well, and I admittedly had a little bit of buyers remorse leaving the store. To the game!
I spent an hour or two grocking the rules and played my first game with the Musician and the Astronomer. The turn order is very simple ala Pandemic: two actions for each player, draw encounter, draw mythos, done. The thing I really liked was that there are different sorts of encounters. If there was a token on the space you could have one of many token encounters (depending on what was there). If you had a monster, you'd have a monster encounter. If there was nothing, you'd have a location encounter. All of these encounters kind of have their own feel which makes the story very engaging. The mythos phase has 3 effects happen out of a set of 7 or so, so that was another refreshing element. The monsters were interesting and I really liked the Old One specific mysteries. In the end, the Musician was imprisoned and driven insane by his captors while the Astronomer attempted to go loot his body via a teleportation spell only to fail and rip himself in two
Took me two to three hours as a learning game, but a normal game could be played in an hour
The theme is top notch. All of the encounter cards work really well to bring out the narrative
Rulebook is very streamlined (although not perfect). The addition of the glossary was awesome
I wish there was a little more involvement than just rolling a 5 or 6, but sometimes I don't want to burn my brain so I'll be happy to pull this guy out
First time playing with Eldritch Horror: Forsaken Lore and my first time going up against Cthulhu - who opened up a family-sized can of whup-ass all over Norman Withers and Leo Anderson.
This was easily my toughest game, and it certainly felt like the longest. I drew several expansion cards, this time out, and I love what they bring to each deck. Whilst you have a few new benefits you can pick up, it very much feels like it's weighted much more heavily against you, but that could also be me graduating to the tougher Cthulhu, of course.
The dice hated me, I drew some utter fiends from the monster cup, and worked my way through the missions: The Stars are Right; Watching the Stars (added the extremely annoying Cthylla Epic monster, which continually summoned Deep Ones against me). The last mission was from the expansion: Queen of the Deep Ones, which brings the Hydra to bear against you... an epic monster that can only be wounded if you are carrying one of the new sword artifacts. Plenty to deal with, including Leo developing a tonne of mental health problems ranging from amnesia to hallucinations to paranoia. (I imagine he was extremely fun at parties by the end of the game.) He even took a Dark Pact to avoid an early game ending condition... That, and more rumours than are to be found in your average Sunday tabloid, made for an uphill battle.
I was stunned to finish this one on a win, with Norman plunging the magical sword into the belly of the hydra on the very last turn of the game. On his last legs, Leo was able to chip in his support from halfway around the world... mailing out a desperately needed package of kerosene via the delivery service card.
An exhausting game, but one of the best I've played with this title.
The game allows for some of the most epic, thematic experiences I've found in the hobby. It is a stunningly realised world.
Component quality, much like everything FFG does, is absolutely top notch.
It reduces much of the fiddliness and rules-exceptions of older sibling, Arkham Horror, but honestly doesn't compromise on any of the flavour or gameplay. I almost passed it up, assuming it would be a horribly watered-down version of that one.
Its existence is stopping me getting Arkham Horror to the table as much as I would like. I love that old beast, but this is just so much simpler and easier to get into.
A couple of firsts for me with post (is it still May, Albert?):
1. This will be my first play of this game...a Christmas present to myself this past holiday. I know! And I've got more in the unplayed pile.
2. This will be the first time I leave a game out for more than a day as I play it a little at a time.
3. This is the first time I'm posting to SGoYT before I actually played the game. I'm pretty sure every other post I've made was after I had completed my session.
I plan to update this post during my breaks from playing. We'll see how it goes. I do have the game set up...dang, it takes up a ton of space. I had planned to play using three characters, but I only have room for two.
Here is the main table (2 ft x 4 ft) with most of the game:
To my left are the rules, my iPad, and a notebook. To my right are the token container, the Clue cup, and the Monster cup:
That's a lot of game!
I have already incorporated the new expansion as it just adds more cards to all of the decks. Figured I might as well just go for it. However, since this is my first play, I needed to add in all the extra cards, shuffle all of the decks, and be sure I did all of the setup steps properly. About 90 minutes later, I was done.
Characters: Trish Scarborough, Mark Harrigan (both randomly chosen)
Ancient One: Azathoth (as per the rulebook suggestion)
Initial Gate & Monster: Buenos Aires, Shoggoth
Initial Clue: Spot 4
First Mystery: Voice of Azathoth
I'll be back later this weekend with my first few turns. Wish me luck.
No surprise...I'm an idiot.
I played three rounds. However, rather than playing by Phase, I was playing by Investigator. In other words, one Investigator took his Actions, then Encounter, and a Mythos card. Then the other Investigator did the same.
So, I was drawing twice as many Mythos cards as I was supposed to.
Need to reset and start over as I've already gone through a third of the Mythos deck and I've barely moved.
Oh well. Such is life.
First, another "first" I forgot to mention above - this is my first time playing a Cthulu themed game.
Okay, so playing correctly now (I think) seems to be much better. Shocking, I know. Here is a brief rundown of events thus far:
Trish heads to Istanbul looking to add to her personal inventory. No go. She continues to struggle as she tries to help a young scribe being attacked by a mob. Trish comes away from the fight with an internal injury.
Mark heads to Rome and encounters a local brawl of his own. Some thieves try to rob a shop he is visiting. After fending them off, he is rewarded by the shopkeeper with the very mighty Enchanted Blade. Sweet!
Faded From Society - a rumor pops up in nearby Russia
Doom = 15
Trish heads out to investigate the rumor and learns of a Russian folktale where children go missing. Meanwhile, Mark continues to head west to Arkham where is gains an incantation spell called Flesh Ward.
Perplexing Stars - a new gate opens up in San Francisco with a Deep One looking for a fight
Doom = 14
Trish now finds herself in Tunguska. After losing her map while traveling here, she finds her way again and is able to continue on to far northeastern Russia (#19).
Mark heads down to Central America, finding an old, dusty tome in a little bookstore. Handy info, indeed.
No Peace for the Fallen - a Ghoul spawns in Bueno Aires, a clue appears in Alaska (#1), and poor Trish is cursed with Bane
Doom = 14
Mark takes the lead now and reaches the Amazon. He seeks an expedition there, but comes up empty. Luckily the mosquito bites he receives while there are quickly healed. He hears of a new expedition in the Himalayas, but that will have to wait.
After reaching Alaska, Trish decides to rest and heal her internal injury from earlier. Feeling up for some adventuring, she investigates a mysterious green mist in the area. Unfortunately, Trish's misfortunes continue. The mist infects her lungs causing a new internal injury and perhaps affects her mental stability a bit.
Haunting Nightmares - Trish's curse is lifted but only to the detriment of her sanity and further mental troubles - amnesia is now a concern; a new gate opens in Rome with a Dark Young finding its way through the portal
Doom = 14
Trish = 7 health, 2 sanity
Mark = 8 health, 4 sanity
Doom = 14
Gates Open = 3
Mysteries Solved = 0
The game continues…
Mark travels to Buenos Aires and the original Gate. Here he defeats the Ghoul with only minor injury to himself. He is less successful against the Shoggoth, losing not only the battle but half his Sanity as well. The Gate remains open.
Trish heals and picks up a .45 Colt Revolver. Checking out the Library, she discovers a book engulfed in green flames. She must make a Dark Pact and lose most of her Sanity, but she acquires the artifact she needs to solve the first mystery. Hopefully, her mental state will last long enough to resolve it.
The Storm – Trish’s amnesia clears and horrible memories come back involving a terrible ritual performed; a new Dark Pact is made while the first is revealed - the horror!; another gate opens in Sydney with a Zombie in tow; and a rumor appears in the middle of the Pacific (#2)
Doom = 14
Mark continues his battle with Shoggoth. After acquiring some Holy Water, he takes it into combat with him. Unfortunately, it is useless. The Shoggoth is too much for Mark’s mind to comprehend. Mark succumbs to the beast, losing all of his Sanity in the process.
Quick game comment – Mark had 9 die rolls, yes 9!, and he only had one success. WTH?!
Much further north, Trish rests a bit before heading to the northern section of Canada (#4). A clue is there as well as a mindful trip to the Court of Azathoth. Thankfully, she returns intact and will be able to complete the first mystery, the Voice of Azathoth.
The World Shakes – the Zombie in Sydney becomes a Zombie Hoarde; a Skeleton comes through the new gate in Shanghai; and the expedition is moved to the Heart of Africa
Doom = 13
A new investigator arrives in Tokyo, Lola Hayes. She is an actress with many skills. We shall see how well she does in the current maddening state of the world. After picking up a pocket watch in a local shop, she heads to Shanghai to try and defeat the Skeleton. She does well under the circumstances, but the monster remains.
Trish heads south and continues to rest. Finally, her internal injury is healed, and her mental state is returning to normal. She visits a club full of world travelers and makes some quick friends. This should help her movement in the future.
Driven to Madness – the Dark Young in Rome creates some Doom; and yet another gate opens in Instanbul with a Cultist looking for trouble.
Doom = 12
Lola could use some help in Shanghai, so she recruits a Syndicate Agent. But she will have to pay off that debt in the future, perhaps to her own demise. The Skeleton is defeated with ease this time, but she is unable to resolve the clue. Helping the police fight off a Xiclotan, she losses much of her health.
Trish decides to check out the rumor in the middle of the Pacific hoping to quell any disturbance there. Instead, she is hurt by her encounter with Yuggoth, but not too badly.
The Wind Walker – a new creature, the Wind Walker, arrives in northern Canada (#4)
Doom = 12
Trish = 6 health, 3 sanity
Mark = defeated
Lola = 2 health, 7 sanity
Doom = 12
Gates Open = 6
Mysteries Solved = 1
The game continues…
Lola snags some fresh fruit as she heals for a turn and attends the opera, Masse di Requiem per Shuggay. Trish continues to investigate the rumor in the Pacific after a brief respite. This time she succeeds. However, she will remain at sea for another round.
Blood Flows – a Manic appears in Buenos Aires; a Clue is reveled in Central America (#7)
Doom = 12
While Trish recovers at sea, the ship she is on begins to take on water. She tries to help the crew but loses two health during her efforts. Lola rests again, hoping to build up her strength for a future battle. Before leaving Shanghai, she is able to close the Gate. Yay! Our first one.
Diminished Instability – a Mummy rises in the Pyramids; a second Cultist arrives in Istanbul; and two more gates close – Istanbul and San Francisco (this is both good and bad as less gates means less monsters spawning, but the gate in San Francisco was going to be Trish’s attempt to solve the second mystery. Now she must travel elsewhere.)
Doom = 10
Trish arrives in Central America looking to solve a clue. Unfortunately, the safe house, used by the shan, she finds is not what she had hoped. Lola heads west to the southern tip of Africa and prepares for the final leg of her journey.
Omen of Good Fortune – the Zombie Horde in Sydney wreaks more havoc; a new gate in London opens with a Ghoul
Doom = 9
Finally! Our heroes meet in Buenos Aires. There, they hope to accomplish much – defeat two monsters, close a gate (and solve the current mystery), and recover some goodies from poor, insane Mark.
Trish goes into battle first against the Shoggoth. The beast continues its reign of terror on our heroes sanity. Trish loses 2 sanity and 1 health but applies one strong hit to the Shoggoth. Next, she goes after the Maniac. Losing another sanity in the process, she easily defeats him, laying claim to his Axe as reward.
Meanwhile, Lola takes aim at the Shoggoth, hoping to get lucky and wipe it from the face of the Earth. Instead, she loses 3 sanity and 1 health, while only getting one hit in on the creature. Things did not go as we had hoped.
Strange Sightings – a Wraith emerges in London and Trish becomes cursed with Bane; a Star Spawn…well, spawns in Sydney
Doom = 9
Trish = 6 health, 1 sanity
Mark = defeated
Lola = 4 health, 4 sanity
Doom = 9
Gates Open = 4
Mysteries Solved = 1
The game…well, I’m sure you could guess, but here you go….
Trish and Lola remain in Buenos Aires hoping to clear the way to close the gate at the right moment to solve the current mystery. After Trish picks up an Elder Sign, she goes into battle again with the Shoggoth. And to our dismay….really, though, shouldn’t we have expected this by now?!...Trish’s sanity is brutalized by the beast.
Lola must take up the fight. Her mind is also greatly affected, but thankfully, she began at a stronger starting point. This allows her to go after the Shoggoth with all she’s got, finally defeating the monster and sending it back to the world it crawled out of. Yay, Lola!!
Before the day is done, she reaches out to poor, insane Mark. She gathers up all of his possessions and leaves him alone in the asylum.
Ancient Guardians – the Zombie Horde causes more ruckus; a new gate opens in Tokyo and a Riot breaks out; and two Cultists find the Expedition in the Heart of Africa
Doom = 7
Leo Anderson joins Lola in Bueno Aires, says “Hey,” and grabs a charter flight to the Expedition in the Heart of Africa. He should have put more thought into his plans and maybe stayed behind to help Lola close the gate. Dumb***!
Lola rests before attempting to close the gate in Buenos Aires. This will solve the mystery as the timing has aligned for this event. However, she fails her exploration of an abandoned area and finds nothing to help her close the portal. She is exhausted. Worn down. Ready to give up.
Leo reaches his destination and goes right to battle against the two Cultists there. They are little more than a distraction as they are whisked away rather easily. The Expedition is a success, though. Leo comes across the bones of a white ape and map that leads him to find, The Silver Key, an ancient aritifact.
Calling the Elder Thing – another gate opens in Arkham with a Mi-Go coming through the portal; a Clue pops up in the Himalayas; and a Vampire rears itself in Instanbul
Doom = 6
Well, currently there are no gates available in the entire world that will help us solve the mystery. Bummer. Lola needs to rest and then goes to visit Trish. She is not well, but at least her possessions were well kept. Lola says her goodbyes to her friend. They will not meet again.
Leo is restless and heads to the Pyramids to take on the Mummy. He does not make much progress in banishing the monster, losing two sanity instead.
Eyes Everywhere – the creatures in Sydney continue to make Doom, this time the Star Spawn; in San Francisco, a gate re-opens with…you guessed it….Shoggoth; the end is definitely near
Doom = 5
Our heroes see darkness rising. Hope is gone. Lola becomes lost in the streets of Carcosa as she attempts, yet again, to close that gate in Buenos Aires...to no avail. Leo continues his fruitless battle against the Mummy as a harrowing sound begins to emerge. Evil is stirring.
Burden of Greed – just before the end, the Wind Walker is unleashed. Our heroes are slain just prior to the Awakening. Perhaps it was merciful.
Doom = 1
And the world is devoured.
Trish = insane
Mark = insane
Lola = slain
Leo = slain
Doom = 1
Gates Open = 8
Mysteries Solved = 1
Earth destroyed = yep
Here is the state of things at the end (almost, I hadn't move the Doom marker to 1 or shown the investigators defeated, but you get the idea):
EDIT 24-Jun-2014: Came back to add in my single-play stars:
Awesome FFG-quality components
An appropriately dark, foreboding narrative emerges throughout the session.
Can easily scale for the solo gamer looking to play a single character all the way up to eight. Yikes! Talk about scary.
Dang, that game is huge! Gonna need a bigger table.
Hornet Leader - Carrier Air Operations
Herge's Adventures of Tintin!
My first play with Forsaken Lore, and fifth play in total since picking the game up from the marketplace last week!
Leo & Lily v Azathoth. Leo died killing Tulzchen in Rome (a pyrrhic resolution of The Green Flame mystery) and was replaced by Charlie who moved to Houston and spent the rest of the game wheeling and dealing until the final turn when he picked up a clue that spawned on top of him, thereby getting halfway to resolving the third and final mystery, Occult Research. In the meantime Lily had closed the Shanghai gate to resolve the second mystery, Omen of Devastation, and generally dashed around boosted by Charlie's frequent gifts of assets and bonus actions. However the Doom track reached zero with five mythos cards to play. Close but no cigar.
Delivers a strong narrative with massive replay capability.
Plays in a couple of hours with fairly simple rules and a smallish footprint.
The 'reckoning' effects are excellent. What at first may appear to be a fairly minor condition or even an asset can turn sour, in some cases starting a chain of further conditions and reckonings that given time and enough bad luck eventually spirals down to catastrophe.
The various encounter decks in the base game are quite limited and they're easy to burn through in a single session. However this is addressed by the Forsaken Lore expansion.
How do people play this game solo? Just using a single investigator or a pair? Or maybe a larger group?
Played with the expansion Eldritch Horror: Forsaken Lore(which should have been included in the base game) against Yog-Sothoth.
"You stand in Times Square, New York, but not as you know it. The streets are empty, and the buildings have crumbled to dust. It appears that you will fail to save the world..." yeah, sorry about that.
Before I head back into the horror, I decided to try out one of the games from this year's 2014 Solitaire Print and Play Contest.
This is a solitaire micro game about preparing to serve tea at Lady Smythe's gala. You play the maid who has 15 minutes to load the Tea Trolley with all of the accoutrements required for the event.
I played four games this evening. I lost the first three, but due to some ambiguities with the rules and card text, I believe I played a few things incorrectly. I am still waiting for a response from the designer on the game's WIP thread, but based upon other comments, I think I figured out where I went wrong.
My fourth play...assuming I played correctly...was a success, just as the timer struck 11 o'clock.
This game is very cool. The art is great. There are only 13 cards (and you can skip two of them if you like and use some other form of counting to 15). Gameplay is about 5 minutes. And it is quite puzzly.
Basically, you set the #1 card to the side and deal out the other ten cards in a row, randomly. You must place all ten cards in numeric order on top of the #1 card by the time the clock card reaches 0 (11 o'clock). Most cards have a special action, and you must figure out when to use the action and when to discard the card instead.
Because of the random setup, there should be a plethora of similar, yet still unique puzzles to solve as you fill up your Tea Cart.
With so few components, its quick play time, and challenging puzzle feel, this is an easy recommend.
Here are the cards I made based upon some PnP tips from Dave (davekuhns). Thanks, Dave!!
Sorry that they are on the light side. I should have put some kind of background paper behind them before I scanned them.
Game Timer Cards
EDIT 24-Jun-2014: Played two more games during my lunch break today. Lost both with one card remaining. Also, here are some early stars:
Quick to build with very few components. Anyone can make this game!
Quick to play...five minutes...even with AP!
Good solo, puzzly goodness.
I have a feeling that this game will just click with some people, and they won't find it fun or challenging for more than a couple of plays. Hopefully, you aren't that gamer.
The show on solitaire boardgaming.
I saw it here on this list and thought the art is really cool so I printed out the game and tried it out. It's pretty cool. Definitely worth checking out the PnP contest thread for the game if for no other reason, because you only need to print out 13 cards.
[WIP] Elevenses for One [2014 solitaire pnp contest] [Contest ready]
Haven't played this since 2012 so probably a 1st for SGoyT for me. The downside of so much time between plays is it took a long time to get the rules back in my head, and there are a LOT of them for a States of Siege game. I also did not play with the expansion this time.
As far as VPG's SoS games go, this is my favorite. It has a lot of chrome but being a pre VPG 2.0 game, the components are a bit lackluster. I don't mind myself except for the fold in the cardstock board keeps 2 of the British leaders, if present, from sitting flat. This is an issue due to having 2 counters on each leader to track Battalions and Reputation. With the cards not being level, the counters don't stay put at all!
Took about 2 hours to play and I ended up with a "Substantial" victory.
I do hope we get a 2.0 version of this.
Up Nort' Der
VAST: The Crystal Caverns The Fearsome Foes The Mysterious Manor
DV: Anakin Skywalker was weak. I destroyed him. AT: Then I will avenge his death. DV: Revenge is not the Jedi way. AT: I am no Jedi.
Last night I got in a double play of Everything vs. Everything. I lost the first one really badly, but managed to edge out a win in the second.
Finally gives an answer to the age-old question of who would win in a fight: [Iconic Character A] or [Iconic Character B]
The characters are tied in really, really well thematically. Almost every single ability in the game represents a signature move or some other key trait of the character that has it.
Great as a fast-playing solitaire game, but works 2-Player as well.
It can be extremely chaotic at times and The Director cheats like hell, so you can often feel like you're in an unwinnable situation.
Difficulty: 5-Card decks, 7 Director Characters
Hulk, Elsa, Witch King, Protoss, Dr.Doug Ross
Subs: (not used) Lara Croft, Ted Sprague
Director Deck: Web + Boost (no Uber cards)
Samus, Mal Reynolds, Destro, Optimus Prime, Superman
Sub: Mega Man
Energy Deck: 2D, 3H, 7C, 8C
Instead of going with a finesse setup, this time I tried to pull together as many heavy-hitters as possible while also trying to stay focused toward certain suits in the deck to maximize my energy cards. Having two that pulled extra cards would add significantly to their firepower.
Turn 1. The first Director card came out, and Elsa stepped up to attack. The gloves were already off.
Mal, Destro, and Optimus were frozen solid before they even had a chance to do anything. That left only Samus able to act but her first shot missed its target. (Superman just sat there watching while the sunlight boosted his power.)
Turn 2. A webbing card came out that hit Mal and Optimus, which was followed up by another icy blast from Elsa, but fortunately didn't really make things any worse because the effects overlapped. Samus fired two more shots at Elsa's head, but both sailed wide. Superman again just sat and watched.
Turn 3, Optimus got webbed yet again, and the Hulk started getting angry. Samus finally got her act together and scored a powerful hit on Elsa, but just missed with a follow-up shot that would have finished her off.
Turn 4. HULK SMASH! The still-frozen Mal took the beating of a lifetime, but managed to keep breathing, while the Protoss lashed out at Superman who shrugged off the blow only to be webbed by the Director. Samus charged up her weapon but didn't have the energy to attack.
Turn 5. Mal was finally free to take a shot, but there was no way he'd survive that kind of beating a second time and the Hulk was angry again. He fired off two blasts, but his aim was off and he did only superficial damage to the Witch King.
Turn 6. HULK SMASH! Just like that, Mal was dead. Samus took a shot to avenge him, but missed yet again.
Turn 7. Destro and Optimus were finally free from the webbing... until they were frozen solid once again by Elsa. The cold was getting to Destro and his life was almost drained away, so Mega Man jumped into the fray and kicked him aside. Not willing to rely on Samus's horrible aim, he immediately fired off a pair of shots from his pellet gun to finish off Elsa for good. Superman was finally done waiting around, and smashed back at the Hulk.
Turn 8. Samus got webbed and was pretty much done for the rest of the battle, and then the Witch King took out Optimus. Things were not looking good, which is to say that things now looked horrible because they didn't look good since the opening round. Mega Man, however, wasn't willing to give up just yet. First he powered himself up with Optimus's ability to move across from the Protoss, then he switched to Elsa's ice powers and Let It Go in a massive burst that froze the Protoss, the Witch King, and Dr. Ross solid. Damage was minimal, but at least the threat level had dropped significantly.
Turn 9. Hulk didn't like seeing his allies get frozen, so he became angry again, just as Superman got caught in another web leaving Mega Man all on his own. He was in no danger of being attacked, but the energy deck was at the very bottom and the cards he needed just weren't there so he had to sit idle.
Turn 10. HULK SMASH! A mighty punch sent a still-webbed Superman reeling. Mega Man had one last opportunity to attack and took a chance with Mal's gun. Hit! The Hulk was crippled, but it was too little too late. The battle was over and the Director had won.
Director: 4+16+16+9+(8+12) = 65
Me: 16+5+15 = 36
1) If Elsa shows up on the Director's side, take her out as soon as possible or get your people out of her way. Doubly so if the Director is using the web deck. Ouch.
2) Mega Man is an awesome late-game sub if you've got the cards to support his secondary ability.
Difficulty: 5-Card decks, 6 Director Characters
Mr.Driller, Mega Man, Sam & Max, Elsa(!), Witch King
Director Deck: Web + Boost (no Uber cards)
*Custom character I thought up the previous day
while the girls were watching Dora:
--------------------------Swiper the Fox (Dora the Explorer)
♥♥ - Steal up to 2 tokens of any kind from any one opposing
character, then place them on this character as Loot tokens.
If Swiper survives to the end of the game, each Loot
token adds 1 point to his final score.
[Solitaire AI: Swiper steals from the character with the
most tokens, and always takes Boost tokens first if possible]
Always Active/Reaction - The opposing player may discard 1 Energy
card of any type to stop Swiper from stealing tokens. Swiper no swiping!
[Solitaire AI: Roll a d6: on a roll of 1 or 2 no tokens are stolen.]
Swiper*, Link, MadCat, Lara Croft, Claudia Donovan
Energy Deck: 2D, 6H, 5C, 7C
I went for a slightly more varied setup this time, with a few converters to make it easier to trigger the abilities I needed. Seeing Elsa pop up again on the other side didn't bode well, though.
Turn 1. Mr.Driller hopped across the board to hit Claudia, then Sam & Max took a cheap shot that grazed Link. The biggest danger came from from the huge boosts gained by Elsa and Mr.Driller - taking out those two immediately became urgent, although Swiper managed to reduce Driller's boost strength slightly and Lara started to chip away at Elsa.
Turn 2. Sam & Max took another shot at Link, and my MadCat got webbed, but Lara gained a boost and used it to take another shot at Elsa.
Turn 3. Elsa gained another huge boost, then Mr.Driller jumped back and hit Swiper hard, nearly killing him. Lara took a pair of shots at Elsa, then Link tossed out a bomb that was certain to kill her... eventually.
Turn 4. Not willing to go down easily, Elsa finally got her chance and blasted the nearly un-webbed MadCat, freezing it plus Link and Lara at the same time.
Turn 5. Mega Man fired off a shot at nothing and the Witch King hit Lara, but otherwise the Director's team was quiet. Swiper, however, was up to his tricks again stole part of the fuse from Link's bomb, causing it to go off early! BOOM! Elsa was down, and Swiper was a little bit richer. The rest of my team was still frozen or out of position.
Turn 6. Mega Man fired off another warning shot, then Bruce Sato joined the battle and shot at Claudia, who immediately became webbed too. Lara was finally free, so she returned some damage to the Witch King then ran over to go after Mega Man.
Turn 7. Mr.Driller moved to attack the un-webbed MadCat, followed by the Witch King taking a swipe at the space Lara had just vacated. Had she not moved when she did, she would have been webbed too. Finally able to fight, the MadCat unloaded with a two-attack Alpha Strike on Mr.Driller that completely obliterated him. Lara followed that up with a pair of shots directed at Mega Man.
Turn 8. Mega Man fired back doing minimal damage to Lara, but then Sam & Max nailed the perpetually-webbed Link with a headshot that put him down for good. Lara returned Mega Man's shot, then Swiper swiped two of Bruce's boost tokens.
Turn 9. Mega Man and the Witch King boosted, but all the attacks fell to empty fields. Swiper was ready to grab some more loot, but Lara overruled him and borrowed some heavy artillery from the MadCat to blow away Mega Man once and for all.
Turn 10. Bruce cut down Claudia (who would have been webbed anyways), and then the Director was done. Lara did her best to avenge Claudia by firing off a trio of shots at Bruce. She came up one card short of being able to finish him off completely, but it was still enough to tip the balance in my favor for a slightly-better-than-basic victory.
Director: 9+16+2 = 27
Me: (3+6L)+4+7+(12) = 32
“Whilst I count my schnookels”
This was given to me by
, so a huge thank you!
I finally got it to the table a few nights ago and had a fun game. I sure got my butt kicked. Because it was my first game, I just picked characters who I thought looked cool. I know that there must be some great combos and I should plan for complimenting effects, but for this game, I just went with fun looking dudes.
My team: Master Chief, Super Mario, TETSUUUOOOO, Dr. Doug Ross, Professor X, and Optimus Prime was my backup.
The Director's team: Spider-Man, Seperoth, Darth Vader, Penelope Pitstop, and Alice. Cyclops was his other character but he never got subbed in.
Boy did I get pounded. I lasted all 10 rounds, but I finished the game with a score of -82. One big mistake I made was I spread myself too thin as far as card suits go. I think next time I am going to focus my team around 2 card suits. I had way too many turns with nothing to do because I didn't have the cards for it.
I really love how varied the characters are. I imagine that every game will play out differently, and that certain teams will be killer.
This game was really hard,but it seems like it will be really fun to figure it out and get good.
Dr. Doug Ross!
Doctor Who the Ninja Turtles?
Up Nort' Der
VAST: The Crystal Caverns The Fearsome Foes The Mysterious Manor
DV: Anakin Skywalker was weak. I destroyed him. AT: Then I will avenge his death. DV: Revenge is not the Jedi way. AT: I am no Jedi.
For a variety of reasons, my solo gaming time has dropped off to nearly nothing the past few weeks. Any time I'd get the idea to pull out a game later in the evening something would come up, or by the time gaming became an option I'd be too tired out to actually set anything up. Even this game had been sitting on my desk for almost three weeks. I'd still really like to get Mage Knight back out for another play before the end of the month, but the way things have been going it could be a week or more before that actually happens.
Solo 2-player game (no Director)
Team 1 (Left Side, Pepsi Deck):
The Doctor(10th), Merida, Sonic, Codex, Strider
Deck: 10♥, 2♦, 4♠, 4♣
Team 2 (Right Side, Star Wars Deck):
Le Chuck, Elsa, Kratos, Protoss, Warp Core
Deck: 6♥, 6♦, 4♠, 4♣
Sonic began to accelerate and bounced off Kratos along the way. Stymied by The Doctor, Team 2 could only wait and watch.
Knowing the danger of leaving Elsa untouched, Merida and Codex both took shots at her. Still limited by The Doctor, the Protoss used its psionic powers to activate the Warp Core's self-destruct sequence. If it exploded the damage would be extensive, but with a slight HP advantage they'd still come out ahead.
The Doctor soniced Le Chuck and boosted the rest of his team, but then Le Chuck (with help from the Protoss) copied him and struck right back.
The Doctor had the chance to attack again, but with the self-destruct sequence counting down, Merida turned Strider into a bear instead to help him survive the blast.
The red cards were finally starting to come out for Team 2, but not quite in the combinations needed so the Protoss once again powered up Le Chuck, but this time instead of taking the Doctor's ability he used Codex's to attack Sonic to ensure he wouldn't survive the upcoming explosion without some help.
Team 2 finally went on the initiative. Le Chuck could finally attack on his own this time, and severely wounded The Doctor. As much as The Doctor's messing with time had disrupted the team earlier, with the right cards finally coming out it gave Le Chuck the ability to perfectly predict whatever card was on top of the deck. He could have attacked a second time to finish off the Doctor, but with the core seconds from breaching that energy was better saved for the survivors.
Merida knew her time was up, but just before going she tagged Kratos with an arrow that under normal circumstances would only have made him mad, but thanks to the imminent explosion it made him dead.
KABOOM!!! The core blew, wiping out nearly everyone. Only Strider-bear and the Protoss remained, and purely by chance they were directly opposing each other.
Both waited out the round without attacking; Strider-bear couldn't, and the Protoss wasn't willing to waste valuable energy on such a damage-resistant target.
Initiative was key here. If the Protoss got it, there more than enough energy to obliterate Strider. If Strider got it, he could attack and then sidestep to avoid damage. Strider just barely got it, attacked, and then dove to safety. Mortally wounded, the Protoss stepped aside and let GLaDOS enter. She couldn't kill her new test subject, but could make the remaining rounds as painful as possible for him, in the name of science.
Strider slashed at GLaDOS from the side and knocked off her Morality core, then stepped back directly in front, ready to finish her off. GLaDOS reconfigured the test chamber to improve her own HP slightly, but with no remaining ability to cause permanent damage, she could only hold off losing.
Strider took a mighty swing and cut off two more cores, then stepped to the side again. GLaDOS was helpless, and only wanted him gone.
Strider took one final swing, which GLaDOS countered with some last-minute repairs, but it was game over.
Team 1: 14 (4 + 10)
Team 2: 6
MVP: Merida, for saving Strider by turning him into a bear, and for hitting Kratos just hard enough that he couldn't survive the core breach.
A big part of this game was that I wanted to test out The Doctor's ability to manipulate the opposing deck. It did prove to be a huge advantage in the opening rounds because it severely cut down on the opposing team's options. Without the powerful conversion ability of the Protoss it could have been several more turns before that side could have done anything meaningful. Even the core breach would have had to start a few turns later. It did end up helping Le Chuck with his prediction ability, but even that was delayed several turns before he had the cards to use it. I think it should work perfectly as-is against the Director, but it needs to be toned down a little bit for 2-player (like maybe affecting only half the deck, or forcing redraws or something). I'll have to think on it some more for possible adjustments...
Works great as a solo or a 2-player game.
Huge variety of characters makes every game play completely different.
The theme is so strong that detailed and entertaining session reports almost write themselves simply by tracking the basic play-by-play.
Actually writing down the play-by-play makes the game take about 10 times longer than it would if you just sat down and played it.
Hey, you're touching my face...
Quick last play for the month. This is a game that has been on my radar dating back to when I was looking for a fantasy questing experience. I had seen it at Barnes and Noble and it looked interesting. Even though it was well under MSRP at 35 bucks, I just couldn't quite get there.
Fast forward to now and I was able to find a copy WAY on the cheap so I grabbed it out of pure curiosity.
I'm not going to spend much space on details seeing as how I didn't technically finish my game. I played through 1 year and decided to come back to it soon. It has a really unique mechanism for player turns that I think I like, but time will tell. You have to decide on a destination and put your piece there counting up the territories you traverse. That amount is converted into time spent and you move your secondary piece on what amounts to a calendar track. When it becomes that month, you take your action. The questing is pretty standard skill check stuff, but the game has enough other stuff going on that I think it will be a fun one to pull out every now and then. The rules are pretty simple to understand as well.
Anyway, on to July!
I've been enjoying running my own wrestling federation for the past few weeks with PLAAY's Face to the Mat
Gives a great feel for the ebb and flow of pro-wrestling matches that actually creates suspense regarding the outcome.
Lots of variety and replay value through the FAC deck and random events. There are also a large number of wrestlers that can be purchased in expansion sets.
I can really use my imagination to create a well-rounded story.
Like some other simulation games, the game doesn't entirely revolve around player decisions. In FttM you run a federation, so the decision making is based on putting together matches. After that the outcomes are decided through using the FAC deck and rolling on the random event charts.
Joe C Faust
Having finally cracked the puzzle of The Egyptian Adventure, it is time to move on to 1800 and the Second Coalition.
This is my second-favorite solitaire system, next to D-Day at Omaha Beach (and I can't wait for Fleet Commander: Nimitz to come out.)
The individual battles on the separate battle map feel very Napoleonic with the way battle orders control movement and combat. Ditto the the enemy's response on the strategic map - even though it's randomized, it still leads to some tense moments as you watch their plan develop.
One of my hallmarks of a Great Game System is baked in - that is, never having enough resources for everything you need to do, forcing you to make tough decisions.
Due to the puzzle-like nature of each campaign, I have to wonder about the replayability of the system - but because the enemy's response is unpredictable, that may be a non-issue.
What better way to spend a rainy afternoon than with this masterpiece?
Hope to play this tonight, my second go at the 1800 campaign. Will have a detailed report with pics, so for those roustabouts that haven't subscribed to the Geeklist, subscribe to the item
Well, I got to play this. First thing I did was I took my troops up top center and moved them to the territory to the left. Battle commenced:
The battle was won nicely! With 2 cities, I get a whopping 9 supply points, bringing my total up to 11. With this total, I bought a fortification and garrison to help out my reduced troops in Genoa
And now... the enemy gets to go. Not pretty.
So two battles will be fought, in Nice and Genoa. First, Nice.
I ended up losing Suchet, unfortunately. After the withdrawal, the cowards retreated!
In this battle, I only lost the Garrison. However, fog of war caused my Garrison in Nice to get reduced. Argh!
For enemy resupply, they got a Cavalry conscript and refit their reduced force in Turin. I took my army in Milan, except for the one reduced Corps, and threw them into Turin to take it out. Unfortunately, the fog of war roll killed my dude in Milan, meaning I no longer controlled that city/objective.
My engineers were useless and the enemy fought like they were possessed. Napoleon was overrun.
Epic game. Lots to explore, I need to puzzle out this campaign a bit more.
Finally made it through my first game of this!! (Thanks again to Justin for being willing to sell!) Technically, I won a historical victory. BUT. I got SOOOOOO many rules wrong, LOL!!! Here's the list -
- forgot to move the Turn marker on the first turn ('cause you never do that first turn in Euros!! )
- did not destroy forces that should have been destroyed after one hit until they had two hits
- I'm pretty sure I forgot to pay supply points for various things a few times
- I mistook the 'avoid instant defeat' condition for the win condition, FORTUNATELY fellow BGGer Thomas Buttner set me straight before it was too late!
- I'm sure there are more....
I'm going to give this first campaign one more go before I move on - I liked it, but I want to make sure I really have it down before I get into the harder campaigns!!
I like the way battles are resolved on a separate map - gives a nice sense of overview for the movement & supply parts of the turn, but also a 'zoom' for the battle.
The rules are presented well - I had no trouble finding the info I needed.
There are a lot of rules... OK, OK, not that many compared to ASL or anything. But there are enough!!