Jude's 10 Games 10 Times Challenge for 2015 (and other games played, too)
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
Recommend
27 
 Thumb up
 tip
 Hide
This list is for me to keep track of games played for the
2015 Challenge: Play 10 Games 10 Times Each Challenge
http://www.boardgamegeek.com/geeklist/184084/2015-challenge-...
run by Sarah Reed
Sarah Reed
United States
Rancho Cordova
California
flag msg tools
designer
badge
Avatar
mbmbmbmbmb


and also to keep track of and comment on any other games I play in 2015.



========


Here is my list of 10 games plus 1 alternate game chosen for the 10 x 10 Hardcore Challenge:


AstroNavis Merchant Advanced -- thumbsup 10th game completed on December 16th

Dark Cults -- thumbsup 10th game completed on October 24th

DC Comics Deck-Building Game -- thumbsup 10th game completed on February 7th

Dice of the Living Dead -- thumbsup 10th game completed on October 22nd

Elder Sign -- thumbsup 10th game completed on October 9th

Friday -- thumbsup 10th game completed on June 15th

History Maker Baseball -- thumbsup 10th game completed on December 11th

Hornet Leader: Carrier Air Operations -- thumbsup 10th game completed on October 1st

Phantom Leader Deluxe -- thumbsup 10th game completed on November 15th

Soccer Replay -- thumbsup 10th game completed on July 29

(Alternate) Utopia Engine


In order to qualify for completing the Hardcore 10 x 10 Challenge, this list can NOT be changed once it is confirmed on January 1st, 2015. I will post the list of games for this Hardcore 10 x 10 challenge in the first comment at the bottom of this geeklist and not edit it, as proof of my original Hardcore 10 x10 Challenge choices.


HARDCORE CHALLENGE COMPLETED ON DECEMBER 16th, 2015!


========


Here is my tentative list of games chosen for the 10 x 10 Normal Challenge:


B-17: Queen of the Skies

Castle Panic

Dungeon Roll

Firefly: the Game

Firepower

Flash Point: Fire Rescue

Myth

Space Infantry

Star Trek III

Tokyo Express


This non-hardcore Normal 10 x 10 Challenge list may (and likely will) change as the year progresses. (This is allowed by the challenge rules: play any 10 games 10 times). The rules state that if I intend to do both the Hardcore and Normal challenges, then no game may be listed on both lists when they are completed (unless I play it 20 times). If I decide NOT to do the Hardcore 10 x 10 Challenge, then games from the Hardcore list may be used for this non-hardcore list.


Here are the non-hardcore Normal 10 x 10 list games that I have actually completed:

Medici -- thumbsup 10th game completed on April 5th

Elevenses For One -- thumbsup 10th game completed on April 12th

Roll Through the Ages -- thumbsup 10th game completed on July 27th

Dragonheart -- thumbsup 10th game completed on September 29th

Pergamon -- thumbsup 10th game completed on September 30th

Yspahan -- thumbsup 10th game completed on October 18th

Crime Lords of Knight City -- thumbsup 10th game completed on October 24th

Fearsome Floors -- thumbsup 10th game completed on November 1st

At the Gates of Loyang -- thumbsup 10th game completed on November 18th

Myth -- thumbsup 10th game completed on December 8th

NORMAL CHALLENGE COMPLETED ON DECEMBER 8, 2015!

NOTE: For the Normal Challenge, only Myth was played out of my original 10 choices. The other 9 games were later substitutes (which is allowed by the Normal challenge rules).

Your Tags: Add tags
Popular Tags: [View All]
  • [+] Dice rolls
1 , 2  Next »   | 
1. Board Game: AstroNavis Merchant Advanced [Average Rating:6.53 Unranked]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed

AstroNavis Merchant Advanced is a solitaire print-and-play space trader game.
(I got my copy from wargamedownloads.com but it is available in some other places, too.)

The game plays differently every time because of the random set-up and events.

Note that at least 48 (but not more than 52) turns need to be played in order to complete a game, and every turn has a base 20 credit "maintenance" cost for the ship, in addition to any other costs or profits.


========

December 1, 2015

d10-1 50 turns resulted in a "major loss", with only 760 credits at the end (which is still better than the 500 I started with!). I am thinking of restructuring the final score scale to have it go lower and higher rather than have all the scores bunched together.

I completed 4 full hold deliveries, 3 half hold deliveries, plus various passengers and captain's private cargo. There was also a weird delivery of just passengers (this is usually not allowed in the game -- passenger just tag along on cargo routes) because of a civil strife event.


d10-2 A "minor loss" this time, with 971 credits. I had a lot of events this game, most of them bad, but one nice one, too (Expedited Loading).
I completed 6 full hold deliveries, 1 half hold delivery, plus various passengers and captain's private cargo in 51 turns.


d10-3 In this game, I got lucky in several aspects of the game: The random map layout spaced the planets nicely, I managed to bring my crew quality up to 5 fairly early in the game, I got some large payouts of my cargoes, and the events weren't too bad.

I accomplished an "astounding win" with a ridiculous amount of credits (1824) in 50 turns after delivering 6 full hold cargoes plus various passengers and captain's private cargo.


December 15, 2015
d10-4 Despite several instances of dock gear breakdowns, high traffic, and port workers strikes, I got off to a good start with some Priority Cargo and an early crew upgrade, and shortly afterwards, I purchased a Gear upgrade and an Engines upgrade. Another "astounding win" in 52 turns.

d10-5 I had to deal with many setbacks including wild partying of my crew, severe weather, thieves and strikes, but got lucky with some expedited loading, and ended the game with a draw at 52 turns with 1066 points.

d10-6 This was a quick game! On my 9th turn, a port's inspection of my ship required a hull upgrade that I couldn't afford. Game Lost! Major Loss, went in debt.

d10-7 Despite some delays at various planets, I had an astounding win after 50 turns.


More games completed. I will type up my reports when I get a chance.
d10-8


December 16, 2015
d10-9

d10-1d10-0
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
2. Board Game: Dark Cults [Average Rating:6.83 Overall Rank:5485]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed

Dark Cults is a story-telling card game loosely based on Lovecraftian themes. I plan to play it solo using the official solitaire rules that came with the 1985 "Cultist variants" supplement booklet. Basically, you try to get a character through 5 nights safely, but the game can also end when the character is killed or the main deck runs out. The purpose is to amass as many points as possible before the game ends.


========
January 1, 2015

Played 3 solitaire games of Dark Cults.
This is my first time playing this game solo rather than 2-player, and it loses a lot: the strategy is reduced to deciding whether to use a Save card when able or keep pushing your luck. It is still fun to create a character and tell stories about his adventures based on the cards and the personality you imagine for him (I have been creating all male characters so far. )

d10-1 Dudley Dewdrop, an accounting clerk, didn't manage to survive even one night! He was killed by an escaped convict while he was observing the stars in a glade.

20 Points = Failure

d10-2 Llewellyn Allen, a writer, survived through 4 nights and was killed on the 5th night by something hidden and scurrying (although a young woman tried to warn him), after successfully escaping from a lunatic.

On the previous nights, he escaped/was saved from a horrible manifestation from a graveyard; fiendish tracks which convinced him to go home; a beckoning cosmic gateway which he declined to enter; a possessed person from whom he retreated -- as you can see, I was playing cautiously, and was also lucky, until the 5th (and last) night.

64 Points = Fair Success (for me as the player, anyway, but not for the character!)

d10-3 Mansfield Smythe, a rather shady and greedy lawyer, managed to survive through 5 nights, which means I will be able to use him again in a future game if I wish. He was a fun character to play because of the reasons I gave him for the decisions he made and his reactions to encounters according to the story cards drawn.

76 Points = Good Success

July 5, 2015
d10-4 Continuing the adventures of the lawyer, Mansfield Smythe:
1st night: While going to have a commercial made to drum up business, a threatening shadow resolved itself into the brutish figure of an escaped convict. Escaping, Mansfield arrived at the studio to find strange diggings and a dimensional passage that caused him to feel faint, so he returned home. (Saved -- 13 points)

2nd night: Mansfield decided to treat himself to an evening at the theatre, but noticed a shadowy follower who was revealed to be a ghoulish cannibal! Mansfield ran in horror, fighting his instinct to take the opportunity to gain a new client. Meanwhile, while he was passing through the foreboding cemetery, a half-seen shape turned out to be a stern police officer who listened to his story, then went off to apprehend the cannibal. Later, horrifying screams coming from the mist and the appearance of suspicious passersby convinced Mansfield to forego the theatre visit and instead return home where sleep overwhelmed him with troubling dreams. (Saved -- 24 points)

3rd night: Mansfield went for a walk, striding into murky, dank fog in the old, decaying town, looking for accident scenes at which to pass out his business card. Just as Mansfield noticed the unwholesome smell of death which mysteriously brought back dark memories of old wrongs, beyond the dreaded glade, there came the clamor of a chase and the appearance of a sobbing young woman. Mansfield stopped her to offer his (pricey) services as a lawyer for her defense but since he was blocking her escape, she stabbed him, causing his demise. (Killed -- 10 points)

47 Points = Failure


October 24, 2015
6 more games completed. All were lost except for the 10th which had a "fair" score. I will type up my reports when I get a chance.

d10-5

d10-6

d10-7

d10-8

d10-9

d10-1d10-0
5 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
3. Board Game: DC Comics Deck-Building Game [Average Rating:7.01 Overall Rank:701] [Average Rating:7.01 Unranked]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed

I plan to play solo using one of the two following user-made variants, both of which are excellent:

This solo variant makes more good use of the Superhero theme and adds some complexity to the game:
http://www.boardgamegeek.com/filepage/104303/dc-deckbuilding...

This solo variant is fun and simple:
http://www.boardgamegeek.com/filepage/101516/dc-dbg-bgg-soli...


========

January 9, 2015
d10-1 Using the simpler variant, I chose Superman, whose ability gave me a +1 attack for every different Super Power card I played. This is rather handy in the beginning because Kick cards (which are relatively cheap cards that are always available for purchase) are also Super Power cards.

I won, defeating 8 Super-Villains before the timer deck ran out (I had one timer card left):
"The heroes stopped the scheme and captured all the conspirators."
And I scored 84 total points which brought me to the highest victory level: "Minimal to no major damage to the 1 or 2 cities. Minimal casualties. Heroes earned a greater trust and respect of the citizens, media and government."


January 10, 2015
d10-2 Again using the simpler variant, I chose the Martian Manhunter, who has two abilities: +3 for 2 or more Heroes played and/or +3 for for 2 or more Villains played.

I won, defeating all 8 Super-Villains before the timer deck ran out, barely! (I had just used my last timer card.) I scored 92 points which brought me to the highest victory level:
"Minimal to no major damage to the 1 or 2 cities. Minimal casualties. Heroes earned a greater trust and respect of the citizens, media and government."


d10-3 Again using the simpler variant, I chose Wonder Woman, whose ability let me draw an extra card the next turn for every villain gained.

I only won a partial victory defeating 6 of the 8 Super-Villains before the timer deck ran out and ended the game: "The key points of the Super-Villain's master plan failed although some details succeeded laying the ground work for the return of the true mastermind of the plot."

I only scored 69 points which brought me a neutral result:
"Severe damage has hit several large cities. Casualties have been lessened by the publicly recognized action of the heroes. The rebuilding process has begun and the public is thankful but hesitant to trust these heroes."


January 12, 2015
I decided to make it a bit harder to win in games 4-6 by altering the simpler variant (as suggested at the end of the text):
http://www.boardgamegeek.com/filepage/101516/dc-dbg-bgg-soli...
by taking any Weakness cards from the Time Limit pile rather than from the flipped pile. This puts a lot more pressure on the player to try to defeat all the Super-villains before the time runs out.

d10-4 I chose The Flash whose ability let me draw an additional card most turns.

I got off to a bad start with the line-up containing only high cost cards that I couldn't afford with hands from my starting deck, and twice in the first four turns, I only got 2 Power points which meant I couldn't even buy a Kick card! I slowly built up my deck, trying to get a combination of cards that let me draw another card, especially those that let me draw cards if I used them for defense (so I could use The Flash's ability), and high powered cards or those with good abilities.

When the time ran out, I had defeated only 6 Super-Villainss:
"The key points of the Super-Villain's master plan failed although some details succeeded laying the ground work for the return of the true mastermind of the plot."
but I got 81 points, barely reaching the highest level:
"Minimal to no major damage to the 1 or 2 cities. Minimal casualties. Heroes earned a greater trust and respect of the citizens, media and government."


d10-5 Green Lantern was my choice of Super Hero for this game. His ability is a whopping +3 power IF I can play 3+ cards that cost 1 or more with different names. I found this was fairly easy to do later in the game.

I defeated all 8 Super-Villains (with 1 Timer card remaining), but unfortunately caused severe damage!
"The heroes stopped the scheme and captured all the conspirators."
but
"Severe damage has hit several large cities. Casualties have been lessened by the publicly recognized action of the heroes. The rebuilding process has begun and the public is thankful but hesitant to trust these heroes."


d10-6 Choosing Cyborg with his dual abilities seemed like an easy win (Play one or more Super Power cards for +1 Power, and/or play one or more Equipment cards for an additional card). But again I got off to a slow start, watching several high-powered cards get destroyed from the line-up because I couldn't afford them. Luckily the Kick cards are Super Power cards which let me use the +1 Power ability fairly early!

I did end up doing very well playing Cyborg. I defeated all 8 Super-Villains (with 1 Timer card remaining) and reached the highest level with 84 points!
"The heroes stopped the scheme and captured all the conspirators."
and
"Minimal to no major damage to the 1 or 2 cities. Minimal casualties. Heroes earned a greater trust and respect of the citizens, media and government."


January 22, 2015
d10-7 I chose Batman whose ability gives a +1 for every Equipment card played. So, of course I tried to buy Equipment cards, and preferably those that had other good abilities. I thought I was doing pretty well with many high powered cards and cards that let me put more cards into my hand. Again I used the harder rule where Weakness cards are taken from the Time Limit pile rather than the flipped pile. This was my undoing, as the last Villain turned over was the Joker whose "On Reveal" Attack causes the player to take 2 Weakness cards and shuffle them with 2 player cards. Since I only had one more Weakness card left in the Time Limit pile, and no defense cards in my hand, that depleted the Time Limit pile, immediately ending the game.

A moderate win, I guess, but...

Only 7 (of 8) Super-Villains defeated:
"The key points of the Super-Villain's master plan failed although some details succeeded laying the ground work for the return of the true mastermind of the plot."
And 76 points:
"A few cities have taken moderate damage. Casualties are manageable. The heroes and public have begun rebuilding. Still leery, the public is beginning to believe these heroes can make a difference in the defense of Earth and their everyday lives."


February 7, 2015
Continuing to use this variant:
http://www.boardgamegeek.com/filepage/101516/dc-dbg-bgg-soli...
with the more "difficult" option (taking any Weakness cards from the Time Limit pile rather than from the flipped pile).

d10-8 Choosing the Super-Hero still unplayed this year, Aquaman, whose ability allows placing any cards gained (that have a cost of 5 or less) on top of my deck. I got a good win although I had no Weakness "Timer" cards remaining at the end.

I defeated all 8 Super-Villains. I scored 88 points which brought me to the highest victory level:
"Minimal to no major damage to the 1 or 2 cities. Minimal casualties. Heroes earned a greater trust and respect of the citizens, media and government."


d10-9 Then I starting using Super-Heroes from the Crisis Pack 1 expansion (But not the Crisis version of the Super-Heroes, just the normal versions -- also I didn't use any of the other cards from the pack.).

Choosing Zatanna Zatara, who has the somewhat strange ability to, once a turn, take a card from the hand and put it under the deck, then draw a new card.
Although I defeated all 8 Super-Villains, I didn't fare so well when protecting the city with only 68 points:
"Severe damage has hit several large cities. Casualties have been lessened by the publicly recognized action of the heroes. The rebuilding process has begun and the public is thankful but hesitant to trust these heroes."


d10-1d10-0 I chose Green Arrow, also from the Crisis Pack 1 expansion, whose ability allows him to discard a Punch card once a turn to pay 2 less for Villains and Super-Villains that turn. I thought that would be a powerful ability and that I would do well, but...
I only defeated 4 Super-Villains when the time ran out:
"The Super-Villain's plan didn't succeed but didn't fail. The key conspirators got away and will be back to challenge the heroes again."
and with only 52 points there was substantial damage caused.
Cities are badly damaged from the battles. Casualties are high; a few low level heroes are looking for lost loved ones. The public has lost faith in super-heroes and are calling for a change in policy.

I have now completed 10 games of DC Comics Deck-Building Game this year which counts this game towards my Hardcore 10 x 10 challenge.
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
4. Board Game: Dice of the Living Dead [Average Rating:6.17 Overall Rank:8623]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed


Dice of the Living Dead is a solitaire free print-and-play dice game where the player must try to get a party of survivors out of a zombie-infested town. It plays fairly quickly and creates a story while you play.

The game is easy to build: B&W rules and a minimum-color, small game map -- unless you want to print one of the fancy full color ones -- and 6-sided dice: 5 white, 5 red, and 1 each of 2 other colors, plus some sort of pawn, and a pencil and paper or 4 small markers for keeping track.

And it's fun!

========

I'm planning on playing ten games of this in October in honor of Hallowe'en at the end of the month.

October 10, 2015
d10-1 This game was a slow attrition of party members. Although there was plenty of supplies and ammo, the infected members kept turning into zombies and killing and infecting other party members.
2 infected party members escaped the town with 2 hours remaining until nightfall.


October 11, 2015
d10-2 7 zombies attacked on the first turn! (I rolled a red 1 for 3 zombies plus lose an hour, and also 4 white 1s!)
The party stalled at the Mall, and made it to the Gas Station with only 1 hour of daylight left after taking casualties of losses and members becoming infected. They found First Aid there to heal 2 infected members, but then 2 others turned into zombies, resulting in 3 more party members lost. A survivor joined them upon leaving the Gas Station, and then another joined en route to the Abandoned House. Running out of daylight and taking casualties, the party made it to the Abandoned house just in time, only to find zombies there, but they used their ammo to clear the house. 2 infected died. 2 party members, one of them infected, escaped the town.


d10-3 The party got a good fast start and ended up in sight of the Mall (2 spaces away) at the end of the first turn. But then they ran into zombies and lost an hour fighting. 1 party member was infected while gathering supplies. At the Mall, the party raided the Gun Store, but one member was infected and then later turned into a zombie and infected another member! Traveling onwards, more party members got infected. Upon reaching the Gas Station, 2 people left the party, taking half of the party's supplies with them! 2 more of the party were killed fighting over the remaining supplies. Then, 2 infected party members turned into zombies and killed another party member! At this point, there were only 3 party members left, all of them infected.
Moving onward, the party found a survivor who joined them, but lost 4 hours fighting zombies, and darkness was coming! They barely made it before nightfall to the Abandoned House where 2 party members were killed fighting over the last of the supplies. Only 2 (infected) party members remained...
Running towards the edge of town, they encountered a survivor who joined them, and also a bunch of zombies. The party used all of the remaining ammo to clear the way, but the new party member became infected, and then turned into a zombie and killed another party member, leaving only 1 infected person left to escape the town.


d10-4 A good, fast start got the party to the Mall quickly, where the members raided the Gun Store for ammo. En route and at the Gas Station, the party gathered supplies, but lost a party member and 2 more were bitten and became infected. The infected members then turned into zombies and infected 2 other members. Upon leaving the Gas Station, much ammo was used to break free from groups of zombies, and 2 more of the party became infected. Supplies were gathered, and a survivor joined the party during more zombie fighting, and more party members were infected. The party finally reached the Abandoned House at dusk, and found some ammo there, and they rested and fed on the last of the supplies. One infected party member died, and another turned into a zombie, biting and infecting another! Leaving the Abandoned House, the party encountered a zombie attack that killed a party member and infected another. The last uninfected party member was bitten, and 2 died in battle. The party used all remaining ammo to reach the town limits, where all but 2 of the infect party members died before escaping.


October 18, 2015

d10-5 The party of survivors made it to the Mall but lost 2 party members along the way. At the Mall, they raided a Gun Store for ammo, but a member was bitten and then turned into a zombie and infected another member. The party lost another member on the way to the Gas Station, but found some supplies and ammo, some of which was then stolen by raiders. After resting and eating, all the supplies were used up, and they moved on in the morning, hoping to find more en route. Two more party members were killed and another was infected before the party took refuge in an Abandoned House for the night, only to find that it had already been cleared out of any supplies or ammo. The members of the party fell to killing each other over the last of the food, until only 2 (infected) people were left. Then one of them turned into a zombie. Only 1 survivor left the house in the morning, and was surprising effective at off all the zombies encountered on the way out of town.
At the edge of town, the last party member, infected and within sight of escape, used up the last of the ammo fighting through hordes of zombies and was surprisingly joined by an uninfected survivor. Then the infected person turned into a zombie and killed his new traveling companion! Game lost with no one left.


October 22, 2015
d10-6 On the way to the mall, the party fought many zombies, but although 3 members were infected, no one was lost. Many supplies were gathered, and some ammo was found to replace what was used. But they decided to raid the gun store anyway, which resulted in a zombie bite! All 4 infected members died, but then turned members infected another 3 party members and killed another! After leaving the mall, the party traveled a good distance before encountering a horde of zombies. Much ammo was used, and a wandering survivor joined the party. Another survivor appeared, being chased by an even larger horde of zombies! More ammo was spent but 2 members were bitten and infected. Zombies blocked the entrance to the gas station, and another survivor joined the party, while 3 members were killed. All remaining party members were infected when yet another survivor showed up! Running past the gas station, the party lost some supplies and consumed nearly the rest, but lost 3 infected members, anyway. A wandering survivor joined the party and some more supplies were found, but another member was infected by a zombie. Night feel and the party was overwhelmed by zombies within sight of the abandoned house!
Lost to nightfall with no shelter!


d10-7 The party arrived at the mall with 2 members infected. The raided the gun store for more ammo, ate, and rested, but 1 infected member died, and the other turned into a zombie and infected another member. They stocked up with some supplied upon leaving the mall, but lost a member to a zombie attack! Supplies and ammo were found along the route, but another member was infected. The abandoned house was full of zombies, and the party spent nearly all the ammo fighting them, and during the night, and infected member died. On the way out of town, a wandering survivor joined the party, a member was bitten, and an infected member died.
With dusk approaching 6 party members (one of which was infected) escaped town!


d10-8 Ammo was found, but not as much as was used, and supplies were also found, and everyone made it to the mall unscathed! They raided the gun store, ate, and rested. But upon leaving the next day, 2 members were bitten and infected while gathering supplies. Good time was made reaching the gas station, where the party found more supplies, and ate and rested. But during the night, and infected member turned into a zombie and infected another member. Again, the party made good time, but upon reaching the abandoned house, they were forced to fight a large group of zombies and lost time and ammo doing so. Inside the house, the party luckily found medicine which cured 2 or the infected members. But, short of food, the party members fought among themselves, killing 3 members! Then an infected party member turned into a zombie, killing a member and infecting another. Only 6 members survived the night, one which was infected. Moving on in the morning, a member was bitten by a zombie. Upon finally escaping the town, an infected member turned into a zombie and infected another member. 5 escape town (3 of whom are infected).


d10-9 The party started off at a good pace, but was ambushed by zombies, and a member is bitten. Much time and ammo was spent fighting zombies within sight of the mall, and 3 members were killed. Entering the mall, the party raided the gun store for ammo, and ate and rested. The infected member turned into a zombie and bit another member. In the morning, the party fought their way onward, losing time in battles, but luckily gathering more supplies. Arriving at the gas station as night was falling, the party mysteriously lost 2 members and 2 supplies (desertion? or lost in the twilight?)! Then 1 infected member died. After eating and resting, 5 healthy party members continued on. One missing party member returned, and later, so did the other! Their next destination, the abandoned house, was no safe haven! While fighting zombies there, all the ammo was used up, and 2 members were bitten and 3 were killed! The next day, the party found some ammo, but the last healthy party member was bitten and became infected, too. At the edge of town, a stranger joined the party, but was attacked and became infected, also. 5 infected party members escaped the town, but 3 of them turned into zombies and killed the 2 others, leaving no one left! Game Lost!


d10-1d10-0 A slow start, but the party found ammo, which was usefully spent! At the mall, the party raided the gun store for more ammo and ate most of their supplies. Spending more ammo to fight their way out of the mall, the party took 2 casualties anyway, but then found more ammo, when was spent almost immediately against even more zombies and 3 more party members were killed and 1 was infected. At the gas station, the party luckily found some supplies so everyone left could eat well. The infected member died. Upon leaving in the morning, 2 members are bitten, but ammo and supplies are gathered. At the abandoned house, the party found a hidden ammo cache, and used up the last of the supplies. An infected member turned zombie and killed a member and infected another! In the morning a wandering survivor joined the party but was soon bitten, as were the remaining 2 healthy members. Zombies killed 4 of the party members before reaching thetown border, where the last party member, infected, escaped, but turned into a zombie! Lost!
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
5. Board Game: Elder Sign [Average Rating:7.01 Overall Rank:464]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed

Elder Sign is a co-operative Cthulhu Mythos-themed dice game, which plays very well solo, which is how I plan to play it, probably with 3 investigators each game (with NO replacement of investigators who are devoured).

I also plan to use my "Clockless Variant" which gets rid of the annoying clock and balances the gameplay turns better for fewer or more than 4 investigators.
http://www.boardgamegeek.com/thread/1108442/clockless-varian...


========

January 24, 2015
I played two solitaire games using the Unseen Forces expansion, my "Clockless variant", and using 3 investigators each time.

One of the things I don't like about the Unseen Forces expansion is that some of the Mythos cards devour an investigator with no recourse (especially likely if she/he is cursed). This is bad if I play that there is no replacement of investigators (which is how I usually play). But the base game is too easy most of the time...

d10-1
Azathoth versus Jenny Barnes, Kate Winthrop, Joe Diamond.

This is my favorite core group of investigators to play with. Since I hadn't played for a long while, and since I am still somewhat unfamiliar with all the Unseen Forces cards, I thought it would be a good idea to use my favorites against one of the Elder Gods with simpler abilities.

The Visiting Antiquarian was one of the 6 initial Adventure cards, which meant that the Yellow and Red dice started the game locked! But I still won easily, although I admit I got pretty lucky with early Blessings for Joe and Kate (who later lost hers to avoid a curse). I also drew Adventure cards that had Elder Sign, Other World, and Ally bonuses. The Souvenir Shop came in handy for buying clues.

Each investigator had items and clues left at the end of the game.

Won by sealing the gate: 4 doom tokens (8 left), no one was devoured.


d10-2
Shudde M'ell versus Mark Harrigan, Jim Culver, Sister Mary.
Shudde M'ell has tough abilities: Failed Adventure cards are discarded (after taking the penalties) and are not replaced -- so that the player will then have fewer than 6 Adventure locations to choose from and the ones left are likely to be the tougher ones or have fewer good bonuses.

After placing the initial 6 Adventure locations, I worried that I had chosen the wrong investigators! There were 2 cards with Entry penalties, plus 2 other cards with Terror effects. But I got lucky partway into the game when I drew a Mythos card that let me replace all the Adventure locations and monsters (except for a space where I had failed the Adventure which couldn't ever be replaced, due to the Elder God's ability). This really came in handy because it was getting pretty bad! The new Adventure cards had Elder Sign and Other World bonuses and I managed to seal the gate without losing any investigators, although they all had lost some sanity and stamina.

Won by sealing the gate: 6 doom tokens (4 left), no one was devoured.


May 24, 2015
I played a solitaire game using the Unseen Forces expansion, my "Clockless variant", and using 3 investigators.

d10-3
Yog-Sothoth versus Gloria Goldberg, Jacqueline Fine, and Wilson Richards.

This was a tough fight all game long, with much sanity and stamina lost and many adventures failed, causing the waste of resources and clues, plus the loss of Blessings in addition to the consequences of failing the adventures.

The Doom Track filled with 4 elder Signs still needed to complete the seal to prevent Yog-Sothoth from entering our earthly realm. Gloria Goldberg was devoured due to the lack of a trophy to protect her against the Elder God's attack, and the others also soon succumbed.

Lost! The investigators had only collected 8 Elder Signs when the Doom Track filled, and they were all devoured in the final battle after causing only 3 wounds to the Great Old One, Yog-Sothoth.


May 28, 2015
I played two solitaire games using the Unseen Forces expansion, my "Clockless variant", and using 4 investigators each time.

d10-4
Azathoth versus Carolyn Fern, Joe Diamond, Dexter Drake, and Ashcan Pete (with Duke, his dog ally).

The Red die started the game locked ("We Need to Find Help"), but the investigators still won fairly easily, although it took a while.

Early Blessings for Joe Diamond and Ashcan Pete helped, as did Carolyn Fern's ability to heal 1 Sanity point to one investigator each turn.

I also got lucky drawing "defeat" and "discard monster(s)" cards.

Won by sealing the gate: 6 doom tokens (6 left), no one was devoured.


d10-5
Glaaki versus Jim Culver, Rita Young, Jenny Barnes, and Leo Anderson.

The game started with 3 "At Midnight" Adventure cards on the table, plus a bad Mythos card that added a monster plus, at midnight, took 2 Stamina from each investigator.

It was a suspenseful, close game. Everyone spent most of the game wounded. Leo Anderson ("the expedition leader") was worthless! Jenny Barnes was great! Her turning in trophies to Bless other investigators saved the game. Jim Culver's assisting during a successful roll ability also helped a lot.

Won by sealing the gate: 10 doom tokens (only 2 left!), no one was devoured.


May 29, 2015
I played two solitaire games using the Unseen Forces expansion, and my "Clockless variant".

d10-6
Yig versus Gloria Goldberg, Michael McGlen, Sister Mary, and Amanda Sharpe.

Yig causes the player to lose one Elder Sign when completing the task for a Cultist monster.

The game started with The Curator card on the table (each investigator must lose 2 trophies or lose a sanity and stamina point at midnight), so I made certain to defeat that card right away!

Despite locked dice and McGlen being temporarily cursed, I won the game fairly easily by spending trophies mostly on clues and allies. Sister Mary's abilities to ignore locked dice and lingering effects came in handy. She and Amanda Sharpe were blessed early and stayed blessed.

Won by sealing the gate: 3 doom tokens (5 left), no one was devoured.

d10-7
For this game, I used my difficulty adjustment for my Clockless Variant rules which gives a lone investigator +2 allies and +2 clues at the start of the game. (I will be uploading the finished version, soon).

Shudde M'ell versus Jenny Barnes
Shudde M'ell has tough abilities: Failed Adventure cards are discarded (after taking the penalties) and are not replaced -- so that the player will then have fewer than 6 Adventure locations to choose from and the ones left are likely to be the tougher ones or have fewer good bonuses.

I chose Jenny Barnes for this potentially tough game, because IMHO, she is the best overall investigator in the game, and she did well. She never lost an adventure, although and Otherworld card was lost due to a Mythos event. But she almost ran out of time!

Won (barely!) by sealing the gate: 9 doom tokens (only 1 left!), no one was devoured.


May 31, 2015
Again, I played solitaire using the Unseen Forces expansion, and my "Clockless variant". I used my difficulty adjustment for my Clockless Variant rules which gives two investigators +2 clues each at the start of the game. (I will be uploading the finished version, soon).

d10-8
Tsathoggua versus Kate Winthrop and Gloria Goldberg (Scientist and Psychic!)
Tsathoggua doubles the trophies needed to buy things at the Entrance.

This was a tough fight! They failed several adventures, and the Yellow die was locked for about the last third of the game by monsters on tough cards. I got two blessing (one of which cost 16 trophy points because of the GOO's doubling effect) which didn't stay in effect long. Healing was difficult, too, again because of the GOO's doubling effect. But they both survived and triumphed!

Won (barely!) by sealing the gate: 10 doom tokens (only 1 left!), no one was devoured.


October 8, 2015
I played a solitaire game using the Unseen Forces expansion, and my "Clockless variant".

d10-9
Azathoth versus Kate Winthrop, Joe Diamond, and Jenny Barnes.

The initial Mythos card draw was not good!: A monster plus all investigators must lose 2 Stamina at Midnight. At least no dice were locked, but 2 locations had bad Midnight effects:
Too Quiet: Add a Doom token and a monster appears, and
Horrible Visions: Add 2 Doom tokens.
Jenny Barnes succeeded when taking on the Too Quiet location, and Joe Diamond defeated the Horrible Visions. So, off to a good start! The investigators took a breather at the Entrance cards: Jenny and Kate to heal Stamina, and to have Joe buy Clues since he gets double use out of each clue.
Then things got pretty easy with mostly harmless Mythos cards and even one lucky one, no more Midnight effects on locations (although there were some locked dice), and many Clues won. Kate got Blessed, as did Joe (but he lost his Blessing right afterwards to avoid a Curse).

Won with only 4 Doom tokens placed and no one Devoured.


October 9, 2015
I played a solitaire game using the Unseen Forces expansion, and my "Clockless variant".

d10-1d10-0
Azathoth versus Sister Mary, Gloria Goldberg, and Mark Harrigan (who can ignore arrows on cards).

The initial Mythos card added a Doom token and locked the Yellow die for the day. Gloria Goldberg's ability did not get called into play except once because Other World cards were scarce. But she saw a lot of action, anyway, because Mark Harrigan and Sister Mary, with their respective "3" stats, spent much of the time in the First Aid station! Also, not many cards with Elder Sign bonuses showed up, but Monsters and Doom penalties did.

A long, hard fight ended in defeat. Despite getting many advantages, the investigators were destined to watch Azathoth awaken into our realm, destroying the world!

Lost! Only 11 out of 14 Elder Signs had been placed when the Doom track filled, ending the game (and the world!).
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
6. Board Game: Friday [Average Rating:7.22 Overall Rank:305]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed

Friday is a solitaire deck-builder card game of trying to help Robinson Crusoe gain skills to survive and escape the island. The game can be played at four difficulty levels.

========

January 5, 2015

Three games of Friday, today, at the 1st Difficulty Level:

d10-1 LEVEL 1:
I ran out of Life tokens at the Red stage of the game.
Final score: -15.
LOSS in Red stage

d10-2 LEVEL 1:
Again, I ran out of Life tokens at the Red stage of the game.
Final score: 4. At least I made it into the positive numbers this time!
LOSS in Red stage

d10-3 LEVEL 1:
Defeated both Pirate ships in the endgame! The first ship (22/9f) was tough because it only allowed the use of half of the cards I played, and the Aging cards had to be counted. I used my last Life tokens to draw extra cards for the second ship (25/7f), and I was still one attack point short until I drew my last card using my last token) and got an attack 3 card! Having cards that allowed exchanges, + Life, and the doubling of attack points, really came in handy. The Destroy cards almost always seemed to come up when I didn't want to use them, though.
Final score: 24 (I lost a lot of points from deducting -5 for each Aging card still in my deck -- I ending up using all of them, although I managed to get rid of half of them.)
WIN!


June 8, 2015

d10-4 LEVEL 1:
Fighting: 36
Aging: 0
Pirates: 30
Life: 45
Hazards: -24
Final score: 87
Ships:
16/7f - additional cards cost 2 life points
22/9f - only half (including Aging cards) of fighting cards count
WIN!

d10-5 LEVEL 1:
Fighting: 44
Aging: -10
Pirates: 30
Life: 70
Hazards: -18
Final score: 116
Ships:
25/7f
20/6f
WIN!

d10-6 LEVEL 3:
I decided to jump up to level 3, since I seem to have gotten the hang of using the ability cards effectively.

Fighting: 44
Aging: 0
Pirates: 30
Life: 10
Hazards: -15
Final score: 69
Ships:
*(23)/8f - *all remaining Hazard cards determine points
40/10f
WIN!


June 15, 2015

I accepted Marty's Level 4 June Friday Challenge, and played four times tonight, winning two of the games. I didn't do too bad, but I didn't do too good, either!
http://boardgamegeek.com/article/19519749#19519749

Like I said earlier in this thread, I think I've finally figured out the strategies of using the various card abilities effectively after weeding out the weak cards from my deck.

Also, this completes 10 games of Friday this year towards my hardcore 10 x 10 challenge

d10-7 LEVEL 4:
Fighting: 38
Aging: 0
Pirates: 30
Life: 35
Hazards: -18
Final Score: 85
Ships:
16/7f - additional cards cost 2 life points
35/9f
WIN!

d10-8 LEVEL 4:
Fighting: 29
Aging: -15
Pirates: 0
Life: 0
Hazards: -30
Final Score: -16
Ships:
16/7f - additional cards cost 2 life points
35/9f
LOSS in Red stage

d10-9 LEVEL 4:
Fighting: 38
Aging: 0
Pirates: 30
Life: 15
Hazards: -21
Final Score: 62
Ships:
16/7f - additional cards cost 2 life points
35/9f
WIN!


d10-1d10-0 LEVEL 4:
Fighting: 45
Aging: -5
Pirates: 15
Life: 0
Hazards: -21
Final Score: 34
Ships:
16/7f - additional cards cost 2 life points
35/9f
LOSS during 2nd ship attack



I have now completed 10 games of Friday this year which counts this game towards my Hardcore 10 x 10 challenge.
7 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
7. Board Game: History Maker Baseball [Average Rating:8.21 Overall Rank:3672]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed

History Maker Baseball is a thematic baseball simulation. I plan to play it solitaire by playing both sides. I have several sets of player cards for it.

========

January 17, 2015

1944 All American Girls Professional Baseball League (AAGPBL)
This is a prototype set that the designer sent me, and consists of the 6 historical teams for the women's league from 1944. The proto-type set didn't come with ballpark or umpire cards, so I am using an average field (grass, normal size), and a good mix of traits and semi-traits for the 4 umpires.

Today I played a double-header between the Minneapolis Millerettes at the South Bend Blue Sox.

d10-1 Minneapolis Millerettes at the South Bend Blue Sox - Game 1:

The Millerettes took an early lead in the 1st inning when Vivian Kellogg (1B) hit a double, and then Audrey Kissel's single allowed Kellogg to score.
But the Blue Sox tied the game in the 2nd inning when Betsy Jochum stole into home plate!
The score remained tied with many more attempts at stealing bases (only some of them successful) until the 6th inning when Audrey Kissel (2B) got on base after being hit by a pitch by the Blue Sox pitcher Margaret Berger, and scored the winning run with the help of hits by Tiger Dancer (CF) and Bird Dog Jackson (LF).
Both Berger and the Millerettes' pitcher, Marguerite Davis, pitched all nine innings.

Final score:
Minneapolis 2
South Bend 1


d10-2 Minneapolis Millerettes at the South Bend Blue Sox - Game 2:

Starting pitchers were Lefty Lee for the Millerettes and Skipper Armstrong for the Blue Sox.
The Millerettes took a 1-0 lead in the 4th inning when Vivian Kellogg (1B) hit an into-the-stands home run!
It wasn't until the bottom of the 9th that the Blue Sox managed to tie the game with an incredible feat by the pinch hitter, Lu MacLean. She was walked by South Bend relief pitcher, Dot Collins, and then stole base three times to slide into home plate and put the game into extra innings!
The Blue Sox won it in the bottom of the 11th when Mary Baker (C) hit a single, stole a base, and then scored on an RBI single by the relief pitcher, Margaret Berger.

Final score:
Minneapolis 1
South Bend 2


January 21, 2015

Another double-header, this time between the Racine Belles at the Rockford Peaches, again using the prototype set for the 1944 All American Girls Professional Baseball League (AAGPBL), with an average grass field and a mix of umpire traits.

d10-3 Racine Belles at the Rockford Peaches - Game 1:

Racine started the game strong with a 1st inning run by Sophie "Flint Flash" Kurys. Claire Schillace and Irene "Choo Choo" Hickson scored a run in the 3rd and 4th innings, respectively. The Belles held the 3-0 lead until the 7th inning when the Rockford shut-out was broken.

Starting pitchers were Carolyn "India" Morris for Rockford, and lefty Mary Wisham for Racine. Marjorie Peters relieved Morris in the 6th inning. Racine's Wisham continued until the 7th when Rockford scored 2 runs (partly the fault of an error by the shortstop) and then the next batter was hit by a pitch thrown by Wisham. Relief pitcher Jane Jacobs took the mound and Rockford scored no more runs that game.

Final score:
Racine 3
Rockford 2

d10-4 Racine Belles at the Rockford Peaches - Game 2:

For the second game of the double-header, both teams made some changes to the line-up and batting order. Mary Wisham, Racine pitcher for the previous game, took over at 1st Base and batting 8th. Rockford replaced the 3rd Base player and juggled the batting order, hoping to get more RBIs.

Starting pitcher for Rockford was lefty Amy Irene Applegren (although she bats right-handed), and Jo Winter for Racine. Sixth inning relief pitchers were Rockford's Betty Luna, and Racine's Dorothy Klupping.)

Once again, Racine took an early lead, with a run in the second inning by Maddy English, brought in from a double by Mary Wisham who herself later scored in the 4th inning after hitting another double. Bringing in the former Pitcher to play 1st Base was a decision that paid off nicely for Racine's manager! In the 7th inning, Racine's Schillace hit a triple and then was batted in to score by a single from Elanor Dapkus.

Rockford finally scored a run in the bottom of the 7th inning when Irene Ruhnke took a base on balls and then stole a base, later scoring from singles by Bea Chester and Snookie Harrell. Too little, too late!

Final score:
Racine 3
Rockford 1


November 19, 2015
Another double-header, this time between the Kenosha Comets at the Milwaukee Chicks, again using the prototype set for the 1944 All American Girls Professional Baseball League (AAGPBL), with an average grass field and a mix of umpire traits.

NOTE: The 1944 AAGPBL set is now available as a free download at the Plaay.com site!

d10-5 Kenosha Comets at the Milwaukee Chicks - Game 1
The first game was tied 1-1 and went to extra innings, again tying in the 10th, and finally won by the visiting Kenosha team in the 12th inning. Pitchers for Kenosha were starting pitcher Helen Fox, reliever (in the 5th) Mary Pratt, and Genevieve "Audie" Wagner who pitched the extra innings.
Milwaukee's starting pitcher, lefty Viola Thompson stayed a whole 9 innings and allowed only 3 hits and 1 run, and was relieved in the 10th by Connie Wisneiwski.
The winning run for Kenosha was scored by Ann Harnett (after she achieved 3rd base by a walk and then stealing 2 bases) from a single by (pitcher) Geneviever Wagner, who along with center fielder Shirley Jameson (who had hit a double, where stranded on base. Milwaukee failed to score at the bottom of the 12th.

Final score:
Kenosha 3
Milwaukee 2

d10-6 Kenosha Comets at the Milwaukee Chicks - Game 2
The second game was won by the home team, Milwaukee 1-0.
Gladys "Terrie" Davis hit a double in the 1st at-bat of the game, and then scored from a single by Merle "Pat" Keagle, making the only run of the game. The game, from then on, was an impressive pitching contest. Both starting pitchers stayed the whole game: Genevieve "Audie Wagner" for Kenosha, and Connie Wisniewski for Milwaukee.

Final score:
Kenosha 0
Milwaukee 1


December 9, 2015
The next few games will be a continuation of the replay of the 1971 World Series that I started last year using the Famous Fall Classic set. The reports for the first two games in the series can be found here:
http://www.boardgamegeek.com/geeklist/166993/item/2980176#it...

As it stands now, each team has won one game. For those who don't know baseball : whichever team wins 4 games wins the series, and therefore not all 7 seven are necessarily played.

I am using the historical line-ups and pitchers (and trying to replace players as they were during the actual games, even if they don't really need to be replaced in my games). There were no designated hitters (DH) for pitchers during the World Series at this time period (which is as it should be -- I detest the Designated Hitter rule!).


d10-7 World Series 1971 Game 3: Baltimore Orioles at Pittsburgh Pirates (Three Rivers Stadium)

Steve Blass pitched a good game for the Pirates, despite a rocky 1st inning when he allowed 3 walks.
Willie Stargell scored for the Pirates in the 2nd inning after being hit by a pitch, from an RBI single by Sanguillen.
A 1-run Home Run by Baltimore's Powell tied the game in the 3rd inning, but the Pirates scored 2 more runs to win the game 3 to 1.

Final score:
Baltimore 1
Pirates 3

The Pirates are now leading the series at 2 games to 1.

(Actual historical score was Baltimore 1, Pittsburgh 5 and the series was 2-1 Baltimore after game 3)


December 10, 2015
d10-8 World Series 1971 Game 4: Baltimore Orioles at Pittsburgh Pirates (Three Rivers Stadium)

Both teams went through several pitchers and a couple of pinch hitters. But it was a batter's battle with 2 home runs for the Pirates (Al Oliver, Bob Robertson). The game got really exciting in the bottom of the 4th inning when, with the bases loaded, Willie Stargell swung for the fences, but the fly ball was caught at the outfield wall to end the inning! But, despite making 3 errors, the Pirates easily dominated the field.

Pittsburgh took an early lead with a run by Cash in the 1st inning, which Baltimore tied at the top of the 3rd, only to watch Pittsburgh gain 2 more runs in the bottom of the 3rd. In the 5th inning, Baltimore scored again, trying to make up the difference, but Pittsburgh also scored, widening the difference in runs again.

Final score:
Baltimore 2
Pirates 4

The Pirates are now leading the series at 3 games to 1. One more win for the Pirates will clinch the championship!

(Actual historical score was Baltimore 3, Pittsburgh 4 and the series was tied at 2-2 after game 4)


December 11, 2015
d10-9 World Series 1971 Game 5: Baltimore Orioles at Pittsburgh Pirates (Three Rivers Stadium)

Pirates pitcher Briles pitched all 9 innings, while the Orioles used McNally, then Leonhard, and Dukes.

The Pirates were off to a great start in the bottom of the 1st inning when Clemente was driven in by a 2-run homer by Willie Stargell!
The Orioles scored in the 4th and 6th innings to tie the game. By the 9th inning, it looked like it might go into extra innings, but in the bottom of the 9th, the Pirates' batters, Robertson, Sanguillen, and Pagan, got 3 hits in a row to score another run and win the game and the series!

Final score:
Baltimore 2
Pirates 3

The Pittsburgh Pirates are the World Series Champions, winning their 4th game at home in Game 5!

(Actual historical score was Baltimore 0, Pittsburgh 4 and the series was at 2-3 Pittsburgh after game 5)



December 11, 2015
This History Maker Baseball game is between two teams I drafted using the fictional Century League set (and the free download of the Century League extra players sheet from the Plaay.com Freebies page). The fictional Century League players are based on pre-1950s types of players, and many of them have quaint nicknames, which adds to the fun when playing. I have already drafted the player cards into 2 leagues (Water and Rock Leagues) of 4 teams with a 25-player roster each and played a few games, and the plan is to determine the best team from each league by playing a short "season" and then have a Championship Series of 7 games to determine the final winner.

d10-1d10-0 Rock League Game 2: Moonstone Hamlet Owls at Quartzburg Chameleons (Classic Stadium)

Pitchers:
Owls: Cooper, Conn
Chameleons: Osbourne, Fisk, Roller

The Quartzburg home team took an early lead in the first inning with a run that Moonstone Hamlet tied in the top of the 2nd inning. But, the Chameleons took the lead back right away, scoring 2 more runs in the bottom of the 2nd. The Owls fought back in the 3rd with 3 runs, giving them a momentary 1-run lead until Quartzburg's left fielder, Giaccomo, hit a 2-run homer in the second half of that inning! After that the Chameleons held the lead, and added 3 more runs in the 8th while their relief pitcher, Eddie Roller prevented any more runs for the Owls.

Final score:
Moonstone Hamlet 4
Quartzburg 8
8 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
8. Board Game: Hornet Leader: Carrier Air Operations [Average Rating:7.90 Overall Rank:1132] [Average Rating:7.90 Unranked]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed


Hornet Leader: Carrier Air Operations is a solitaire war game which is usually played in campaigns of several missions (games) set in the same time period using a squadron selected by the player at the beginning of the campaign. It is possible to play US Navy campaigns (which have a large choice of planes although limited by the time period chosen) or Marine Campaigns (which have a very limited choice of planes but add extra rules for attacking zones). The game contains both "historical" and fictional "what if" campaigns.

========

I have chosen my squadron for a USN Syria 2004 long campaign, which is a 10 day campaign (but since HLCAO allows secondary missions, and there are 9 possible secondary missions for this campaign, there is a possibility of playing 19 missions/games although that is unlikely).

Here is a list of my pilots with their aircraft types and starting skill levels:

• E-2C Hawkeye:
Eyes (Average and speed N/A)

• EA-6B Prowler:
Crunch (Skilled and fast)

• F-14 Tomcat:
Farmboy (Average and slow)
Sparky (Average and fast)

• F/A-18C Hornet:
Duke (Average and slow)
Mustang (Skilled and slow)
Raider (Average and slow)
Talon (Green and slow)

• F/A-18E Hornet:
Merlin (Veteran and slow)
Ranger (Average and slow)
Scout (Green and slow)

• F/A-18F Hornet:
Bigfoot (Newbie and slow)

I paid some extra SO points (27 out of my initial 60 for this long campaign) for the F/A-18Es and the F/A-18F since this campaign has some long distance targets, so I am hoping that the extra 2 weight points for those planes will be worth the limited SO point options later.

In this campaign, three Target cards (each with and "improvement" that causes bad things to happen until the mission is completed) start the game already in play.

Here is the set-up for the 1st mission of Day 1, right before I take the first turn:



January 11, 2015

d10-1 Day 1 (Primary mission): I decided to try to get rid of two of the three in play improvement cards (see above for an explanation) by doing a primary and secondary mission on Day 1. I chose the Target cards that caused a loss of VP and a loss of track status at the end of each day. If I could destroy both before the end of Day 1 then they wouldn't have any effect. The remaining one adds an extra Bandit to the central area of each mission.

Target #47 - Central Command: Merlin (F/A 18E - Flight Leader), Ranger (F/A 18E), Mustang (F/A 18C), Duke (F/A 18C), Sparky (F-14 Tomcat), Farmboy (F-14 Tomcat), Plus Eyes in the freely addable E-2C Hawkeye aircraft.

I probably spent way too many SO points on special weapons even though I get the 1st four free each day. I used the 4 free points for Phoenix missiles for my F-14 Tomcat, then spent 12 points on long range High altitude ATG ordinance. I also took the "add freely to mission" E-2C Hawkeye which gave me a +1 to ATA attacks. Flying high, I had more trouble with bandits than I did destroying the target. But I luckily could use the extra ATG ordinance to negate a homeward-bound event.

Target destroyed. All pilots/planes returned safely, although Duke is Shaken.

d10-2 Day 1 (Secondary mission): Raider (F/A 18C - Flight Leader), Talon (F/A 18C), Scout (F/A 18E), and Bigfoot (F/A 18E).

Target #56 - Scud Launchers: This Target had the Dispersed and Vehicle traits, so I loaded my pilots up with AGM-65s which get a bonus for Vehicle targets and ignore Dispersed traits. Also I loaded some ATA ordinance against bandits (and the extra one from the in-play improvement card, and AGM-88s to target Radar sites. No special weapons because the daily free 4 points were used during the Primary mission, and I already overspent then, too.

Target destroyed. All 4 pilots/planes returned safely.


September 26, 2015
d10-3 Day 2 (Primary mission only):

Target #2 - Minor Airfield: Merlin (F/A 18E - Flight Leader), Scout (F/A 18E), Mustang (F/A 18C), Crunch (EA-6B).

This is the 3rd target that began the campaign in play and has the "improvement" that added an additional center bandit to each mission, including this one. It also has the "Bandit" keyword which adds another center bandit each turn this mission. Since my aircraft limit was 4, and wanted to minimize my chances of losing the ordinance of any plane because I wanted to be sure of destroying the target, I took, in addition to various F-18s, my EA-6B Prowler which gives all the other planes added defense. I used my free 4 SO points/day to fill it with radar seeking missiles to take out some sites to allow the other planes to reach the target with their bombs.

I got lucky and drew an event that gave a +1 Victory Point if the target was destroyed.

It was a rough mission, with 2 of my planes being damaged (and having to drop all ordinance and pods) before I reached the target, but luckily one of them was the Prowler, which had already spent its ordinance (and hadn't been carrying any for the actual target, anyway), so I managed to do 6 damage, which was all that was needed. But, this success left Crunch Unfit, and Merlin Shaken, so I will not be able to use them the next day (or perhaps even the day after!). But Scout was promoted from a Green pilot to Average.

Target destroyed. All 4 pilots/planes returned safely.


September 27, 2015
d10-4 Day 3 (Primary mission):

Target #30 - Search & Rescue: Raider (Flight Leader - F/A 18C), Mustang (F/A 18C), Talon (F/A 18C)

Only 3 aircraft and I needed to destroy 6 specific sites to complete the mission. This was a tough one, with the Political Limitations event (drawn homeward bound last mission) that limited my pilots to attacking and suppressing at a range of 1 or under. Also, the Friendly Fire keyword added stress whenever a ground attack missed. My aircraft succeeded by Raider became Unfit, and Talon was Shaken.

Mission accomplished. All 3 pilots/planes returned safely.


d10-5 Day 3 (Secondary mission):

Target #15 - Cement Factory: Ranger (Flight Leader - F/A 18E), Scout (F/A 18E), Bigfoot (F/A 18F), Sparky (F14 Tomcat), and Eyes (E-2C Hawkeye -- added freely)

This mission was lucky with good event cards (Eye's Hawkeye's special abilities weren't even really needed). I took the Tanker Priority so my planes could carry enough munitions to get the Overkill VP bonus, plus all 5 pilots got an extra XP. Bigfoot was promoted from Newbie to Green.

Target Destroyed. All 5 pilots/planes returned safely.

THEN
Day 4 - Downtime:
No missions flown. Everyone but Farmboy needed to reduce some stress, so I took an Intel Track penalty and took a day off.

I'm not counting the downtime as a game played.

I'm getting tired of writing up each mission played, so for the next 9, just check the image of my log sheet, below. My end of campaign summary is there, too. *


d10-6 Day 5 (Primary mission only):

Target #19 - Port

d10-7 Day 6 (Primary mission only):

Target #60 - Carrier Defense

October 1, 2015
d10-8 Day 7 (Primary mission):

Target #29 - Power Station

d10-9 Day 7 (Secondary mission):

Target #41 - Heavy Industy

October 2, 2015
d10-1d10-0 Day 8 (Primary mission):

Target #21 - Convoy

d10-1d10-1 Day 8 (Secondary mission):

Target #46 - Close Air Support

d10-1d10-2 Day 9 (Primary mission):

Target #49 - Laboratory

d10-1d10-3 Day 9 (Secondary mission):

Target #7 - AAA Sites

d10-1d10-4 Day 10 (Primary mission only):

Target #55 - Underground Complex



* End of campaign summary:
40 points, which is a Great result for that campaign and length, over 14 missions (mix of primary and some secondary and one day sat out just resting), all pilots survived, and all were promoted at least once except for the unlucky Crunch who was damaged two times and spent most of the campaign unfit or badly shaken.


7 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
9. Board Game: Phantom Leader Deluxe [Average Rating:8.05 Overall Rank:2080]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed


Phantom Leader Deluxe is a solitaire wargame, set during the Vietnam war, where the player must assemble a squad on pilots/aircraft and send them on missions to complete a campaign.

The tricky thing is that each mission has a political cost which is tracked, and the player cannot choose a new mission that has a higher political cost than the current number showing on the track.


========

US Navy long campaign: Rolling Thunder - 1967 -- 11 day campaign.
No gun pods are available to add in this campaign, so the planes without built-in guns must reply on carried ordinance.

Here is a list of my pilots with their aircraft types and starting skill levels:

•A-3 Skywarrior
Seaweed (Green and slow)

•A6 Intruder
Gringo (Newbie and slow)
Razor (Green and slow)

•A-7 Corsair II
Freight Train (Average and slow)
Griz (Average and slow)
Martimer (Veteran and Fast)

•E-2 Hawkeye (Freely add to missions, roll to negate events and to make a pilot fast for a turn.)
Guardian (Average and n/a)

•EA-6A Electric Intruder (-1 from enemy attacks in the same area)
Easy Money (Average and Fast)

•F-4 Phantom II
Barbarian (Skilled and slow)
Batdog (Skilled and slow)
Buick (Average and Fast)
G.O. (Average and slow)



October 30, 2015
d10-1 Took 4 planes plus the Hawkeye for a Landing Zone Support mission (#40). Successfully destroyed the target, but at the cost of 2 Shaken pilots and much stress on the other 3.

d10-2 Took the seven pilots not used for the first mission to successfully attack and destroy the Rail Yard (with an Overkill bonus of -2 on the Political Track, which is good, because this mission added 4 to the Political track).

After the first 2 games, all but one of my pilots have stress, and some are shaken and two are currently unfit.


November 12, 2015
d10-3
I managed to find 4 pilots for the 3rd mission (#4 -- Truck Park), but an event has already added 1 stress to all of them, making one pilot, Batdog, become Shaken.

(To be continued...maybe. I'm way behind on typing up my game reports! But there's a pic of my campaign log at the end of this post.)*

d10-4


November 15, 2015
d10-5

Right before the "turns over target" begin for Day 5, Target 12: SAM Sites of my US Navy long campaign: Rolling Thunder - 1967 -- 11 day campaign.


d10-6

d10-7

d10-8

d10-9

d10-1d10-0

d10-1d10-1

* Final results for the 11 mission campaign: Good result (33 points). No pilots or planes were lost and most of my pilots were promoted during the campaign. I got tired of typing out my reports, so just check out the logsheet, below, if you are interested.

5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
10. Board Game: Soccer Replay [Average Rating:6.96 Unranked]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed

I am planning to play the entire 18 games of the 1930 World Cup solitaire using my Soccer Replay game with the 1930 World Cup set.


Soccer Replay is one of the games on my Hardcore 10 x 10 list. I figure that after the 1st 10 games, I'll start counting towards 10 for my Normal 10 x 10 list, and then play a couple extra from another set.

========
June 16, 2015



I just spent about 3 hours tonight comparing the 1930 World Cup team rosters from the FIFA archives website to the cards included with that set for my Soccer Replay game, so that I could be sure to use the correct player line-ups for each game of that World Cup. I know... but it is a "replay" game, after all, right? I actually found some errors.

ERRORS corrected on team cards:
While comparing the cards to the actual line-ups from the FIFA World Cup Archive, I found several errors on the team cards. The minor spelling discrepancies in names aren't that important, especially since various websites disagree on the spelling of many of the names. But the following errors are:

Yugoslavia's card listed the goalkeeper as Yakovic rather than Jaksic.
I just changed "Yakovic" to "Jaksic" while keeping the same stats.

Argentina's team card didn't list Botasso as an alternate goalkeeper, although he played in 2 games).
I wasn't sure how to rate the alternate goalkeeper, Botasso, so I tentatively have rated him slightly less good than the starter goalkeeper at (10-11).

Chile's team card is missing a defensive alternate who played during the World Cup: Riveros.
I'm not certain which stat to assign to him, but since most of Mexico's players (and all of their defensive and mid-fielder players) seem to have a -1, that's what I gave him: (-1).

I did some pencilling in on the cards to note who played in which games, printed out the match schedule, and I'm ready to play the 18 games of the 1930 World Cup! I don't expect the results to match the historical ones, though, so the teams for the semi-finals and finals may be different with different possible line-ups, but I'll deal with that when I get there.


Special rules for the 1930 World Cup games:
• No substitutions, so if a player is too injured or expelled, the team must play with fewer players on the field;
• No bookings (they weren't made official until 1970's World Cup);
• Expulsions by a referee are allowed;
• 2 points were rewarded for a win and 1 point for a draw in the group stage;
• The lone winner from each of the 4 groups then goes directly to the semi-finals (no quarter-finals or other rounds);
• No 3rd Place match;
• Use the special World Cup sheet of referee charts included with the set rather than those that came with the base game.

The 1930 World Cup had 13 teams competing, divided into 4 groups. The winner of each group would go on to the semi-finals. 2 points were given for a win, 1 point for a draw (tie), and 0 points for a loss during group play. If teams were tied for points in a group, there would be a play-off game (this didn't actually occur). The semi-finals and final were allowed extra time to establish a winner if necessary (but it wasn't needed, and I don't know if the tournament intended to use the "first to score" "golden goal" rule or 2 complete 15 minute periods followed by a penalty shoot-out ).

Group 1: Argentina, Chile, France, and Mexico
Group 2: Brazil, Bolivia, and Yugoslavia
Group 3: Uruguay, Peru, and Romania
Group 4: United States, Belgium, and Paraguay



June 17, 2015
d10-1 Group 1: France vs Mexico tie 1-1 (actual result was France 4-1 on 7/13/1930)



Mexico took the lead early with a goal in the 1st minute of the game by F. Rosas.

Mexico's Carreno took many shots on goal, but was unsuccessful in scoring, and was once cautioned for using his hands.

France's Pinel was cautioned for dissent after a free kick was awarded to Mexico.

In the 85th minute, France's Laurent tied the game with a fantastic drive, from directly in front of the net, which the goalkeeper had no chance of stopping.


June 20, 2015
d10-2 Group 4: United States vs Belgium 2-0 (actual result was United States 3-0 on 7/13/1930)

This game was played a bit rough, with both teams having a player cautioned (holding/heavy tackle). Belgium goalkeeper Versijp was kept busy by the US team, but allowed two goals to get past him in the first half of the game:
Patenaude in the 15th minute and Florie in injury time at the end of the first half scored for the United States.
Belgium couldn't get a goal.


d10-3 Group 2: Yugoslavia vs Brazil 1-3 (actual result was Yugoslavia 2-1 on 7/14/1930)

This game was played very rough and ugly, with Brazil's Araken being cautioned for dangerous play, and Yugoslavia's Sekulic cautioned for holding, while Milhojlovic conceded a Penalty Kick to Brazil because of a nasty foul in the penalty area.

Brazil's team dominated the game, with three goals scored:
Preguinho at 11 minutes, Araken at 25, and Nila at 54th minute due to a Penalty Kick.

During the second half, the goalkeeper's for both teams made fantastic saves.

Yugoslavia's Sekulic scored in the 58th minute, Bek nearly scored in the final injury overtime, drawing a corner, which failed (and would have been too little, anyway).


d10-4 Group 3: Romania vs Peru 2-1 (actual result was Romania 3-1 on 7/14/1930, with Peru's Galindo expelled from the game)

Peru scored first with a strong drive by Villenueva in the 33rd minute.
But Romania dominated the second half, with Stanciu scoring 2 goals in the 49th and 59th minutes to win the game.

Unlike the historical game, both teams played honorably.


d10-5 Group 1: Argentina vs France 0-2 (actual result was Argentina 1-0 on 7/15/1930)

France took the field and immediately took control, scoring two goals in as many minutes! Maschinot scored with a long shot in the 1st minute, then Delfour knocked a header into the goal in the 2nd minute.

At half-time, Argentina, two goals down, changed their tactics to an attacking formation but the excellent goalkeeping by the French Thepot kept Argentina scoreless!


July 25, 2015
d10-6 Group 1: Chile vs Mexico 1-0 (actual result was Chile 3-0 on 7/16/1930, with M. Rosas scoring an own goal.)

Mexico dominated possession until the last quarter of the game:
18th minute: Ruiz passed to Gayon who shot at the goal mouth, but it was offside.
34th minute: Carreno took a low shot which was smothered by the Chilean goalkeeper.
64th minute: Corner kick by Lopez to Perez, who attempted a header which rebounded from the bar to Gayon, who shot but the ball was cleared by Chile's Poitier.

Then, at the 70th minute, Chile scored by means of a Penalty Kick, the result of a "dive" by Poitier which caused the referee to penalize Mexico's R. Rosas.

In the 80th minute, Mexico's goalkeeper, Soto, made a brilliant save against a hard drive by Chile's Schneeberger.
But Mexico was not able to score.


July 25, 2015
d10-7 Group 2: Yugoslavia vs Bolivia tie 0-0 (actual result was Yugoslavia 4-0 on 7/17/1930)

It was a tough game, with 2 of Yugoslavia's played being cautioned for fouls plus dissent, but neither team could score before game's end.


July 25, 2015
d10-8 Group 4: United States vs Paraguay 3-0 (actual result was United States 3-0 on 7/17/1930)

The USA dominated the game:
Patenaude scored in the 41st minute. And in the 56th minute, he tried again with a far-post header, which failed but gained a corner kick for Brown, which was headed away by the goalkeeper for Paraguay, Denis.
68th minute:Gallagher was fouled badly by Paraguay's Miracca, gaining a free kick for the USA, which resulted in a goal for Gonsalvez.

After the 80th minute, Paraguay changed their tactical formation to offense, but couldn't gain possession of the ball.

Patenaude (USA) scored again in the 87th minute!

Paraguay gained a free kick in injury time which resulted in a corner kick and a failed header attempt. So even a consolation goal was denied them.


July 29, 2015
d10-9 Group 3: Uruguay vs Peru tie 2-2 (actual result was Uruguay 1-0 on 7/18/1930)

A rough game, with Uruguay taking an early lead, but Peru catching up in the last minutes due to free kicks!

10th minute: Uruguay's Triarte scored directly from a set piece corner kick!
34th minute: Petrone scored for Uruguay, making it 2-0.
44th minute: A high tackle by Peru's Lores against Gestido granted a free kick for Uruguay, which missed.

77th minute: Peru's Lavelle was fouled by Gestido, granting a free kick taken by Astengo, scoring a goal for Peru!

81st minute: Peru's Lavelle shot wildly from close range and missed!
90th +1 (injury time): Peru gained possession for a last try. Peru's Galindo was fouled by Uruguay's Fernandez just outside the Penalty area, resulting in a free kick by Villeneuve and a goal to tie the game!



July 29, 2015
d10-1d10-0 Group 1: Chile vs France 0-2 (actual result was Chile 1-0 on 7/19/1930)

France dominated possession throughout the game.
19th minute: France scored first after excellent teamwork and maneuvering outwitted the Chilean defense, allowing a goal by Langiller.
85th minute: A bad foul by Chile's Subiabre against Pinel granted France a free kick, taken by Mattier. Again, good attacking maneuvers defeated
Chile's Defense, and Delfour shot and scored!
90th minute: A superb save by the Chilean goalkeeper, Cortes, prevented a 3rd goal for France.



NOTE: My 1930 World Cup replay is continued here:
http://boardgamegeek.com/geeklist/200075/item/4296217#item42...
8 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
11. Board Game: Utopia Engine [Average Rating:6.89 Overall Rank:2567]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb


ALTERNATE GAME for the Hardcore 10 x 10 Challenge (One alternate game is permitted by the rules.) This game, Utopia Engine, has been chosen as my alternate game and can replace one of the other 10 listed above, if necessary.

Utopia Engine is a free solitaire print-and-play dice game where the player attempts to obtain parts to construct an engine to save the world.

========

d10-1

d10-2

d10-3

d10-4

d10-5

d10-6

d10-7

d10-8

d10-9

d10-1d10-0
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
N Above are my 10 choices plus an alternate for the 2015 HARDCORE 10 x 10 Challenge: Play 10 Games 10 Times Each.

NNNNNNNNNNNNNNNNNNNNNNNNNNN

==========

==========

S The next 10 games posted below this entry are my 10 choices for the 2015 10 x 10 Challenge: Play 10 Games 10 Times Each. This is the regular, non-hardcore, Normal 10 x 10 list, which may be changed throughout the year. Any 10 games played 10 times each will count (except for those games that were chosen for the Hardcore Challenge list if it was successfully completed.)


SSSSSSSSSSSSSSSSSSSSSSSSSSS
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
13. Board Game: At the Gates of Loyang [Average Rating:7.39 Overall Rank:239]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed


All games were played online on Yucata.de unless noted otherwise.

July 10, 2015
d10-1 Lost versus Mamadallama (winner). Hara also played.

July 12, 2015
d10-2 Won versus sjayem.

August 18, 2015
d10-3 Lost to Meerkat.

August 30, 2015
d10-4 Lost to niclagi.

October 6, 2015
d10-5 Lost to Pyr-shep and Mamadallama (Serenemercury also played).

October 11, 2015
d10-6 Lost to Pompkin, cindyke, & oshfarms

November 10, 2015
d10-7 Lost to smlait; leeece also played.

November 12, 2015
d10-8 Lost to SanSan.

November 15, 2015
d10-9 Won versus Mamadallama and Hara.

November 18, 2015
d10-1d10-0 Won versus SanSan

December 13, 2015
d10-1d10-1 Lost to Meerkat (Hara also played).
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
14. Board Game: Crime Lords of Knight City [Average Rating:6.75 Unranked]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
:thumb: 10 Games Completed


Crime Lords of Knight City is a co-op card game which can also be played solo with 1 or more detectives (although using at least 2 detectives is recommended for added strategy and to make it more possible to win). All of the following games have been played solitaire, unless it is noted that I played with other people.

The numbers (#/#) after the Villain names represent: the amount of completed case points needed to win by defeating the villain / the amount of cold case points needed to lose the game.

Please read my conclusion at the bottom of this entry.


October 7, 2015

d10-1 First time I ever played this game: 2 Detectives versus Loose Cannon (15/9)

This was an easy win. I double-checked the rules to make sure I had been playing properly, but I had just gotten lucky.

Won 15/0


d10-2 2 Detectives versus Ice Koldova (20/8)



The Crime Scene Contaminated event card and 2 Alert Cards (which trigger the villain's special ability) caused my downfall!

Lost 17/9


d10-3 2 Detectives versus El Fantasmo (12/10)

Won 12/3


d10-4 2 Detectives versus Ice Koldova (20/8)

After trying the game with all 3 included villains, I decided to try my skill and luck against the one who I lost to before (I believe she is the toughest). This time I won. I am beginning to think that this game is too easy to win, at least when using 2 Detectives. I may try playing with 1 Detective or 3 to see if it makes a significant difference in difficulty.

Won 22/4


October 24, 2015
Played 13 more games, some of them to test variant rules to change the difficulty. I will type up my reports when I have the chance.

d10-5 3 Detectives versus Ice Koldova (20/8)

I found playing with 3 detectives even easier to win...

Won 21/0


d10-6 3 Detectives versus Ice Koldova (20/8)

Won 20/0


d10-7 Only 1 Detective versus Ice Koldova (20/8)

Lost 11/8


The purpose of the following attempts at creating variants was to give a single detective a chance to win, and to make the game more difficult to win with 2 or more detectives.


d10-8 Only 1 Detective versus Loose Cannon (15/9)*

* I used a variant (of mine) for a single detective that allowed the player to draw to at least 5 badge cards into the hand, rather than the official 3.

Lost 3/11


d10-9 Only 1 Detective versus Loose Cannon (15/9)*

* I used a variant (of mine) for a single detective that allowed the player to draw to at least 5 badge cards into the hand, rather than the official 3.

Lost 5/9


d10-1d10-0 3 Detectives versus Ice Koldova (20/8)*

* I used a variant (of mine) for 2 or more detectives that required discarding a case into the Cold Case file when a detective received a 3rd case, rather than a 4th case. (2 case maximum allowed per detective.)

Won 21/6


d10-1d10-1 2 Detectives versus Ice Koldova (20/8)*

* I used a variant (of mine) for 2 or more detectives that required discarding a case into the Cold Case file when a detective received a 3rd case, rather than a 4th case. (2 case maximum allowed per detective.)

Won 20/4


d10-1d10-2 Only 1 Detective versus El Fantasmo (12/10)*

* I altered the previous 1-detective variant (of mine) to allow the player to draw to at least 5 badge cards into the hand, rather than the official 3, and set up with 0 cases and 5 badge cards.

Won 14/7


d10-1d10-3 Only 1 Detective versus Ice Koldova (20/8)*

* Using the 1-detective variant (of mine) to allow the player to draw to at least 5 badge cards into the hand, rather than the official 3, and set up with 0 cases and 5 badge cards.

Lost 13/8


d10-1d10-4 Only 1 Detective versus Ice Koldova (20/8)*

* Using the 1-detective variant (of mine) to allow the player to draw to at least 5 badge cards into the hand, rather than the official 3, and set up with 0 cases and 5 badge cards.

Lost 9/8


d10-1d10-5 Only 1 Detective versus Loose Cannon (15/9)*

* Using the 1-detective variant (of mine) to allow the player to draw to at least 5 badge cards into the hand, rather than the official 3, and set up with 0 cases and 5 badge cards.

Won 15/8


d10-1d10-6 Only 1 Detective versus Ice Koldova (20/8)*

* Using the 1-detective variant (of mine) to allow the player to draw to at least 5 badge cards into the hand, rather than the official 3, and set up with 0 cases and 5 badge cards.

Lost 8/9


d10-1d10-7 2 Detectives versus Ice Koldova (20/8)*

* I used a variant (of mine) for 2 or more detectives that required discarding a case into the Cold Case file when a detective received a 3rd case, rather than a 4th case. (2 case maximum allowed per detective.)

Lost 12/9


Conclusion: The game seems too easier when played according to the official rules with 2 or more detectives, so using the variant I used (for 2 or 3 detectives, anyway -- it may need to be altered when using 4 or 5 detectives), seems to help without losing any gameplay strategy or theme:
When using 2 or more detectives: discard a case into the Cold Case file when a detective receives a 3rd case, rather than a 4th case. (2 case maximum allowed per detective.)

When playing a solitaire game with only one detective, I found that, unfortunately, it loses much game strategy and theme, and even using my variant, the game was very difficult, except with the easier boss. I strongly suggest playing with at least 2 detectives, even when playing solo.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
15. Board Game: Dragonheart [Average Rating:6.59 Overall Rank:1322]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed


All games were played online on Yucata.de unless otherwise noted.

June 20, 2015
d10-1 Won versus GamerVP

July 4, 2015
d10-2 Lost to Robina

July 17, 2015
d10-3 Lost versus DancerInDC

July 19, 2015
d10-4 Lost to Leeece.

d10-5 Lost to Granny.

August 18, 2015
d10-6 Lost to Amberandthefool.

August 19, 2015
d10-7 Won versus Lorrilou.

August 24, 2015
d10-8 Won versus mom4rmhell.

September 17, 2015
d10-9 Lost to Jackjacques

September 29, 2015
d10-1d10-0 Won versus Elizi.

October 15, 2015
d10-1d10-1 Lost to Serenemercury

October 18, 2015
d10-1d10-2 Won versus tania

October 23, 2015
d10-1d10-3 Wond versus mom4rmhell
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
16. Board Game: Elevenses for One [Average Rating:6.40 Overall Rank:5215]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed

Elevenses for One is a solitaire print-and-play card game, deceptively small for the amount of thinking necessary to play. There are 11 cards (plus 2 time-keeping cards) which must be scored in order before the time-counter runs out, while dealing with the instructions on each card. The theme of this solitaire game is to assemble and serve "tea" on time at "Eleven" .

I inexpensively printed out the 13 cards in B&W on cardstock (not bothering to print the backs), and the rules in B&W on plain paper. Then I sleeved the cards in some 2 x 3 1/8 inch sleeves I had laying around, and I was ready to play.


February 24, 2015
d10-1 It took me a little while to realize the strategies, especially that behind turning over cards (when all the cards still in the line-up, known as the pantry, are turned over, then you get to go back to step one and shuffle and place those cards face up again).

Time ran out, and I lost with 9 points.

"The Madam is disappointed. You risk getting replaced."


d10-2 Another loss from running out of time: only 7 points this time.

"You’re fired!"


d10-3 My first win! I had one turn left, so I scored 12 points.

"Lady Agatha congratulates you and rewards you with a half-day off."


d10-4 A loss, but I almost made it. One more turn and I would have won: 10 points.

"The Madam is disappointed. You risk getting replaced."



April 12, 2015

I think I'm getting the trick of winning this game: my next 6 games had 5 wins, although none of them good enough to get me a raise!

d10-5 A win! I had two turns left, so I scored 13 points.

"Lady Agatha congratulates you and rewards you with a half-day off."


d10-6 A bad loss from running out of time: only 7 points!

"You’re fired!"


d10-7 A win, or maybe a draw...I finished just as the time ran out.

"You have performed as expected, but haven’t excelled."


d10-8 A win! I had one turn left, so I scored 12 points.

"Lady Agatha congratulates you and rewards you with a half-day off."


d10-9 Another win! Again, I had one turn left, so I scored 12 points.

"Lady Agatha congratulates you and rewards you with a half-day off."


d10-1d10-0 A win, or maybe a draw...I finished just as the time ran out.

"You have performed as expected, but haven’t excelled."
2 
 Thumb up
0.05
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
17. Board Game: Fearsome Floors [Average Rating:6.66 Overall Rank:920]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
:thumb: 10 Games Completed


All games were played online on Yucata.de unless otherwise noted.

April 5, 2015
d10-1
Played with Jenny and Doug at their house. Can't remember whether I won!


June 6, 2015
d10-2 Won versus Doug (dgou).

June 15, 2015
d10-3 Won after Doug led the monster to nearly wipe out both of our groups of characters!

July 30, 2015
d10-4 Lost to Olback.

August 17, 2015
d10-5 Lost to Doug (dgou).

August 19, 2015
d10-6 Lost to GamerVP.

October 9, 2015
d10-7 Won versus Doug (dgou).

October 14, 2015
d10-8 Won versus Signy and hara.

November 1, 2015
d10-9 Lost to Uniconfis.

November 1, 2015
d10-1d10-0 Lost to ricb and Jimboom.

November 12, 2015
d10-1d10-1 Won versus Uniconfis.

November 13, 2015
d10-1d10-2 Won versus Dgou.

November 22, 2015
d10-1d10-3 Won versus LNXlady & Lorrilou

November 22, 2015
d10-1d10-4 Lost to Heffsquire

December 2, 2015
d10-1d10-5 Won versus Dgou

December 16, 2015
d10-1d10-6 Lost to Dgou

December 26, 2015
d10-1d10-7 Lost to Meerkat and serenemercury

December 28, 2015
d10-1d10-8 Won versus Knusue and Melisse
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
18. Board Game: Medici [Average Rating:7.15 Overall Rank:442]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed


This game needs at least three players to play, so although it is one of my favorite games, I don't get to play as often as I'd like to.

I like the gameplay and the theme of being a merchant shipowner bidding on various lots of cargo, and trying to get valuable shiploads while also trying to monopolize types of goods. Really, it's just a Euro game, but in my mind, I am a merchant trader when I play!

January 1, 2015

d10-1
d10-2
Two games of Medici after midnight on New Year's Eve with Jenny, Doug, and Pam (by my reckoning, still the night of the 31st, but officially January 1st, so it counts ). Lost both games, but enjoyed playing. It's one of my favorite games.

January 18, 2015
d10-3
d10-4
d10-5
Three more games of Medici with Jenny, Doug, and Pam. I won one of them.

April 5, 2015
d10-6
d10-7
d10-8
d10-9
d10-1d10-0

Five games of Medici with Jenny and Doug. I won two of them.


November 28, 2015
d10-1d10-1
d10-1d10-2
Two games of Medici with Jenny & Doug. Doug won the 1st, and I won the 2nd one.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
19. Board Game: Myth [Average Rating:6.70 Overall Rank:1852]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed


Below are my reports for my solo plays of Myth:

Myth is a tactical miniatures board game with RPG-like elements and card play based on each hero having a unique deck of cards which can be altered over time.

I like how it can be used to set up and play out stories of my own making, too.



There is a Kickstarter campaign for Myth going on through March 28 for the expansions, but there is also a pledge level to get the base game, too.
PLEASE NOTE: if you already have the game, you may want to pledge at the $6 level to get the updated rulebook and cards sent to you.


Note: All of the 2.0 updated stuff for the base game is available as free downloads on the Megacongames.com site. The 2.0 upgraded cards and rules should also be available from Megacon Games for those who have the 1st edition of Myth (the 2nd edition will be out in the future).

There are also free story quests available for download, and will be more: Fury of the Fireborne and Rise of the Revenant.



Myth is what I have been looking for a long time. I like the free-form mode, and I don't necessarily play adventures in chronological order. I like how it's not just a dice-roller to gain loot and leveling up, and how each hero (through using their card decks) and monster (through priorities for movement and attack) plays differently.

Myth strikes a chord with me. I love the theme of heroes sitting around a campfire and telling tall tales about their past adventures. And the gameplay fits with that very well, by letting you choose what happens next and what dangers to face, in most cases. It's sort of like when I was a little kid playing with a group of friends and we would make up our play adventures as we traipsed through the woods (There's a dinosaur coming over the hill -- shoot/run! Or, Giants! Hide! Or, we need to hit that exact spot with a stone or we can't cross this ravine without the trap going off and crushing us all!). Myth sets off my imagination to want to play out adventures in the game, and it doesn't matter whether they are contiguous or not, or whether the characters "advance" quickly, because each adventure is a separate embellished story of "remember when we fought the" whatever.


(I have experimented with using the downloadable character sheets and also keeping track of all items I find (and lose), so that I can jump into a "tall tale" I inserted between previously created adventures, with whatever item(s) equipped from adventures occurring "before" the current one. This mode of playing (possibly having access to past acquisitions) requires me to use a house rule for resetting the treasure bag between each "tale".)


March 14, 2015

d10-1
I set up a free-form quest, based on my story that three adventurers are following the trail of a group of Orcs who attacked and looted a nearby town. I decided not to use any "chapter quest" cards because it would interfere with the thread of my story. I chose the female miniatures for the soldier, acolyte, and archer (only the archer is female in the base game, but alternate gender miniatures came with the stretch goals). Three hero boards plus the map tiles barely fit on my table; I kept the Darkness board, the monsters and cards, and the treasure cup and cards on a side tray.

First tile: a 4x6 pathway with an orc hunting pack and a trap. Should be easy with 3 heroes, right? So I maxed out the hunting pack to 8 minions. Well, it was pretty easy. The trap I chose (to fit the story theme) was poison darts. This tile represented the guarded pathway to the orc encampment. Got some gold treasure plus a potion (and some serendipity points).

Next tile: a 6x6 which I took some leeway with the tile icons to make it fit more story better. This tile represented the edge of the encampment (with lairs being tents of the orc raiding parties). So, again, no chapter quest, but I also decided that there would be no trap. To balance that, there would also be no merchant appearing at the end or extra gold given. I populated the tile with a lair and its spawn plus 2 large hunting packs (all orc minions -- good thing I got some extra miniatures). The tile was packed with barely room for my heroes! I had bit of difficulty taking out the lair, but the archer finally managed to but not before it spawned twice. The The acolyte's healing ability came in handy. My party found some decent treasure for the soldier and acolyte, and some gold and a gem (useless in this story).

Last tile: a 12x12 for which I again ignored taking a chapter quest because it would interfere with the story. I placed two lairs and their spawn. This represented the main campground, so I added a few extras to the icon requirements for the tile. So rather than placing a hunting pack, I instead placed 2 orc captains, one near each lair. Then I added a house rule for this tile, that when only one lair remained, the orc Boss monster would appear next to it! This was quite a fight and took a long time. I almost lost my soldier, and my acolyte's threat was maxed out a couple of times by healing the heroes, which caused some problems for the party when the Darkness took its turn. I used the potion which I had luckily found on the first tile. One unforeseen consequence of having the boss appear before the last lair was gone was that he ended up protecting the lair! This caused more spawns. The acolyte cast a damage-over-time fire spell on the lair which eventually took it down.

I got lucky with some good items and dice rolls. But I was also lucky that he didn't roll well on his Fate dice very often. When I decided that he would appear when there was only one lair left, I hadn't taken into consideration that his War Drums would also be bringing in more minions (in addition to the lair spawns), and when he rolled double minion activation, I thought that was the end! Again, I was lucky and had some decent interrupt cards (and the space to play them) when I needed them. It seemed to take forever to take him down, and even after I destroyed the last lair, there was still his stage 2 to deal with!

All three heroes were very badly wounded at the end despite the continuing efforts of the acolyte. If anyone else decides to play this, I'd suggest not adding the captains, or have Orcneas not appear until both lairs are destroyed.
My heroes were battered badly, but survived to overcome the orc raiding pack, and avenge the town.

The game took me several hours to play. It was like conducting a campaign.



March 17, 2015

d10-2
There was no way I was going out among all the drunken St. Patrick Day revelers (and drivers ), so I decided to play a game of Myth, this time using the Slaughterfield rules (which are similar to an arena/defense mode). I just used the basic rules on a 12x12 tile (no special cards or items from the Slaughterfield expansion) and the updated wave guide from the 2.0 rules. The treasure cup has the blue tokens added, but the white ones are all removed (which should be good, because it gets rid of gold and gems which will be of no help in Slaughterfield mode, but unfortunately, it also gets rid of the chance for potions!)

Using only the soldier and the acolyte (who I deemed necessary for her healing abilities), I used this game as a way to confront the various other kinds of monsters I got with my Kickstarter stretch goals: Rats, Skeletons, Elementals, and Cyclops. (The elementals are really tough!) I made it to Wave 5 before they were overwhelmed.



March 20, 2015

d10-3
I played "The Weaver's Need" chapter quest on a 12x12 tile with just one Arachnid lair with its spawn plus a hunting pack, using the soldier and the acolyte. I have developed a healthy respect for the Arachnids! Not only do each of their attacks have a chance to poison your hero, but the captains are not only tough and dangerous, but they exude an aura of fear which makes the heroes have to pass a courage test before they can even try to attack the captains or any other enemies within a space of them! The goal of the quest was to gather 6 web tokens that were next to the lair.

I started off well, with the soldier using Riding the Wave and some extra Rage to wipe out 5 minions and drop a treasure for the acolyte to pick up (a relic!). After the first round, the acolyte equipped the relic in place of her base one, and I thought this would be a short game. Ha, ha!

The acolyte got poisoned shortly afterwards, cured herself a couple of rounds later then healed the damage, which increased her threat. After getting wounded and poisoned again, and healing again, her threat maxed out, causing a Threat penalty during that Darkness phase, which restricted each hero to a maximum of three cards played per round! Then in the next Darkness phase, instead of minions spawning, two captains appeared!

I just couldn't seem to destroy the lair which seemed to be spawning constantly! And every time one of my heroes picked up a web token, I rolled badly and another Crawler would appear. I thought it was going to go badly for my intrepid heroes, but finally the soldier managed to destroy the lair, and even with limited action spaces, wounds and poisonings, and high threat levels, they finally defeated all the arachnids and gathered the last of the web tokens (which caused two more minions to appear ). A hard-fought battle, but successful in the end!




April 4, 2015

d10-4

I started a game of Slaughterfield mode, playing the Soldier and the Acolyte. (Slaughterfield mode is sort of a cross between an arena and a tower defense mode -- you try to keep the heroes alive for a long as possible while the waves of monsters keep getting tougher).

I'm using the female figures that came with the alternate gender set, and the 2.0 rules (plus the official errata). I am NOT using the Slaughterfield expansion decks, and I am planning to use mostly lower difficulty monsters, so I can get used to the new 2.0 rules without worrying about things getting too complicated with the monsters at the same time. Besides, the Arachnids can be pretty tough sometimes!

So far my intrepid duo of adventurers has made it through wave 4 and has found some decent equipment.



April 6, 2015

I played some more Myth: continuing tonight with a few more rounds of my Slaughterfield game that I started on Saturday with the Soldier and the Acolyte. (Slaughterfield is one of the possible play modes in Myth. The heroes just try to survive as long as possible against increasingly dangerous waves of monsters.)

Right now I am in the middle of wave 6 (4 minions and a captain of two different monster types on opposite sides of the map tile.

Myth Slaughterfield wave 6 set-up with 4 minions and a captain of 2 monster types: Orcs and Arachnids. My heroes are the Soldier and the Acolyte (alternate gender figures) who are widely separated on the map tile because of their last positions when clearing the monsters from wave 5.




(Are heroes allowed to double their base movement when clearing a tile in Slaughterfield mode? I've been playing that they are not, since they will not be moving to a new tile.)



Although the Soldier was successful with Riding the Edge, she then took damage and was knocked prone by the Orc captain. Things were looking very bad until I found a rule in the official errata that stated that a hero that was knocked prone (which my Soldier was from a blow from an Orc captain), could, once she stood up again, play interrupt cards during the Darkness Cycle, even though she can't play regular cards for the whole Hero Cycle after she was knocked prone.

Meanwhile, the Acolyte (who was too far away to help the Soldier) already failed one courage check against the Arachnid captain, but luckily the Stalker (captain) failed the "burrow" roll so couldn't reach her, and she's avoided getting hit/poisoned so far, and she has done some damage by then using a reaction card against a minion.


Myth Slaughterfield wave 6 not going particularly well.




I'll probably finish wave 6 tonight, and if both of the heroes survive, maybe play wave 7, too.

I have to admit that I expected an easier time, given that I have been only populating the map tile with lower difficulty monsters, and I have found some pretty good equipment during the game...



April 7, 2015

I didn't manage to completely finish off wave 6 before wave 7 appeared, but although it didn't give me the break of being able to activate the new wave after the Refresh phase. at least there were only 2 monster types at activation. Wave 7 was rather tough, with the captains,



but my Soldier and Acolyte both survived. The Soldier used Harvest of bones to clear some space,



and both heroes had some pretty good equipment. But the Acolyte had a vitality attrition from being poisoned by the Arachnids.



I didn't completely finish off the wave before wave 8 appeared! Wave 8 really increased the difficulty with 3 different monster types and a mini-boss!



Soon, the Acolyte was defeated, despite finally clearing the poison and also increasing her vitality.



The Soldier held until the next Darkness Cycle, where she made a valiant stand before defeat.





April 19, 2015

d10-5

I played a solo game of Myth: A free-form adventure of traversing 2 map tiles with the Soldier, Acolyte, and Apprentice (using all female hero miniatures).

I decided not to use chapter quests because this was going to be a stand-alone adventure, just to get more used to playing with the Apprentice.

I started out with the 6x6 map tile (with the cave opening) and populated it with 2 large hunting parties of rat minions (melee and ranged mixed). I didn't place a trap because I didn't want to. The rats fell easily, and I got a bit of treasure, and I bought a long sword from a merchant for my soldier (which really came in handy on the next tile!). Other than the Rat boss, who I didn't script into in this adventure, the rats seem like one of the easiest monster types (other than the orcs).

Next, I proceeded into a 12x12 map tile with 2 skeleton lairs and a medium hunting pack of rats. At this point, I decided to switch from the Rat King Darkness deck to the Bones Darkness deck.

(Sorry, it's a bit blurry)


I thought I was doing okay until a Darkness card spawned 2 Soulless (skeleton captains) with their ranged attacks, and ability to resurrect the minions. At one point, I managed to knock them both prone, which I thought would give me a breather, but the Darkness card turned one of them into a lair! So, I was being swamped with skeletons, but I destroyed all but one lair, so I thought I was doing okay with a lair, a captain, and some minions (who kept resurrecting!) when Yardu the Undead mini-boss showed up!

Yardu is hard to kill because he has a high defense target number and a hero needs to get 2 successes on the dice roll before it counts as one hit. And he has a change of attacking more than one hero every Darkness cycle.

It was a tough fight and only my Soldier had decent equipment, and things were looking pretty bleak when Yardu killed my Acolyte (who was the healer of the group) who had just defeated the last Captain. The Apprentice took out the final lair, so at least there wouldn't be swarms of skeletons spawning.

My soldier finally managed to kill Yardu (with a lot of help from the Apprentice's ongoing cards that buffed her attacks), and then they spent a cycle defeating the last of the skeleton minions.

With the Apprentice having only 1 health point left, and the Acolyte being killed, I decided to end the game after two tiles rather than three. I HAD planned for Yardu to show up in the third tile, but the Darkness deck gave me a nasty surprise with his early arrival, so I guess I did finish my story after all!



April 25, 2015

d10-6

I'm in the middle of a solo game of Myth, playing the Slaughterfield mode with the expansion cards for it.

I had to come up with rules for using the special cards because none came with the expansion (for anyone, as far as I can tell). But I decided that the 15 bonus goal cards should be shuffled and 3 dealt to each hero, then the hero gets to keep 2 of them to try to complete and gain the bonuses for during the game (and one of the bonuses for each card is always a choice of item from the Slaughterfield item deck). As for the large number in the upper right, I have decided that it is Serendipity points that the heroes get when completing the requirements on the card.

As for the Wave cards, I decided that I would roll for each side of the board (4 times total) on the chart for the appropriate wave card (at the beginning of the current wave). It can be pretty tough!

One thing that I am definitely going to keep doing, even though the rulebook states that Slaughterfield mode is only semi-cooperative (your hero is supposed to try to outlast the others): I play Slaughterfield as a full co-op where everyone tries to help everyone else stay alive for as long as possible, and the victory level is determined by the highest level that the heroes survived through. This, IMHO, makes it a much better game, and keeps with the true co-op theme of the regular (non-Slaughterfield) gameplay.

Anyway, I am playing with the Soldier and the Acolyte (with the extra rules, I decided to only take 2 heroes to keep it simpler, but I am thinking now that the Archer or Apprentice would be a nice addition to the party. These expansion deck waves are tough! I'm only entering Wave 3 right now, and I've already face Elemental minions (and Orcs and Arachnids) and this upcoming wave has Rat minions and Captains, among other enemies... Luckily each of my heroes has completed one of their special cards, so I chose good armor for both of them from the "red" Slaughterfield deck, and they've got the bonus abilities (the Soldier gets a +1 TN defense, and the Acolyte gets to use two Action cards each cycle rather than one).

More, later...

April 26, 2015

Continuing the Slaughterfield game above (using the expansion cards):

My Soldier and Acolyte managed to survive Wave 3. I used some Serendipity points to extend the Wave in the hopes of clearing the tile, and giving them a bit of a breather. But, at the end of Wave 3, there was still one monster type on the map, and Wave 4 brought several more (all of them Captains!).

Having several monster types is bad because, during the Refresh phase, the Darkness track is advanced by one for each monster type, and using the random Wave charts on the expansion cards seems to often populate the map with several monster types.

By Wave 4, both of my Heroes were low on health (and if they hadn't each gotten good armor with extra vitality and resistances from the Slaughterfield items deck, they would have lost in Wave 3). They were also maxed out on their Threat tracks, but that doesn't matter much in Slaughterfield mode, except for monster priority (Slaughterfield mode doesn't use a Darkness deck, so no Threat penalties).

Since the Captains appearing in Wave 4 all had several vitality points, and some required 2 hits to cause any damage, my Heroes were overwhelmed before they had dispatched many of the enemies. The Soldier's "Riding the Wave" cards don't work well against monsters with more than one health point left. She managed to get some decent equipment although both of the Heroes were really unlucky with most of their treasure draws (most of the equipment drawn were for other Heroes not present in the game). But it was too little, too late. The Acolyte was kept busy attacking with her damage-over-time cards (which slowly wore down the Captains whe hit) and also trying to heal the heroes.

IMHO, when using the Slaughterfield expansion deck, playing with two heroes is not enough. I suggest either playing with 3 to 5 heroes, or only rolling twice on the Wave card charts rather than 4 times. Like I wrote earlier, the Slaughterfield expansion decks did not come with any rules, so perhaps I am making it more difficult (or perhaps, easier?) than what was intended.

I do think that Slaughterfield mode is a good way to get used to the Hero decks and the various enemies' priorities and abilities, and practice. It can also be a fun "tower defense/arena" type of game, but it needs to be adjusted so that lower numbers of Heroes are not overwhelmed early in the game.


========

The next several reports are about plays of custom adventures I created to play.

In the future I may work these custom adventures (and perhaps the ones from the 1st and 5th reports, above) into actual quests or even expand them into stories with several acts that give rewards or penalties for success or failure that will affect the draw bag and maybe allow card manipulation or title attainment.

But right now, I am just enjoying playing.
========



August 1, 2015

d10-7

Session Adventure: Campfire Tale (my custom design)

6x12 combined tile: 2 6x6 tiles, the 1st one has the campfire and the adjacent one has a partially wooded area next to the 1st tile.

Note: The tiles icons are ignored. No trap, quest, goal hoard, or merchant. Only the hunting pack and the lair spawn are encountered. Treasure drop limit = 5. Darkness deck = Terror with 1000 Legs.

Set up according to the the images below, with an arachnid hunting pack across the campfire from the heroes, and lair with initial spawn in the 2nd part of the combined tile.
Note: This adventure was meant for 2 novice heroes with basic equipment, so if using more heroes and/or advanced cards, titles, and equipment, adjust the strength and numbers of the arachnids accordingly. For example, a larger hunting pack, perhaps with a captain, and/or 2 lairs perhaps with a captain or a mini-boss.

Gameplay Note: Combined tiles count as one tile, so cards with a range/effect of "tile" will affect both tiles, and enemies will be active/activate as though the combined tiles are one undivided tile.



I played a solo game using the female Soldier and Acolyte Heroes.



Story: Tired after trekking all day, the heroes come upon a stone fire circle. Although it appears that there was battle done in this location in the past (they glimpse some old equipment lying around), a quick look around shows the heroes no signs of current inhabitants. (The heroes do not notice the lair on the other side of the wooded area.) They light a fire and start preparing a meal, when an arachnid hunting pack appears across the campfire!


My heroes did all right despite being poisoned and wounded at times. Once the lair was destroyed, it was much easier, and the heroes then cleared the area of arachnids. The Acolyte was useful for healing and clearing poison, as well as for area of effect attacks. Also, treasure dropped and then picked up provided a useful potion to reduce threat and an axe for the Soldier, plus some useless (in this adventure) gold pieces (this is represented in the story by the "old equipment lying around").

This game lasted 7 Hero Cycles, and would have been a fairly short adventure if I hadn't spent twice as much time recording each card played by each hero as I actually spent playing!



August 4, 2015 and August 5, 2015

d10-8

Session Adventure: Lost in the Swamp (my custom design)

STORY: The Heroes, hot and thirsty, lost in the swamp, are relieved to find a stream feeding one of the murky, stagnant pools. Although the stream is undrinkable, they decide to follow it upstream in the hopes that the stream water will become potable, and to find a way out of the swamp and maybe to a town. They do not want to wander from the stream and perhaps get hopelessly (and permanently!) lost.

The goal of this story adventure is to traverse the tiles until the heroes exit the last one, thereby finding their way out of the swamp. A lot of the fun comes from having to maneuver around the "deep water" (blue-outlined) areas of the tiles that cannot be moved through.


This adventure can be played as long as wanted, by adding tiles (even reusing the same tiles with a different orientation). I had planned to play through 4 tiles, but stopped after 3 because 2 mini-bosses showed up on the 3rd tile, and I had planned for a mini-boss finale on the 4th tile!

Darkness Deck = Orcneas, Master of Masters
Tile icons (and treasure drop limits) were followed EXCEPT for:
no quests or traps. I just followed the story I created. Also, for the last tile (4x6), I was going to populate it with a special set up including a mini-boss, but I decided to stop on the 3rd tile.

Note: I used some tiles and miniatures that are found in the expansions and Kickstarter stretch goals. Feel free to substitute as you prefer to or need to, if you want to try the adventure yourself.
Also, I was playing with 2 "beginner" Heroes, so adjust the difficulty according to the Heroes (and their experience and equipment).

Set up for tiles and miniature:
Start with the 6x6 "swamp pool tile: 2 Tailless rat hunting parties (3x ranged plus 6x melee). Set up the ranged Tailless behind the deep water.
The next tile is the swamp stream with plank bridges 12x12: Populate it with some guard Grubbers and 2 orc lairs as shown in the pic, below.
The 3rd tile is a 6x6 swamp stream tile: Tailless lair and spawn plus a Tailless hunting pack.
The 4th tile is a 4x6 swamp stream tile: I was going to populate this tile specially, with the Razorfiend mini-boss and his orc "handlers" but since 2 mini-bosses showed up on the 3rd tile (including the Razorfiend), I decided not to play the 4th tile. *


Clarification note: Although the tiles are placed together, consider them to be separate tiles with "unadventurous" terrain between them. So, the Grubbers and the orc lairs do not react in any way to the heroes (including becoming active) until the heroes enter the 2nd tile.




Heroes chosen to play: Soldier and Acolyte (female miniatures), novice, base equipment, no improvements.


My heroes, realizing that their best chance to find a way out of the swamp was to travel upstream (6x6 tile), were faced with a large group of tailless blocking their path along the murky stream. The Acolyte (after her attempt to negiotiate with the rats to let them pass fails ) began the attack, followed soon by the Soldier. The Tailless retaliated and swarmed the Soldier, although not too close because their spears let them attack without being adjacent. The wounded Soldier took down most of the rest of the Tailless while the Acolyte healed her. The last remaining Tailless made a last stand without success. The heroes picked up dropped treasure, which is only 2 GP, making them wonder what the Tailless were so stubbornly defending, then killed the last rat, clearing the area (tile).

6 coins were granted, giving the heroes a total of 8 GP. A traveling runesmith merchant, Corvil Silverhand, appeared, seeming shocked that his intended customers were all dead, but agreed to sell to the heroes, instead. The Acolyte bought Boots of Speed and equipped them ASAP.


While continuing to travel upstream (12x12 tile), the heroes encountered a settlement of orcs, who also refused to let them pass peacefully, and didn't even give them time to explain that they were lost and didn't want to lose track of the stream, before threatening them with border guards.

This tile was much more difficult to clear, with the restricted movement over the plank bridges, and the two orc lairs eventually spawning enough Grubber minions that I almost ran out of miniatures (and I have extra!). Also, a mini-boss spawned during the fight on this tile: Razorfiend (with accompanying Mucker and Grubbers), wreaking havoc! -- and also adding to the Darkness Track build-up. The heroes had trouble controlling their threat levels. The Boots of Speed did help, as did some dropped treasure potions. Both heroes got dangerously close to losing all of their vitality, but the Acolyte's healing abilities came through in the end.

Whew! The tile was cleared. The heroes gained some GP and their threat was reset.

Continuing onward, the heroes came to a hostile rat encampment (with a lair, 7 Tailless, and a hunting pack of 3). Once again, determined to keep following the stream, the heroes attacked. The Rats retaliated and call for help from the mini-boss duo, Keesi & Og: a gigantic Rat ridden by a tiny Orc! Luckily, shortly afterwards, the Soldier found a dropped long sword, which she equipped at the first opportunity! The Acolyte concentrated on applying "damage over time" attacks to the lair and the mini-boss, at first, and then later in killing as many minions as possible in each attack while trying to keep the heroes alive (the Boots of Speed were handy). The Soldier tried to do as much damage as possible to destroy first the lair (to stop more spawns) and then the mini-boss. Soon, there was only one Tailless and Keesi & Og left (who sometimes speeded up the Darkness Track), and the heroes were badly wounded and poisoned. Again, picking up treasure helped with the discovery of potions (and a useless staff ), and the Acolyte's healing abilities helped, too. After a grueling fight against the mini-boss, the heroes prevailed by killing Og (if either partner in this mini-boss pair is defeated, they both are, according to their card rules).

The tile was finally cleared, coins were granted, and a merchant appeared (Barnok Battleforge: Armorsmith). The heroes sold the staff, and purchased (much too late... ) a buckler, leather armor, and chain mail.

* I decided not to continue on to the 4th tile (4x6), which I had initially planned to populate with the Razorfiend and his Orc "handlers" -- but since he was already encountered in the second tile, I had thought to use a different mini-boss instead. But, after the unexpected, additional mini-boss battle in the third tile, I decided to end the adventure there. Now I regret it, because I think a few more tiles would have let me use the new equipment and would have been fun! (After a rest, of course, for me. )



August 12, 2015

d10-9
Session Adventure: Help the Archaeologists (my custom design)

STORY: The Heroes, broke and looking for work, are hired by a group of archaeologists. They guarantee each hero at least 1 GP each to destroy the skeleton lair and any undead so that they can continue excavating the crypt area. The archaeologists, when describing the task, mention that some other adventurers who have "failed" may have left some of their equipment and coins lying about the area, which the heroes are welcome to pick up and keep. (This represents treasure drops. In addition, the Gold Hoard reward after clearing the combined 6x12 tile will be used as extra "payment" from the satisfied archaeologists in this story.)
The Heroes agree, and the archaeologists invite them to sit at their camp and have a (last?) meal with them before entering the crypt.


Darkness Deck = Bones
Quest and Trap icons are ignored. Gold and Gold Hoard icons are incorporated into the story.
Combined tiles count as one tile.


Note: I used some tiles and miniatures that are found in the expansions and Kickstarter stretch goals. Feel free to substitute as you prefer to or need to, if you want to try the adventure yourself.
Also, I was playing with 3 "beginner" Heroes, so adjust the difficulty according to the Heroes (and their experience and equipment).

Set up for tiles and miniature:
Start with a 6x12 Combined tile: the 6x6 tile with the crypt image, with the exit leading into the steps of 6x6 tile with the graveyard walkway:
A hunting party of Shamblers in the crypt area (6 melee, 2 ranged), plus a skeleton lair with 2 melee and 3 ranged Shamblers in the second half (beside the steps and behind the wall. The Heroes are placed on the far edge of the crypt tile.



Then, after clearing the combined tile, pause for the heroes to get rewards and visit a merchant, and to read the story interlude.

STORY INTERLUDE:
The archaeologists are quite pleased to be able to work in the crypt now, without undead bothering them. Each hero is paid the promised 1 GP, plus the party is given more treasure as payment by the happy archaeologists. (This is represented by the Gold Hoard rewards after clearing the combined tile -- see the icon rules for combined 6x12 tiles).

The archaeologists tell the heroes that there is a large graveyard area that they would like to excavate in the near future, and ask the heroes if they would clear it of all undead, in exchange for room and board for a fortnight and good recommendations to their colleagues. The heroes discuss it and decide that sleeping on cots and eating well for two weeks would be okay. The archaeologists remind them to feel free to pick up anything dropped by previous adventurers.

Before starting on this new task, the heroes visit the nearby town to find a merchant to sell anything they don't want, and buy new equipment. (Draw a merchant card, and let the heroes equip themselves.)


The second tile is a 12x12 graveyard tile: it contains a 4x4 square blocking (red: blocks movement & line-of-sight) monument in the center, and a movement blocking (blue) monument in the upper right. The (purple) set-up area surrounds the center monument. Heroes arrive into the 6 center squares on the right edge of the tiles. 2 skeleton lairs with initial Shambler spawn, plus an arachnid hunting pack (5 melee, 3 ranged).



Heroes chosen to play: Soldier, Acolyte, and Archer (female miniatures), novice, base equipment, no improvements.

---

My heroes entered the crypt to find themselves facing a group of 6 Shamblers. The Archer played the only arrow in her hand, equipping it for the next Hero Cycle. The Soldier and Acolyte were too far away to attack effectively, but the Acolyte played Consuming Fire to destroy one Shambler (and avoid the loitering penalty).

This being a combined tiles, it was treated as one tile, and since one skeleton monster type had been attacked, all skeletons (and the lair) on both parts of the combined tile were then active and would activate during the Darkness Cycle.

The Archer had trouble obtaining arrows at first, which was frustrating, because she could have used them to attack the lair, over the heads of the blocking Shamblers. She attempted to stay out of the skeleton's range.

The heroes didn't have too difficult of a time clearing the crypt once they got close enough to destroy the lair. They gained a couple of GP and a flawed gem in dropped treasure.




After the story interlude (see above), the heroes got some potions, (and sold the gem) and bought and equipped some stuff from the merchant, Tenebrae:
Short Sword for the Soldier, Dark Crystal for the Acolyte, and Crown of the Unconquered (blue item draw) for the Archer.

---

My heroes entered the 12x12 graveyard tile and proceeded to easily take out some of the Crawlers from a distance without activating the Shamblers right away. The first Darkness Cycle arrived with only the Crawler hunting pack attacking. Since no lair was active, there was no spawn.

But soon enough, the skeletons were active, and both lairs had a heavy spawn in the next Darkness Cycle, which brought 2 Soulless (skeleton captains who allow resurrection of the Shamblers) into play! The heroes try to cause "damage over time" and massive damage to the lairs before there are more spawns.

Picking up treasure drops mostly produced just gold, but luckily the heroes had some potions from the Gold Hoard (see the Interlude). The soldier attempted to draw most attacks toward her, but everyone was taking damage, and the Soldier was accumulating Threat.

After the lairs were destroyed, it was still difficult to destroy the Soulless and remaining Shamblers, but eventually the heroes succeeded in clearing the tile, and ending the adventure!




December 8, 2015
d10-1d10-0
Session Adventure: Archer and Apprentice take on an Arachnid Lair and hunting pack with a trap. I decided to only place a small hunting pack of 2 melee and 1 ranged crawlers because I wanted to choose the optional lair. I also chose to place the lair outside the purple areas to allow the trap to be harder to reach next to the edges and a red area. The trap was Consuming Darkness which adds 1 AP for each hero within 5 squares (which, on the 6x6 tile, is effectively all the heroes every round).



I chose the Archer and Apprentice because these two heroes seem like the ones from the base game's heroes that need to be in a party with a tank and/or healer to be successful. I wanted to test that by using them both together without any other heroes in the party. And I was right. Neither of them made it off of the first tile.

The Archer was the first to fall, but at least she managed to take out the lair right beforehand. The Apprentice held on for another Hero Cycle, but then succumbed to the Poisoned status that had been wearing her vitality down and that she had never been able to cure. The Consuming Darkness caused the Darkness Cycle to arrive too often for the heroes to accomplish much in between. And I probably shouldn't have included a lair but just a large hunting pack.

Also, I still believe that the Arachnids, along with the Terror with 10,000 Legs Darkness deck is much harder than the Orcs with the Orcneas Deck, because of the poison and also the ranged ability of some of the minions, among other things, and should be rated at a 2 star difficulty, not 1.

Anyway, for future plays with either or both the Archer and the Apprentice, I will be sure to include the Soldier and/or the Acolyte in the party.


This game completes my 2015 Normal 10 x 10 Challenge.






10 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
20. Board Game: Pergamon [Average Rating:6.93 Overall Rank:968]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed


Pergamon has a simple but effective "dummy" player for the 2-player game.
This is one of my favorite games.

All games were played online on Yucata.de unless noted otherwise.

July 11, 2015
d10-1 Won versus Hara.

July 17, 2015
d10-2 Lost versus Pyr-shep (came in 2nd over GamerVP)

July 19, 2015
d10-3 Lost to smlait. Leeece also played.

July 21, 2015
d10-4 Lost to Willie_McCoy (winner) and GibRocky.

July 31, 2015
d10-5 Won versus Willie_McCoy and Grimwold.

August 6, 2015
d10-6 Won versus Hara.

August 6, 2015
d10-7 Lost to Willie_McCoy and Sounde.

August 6, 2015
d10-8 Won versus Sialyn and Willie_McCoy.

September 22, 2015
d10-9 Won versus Hara and GamerVP.

September 30, 2015
d10-1d10-0 Won versus Meerkat and Mom4rmhell.

October 4, 2015
d10-1d10-1 Won versus Smlait and Leeece.

November 2, 2015
d10-1d10-2 Won versus aniaga and smlait.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
21. Board Game: Roll Through the Ages: The Bronze Age [Average Rating:6.90 Overall Rank:574]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed



Unless otherwise noted, all games were played on Yucata.de

May 30, 2015
d10-1
Played a game on Yucata.de with Doug (dgou). I lost pretty quickly.

June 3, 2015
d10-2
Lost to dgou.

June 5, 2015
d10-3
Won vs dgou.

June 6, 2015
d10-4
Won vs dgou.

June 8, 2015
d10-5
Won vs dgou.

June 11, 2015
d10-6
Lost to dgou.

June 15, 2015
d10-7
Won vs dgou.

July 4, 2015
d10-8
Face-to-face versus Jenny, Doug, and Pam. Doug won.

July 21, 2015
d10-9
Won versus Mom4rmhell.

July 27, 2015
d10-1d10-0
Lost to dgou.

August 23, 2015
d10-1d10-1
Lost to Meerkat. Mom4rmhell also played.

October 1, 2015
d10-1d10-2
Lost to Mom4rmhell.

November 5, 2015
d10-1d10-3
Lost to Dgou.

November 15, 2015
d10-1d10-4
Lost to Callie7, Plum, & Leeece.

November 28, 2015
d10-1d10-5
Lost to mom4rmhell

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
22. Board Game: Yspahan [Average Rating:7.11 Overall Rank:444]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb
thumbsup 10 Games Completed


All of these games were played online at Yucata.de unless noted otherwise.

June 29, 2015
d10-1 Won versus GamerVP and Iorna.

July 11, 2015
d10-2 Lost versus Friendless.

July 27, 2015
d10-3 Lost to M3lchior and Simorgh.

August 9, 2015
d10-4 Lost to Saxophobe (M3lchior came in 3rd).

August 19, 2015
d10-5 Won versus GamerVP.

August 31, 2015
d10-6 Lost to smlait (mom4rmhell came in 3rd).

September 14, 2015
d10-7 Won versus Meerkat and Hara.

September 18, 2015
d10-8 Lost to M3lchior and Grimwold.

October 3, 2015
d10-9 Won versus Meerkat.

October 18, 2015
d10-1d10-0 Lost to Meerkat. Mom4rmhell also played.

October 27, 2015
d10-1d10-1 Won versus Malletmann & Nupsi.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb

==========

==========

S Any games posted below this entry will be other games I have played in 2015 and any notes I wish to make about them. But they are not part of the challenge.

(It is possible that some of these games below will later be exchanged for some of those in the Non-Hardcore 10 x 10 Challenge list, as allowed by the rules of the challenge.)

SSSSSSSSSSSSSSSSSSSSSSSSSSS
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
24. Board Game: B-17: Queen of the Skies [Average Rating:6.99 Overall Rank:1227]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb


I originally chose this game for my 2015 Normal 10 x 10 Challenge list, but decided to substitute a different game instead.

B-17 is a solitaire wargame where the player controls a B-17 bomber and its crew flying missions over Axis-occupied Europe during World War II.

========

d10-1

d10-2

d10-3

d10-4

d10-5

d10-6

d10-7

d10-8

d10-9

d10-1d10-0
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
25. Board Game: Baseball Highlights: 2045 [Average Rating:7.63 Overall Rank:367]
Judy Krauss
United States
Pittsburgh
Pennsylvania
flag msg tools
but I'm not the only one
badge
My hands are small, I know, but they're not yours, they are my own
Avatar
mbmbmbmbmb


First time playing this game. It took me a while to sleeve the cards and read the FAQ, but the rules are rather simple to play (if you know baseball) once they are figured out.

I am using the official solitaire rules where there is a AI team to compete against.

Baseball Highlights: 2045 plays like a deck-builder: Each game, you play a series of rounds (called mini-games) with "Buy" rounds in-between that allow you to get better player cards while sending other players down to the Minors (out of play for the series) to make your hand better. Your deck must always be 15 players: If you buy a new player, you must send one of your played cards to the Minors.

In the solitaire game, you get to have 3 Buy rounds before the series starts, while the AI uses the same 15-card deck (drawn from the free agents who are better than your base cards) for the whole series. Then you play a best of 7 series (with buy rounds between each series mini-game).


December 25, 2015
Best of 7 series: New York vs the AI team.

d10-1

3 initial Buy rounds: total of 4 new player cards (with 4 sent to the Minors)

Game 1: My New York team started out fairly well, holding the lead for most of the game, although the AI scored the first run. Then, at the end the AI team's fast runners prevailed, scoring several runs and winning 8-5.
Lost
NY 5
AI 8

Buy round: 1 player card.

Game 2: The game tied at 5-5 and went into extra innings then tied again at 6-6! But New York ultimately lost the game.



Lost
NY 6
AI 8

Buy round: 1 player card.

Game 3: New York led most of the game, then the AI team hit a home run to score 3 more runs and tie the game at 5-5, requiring extra innings to be played. My New York team scored 2 more runs to win!

Won
NY 7
AI 5

Buy round: 1 player card.

Game 4: It was a close game until a Triple with the bases loaded drove in 3 runs to win the game for the AI.

Lost
NY 5
AI 8

Buy round: 2 player cards.

Game 5: New York needed to win this game or the series was over with a loss. The game was tied at 4-4 when it entered extra innings, which resulted in a series loss for my team, 4 games to 1.

Lost
NY 6
AI 7

LOSS: The AI team won the series.



d10-2


d10-3


d10-4


d10-5


d10-6


d10-7


d10-8


d10-9


d10-1d10-0
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
1 , 2  Next »   | 
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
1 , 2  Next »   | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.