Pirate Game

At the end of summer we played a pirate game using the core rules.  In the game the pirates had careened their ship (sailed close to an island during high tide, and when low tide came began cleaning the barnacles off the hull of their ship) when an English sloop spotted them.  Realizing that honest captains careened their ships in a harbor they opened fire destroying the pirate ship and most of the crew.  They then sailed to the other side of the island to refill their fresh water supply.  The pirates made their way across the island and face with a choice of being marooned on the island decided to attack the Englishmen to take their ship.

MapThe pirates split into three groups and charged the beach where the longboats had landed.  The lieutenant ordered his men into a line to repel the piratical scum.

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The air filled with clouds of smoke and the reports of muskets being fired.

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As the two enemy close range a pirate falls, then another, it seems the might of the British Empire will stop the pirates in their tracks.  However these pirates are a sneaky lot and they manage to move around to flank the British.  Attacked from both sides the soldiers are quickly overwhelmed.

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As the pirates pile into the long boats the sailors aboard the sloop prepare for the fight of their lives… at which point I got so into the game I stopped taking pics.  Needless to say the players were victorious though losses were severe, and the dread pirates sailed off in their newly acquired ship.  Little did they know that a wounded Lieutenant watched from the shore vowing that someday he’d see them hang.

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Mutant Game

The BoardYesterday Creepy Hero Games released its first scenario for our free Core rules.  Since it was Halloween the scenario is a horror game that takes place in a four story building that was creating bio-weapons by splicing together DNA from various animals.  A severe storm swept in and knocked out the power and the creatures escaped.  The building was quickly evacuated but four people volunteered to stay behind to kill these monsters.

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The volunteers begin on the second floor, though they are unarmed there are several items scattered around the building which can be used to make booby traps and other weapons.

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A group of four mutants begin on the third floor they are grabbing the toxic goo stored in barrels around the building.   As they consume the goo they grow in strength and power.  Some of these barrels also grant extra mutations making them even more powerful.Attack

Once all the toxic goo is eaten my these creatures they try to escape.  One of them got as far as the lobby, after surviving several traps and the other survivors.  With no other choice one of the heroes attacks along with the group’s companion animal, a dog named Skipper.BigBoy

Meanwhile upstairs the group is attacked by a Category 3 mutant.  A particularly strong creature that among other abilities is able to spawn a new mutant each turn.  Luckily the heroes were able to find the key to the weapons locker and were able to take the creature down.  All in all it was a fun game, building traps and taking out mutants.  When the last toxic barrel was consumed things got a little frantic, but we were able to keep the creatures contained.  Anyone interested in trying the game can download the rules and the scenario for free here: http://creepyherogames.weebly.com/core-rules.html

Pirate Ships

Ahoy me hearties! There be a taste of salt in the air and the acrid smell of gunpowder.  So, run out the ducks and load the cannon there be booty to be had!

I’m not sure if it’s because the local renaissance fair is about to have pirate weekend or it’s just that time of the year but it seems everywhere I turn there’s pirates.  With that in mind I’ve pulled out my small “fleet” of ships in preparations for getting them painted, rigged, and sailed.

DSCN3535They are in various states of of completion, but all need work of some sort.  I bought these a few years ago and never got around to finishing them for one reason of another.  Now I’m going to try again.

DSCN3536     First we have a small pirate ship with ten guns.  This hull is the one most completed with the primary colors painted.  I had this one on a shelf for a while and it needs to have the dust washed off of it first.  Plus the two guns in the back of the ship have broken free of the glue and disappeared beneath the upper deck.  The upper deck is glued down, and I need to pop that off.  I’m thinking of putting in magnets to hold the deck down to avoid this issue in the future.  After I fix the deck issue I’ll give it a final painting, do the masts, and then the sails with rigging.

DSCN3537     Next we have a naval gunship with twenty-four cannons.  This ship just screams pirate hunter and will most likely be the pride of his majesty’s navy.  I’ve done a quick paint on this but it needs touching up, then a coat of aging paint before I move on to the rest of the ship.  The cannons have not been glued to the carriages either, and there are some other detail pieces that need to be attached.

DSCN3538     Finally the dread pirate ship.  This beast has twenty-six guns, though the lower row have not been mounted onto the sides of the ship.  The decks are not magnetized and the cannons not completed.  This ship received a quick prime (and by the looks of it I didn’t even wash the mold release off first).  Sadly I like the look of the missing areas of paint, it gives it that peeling paint look that a ghost ship should have.  This ship was Old Glory’s answer for the Black Pearl and came with a skeletal crew of cursed pirates.  I’m torn between painting it as a regular ship or a ghost ship, and will try for something in between if I can pull it off.  Then just make two sets of sails with one being regular and the other being tattered ghost sails.

I’d show the fourth ship that I have but I don’t have it yet.  I’m not sure if I’m going to buy it or scratch build it.  Either way I’ll probably wait till the other three are done before I begin the fourth.  Till then brace up and heave to my trumps, there be a fat galley on the horizon riding low and waiting to be plucked!

 

July Plans

It’s July!  A new month and with it plans and goals for the next four weeks.  The majority of my efforts will be focused on getting the Buildings in a Bag project completed and ready for the Kickstarter that I’m hoping to start on August first.  That includes casting the rest of the walls needed for the city, building a 4×8′ table, hammering out the final details of the campaign, and getting the word out.  I’m a little overwhelmed at all I need to get done this month for the project, but I love a good challenge…or at least I love them when they are successfully completed.

On a lighter note I have a few fun project to work on in my “spare” time.  I’ve pulled out my three pirate ships and have them set up on a shelf.  I’d like to get them painted, put sails on, and rigged by the end of the month.  I need to get going on this project since it needs to be played outside due to the massive scale of the game.

I’ve also started working on ideas for the local October convention: Council of Five Nations.  The traditional From Beyond Earth game will be set in a fishing village and include a large tanker that has crashed into the town and released an infestation of aliens.  The other game I’d like to run is the Thirteen Stories of Horror that I mentioned in a previous post.  Both of these project will take a lot of work, and though I have three months to work on them I know I need to get going on the if I want to finish them in time.

As far a figure painting I’ll continue working on my Descent figs, and the civilians for the pirate game, and if I have nothing else to paint more Zombicide zombies.  An idea for 3D map tiles for the Shadow’s of Brimstone also keeps bouncing around my head and I may knock out a quick prototype or two for that.  Yeah, it’s going to be a long month and yet I know it’ll fly by amazingly fast but then doesn’t every summer month?

Buildings in a Bag – Two and Six inch walls realized

I’ve mentioned the two and six inch walls in a previous post, but now I have them in hand from the 3D printers.  It’s funny how different it is going from a 3D model to an actual physical piece.  They came out great and I have already made prototype gravity molds of them.  I’ve even cast a couple of the two inch walls for a video I’m hoping to make this weekend showing the walls in action.  These two and six inch walls will either be a push goal or be released at a later time since they aren’t necessary (I made the entire city with only four and eight inch walls), but the added sizes adds to the modular-ability (is that a word?) and expands the number of possibilities exponentially.  When I modeled out my skyscraper for my Thirteen Stories of Horror game I used the two and six inch walls several times.DSCN3469

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Next up we have the two new connector pieces; the tee connector and the four way connector.  Both of these connectors I have used mostly for interior wall connections, but I’m sure I’ll come up with a use for them when building exterior walls at some point.  Molding these two connectors is going to be a bit of a challenge, but I’m not too worried about it…much.

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For the rest of this week I’m going to be working on a short video showing the walls being put together in various ways, and hopefully I’ll post it on here next week.

Shadows of Brimstone “The tale of Everette Collins” Part 2

That night at the church was one of the longest of my life.  The whole town, or at least all those that had survived long enough to get into the church, were there.  Most of them helped fend off the attacks, those things just kept coming in wave after wave.  As bad as the fighting got though it was nothing compared to the moments between, those times of eerie silence when people began thinking about those they’d lost or worse the ones that were taken.  Time became the enemy that night, I was tired and tried to sleep but each time I’d start to drift off another wave would come, eventually I gave up on sleep.

At first we were busy, helping the doc tend the wounded, boarding up the windows, sending out parties for supplies, and generally getting people organized.  Once that was done there was nothing to do but wait for the next attack and watch the minutes tick by to sunrise.  Father Pietro said that the demons would leave when the sun rose.  I hoped he was right but only time would tell.  So, we sat there waiting, and thinking.  A lot of folks just couldn’t take that their worst nightmares had come to life.  The doc for instance started drinking, hard drinking, and didn’t stop for the rest of the night.  The barber stopped talking and instead sang everything he wanted to say to the tune of “O’ Suzanna”, and he apparently had a lot to say as he sang it badly almost non-stop for hours.  Most that began to lose it sat quietly their eyes never stopped moving as the constantly looked around as if afraid the very walls were going to come alive and eat them.  During that night I began to wonder if they would as well.  Jeb Franser a sheep farmer who was in town buying supplies with his wife and two boys kept claiming he could hear his family outside calling to them, even though his wife and boys hadn’t made it to the church.  Nothing anyone could say would convince him otherwise and he kept trying to open the doors to get to them.  We stopped him several times but he eventually managed to get out a window in the back and ran off into the darkness.  A few hours later he and his family returned, or at least what was left of them.  They were mostly skeletons with some patches of skin hanging off them, their clothes hung in worn rags.  It looked as though they had been dead for fifty years which like most things that night didn’t make any sense.  Pietro said these husks were possessed by some great evil and destroying them would release the victim’s souls to heaven.  It made it easier to shoot them, but it was still a hard thing.

At one point a small girl stepped up onto a pew and began singing “Shall we gather at the river”.  Her perfectly pitched voice filled the church, it was so beautiful even the barber stopped signing.  As she sang I looked around and saw many faces light up and more than a few even smiled in what I imagined was the first smile since this all began.  It filled me with hope, but then reminded me of how hopeless things were as a tentacle smashed through one of the windows.  Even though it burst into flame the moment it entered the church it still managed to reach the little girl, wrap around her, and pull her out.  It happened so fast no one could react, and the church was filled with a deadly silence.  Then the barber began to sing, “O’ there was a little girl that sang a song, but a tentacle done took her now she’s gone.  O’ there was a little girl, but now she’s left there world.  Now there’s ain’t no little girl here anymore.  O’ the…”  His head exploded to the roar of a gun, and I turned to see Isaiah Johnson staring down the smoking barrel of a colt forty-five.  All eyes turned towards the sheriff, who was standing next to me.  I heard him sigh as he walked towards Isaiah, who nervously pointed the colt at the sheriff.  “Sam.” I warned, but the Sheriff just stopped in front of Isaiah and extended his hand.  After a tense moment Isaiah gave the pistol to Sam, but he just put the gun in his other hand and extended his hand again.  Isaiah hesitantly took Sam’s offered hand.  Sam shook it saying, “I am so very sorry for your loss.”  He then handed Isaiah back the pistol, and came back to the window.  Without looking at me he whispered, “I was about to shoot the barber myself.”   Then the creatures came again.

I’d never had much truck with religion, and honestly still don’t, but that priest is the sole reason many of us survived that night.  He kept us fighting, kept us sane, and he never stopped giving encouragement.  It seemed anytime the monsters were about to over-run an area Pietro would be there shouting damnation at the creatures, or quoting scripture strengthening our resolve.  Folks started saying he was blessed by God and that’s what gave him his powers, but I think it had more to do with his faith and it was we who were blessed to have him with us.

In those times when I couldn’t keep busy I thought about my ranch and my hands, hoping by some miracle that these things hadn’t attacked and that the boys were somehow alright.  Mostly I thought about miss Shannon, and how I was going to find her when this cursed night finally ended.  My eyes fell to the blue ribbon I had tied around my wrist, Miss Shannon’s ribbon.  I told Sam as much and he just looked at me.  I could tell he thought it was a fool’s errand and that I shouldn’t go, but he wouldn’t say it.  He believed a man should make his own way regardless of what he thought and I respected him for that.  Instead he asked where I was going to look.  I said I was going to start near the mines where they found that dark stone, even then I felt that damned rock was part of this.  It was about then the Father Pietro happened by and having overheard us asked what we were discussing.  I told him of my plans to find Shannon and before he could argue I told him I loved her.  It surprised me to say for it was the first time I had admitted it to myself let alone to anyone else, but it felt true which made the pain that much more unbearable.  He didn’t argue, instead he asked if I had ever done any mining.  I said I had and asked him why he wanted to know.  He said we needed some dark stone.  The expression on my face must have showed my revulsion at the idea, and he read my thoughts easily (a trait of mine that has kept me far away from the poker table).  He explained that the blacksmith had received a correspondence from another blacksmith explaining the method of using dark stone and turning it into weapons that could be used against these demons.  Our blacksmith felt he could do the same though he had never tried.  I asked why not go to the original blacksmith, but it seemed he had died when Brimstone had been destroyed.  Sam asked about the supply of dark stone we had in the bank, but someone said the bank had been destroyed and the creatures had taken the stone away.  I agreed to get as much as I could.

Just when we thought we couldn’t go on, our ammo was running out, and it seemed that the creatures would over-run us after all the sun came up.  The creatures fled the light.  It was the first sign we had that they feared the light, though it would become one of our strongest weapons against them.  The surviving townsfolk walked out of the church, rolled up their sleeves and began cleaning up the town.  By mid-afternoon it was business as usual which may seem strange to folks back east, but we’re from the frontier used to adversity and we’ve learned how to recover from it fast.  I caught a few hours sleep and headed over to the general store for some supplies.  I wasn’t too surprised to see the store owner Cob Wilkins had raised his prices one hundred percent.  In fact ever since dark stone had been discovered I figured it was only a matter of time.  I just shook my head in disgust, got my supplies, and dug a little deeper into my pockets.  Wilkins just smiled at me, twisting his handlebar mustache, the smell of his hair grease enough to make a horse pass out.  I quickly left the shop before I shot him.

The sheriff lent me his horse telling me he expected her back.  It was a close to him telling me to be careful as he was going to get.  I shook his hand, mounted up.  Father Pietro came up, gave me his blessings, and wished me safe return.  I nodded to them both, as I turned to ride out of town I heard Sam ask Pietro, “Think we’ll ever see him again?”  Later Sam told me Pietro’s eyes had become bright lights as he said, “He is the first hunter of the dark, and soon he will meet a second.  The second is a woman of dark hair with a savage spirit.  You will be the third, and I shall be the fourth.  Together we shall fight the darkness not just on this world, but on a world of fire, and a world of ice, a world teeming with life and death, even in a place that lies among the very star, and many many others.  The road will be long and filled with peril and heart-ache but we must not fail.  For we fight for the survival of not only this world but of all worlds.”  Then his eyes returned to normal though they stared off into the distance.  “You okay, Pietro?”  Sam asked.  “I’m sorry my boy, it seems that I was day dreaming, did you say something?”  To see if he’d get the same response Sam asked again, “Do you think we’ll ever see him again?”  “I truly do hope so, but as they say there is only one thing that will tell.”  Sam gave the response he felt Pietro wanted, “God?”  Pietro smiled at him, “Time.  Only time will tell.”

Imperial Assault – Painted

The fourth of May has become the unofficial Star Wars Day with nerds everywhere saying “May the fourth be with you.”  I am unashamedly one of such nerds, but sadly I’ve never really done anything to celebrate the day.  This year was to be different with movie watching and Star Wars themed gaming galore, or at least that was the plan until I saw I had to work that day…  I did celebrate but on a much smaller scale than I had planned.  I painted the figures that come with the board game Imperial Assault, all of them, in one night.  For those that don’t know the game comes with figures for three different factions:

Rebels

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Neutrals

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And my favorites, Imperials

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A couple of things to remember when looking at these pics; I painted all thirty six figures in one night, and these are what I call board game quality paint jobs.  By board game quality I mean they are painted simply because when playing a board game people quickly glance at the figures and say “oh cool you painted them” and that’s about it.  Where I’ve seen people spend a half hour looking at each figure when playing miniature war games. Since that night I’ve been trying to paint a few Descent figs every night, next week I’ll post my progress so far.

 

Buildings in a Bag – Update

After having cast all the walls needed to build my four by eight foot city I began to see issues with the walls when stacked up on top of each other.  They were warping, twisting, and leaving gaps that ruined the look of each building to the point that I almost scrapped the entire project.  I threw it all into a box and left it alone for a few weeks, but I couldn’t let it go.  I have been working on this for almost three years now and I couldn’t just give up now.  I went back to the walls and tried to fix them, but some things just can’t be fixed.  Okay, they could have been fixed but they wouldn’t have represented what I wanted my first product to be.  So, I went back to Sketchup and began playing around with the walls.  They had to be thicker, that much was obvious, as I tinkered around I remembered some of the suggestions other gamers that had seen the walls had mentioned and incorporated them in as well.

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From the front the walls look identical, but a profile shot shows the real differences.  Besides being thicker I put a groove in the bottom and a tongue along the top for a tongue and groove effect that makes the walls fit into each other when stacked eliminating any gaps.  There is also a ledge along the top to hold rooftops or floors.

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Another nice feature is the thicker walls can stand by themselves with helps quite a bit when assembling buildings and makes the structures more stable.  When the walls are placed together there is still plenty of room to move figures around in even with the roof supporting lip.

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Even though getting the new walls basically means I had to start over from scratch it was worth it.  The walls look better, go together easier, and even feel better when you pick one up.  This means the Kickstarter will be pushed back as I frantically cast walls as fast as I can, and right now I’m looking at a start date of August first.  We’ll see how that goes, in the meantime next week’s blog will showcase the two and six inch walls as well as the tee connector.

Dead of Winter Review

We recently got a new game called Dead of Winter from Plaid Hat Games. For those that haven’t heard of it the game is set in the winter time during a zombie apocalypse with the players controlling groups of survivors living in the same colony trying to survive not only attacks from zombies but also hunger, exposure, and endless crisis that arise. The idea behind the game was cool, I love zombies and the winter was a fresh twist that I thought would add something new to the genre. I hesitated to buy the game when I looked on the back and saw the game used ‘standies’ (images on flat cardboard with bases) for a game that screamed the need for miniatures. In the end I didn’t buy the game my fiance did and even after she bought it the game sat on the shelf for a few weeks before we broke it open.

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When we did I was surprised at the high quality of the standies, the cardboard used on them was pretty thick and sturdy. The artwork though-out is highly detailed and fits the mood of the game. The board is set up to look like a blueprint with areas for all the important cards to be placed, and the main area representing the colony itself. There are six other buildings that are placed next to the board each with its own deck for search cards, zombies, and survivors visiting the locations. A handful of dice and piles of tokens sums up the contents of the game. One thing I should mention is the game comes with a stack of small zip bags to store all the contents in, and I actually let out a squeal of excitement when I saw that. I’m a bit anal about my game storage and always have to buy little baggies to store the bits so it was nice to see a company actually go the extra step and supply them for us. Set up for the first few games can be a little chaotic but after playing a couple games you get a routine down.

There are two ways to play the game; cooperatively or almost cooperatively. Since we’ve played the game with just the two of us we’ve only ever played co-op. The almost co-op way involves side-goals that can be against the other players, players can exile other players from the colony if they get enough votes, etc… Not going to say much more about that since we haven’t tried it yet. To set the game up for co-op you got through all the cards and remove the ones with a specific symbol which was another nice touch by this company. Players get dealt four survivor cards and keep two (or three for a two player game), the survivors each have two stats one for searching and the other for fighting plus a unique ability. Choice of survivors can be tough since most of them are pretty good. Next you get a series of starter items of food, gas, and tools. Then pick a scenario for the game, set your morale and turn counter and you are ready to play. Here’s a pic of a typical two player game all set up:

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Each player gets a reference card that shows the steps of each turn which is also nice for the first few games till you get the routine down and even in later games you sometimes need to check it to make sure you don’t forget a step. First thing that is done each turn is to draw a crisis card, this is something that needs to be dealt with before the end of the turn, and normally involves using specific items cards to fulfill a specific goal. Not satisfying the crisis can force the colony to lose morale, lose too much morale and you lose the game. The flip side to that is if you find yourself with an excess of the specific type of item the crisis needs you can bring your morale up. Crisis are a cool idea, and can add some tense moments as players scramble around to find enough items to complete the goal, but after a few games they lose a little of the story and become more of a what items do we need this time. After the crisis is drawn all players roll a number of dice called action dice, these are used to accomplish most of the tasks the survivors need to do. I love this mechanic (and hate it when I roll like crap) as it can throw a wrench into even the best planned strategy. No matter how well you roll you never have enough actions and have to choose and plan carefully in order to win. To add another twist each time a player takes their turn another player draws a crossroads card, these cards only come into play if the current player performs the action listed on the card. If they do then a choice must be made, sometimes it’s something good, but with a risk. Most often it’s a matter of choosing the lesser of two evils. These cards can add humor, add story, and just add a lot to the game. That is of course if you can remember to use them, it’s one of the steps we often over-look.

Mostly the action dice are used to attack, search, and build barricades. Moving and a few other actions can be done without the need of action dice, but each time a survivor moves they have to roll the dreaded exposure die, and evil red twelve-sider that can give your survivor wounds, frostbite, and kill them outright with a bite. To make matters worse a bitten survivor that moves to a location with other survivors can spread the infection as each survivor has to decide to roll a die in hopes of fighting it off, or dying to end the spread of infection. You quickly grow to hate the exposure die as it kills your favorite survivor every time. You also roll the exposure every time you attack a zombie, unless you have an ability or a weapon that allows you to attack without rolling the die.

Searching is simply a matter of having an action die equal to or higher than the survivor’s search skill and drawing a card from their current location. If you don’t like the card you drew you can place a noise token on the board and draw another. It’s a nice ability to have especially when looking for a specific type of item for the scenario or the current crisis, but it has its consequences. Once all the players have finished their turns there is another set of steps to resolve things like the passing of time, feeding people at the colony, checking the amount of waste (item cards player use to gain benefits like healing by using a medicine card, etc…), and of course spawning more zombies. Normally zombies only appear at locations with a survivor, if there are more zombies than zombie spots at a location then they enter the location and kill a survivor. Each time a survivor is killed the morale drops. Also if a location has those noise tokens there could be extra zombies coming in. Then you check to see if you’ve won or not, if you run out of turns the game ends and you lose. Each scenario is listed as short, medium, or long and the rulebook gives an estimate on how long each game lasts so players can make their scenario choice based on how long they have to play, yet another nice touch by the game creators.

At first I had some issues with the game, but the more we played the more it grew on me. It’s not the best zombie game I ever played, but it is better than some I’ve played. If you are looking for a game where your character is running around the streets grabbing guns and blasting the undead back to the grave then this isn’t a game for you. If you are looking for a more social game where you have to balance the risk of your actions against the needs of the scenario and work with other people to attain those goals while struggling to keep everyone alive then this is the game to get. Myself, I like both depending on my mood, but when my mood leans more towards strategy zombies instead of run and gun zombies this is the game I reach for.