second chance games

Search This Website of delight

Does anyone else think the Queen looks like Cersei? Crusader Kings may be familiar to readers of this blog from a computer game of th...

Crusader Kings Crusader Kings

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Does anyone else think the Queen looks like Cersei?
Crusader Kings may be familiar to readers of this blog from a computer game of the same name.  Free League Publishing and Paradox Interactive have tried to distil the essence of the long, expansive, crunchy computer game into a much shorter a play-in-an-evening board game.  Have they been successful? Read on…

The title ‘Crusader Kings’ is a bit of a misnomer for this game.  The whole Crusades aspect of the board game is largely abstracted away into a progress track at the bottom of the board.  What this game should be called is Family Fortunes – Medieval edition.  Your prime focus is making babies, marrying off your heirs and spares and expanding into rival territories, through subterfuge or direct conflict.

Four Player set up

At the start of the game, each player is given a historical family and King to rule over, for example, The House of Normandy led by William the Conqueror.  Managing your King and their children and siblings’ Traits (positive and negative); i.e. making sure your Dim-witted daughter marries the Lustful Son of an opponent, differentiates this game from the crowded medieval Europe dudes-on-a-map archetype.

Gameplay

The game is played over three Eras, each comprising three Rounds, which again have two turns…  This is fairly standard fare for most Euro gamers but is a bit of a departure from a wargamers UGOIGO experience.  In a turn, one Action Card per player is resolved and it is the selection and playing of these cards (during a Turn) which really drives the game forward.  The game will normally end after 18 turns for each player or if any player reaches the Jerusalem space of the crusade progress track before then.
The Crusade Track in all its glory...
The slowest part of the game, but arguably the most important, is the beginning of each round, where each player attempts to make a marriage for a member of their family and chooses two of the eight action cards in their hand to play on their turns.  They must also choose the order in which they’re played during the turn, which does have significant consequences.  Once all players are familiar with the different actions there is little down-time between your turns as every other player's Action card may also affect you in some way.  

Your starting King and family will have specific traits, but thereafter every character in the game, has a randomised trait that is either positive (green trait – example: Strong, Honest, Pious, Scholar etc.) or negative (red trait – example: Imbecile, Deceitful, Lunatic, Lustful etc.) which will gradually feed into your trait bag and are used to check whether any attempted action throughout the game is successful or not via a Trait Check.
5 Player - 2nd Era, things are getting busy

Trait Checks are the unique selling point of this game and provide the jeopardy and a lot of the story which this game tells.  A Trait Check is where a player draws traits from their bag hoping to draw a green (success) trait in order to complete the chosen action.  Every action also has a Critical Trait – if that particular trait is drawn during the check then a green trait is actually treated as a failure and red as a success. 

For me, the addition of Critical Traits provides thematic immersion and also an element of strategic thinking.  For example, if am attempting a Build Action which has Critical Traits of Humble (Green) and Ambitious (Red) and I draw any green except Humble I am successful and can plonk a castle down in a territory I control. If I draw Ambitious, which on any other Trait Check would fail, I can still build my castle as it is the Critical Trait for Build.
Invest to draw an extra Trait.  Lucky that a Critical Trait (Deceitful) was drawn

Aligning marriages to reflect the traits and critical traits that you want to further your families influence is where the strategic piece comes in.  Often you are desperate to make sure your ruler has an heir that any marriage will do, but it is a sweet feeling when you’re able to snag first player (by successfully crusading) and marry an available partner with the Cruel trait.  Although this is a negative trait it is considered critical for Crusading and Invading and you can choose more of those actions in future knowing you’re more likely to succeed.

I like games where I don’t have absolute control of the units in my command.  It seems fitting to me that even if I order something to happen in my territories, it doesn’t necessarily occur.  I wouldn’t appreciate this aspect in an economic game but where I am trying to control a lunatic son or imbecilic daughter as part of my dynasty it feels apt.  Often in this game, it is the memorable failures that develop the story of your dynasty more than an automatic Tax action for example.
Child  #1 needs to die

During each Era, every player will play 6 of their 8 actions cards.  The action cards are drawn from 5 decks and there are a specified minimum and maximum number of draws for each deck.  For example, you can’t just draw 8 Realm cards that allow you to Build/Develop on your turn.  The only mandatory card draw is at least one from the Crusade deck (which incidentally is a good way to kill your Drunkard King in favour of his Brave son).

Aside from the Crusade Deck, the other Action Card decks are the War deck (moving and invading with your army), Intrigue Deck (Plotting and Overthrowing other players control of territories), the Realm deck (building castles and giving your dynasty additional powers) and finally the Tax deck, which are the only action card which don’t require a Trait Check and provide the main source of income in the game. 
The box all packed up. Game will start in 30 minutes...
Each Action Card also has an event which will be triggered after the chosen action has been resolved. Generally, the events on the Realm, Intrigue and Tax cards are bad for the acting player or good to the other players.  Whereas the Crusade cards events are generally good for the acting player and bad for the others.  However, the risk of going on a crusade shouldn’t be underestimated. Your ruler could easily be killed triggering a succession, or crisis if there is no heir (a terrible outcome for your dynasty).
The 5 Action Decks
There are a variety of pitfalls in this game for the novice player and it does definitely reward repeated plays.  The game manual has even gone as far to advise new players not to crusade without an heir – which was something I didn’t appreciate on my very first teaching play through and immediately failed on a crusade.  I learnt not to do that again and we all agreed to reset the board state.  Don’t be like me, a Succession Crisis is not something you can come back from.
4 Player Initial Setup
In my very unsuccessful attempt to play the computer Crusader Kings II several years ago, I realised how important Casus Belli was in order to attack another kingdom.  The same is true in this game and War is an exercise in politics and logistics before actual combat, which is unfortunately abstracted out of the game to a quite disappointing Trait Check.  Albeit one in which the affected player(s) will invest in an attempt to sabotage the check.  In the plays I’ve had of the game, direct conflict almost seems like an after-thought.

The game provides six scenarios, the first five loosely describe a chronology of some of the notable crusades from history.  The sixth scenario is a tournament scenario designed for four players whom each starts with Casus Belli against another player.  This is designed for more direct conflict and succeeds to an extent but resolving battles feels almost as light as vanilla-Risk and consequently unsatisfying.
Rules book - is a little loose

Components

This game has come through a successful Kickstarter campaign and subsequently, all of the components and art look top quality.  I think the board and card art aesthetic is spot on.  The player boards are of normal card stock but are perfectly fine. The miniatures, although they are almost superfluous, look good albeit a bit large for my tastes.  And you get 6 good-quality drawstring bags in individual player colours. The level of quality in components is largely indicative of most Kickstarters these days in all but one area…
Lots of tokens and bits to play with

The tokens throughout the game were impossible to get out of the counter sheets without some tearing.  Some of the counter sheets were better than others but I had a distinct problem with two of the five sheets.  Even in the good sheets there was some tearing.  This was disappointing but I’ll put it down to a bad batch – glue running out, or punch out tool needed sharpening as the cause. As the rest of the components, even the insert, were of a high quality.

The rules provide a bot player to use when playing with fewer than 3 players.  Although I am pleased to see the inclusion of a bot for solo or 2 player use, due to the light tactical element and story-driven narrative I can’t see myself using or enjoying playing against the bots.  I just don’t think there’s enough mechanically to justify the time.  The game is best with three of four other opponents around the table and I hope that I can explore a bit further in those circumstances.

Criticisms

Mechanics are a little loose for my tastes and the combat is a bit disappointing.  I really like the theme and the story is, as other reviewers have suggested, really where this game shines.  The publishers have by necessity condensed the crunch and tactical weight of the computer game down into 2-½ - 3 enjoyable hours that can be easily finished in one sitting. 

The main strategic element of this game is building your trait bag.  This is a fun element and significantly drives the narrative, e.g. choosing the right spouse and murdering the wrong spouse to find a more suitable match but the strategy is limited in other areas of the game.  The crusades are more of a game timer than a viable strategy, although a successful crusade does provide additional powers.
Nice bags
The miniatures feel a little tacked on as well.  I imagine these were a stretch goal of the Kickstarter campaign, but in reality, the Control Tokens -represented by a large cavalry miniature serves to distract a little from the foot-soldiers of your actual army.  

Conclusion

This is a game that borrows my favourite mechanic from a wide variety of other games and remixes them into an enjoyable but less-coherent experience.  It takes the dual-natured action cards from Gloomhaven, the bag-building and chit-pull mechanic from Quacks of Quedlinburg, the pre-programmed movement from Colt Express and the theme of medieval European wars from so many other games.  If I had to pick a favourite element from those games then Crusader Kings has borrowed them all but unfortunately, it’s not quite the sum of its parts. 
Uggh - tear down is a right pain
The narrative arc that is played out is as good, and often as funny, as any I have experienced playing board games.  I will come back to this game and will enjoy subsequent plays of this for the story and inter-relationships that happen between mine and my opponents’ dynasties.  However, if I’m looking for a crunchy, tactical, bewildering experience that I experienced when faced with the computer game then this isn’t it but I am looking forward to seeing what the next video-game to board-game adaption is.

Over the last few years, we’ve seen a plethora of board games be converted into digital form and come with companion apps, it is not so common for a computer game to make the transition into the cardboard world.  From recent memory, we’ve had Doom, XCOM the most successful mover has been This War of Mine.  However, I think we’ll continue to see more fusion between the two formats and I’m excited to see what that blending will look like in 5 years time.

Publisher:  Free League
BGG Page: boardgamegeek.com/boardgame/253574/crusader-kings
Players: 3-5
Designer: Tomas Härenstam
Playing Time: 3 hours


Wars Across the World by SAS Strategiae  Wars Across the World is as hard to pin down as it is to herd Jello ...

Wars Across the World by SAS Strategiae Wars Across the World by SAS Strategiae

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!





Wars Across the World

by


SAS Strategiae






 Wars Across the World is as hard to pin down as it is to herd Jello or cats. It is certainly not Risk, but it is not as deep as other computer wargames either. The player uses cards, but it is not a card driven game. I guess I will just have to list the different aspects of the game and let the reader decide what this Jabberwocky is.




 We will start with the first thing you notice about the game, and that is the number of scenarios you can play. There are some battles here that have not even been done in board wargames, let alone computer wargames. Unless I counted wrong, right now there are thirty-nine scenarios or wars you can play (They call them all wars, but some are only battles while some are campaigns). These also go from the Ancient World to Modern times. So, you can see there is a lot of bang for your buck in this game. 





 The User Interface is very well done, and as long as you read the rules and play the tutorials you will not be at sea with it. The maps and colors are very well done with vibrant colors. It is extremely easy to look at your units and tell exactly what is going on at any moment. The music (which in most games I turn off), is actually pretty good and I don't mind at all listening to it while playing. The cards that you pull and use during the game are well thought out and remind me of  some of the best done boardgame ones. In all of the scenarios I tried, you could also play either side in the conflict. This is missing in a lot of games.





 The game is played just like most wargames in sequences. This is the sequence of play (not every scenario uses them all, naturally):

Card Draw
Reinforcements
Supply
Economic Phase
Naval Movement
Air Movement (Offensive)
Land Movement
Battles
Return to Base and Second Air Movement (Defensive)
Sieges
Construction Delivery
End of Turn





 Movement is done by areas. Supply is abstracted and mostly deals with the control of areas. This works fine for the scenarios of the last few hundred years, but doesn't make much sense in the ancient scenarios. There are numerous different types of terrain. The scenarios themselves from the maps to the units seem to be very well researched. Some scenarios play much better than others, and this is to be expected. Sometimes scenarios in wargames are just going to be one-sided. 




 Unfortunately we will have to deal with the bad now. The terrain is used in some scenarios to channel and hog tie the players' actions. In one example, Wellington with a small force sat right in front of Brussels in the woods. I couldn't use at least two thirds of my units to attack in this large area that certainly would have accomodated them. So, I was forced into a whack-a-mole situation with throwing dribs of units each turn into the fray. I understand the design decision behind the area rules in the game, I just don't agree with them. The AI has three levels of competency according to the game. Unfortunately, I really didn't see much difference on any of the settings. Some of the AIs moves are questionable to say the least. Take for example Waterloo: the AI used that choke point by Wellington excellently. However, the Prussian Army was never really used in the game by the AI at all. 




 The game has many good points to it, and the fact that you can play multiplayer and email seems to mitigate the AI troubles. It is deceptive in that the game is much deeper than it looks at first glance. Its main draw will always be the incredible amount of wargaming you can get on the cheap with the game. If you are looking to play it against another human, it is very easy to recommend it to the wargamer. If you are looking to play against the AI, I unfortunately cannot give it my full recommendation. From all of my reading the AI has gotten better, and the developer is still working on it. One thing that people complain about is the cost. With the base game and the add on scenarios the price is just under $100. While that seems like a lot, remember that would give you almost forty scenarios with which to play. That is the same price that one boardgame costs, which many times is about one battle. Here is a link to the game:



Robert

The Wars of Alexander's Successors 323-281 BC Volume I: Commanders and Campaigns by Bob Bennett & Mike Roberts ...

The Wars of Alexander's Successors 323-281 BC Volume I: Commanders and Campaigns by Bob Bennett & Mike Roberts The Wars of Alexander's Successors 323-281 BC Volume I: Commanders and Campaigns by Bob Bennett & Mike Roberts

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!





The Wars of Alexander's Successors 323-281 BC


Volume I: Commanders and Campaigns

by

Bob Bennett & Mike Roberts





 Their names resound down through the ages: Perdiccas, Ptolemy, Seleucus, Lysimachus, and Antogonus 'Monopthalmus' (the One-eyed, the greatest of them all). You also have a large supporting cast that includes  Cassander, Antipater, Demetrius 'Poliorcetes', with even Pyrrhus making an entrance. These are the wars and campaigns of the Diadochi (Successors) for the realm that Alexander left on his death. Alexander had famously said that he wished he was able to see the 'funeral games' which would take place after his death. This is about those very funeral games.

 The book was one of the first in 2008 of a spate of books on the Hellenistic period after Alexander's death. This book and Volume II are still two of the best on the subject (I am doing a review of the newly released paperback copy). The authors gave themselves a tall order. They wanted to do an overview in the time period of almost fifty years since Alexander's death. They also wanted to show the military aspect of that time period in greater depth than other books had to date. Luckily for us they succeeded beyond the readers hope. From the first breakout of hostilities between the various 'Satraps' to the assasination of Seleucus, the full history of the era is included.

 The various dealings and double dealings between the different power players are shown. The book's main area of expertise is on the military history of the period. From Perdiccas's invasion of Egypt, to the ultimate battle royale of the Diadochi at Ipsus, the panoply of the times is painted for the reader. The history of the different successors to try and reconquer the entire empire, and the final realization that no one man was able to actually do this is shown. The fact that Alexander was probably the luckiest general ever to have this many great to very good generals under him is also shown to the reader. 

 If you have any interest in the Hellenistic period, as far as historically and especially militarily, this is the first book that should be in your library. However, it is written in a style so that even the novice to the time period can follow along easily. 

Robert

Book: The War of Alexander's Successors 323-281 BC Volume I: Commanders and Campaigns
Authors: Bob Bennett & Mike Roberts
Publisher: Pen & Sword
Distributor: Casemate Publishers




 

WarPlan by Matrix games     WarPlan is a slight misnomer, although hopefully all countries and generals hav...

WarPlan by Matrix Games WarPlan by Matrix Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!





WarPlan

by

Matrix games





  
 WarPlan is a slight misnomer, although hopefully all countries and generals have them. They are almost always chucked out the window after the first contact between enemy forces. As Clausewitz wrote, "Friction is the concept that differentiates actual war from war on paper", and those surprises that make "even the simplest thing difficult". Though your plan for the next campaign might be completely sound, it is still at the mercy of the enemy, weather, and your own commanders etc. About the game's cover, why Rommel? Bradley is totally understandable as a general. However, looking at the scope of the game, maybe it should have been Marshall? There are so many choices for the Germans instead of Rommel. This game is a strategic and operational one of World War II in the European Theater. The first question is why? There are so many that have been done, and a few that are very good. Let us look at Matrix's blurb to see what you actually get on your computer screen:

 "WarPlan is a game designed and coded by Alvaro Sousa, from Kraken Studios, creator of Strategic Command 2 products (Assault on Communism, Assault on Democracy, Brute Force, Strategic Command 3 Image Importer).
Developer Kraken Studios places their emphasis on games that are easy to use, hard to win. WarPlan employs one of the best interfaces to lower micromanagement as much as possible so players can focus on playing and thinking.
SCALES
The game's scale is massive, covering 70 different potential countries, in a map large 30 miles / 50km per hex using a Peters map scaling (which better represents real distances). The land scale is 15k - 60k men, air scale is 300-400 aircraft and naval scale is 2 capital ships + support ships.
COMBAT SYSTEM
Combat takes place on Land, with multihex attack based on operation points allowing for multiple moves and attack tactics allowing for frontline breakthroughs, on Air, where you can attack selected targets and may automatically support land attacks, and on Sea, where fleet and raider modes affect detection. Night action, Surface, Sub, and Carrier combat are available. Use the Zone of control to restrict the movement of the enemy.
20 different units with 15 different attributes, 17 different technological advancements, 5 different specialties. Each country has their own units with their own attributes. Additionally, units can be impacted by: Breakdown - Land units can be split or reformed, corps may detach a division, armies may split, Formation – Small formations may be grouped into larger ones, Generals - Each player comes with their own generals that affect combat, mobile attack, and retreats, Support pool Units - 11 different support types. Naval units stack in fleets. 1 land, 1 air, 1 fleet per hex. Land units have the capacity of having a specialization. This is an attachment of equipment, elite trained units, or gear. With advancements, this allows for 120 different land unit configurations.
COUNTRY MANAGEMENT
Production takes into account oil, manpower, logistics, strategic resources, trade agreements, convoy zones. The system allows you 17 different advancements and each unit has at minimum 2 advancement choices. You can have 47 different unit configurations. The supply system is based on cities, rail, ports, headquarters, and distance from railways. The supply system more accurately represents the North African Campaign. From a diplomatic standpoint, players may declare war, influence, attempt a coup, or negotiate a surrender. Each country has a loyalty score and an entry-level. Actions in-game may alter the entry and loyalty of various countries.
MAP
The map is Hex based, with 15 different types of terrains subdivided in to sizes with each different features including motorized and non-motorized movement, airfield capacity, and defensive bonuses; 12 different resource types, 5 different strategic resources. Realism is enhanced by the presence of Fog of War, with detection levels that determine information of units. Moreover, 5 different weather conditions make the whole gameplay more challenging."






 Well that is a bit of a mouthful. Let's take a look under the hood and see how many of the above statements hit the mark.

 One of the really big differences with WarPlan compared to other games is the inclusion of a working interception/interdiction mode for the units. Supply in the game is also innovative, as seen below.









 The map is large, actually very large. I really like this in games. It makes the sweep and size of the operations come to life. Of course for every plus there is a minus in computing. The larger the map means more units and decisions. So, a large map with a lot of units make it much more difficult for a designer to create a competent AI. The map itself tends more toward functionality instead of artistic beauty. This is fine, because I am going to play it, not take a screenshot of it for my wall. You can easily tell one terrain from another. If your old eyes are having a problem, there are numerous levels of zoom available for the budding general. The counters also tend toward function and are easily distinguishable from one another.
 




 The game comes with six scenarios: 1939, 1940,1941,1942,1943, 
and 1944. These scenarios start not at the beginning of the year in question, but at the date where important operations are going to take place. Thus, in 1943 the date the scenario starts is July sixth. The player does not have to wait until the middle of the year for the Battle of Kursk or the Normandy Invasion to take place. Conversely, this means that the player does not have the chance to change anything before these operations take place. The game is strategic in scope at all times so it does not have scenarios that condense the map and allow the player to play out separate important battles in WWII. This is not a knock on the game, but I do like it when games include them as a choice.  






  Okay, so now we come to the crux of the game. How is the AI, and how effective is it? With most polls showing that eighty to ninety percent of players only play computer games solo, the AI in games is a big deal. So how is this one? It is a bit of a mixed bag. The AI on the operational scale is very good. It will defend and attack with units in a very competent manner. On the Strategic side, not so much. However, with the game being situated in the European Theater of WWII, there are much more times for the AI to shine rather than not. The designer actually has stated that he really likes to work on the AI routines of the game. So this bodes well for future upgrades of the AI to make it that much better.







 One of the game's strongest points is its attention to supply. Unlike many games of its ilk in this one supply actually matters. Most other games abstract it or only really use it for the construction of new or replacement units. In this game, supply matters at all times. For the Axis player, it means that you will have to pay much more attention to supply than you are usually used to. It also means that the game plays more historically correctly than most others. In this game, you cannot make non historical or ludicrous decisions. Take North Africa; because of the lack of supply historically the amount of troops in North Africa had to be on the small size. Some other games allow you to build a huge Panzer Armee to conquer the Middle East. In this game, supply forces the player to play within historical limits. If there is one thing I love about the game it is this. Sandbox games are all well and good, but only if they make sense historically. 






 The rulebook is over 100 pages long. So you know this is not a 'lite' or 'beer and pretzels' game. The rulebook is laid out well and allows you to instantly look up whatever you need. The fact that Matrix allows you to download the full manual helps immensely. Putting it to your phone or tablet allows you to play and look up  the rules at the same time. It also comes with an editor that allows the player to change almost anything he wants. You could also create your own scenarios pretty much from scratch if you wanted to.



1939 Start

 The naval war in strategic games are usually the weakest part of the game, especially because it is usually abstracted to an incredible degree. When I play these games I usually ignore the naval aspect completely. In this game the naval war actually means something, and though it is still somewhat abstract, it makes sense. 



Trying to Save Army Groups Center and North

 So what is the final verdict? I would say two thumbs ups. For the minutiae lover it has all of the bells and whistles. For the player who only has time to get in a few turns before dinner or bed it is a good game also. The designer is already talking about what he wants to implement in WarPlan II. Do not let this make you  think that this game will be abandoned; it has already been upgraded once and the designer is involved as much as he can be with any questions or problems. Thank you Matrix for allowing me to review this excellent game. It is especially good for a first time endeavor, and I look forward to many other games from Kraken Studios. Below will be some links.


Matrix Games:
https://www.matrixgames.com/

WarPlan:
https://www.matrixgames.com/game/warplan

Robert

My favorite Warhammer 40,000 strategy release of last year continues to expand in the form of a new small DLC and a fresh patch for the ...

WH40k: Gladius - Fortification Pack WH40k: Gladius - Fortification Pack

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!



My favorite Warhammer 40,000 strategy release of last year continues to expand in the form of a new small DLC and a fresh patch for the full game. Gladius, the 4X title (with a heavy emphasis on the eXterminate portion) is all about building up your war machine and then engaging in non-stop war until you've conquered the map. The Fortification Pack is a new DLC for the game which adds a powerful defensive unit into the roster for each faction. At just $5, this isn't a DLC that's going to radically change the game, but if you've enjoyed it so far, it's a cheap way to bring some fresh options into the mix. Released along with the DLC is the version 1.4 update which focuses on balance changes and bug fixes. It's good to see this enjoyable game continue to receive polish and new content on a regular basis. 


So, what exactly are you getting in this new pack? Six new units, one for each faction, that will come into play in the mid and late game. The units are all defensive in nature, with some being buildings and some being mobile units that protect their allies. From the official description:

Space Marines - Aquila Macro-Cannon
Macro-cannon Aquila Strongpoints are massive fortifications, often used as bastions in Imperial defensive battle lines. Each consists of a munitions silo, topped by a large turret that houses the huge macro-cannon that gives the strongpoint its name. The munitions silo allows the Aquila Macrocannon to fire special "Quake Shells," each of which measures several Terran feet in length and has a powerful charge that causes the shells to reach hypersonic velocity when the Macrocannon is fired.

Astra Militarum - Void Shield GeneratorVoid shields are normally localised force fields reserved for protecting the monolithic Titans of the Adeptus Mechanicus, but static generators can be erected to serve as an aegis for other targets of vital import. The largest Void Shield generators can even project an invisible bubble of power across a large area of the battlefield, sheltering both troops and strategically vital battlefield locations by absorbing or deflecting the energy of incoming munitions.


Chaos Space Marines - Noctilith CrownNoctilith Crowns are brutal edifices raised up by the Chaos Space Marines to weaken the very foundations of reality. Crafted from the mysterious material known as blackstone, these vast psychic resonators thin the veil to deadly effect, shielding your own units and damaging enemy psykers. 



Necrons - Gauss Pylon The mysterious Necron defence turrets, designated as 'Pylons' by those who originally encountered them, were first recorded on the uncharged world of WDY-272. Rising suddenly from the desert sands, the Gauss Pylons opened fire without warning and with devastating effect, tanks and armoured carriers burning as the crescent-shaped weapons tore through the unsuspecting Imperial Guard column whilst resisting all return fire.


Orks - Big MekEspecially talented or popular Mekboyz will soon attract a following, lording it over a growing gang of underlings. A Mek with this much clout is referred to as a Big Mek, and can prove indispensable to the local Warboss with his knowledge of shokk attack guns, force field technology, and tellyporta rigs.


Tyranids - BiovoresA Biovore is a squat, bloated creature -- yet no less deadly for all that. Deep within its lumpen form, the Biovore nurtures a clutch of Spore Mines -- living bombs that blanket the enemy in acids, poisons and shrapnel-sized pieces of chitin. Biovores thump forward in battle, bony protrusions on their fore-limbs anchoring themselves into the ground as they release their vile payload in a single shuddering spasm.



While I haven't had time to play through multiple campaigns to try out all of these units, they clearly add some fun new options to the game. Who doesn't like building giant artillery cannons and shield generators? If you've enjoyed Gladius in the past like I did, this seems like a no-brainer. 

If you haven't had a try at Gladius yet, it's 50% off right now if you buy directly from the Matrix store. The game is definitely worth your time at $20 if you want a relatively simple, war focused 4X steeped in 40k grimdark-ness

If you already have Gladius, the Fortification Pack can picked up in the usual places - the Matrix/Slitherine store, Steam and GoG.


- Joe Beard





Damnation: The Gothic Game is a last-person standing game of killing your friends.  Throughout the game, you will probably find yourself...

Damnation: The Gothic Game - Preview Damnation: The Gothic Game - Preview

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!


Damnation: The Gothic Game is a last-person standing game of killing your friends.  Throughout the game, you will probably find yourself cackling with glee as you submit your friends to the fiendish rooms and traps littered throughout the Vampire’s castle.  Of course, everyone will be trying to do the same to you so don’t laugh too quickly.

Gameplay

There are some simple mechanics to this game which reflect the game’s original printing nearly 30 years ago. Move aside roll-and-write; roll-and-move and player elimination are alive and well if this game is anything to go by. Generally, I don’t like either of these dated mechanisms but the designer of this game has taken sensible steps to reduce the annoyance factor of both.  The new design has added an abundance of features and variation to the game to keep fans of the original and modern-gamers appeased.
6 unfortunate souls - ready to die
The roll-and-move irritation is actually turned into a welcome decision space by two of the game's mechanisms; a hand of up to five action cards, and your character’s talents.  The cards can be played during your turn for a variety of effects and each player has access to four talents which may allow them to affect their movement.  Of these talents, two will be common to all players (these common talents allow you to roll an additional movement die or to re-roll a die) and the other two talents will be unique to that character (some also affecting movement).   Together, the cards and talents give you lots of immediate decisions every turn to mitigate a ‘bad’ roll.  Although after multiple plays of this the only bad rolls are those in which your opponents are controlling your movement.  Don’t let this happen.
The Gentleman, about to not be gentle
Once you’ve used a talent you must discard a talent token, you start with three.  During the game, you will recover talent tokens but you can never have more than three tokens and you can never have more than one token on a talent, ready to use. All players have a unique inherent talent which could be used each turn if applicable without spending a token.  I haven’t played enough to see if the characters are all balanced but in the majority of the games, I have had the player who ends up controlling the Vampire is favoured – more on that character later.

It’s a rare thing to play a game with player elimination these days; even if you’re obviously losing and there is no chance to catch-up, a lot of games require you to limp along making weight.  Not so in Damnation: The Gothic Game.  This game outright wants to kill you, apparently there are 49 different ways to die … but I guarantee that if you are the first to die you won’t be looking to join another game, you’ll stay and watch the rest of the carnage unfold.  Not only does the game play in about 60 minutes but it’s so much fun watching instadeath happen to the snivelling git who caused your own untimely demise.
The Aristocrat is walking a dangerous path
During a players turn two d6 are rolled, the first indicates the number of spaces your character can move (a natural 6 allows an additional movement roll to be made) and the second is a ‘castle die’ which can land on 1 of 4 unique faces.  The first is a castle, which allows you to draw a card into your hand or as an immediate event; the candle face allows you to move an extra space – it’s surprising how often that extra space can be tremendously helpful; a trap face, which prevents you moving past any trap during your movement – a lovely sight for your opponent if they have the power of adjacency…and finally a blank face after which nothing happens.
Move 8 (exploding 6) and draw a card
If you end your movement on a space adjacent to another character, or within range of one of your weapons (cards in hand) you can choose to control the movement of that character on their next turn or attack them.  As tempting as it is to constantly attack all the things, the power of adjacency is really where the serious damage can be done.  Moving a character into a trap or slide space is a delicious feeling.  It could either mean instadeath or even better, a slow demise into the depths of hell as they try in vain to escape their doom <Mwah hah ha>
Can you see the Grim Reaper?
Most rooms have some unique rules that apply if a character enters them.  In general terms whenever a character enters a room not only will they be safe from anyone declaring the power of adjacency or attacking them but they will also draw a card from that room’s specific deck of cards.  This could either be an immediate event, an action for later use, or a weapon.  These cards and their inherent humour are really what make this game stand out for me; each deck is themed to the room and the art and flavour text are great, but most importantly their effect on the overall gameplay is a huge positive.
There are lots of cards to enjoy
Just when players are starting to get comfortable with the game's rules, the game will pull the rug out from under your feet after a players death in which a Deathknell card is revealed.  These cards alter the fundamental rules of the game so that each game is never boring or feels the same.  I haven’t seen any ‘game-breaking’ cards in the Deathknell deck, each one I have seen has caused some amusement and then often another quick death followed by another Deathknell card reveal - rinse and repeat.  Once players start dying, it’s often a case of who can hang on the longest and you won’t need to hang around for long!
Every piece of art is unique
However none of that talks about the Vampire, at the start of the game everyone is just your average scum-bag looking to kill every other scum-bag in the castle.  The first scum-bag that enters the Vault will become the vampire and will start mercilessly preying on the rest of the players.   The vampire just has to end their movement on another scum-bags’ space to bite and kill that player.  However this power comes with a great vulnerability, the vampire only has six turns in which to hunt before he needs to return to his coffin.  There are lots of lovely thematic touches like this littered throughout this game which complement the art and feel of this gothic horror world.
Vampire doing his thing
With a full complement of 6 players the game will take a little over an hour.  However, it does reward repeated plays.  On my first two plays of this (with different groups) everyone was initially quite timidly exploring the castle without following the core-ethos of the game, i.e. attempting to kill your friends as quickly as possible.  Just exploring the castle in itself was quite a fun game (due to the card art and flavour text) but nothing like the cut-throat brutality of players who know what to expect and are familiar with the rules and are looking to kill you from the first turn.
Nobody's dead yet
I had a four-player game of this with 3 new-to-the-hobby gamers and we were all playing inside 15 minutes.  I may have missed a few rules out as I was learning myself but it’s not a long teach despite the variety of general rule exceptions.  Once players are familiar with the game a turn will generally be finished inside 20 seconds at the most.  There is already very little downtime for any player and even less if you’ve claimed the Power of Adjacency over an opponent.
The current crop of visitors
I would recommend this for gamers and non-gamers.  It’s easy for non-gamers to grasp the more traditional roll and move mechanic but there's enough here to keep your generalist gamer happy too.  It won’t appeal to many self-confessed Grognards nor anyone with a delicate temperament. If you can’t see the funny side of being kicked when you’re down (figuratively) or have been known to flip a table or two because of a bad roll or an event killing your character, then move on, you won’t like this game. 

Components

I have only played on a prototype prior to the Kickstarter launch and I have no doubt that some of the components and content will change.  However, the thing that most struck me about these components at this stage of development was the art throughout the game.  Every card has unique art and there are lots of cards in this game.  The art also has a very distinct and consistent style across all components, which was not something I was expecting to see of a prototype.  The artists have done a fantastic job.
A difficult, but worthwhile room to enter

Criticisms

The only criticisms that I have not already addressed (i.e. roll-to-move and player-elimination) is one of scaling and a lack of rules reference. The game suggests 3 to 6 players. I would recommend a minimum of four.  At three players the castle feels a little empty, unless there are 3 tortured souls hanging around the table to see the rest of the gruesome death action, (watching their friends’ characters die).  This is a similar feeling I get when playing a league match of blood bowl, often a non-playing coach will attend pitch-side to see all of our respective failed rolls, injuries, deaths and laugh.  As long as you approach this game with the same humour you’ll be in for a good time.  At four or more players the game shines.

The lack of a rules reference meant I was regularly looking up the unique rules of rooms when characters entered them.  I'm sure that knowledge will come after 3 or 4 games but it was a common request to either have an on-board legend for each room or player-aid.  I feel a bit miserly even commenting on this as it is a prototype and I'm sure the designer will want to address this for the final design.

Conclusion

Damnation: The Gothic Game is a self-published production coming to Kickstarter at exactly the right time in its development.  Blackletter games are very much an indie games company taking on the behemoth of the modern board gaming market and they have every reason to be proud of their first game.  It’s often hilarious, mostly bloody and full of surprises.  Go take a look at the Kickstarter page when it launches on October 24th.

Publisher: Black Letter Games
BGG Page: https://boardgamegeek.com/boardgame/273955/damnation-gothic-game
Players: 3-6
Designer: Kris Rees - redesign of The Gothic Game
Playing time: 1 hour (ish)


Okinawa! by Tiny battle Publishing  It is April 1945. The Allies are bombing Japan with Superfortresses from...

Okinawa! by Tiny Battle Publishing Okinawa! by Tiny Battle Publishing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!





Okinawa!

by

Tiny battle Publishing









 It is April 1945. The Allies are bombing Japan with Superfortresses from the Marianas Islands. Okinawa is the next island closer to Japan. It is actually large enough to have ports and could be used as an emergency strip for the bomber streams to and from Japan. Iwo Jima was the last island that the Japanese would try to defend at the beaches. It has taken them a while, but the Japanese have worked out two different strategies to deal with the US invasions. The first, as mentioned, is not to defend the beaches, but tunnel in and defend the most defensible part of the island. This hopefully would negate at least some of the US's overwhelming firepower. The second is the 'Divine Wind' Kamikaze. This is the name of the storms that saved Japan from the Mongol Invasions almost 800 years ago. So, the stage is set for the game.

 This is what comes with the game:

176 counters with which to stage your desperate struggle.
1 striking 22x17-inch map.
1 rulebook to rifle through.
1 Player Aid Card to call in reinforcements.
A non-military issue Ziploc bag to billet your troops.

You’ll need to requisition two D6 from your divisional quartermaster.

(Tiny Battles quips not mine, but I like them.)





 This is the sequence of Play:

Reinforcement and Amphibious Assault Phase
Command Phase
Air and Naval Operations Phase
US Movement Phase
US Combat Phase
Japanese Movement Phase
Japanese Reserve Phase
Japanese Combat Phase
End Phase

 The counters are 5/8's in size. They are your typical plain Jane NATO counters. The main thing is that they are large enough and the colors used make them easy to read. The map is mostly of the Southern part on Okinawa. It does have plenty of off map boxes for all of the different areas and holding stations. It is easy to read and well done. The color choices on it match the counters as far as being easy on the eyes. The rulebook is twenty eight pages in length and is in color. The components are all well done without any flair. They are of a high standard, but not 'artistic'. There is nothing wrong with that. It is a game that is meant to be played, not a work of art for the wall.




The Scenarios include:

1. Start of the Nightmare - Turns 1-4 and does not cover the Air    Campaign
2. The Shuri Line - Turns 4-9 The Air Campaign is abstracted
3. The Thunder Gods  - Naval-Air Scenario Only
4. Okinawa! A Fools Day's Work - Turns 1-12 Full Campaign
5. Okinawa! Free Setup - Turns 1-12 Free Setup




 What actually makes the game unique is the designer's ideas and the choices he has made behind those ideas. The later Pacific battles are to some gamers, in a word, boring. The Japanese are tunneled in and the US and Allied forces have to burrow them out. Oh, you do have the occasional Banzai charge. Playing the Japanese, let alone the Allies, to some people borders on tedium. But I digress; back to the designer. His historical notes are worth the price of the game by themselves. He realizes that the Kamikaze campaign was not some last ditch hare-brained foolish idea. It was a well thought out decision that fit the realities of the Pacific campaign at the moment. The 'Great Marianas Turkey Shoot' had shown the Japanese that conventional air strikes against the Allies were useless. They only resulted in the loss of the plane and pilot for NO REASON. The Allies had become so advanced in Carrier Warfare that they were practically invulnerable. As the designer shows, the Kamikaze were able to not only lessen the Japanese losses, but they actually damaged the Allies. A Japanese pilot that attacked an Allied Carrier force was a dead man at this stage of the war. There was no way around it. He could spend his life futilely trying a conventional attack or spend it by actually damaging the enemy. That was the choice, pure and simple. The designer 'gets' it. He is one of the few (very few) people who understand the actualities of the Pacific War at the time. He is not finished in his heresy though. He  also understands that the last cruise of the Yamato (Operation Ten-Go) was not a one way ride to Valhalla. It was a military operation meant to coincide with a large kamikaze attack. The Yamato had enough fuel to get to Okinawa and back. The Yamato's sister ship Musashi had proven that she could take punishment like no other battleship ever, and still keep up a good speed. Because most of the US pilots had concentrated on the Musashi, the other ships escaped mostly unscathed in the Battle of Leyte Gulf. The timing of Operation Ten-Go is one of the Japanese player's biggest ace up his sleeve.




 There is one design decision that I am iffy about. This has to do with the difference of opinion between the Japanese Commander Lieutenant General Ushijima and his Chief of Staff, Lieutenant General Isamu. Isamu was still a proponent of the Bushido way of Japanese warfare. Meaning that the will of the Japanese soldier was more important than the physical reality of the Allies' firepower. Because Isamu actually forced his view on the commander twice during the battle, the game mechanics follow this. The Japanese player has to roll on the '32nd Army Stance Table' during his part of the turn's Command Phase. The table is different for each of the three months of the battle. If 'Defense' is the result of the die roll, then the Japanese Player can do whatever he wants that turn. If it comes up 'Counterattack', then he must attack with at least two regiments or lose the game. Only one counterattack per month must be mandated. If the Japanese Player attacks on his own with at least two regiments that fulfills the monthly obligation.  




 So, we have deduced that I agree with most of the designer's way of thinking. What about the darned game? It plays well from either side. Yes, the Japanese are mostly just trying to defend as long as possible and inflict as many casualties on the Allies as possible. You can attack as the Japanese, although as a strategy I believe it falls flat as it did in reality. If they had not attacked out of their bunkers, the battle would have lasted longer. As the Allied commander (there is a British Carrier Force with you), you have to take the Island as quick and as casualty free as possible. The Japanese player wants to be like murderous fly-paper that you just cannot get rid of. The game rules turn what could be a slog into as interesting a conflict as it was in reality. The Allies have tremendous Naval and Air Forces at their command. They can pummel the Japanese pretty much every turn if they are left alone. The Japanese Player has only ten 'Kikusui' (air strikes) to unleash on the Allies for a full game. He cannot afford to strike every turn. I liked the first game Tiny Battle Publishing sent me to review even though it was a bit unconventional. This game, due to the designer's fore thought is a great representation of the battle. Thank you Tiny Battle Publishing for allowing me to review this gem. You can find some links below.

Robert

Tiny Battle Publishing:

Okinawa!:

My review of ' Rifles in the Pacific':





hpssims.com