Showing posts with label Christian T. Petersen. Show all posts
Showing posts with label Christian T. Petersen. Show all posts

Friday, February 22, 2013

Making A Wreck Out Of "Rex: Final Days Of The Empire"

Besides TSR, the other olde skool game company that I really miss is Avalon Hill. 

BTW, if anyone out there reads that and says "Hey, wait a minute!  Avalon Hill still exists!" I would kindly like to invite these very same people to chow down on a big, heaping bowlful of Penis™ brand cereal.  When Hasborg, er...Hasbro bought out Avalon Hill back in 1998 the venerable wargaming company became a shadow of their former selves, kinda like the equivalent of a pod person from Invasion of the Body Snatchers.  

Avalon Hill was responsible for releasing some of the most historically-accurate, well-mounted and mind-bendingly complicated wargames ever produced.  For close to four decades, grognards happily immersed themselves in such "casual" fare as The Siege of Jerusalem, Wooden Ships and Iron Men, Empires in Arms, PanzerLeader, Rise and Decline of the Third Reich, and Advanced Squad Leader.  Having said that, I don't want readers to go away thinking that the only people into wargaming during this Golden Age were all coke-bottle bespectabled, neck-bearded military history types.

By providing simpler fare such as We The People, Afrika Korps, D-Day, and Anzio a pretty broad cross-section of humanity got into the hobby.  Rumor has it that President Kennedy staged epic games of Diplomacy at the White House, presumably with Henry Kissinger playing as Germany.  At the height of the wargaming craze, it wasn't outside the realm of possibility for Avalon Hill to sell more then twenty-thousand copies of a single title.  Some folks even credit da Hill for uncovering and fostering a market for adult games which thrives to this very day.

But over time, wargames would be assailed by a veritable conveyor belt of shiny new diversions.  This included role-playing games like Dungeons & Dragons and Traveler, collectible card games such as Magic: the Gathering, computer games like Panzer General, Eurogames like The Settlers of Catan and so-called "Ameritrash" titles in the vein of Axis & Allies.  This last game, for example, managed to boil the length and breadth of World War II down to what amounts to a grand strategic game of Yahtzee.  Realistic?  No.  Compulsively playable and relatively easy to round up players who don't have a month to spare in order to play Campaign for North Africa all the way to completion?  Definitely

In their bid for survival, Avalon Hill tried to lure in as many different gamers as possible.  They snapped up role-playing settings like RuneQuest and James Bond.  They produced movie tie-ins like Starship Troopers: Prepare for Battle!  They provided embryonic Euro-like options such as Acquire, Rail Baron and the Reiner Knizia-designed Colossal Arena (nee Titan: the Arena).  They printed up innocuous party games like Slang, Showbiz, Auction and Sex Quest (?).   They proffered sports games like Football Strategy and even a goofy card game called Wrasslin'.

Towards the end of its existence, Avalon Hill produced some forward-thinking wargames like Age of Renaissance, Brittania, History of the World and Hannibal: Rome vs. Carthage.  All of these titles were less about Combat Results Tables and more about innovative mechanics.  They even took a genuine stab at Ameritrash with games like Merchant of Venus, Titan, Stellar Conquest and Princess Ryan's Star Marines.  Unfortunately all of these progressive efforts would be for naught.

I'm not going to go into what ultimately killed Avalon Hill, just suffice to say that their legal team probably deserves a swift boot in the arse.  Many, many years before its demise, Avalon Hill produced a title that, in my humble opinion, single-handedly foreshadowed the evolution of modern boardgames.  It was part area control, part auction.  It had leaders and treachery.  It had an almost Eurogamey method of conflict resolution.  Best of all, it was thematically rich and featured a host of cool variable powers that nicely simulated the different races featured in the classic novel of the same name.

The game I speak of is, of course, Dune


An immediate hit upon initial release, the game was re-packaged in 1984 as a tie-in for the floppish David Lynch film and features a bizarre Sting look-alike on the box cover.  Presumably because the cost of the Dune license became exorbitant, the game became cost prohibitive to produce and eventually went out of print.  Needless to say, it didn't take very long before Dune became one of the most valuable boardgaming "holy grails" with some copies selling for hundreds of dollars a pop on Ebay.     

Knowing damned well that the game was a bona fide classic and hordes of fans were waiting in the wings for a reprint like a pack of slavering dogs, Fantasy Flight acquired the rights to re-publish it back in 2007.  Unfortunately, they also failed to secure the Dune license.  Way to go, Herbert estate.  I mean, seriously?  Do you really think that Dune is so predominant in the zeitgeist of pop culture that you can pick and choose quality licensing opportunities like this?  I'm tellin' ya, if I ever, ever see a roll-n'-move Dune board game sittin' on the shelf at Calendar Club, I'm sending Brian and the rest of the Herbert clan a box of poo labeled "FEDERALLY INSPECTED 100% U.S.D.A. GRADE-A MELANGE".  

As a consolation prize, the good folks at Fantasy Flight took the game's hallowed mechanics and boiler-plated the Twilight Imperium universe onto it.  Although the game has lost some of its flavor in the transition, the spirit of the original title is still, by all accounts, largely intact.

So what's so durned special about this game?  Here's Fantasy Flight's opening argument:

"Rex: Final Days of an Empire, a reimagined version of Dune set in Fantasy Flight's Twilight Imperium universe, is a board game of negotiation, betrayal, and warfare in which 3-6 players take control of great interstellar civilizations, competing for dominance of the galaxy's crumbling imperial city. Set 3,000 years before the events of Twilight Imperium, Rex tells the story of the last days of the Lazax empire, while presenting players with compelling asymmetrical racial abilities and exciting opportunities for diplomacy, deception, and tactical mastery.

"In
Rex: Final Days of an Empire, players vie for control of vital locations across a sprawling map of the continent-sized Mecatol City. Only by securing three key locations (or more, when allied with other factions) can a player assert dominance over the heart of a dying empire.

"Unfortunately, mustering troops in the face of an ongoing Sol blockade is difficult at best (unless, of course, you are the Federation of Sol or its faithless ally, the Hacan, who supply the blockading fleet). Savvy leaders must gather support from the local populace, uncover hidden weapon caches, and acquire control over key institutions. Mechanically, this means players must lay claim to areas that provide influence, which is then 'spent' to (among other things) smuggle military forces through the orbiting Sol blockade. Those forces will be needed to seize the key areas of the city required to win the game. From the moment the first shot is fired, players must aggressively seek the means by which to turn the conflict to their own advantage.

"While the great races struggle for supremacy in the power vacuum of a dead emperor, massive Sol warships execute their devastating bombardments of the city below. Moving systematically, the Federation of Sol's fleet of warships wreaks havoc on the planet's surface, targeting great swaths of the game board with their destructive capabilities. Only the Sol's own ground forces have forewarning of the fleet's wrath; all others must seek shelter in the few locations with working defensive shields...or be obliterated in the resulting firestorm.

"Although open diplomacy and back-door dealmaking can often mitigate the need for bloodshed, direct combat may prove inevitable. When two or more opposing forces occupy the same area, a battle results. Each player's military strength is based on the sum total of troops he is willing to expend, along with the strength rating of his chosen leader. A faction's leaders can therefore be vitally important in combat...but beware! One or more of your Leaders may secretly be in the employ of an enemy, and if your forces in combat are commanded by such a traitor, defeat is all but assured. So whether on the field of battle or the floor of the Galactic Council, be careful in whom you place your trust.

"All this, along with a host of optional rules and additional variants, means that no two games of Rex: Final Days of an Empire will play exactly alike. Contributing further to replayability is the game's asymmetrical faction abilities, each of which offer a unique play experience."
  


Seeking the omniscience of a Paul Atreid...uh, sorry...seeking the all-encompassing wisdom of the Jol-Nar?  Then enclickify the following link to read the full rules for Rex: Final Days Of The Empire.   



So, anyway, six of us got together back on the 13'th to give this game a whirl.  Unfortunately Dean's masturbation-aggravated carpel tunnel syndrome flared up and he was forced to take the role of spectator.  Which isn't all that bad 'cuz Dean really, really likes to watch.     


THE ROLES


Andrew...Federation of Sol (Blue)
Chad...Xxcha Kingdom (Green)
Me...Emirates of Hacan (Yellow)
Mac...Universities of Jol-Nar (Purple)
Mike...Lazak Empire (Red)

Here's how the board looked upon initial set-up.  

As a relatively weak military power I had only five Units to start, all safely nestled under the shielded dome of Adminus Imperialis.  

Andrew's Federation of Sol were scattered all over the map: six in the Imperial Palace, three in the Sai Morgai Industrial Sector and one in the Thezin Commerce Region.  

Meanwhile, all ten of Mac's troops were stuck huddling under the Civilian Spaceport's Shields thanks to the unfortunate initial placement of the bombarding Dreadnought Fleet.  

Chad's Xxcha refused to turtle with five Units brazenly displayed right in open view of the Galactic Council.  

And for all of Mike's highly-vaunted military might he was forced to keep all fifteen of his regular Units (as well as his dreaded Mechanized forces) all in reserve.  



ROUND ONE 

Mac was forced to hold his position as the Dreadnought Fleet passed overhead.  

I expanded my influence by Recruiting four new Units and then moving three troops into the equally-sheltered Sai Sallai Residential district.  

Mike lowered the properly values by dropping two scary-looking Mechanized Units into the Vel Hamech Financial District, which was my neck of the woods.

Fearing a high movement from the Dreadnought Fleet, Andrew pulled his lone Unit out of the Thezin Commerce Region.  After a rousing Recruitment Phase, Andrew went on to divert troops from the Imperial Palace to the Influence-rich Adminus Mecatol as well as the Hirzall Industrial Region.  

For a bunch of space turtles, Chad's Xxcha made some pretty quick moves.  He pulled four Units from reserve and then promptly swarmed the Influence-rich Hall of Records and the Imperial Navy Base.  This last acquisition was a particularly good coup since it counted as a victory-conditional Stronghold and as a long range attack-launchin' Spaceport!   




ROUND TWO

Mike's two Mechanized Units in the Vel Hamech Financial District got annihilated when the Dreadnought Fleet passed overhead, allowing me to breathe a bit easier.  This was in contrast to Chad's forces in the Galactic Council who were completely immune to the barrage.  Stung by the arbitrary loss, Mike rebounded by requisitioning three Mechanized Units and one regular troop in Mecatol Power South.  This instantly gave him a Stronghold to horde as well as a Shielded region to consolidate his forces under.

After the Fleet passed safely overhead, I was anxious to exploit the Hacan's ability to move Units anywhere on the game board.  Unfortunately this also prevented me from levying any new troops so I constantly felt as if I was leaving the Adminus Imperialis Stronghold undefended.  Even after doubling my presence in that sector I still felt paranoid about shifting half of my numbers to the far side of the game board.

With a four-point Influence Token luring him in like a Scooby Snack, Mac moved two of his Units to the Sector Incarcatorum.

Chad decided to play to it safe, consolidating his hold over the Imperial Navy Base by engaging in some rigorous Recruitment and then pulling in reserves from both the Galactic Council and the Hall of Records.

After draining Adminus Mecatol of all of its Influence, Andrew pulled those three Units back to re-enforce the Imperial Palace and the Hirzall Industrial region.  In a blatantly aggressive move, he also decided to park three divisions in Mecatol Power North, right next door to Mac's Civilian Space headquarters.      

Already in possession of three out of the five Strongholds, Andrew, Chad and Mike began to coalesce into an unholy alliance.  As if their combined military might wasn't daunting enough, they began to exploit a particularly nasty combination.  Fueled by the Lazak's Racial Trait to receive Influence for purchased Strategy Cards and Mike's ability to give Influence to Chad and Andrew via his Ally Advantage Card, this new arrangement threatened to outbid the rest of us in every single future auction. Disturbed by these nasty turn of events, Mac and I hastily formed a quick partnership to oppose this newly-minted Axis of Evil.


ROUND THREE

With allegiances formed and battle lines drawn, the fur really began to fly.  After annexing the Influence-rich Holonet Central with five troops, my paranoia was justified when Lazak troops attacked my forces stationed at the Adminus Imperialis.  I managed to successfully repel the sudden assault by killing Mike's leader with a Strategy Card.  In addition to the loss of his two-point commander, Mike saw five units hauled off to the dead pile, including several Mechanized Units.  With four of my own Units killed in action, victory certainly didn't come cheap.

This military action left Mike's garrison in Mecatol Power South temptingly reduced.  Mac and I tried in entreat Mike into joining us, but we really didn't have a lot to offer at the time.  Besides, Mike seemed perfectly content to play the part of economic engine for his alliance partners, who were all still playing  Strategy Card keep-away with Mac and I.  

Swayed by the promise of two free Influence Tokens, Mac diverted four division to the Thezin Commerce Region.  Unfortunately this left him spread pretty thin and susceptible to a nasty one-two punch from Chad and Andrew.

After a redeployment which saw the Hall of Records undefended, Chad launched a full-scale assault on   Mac's Civilian Spaceport.  This turned out to be a vicious battle of attrition which resulted in both sides getting totally wiped out, including Mac's five-point leader.  Although he'd failed to secure the Stronghold and had only lost three units in the exchange, Chad seemed pretty pleased by this result.  In fact, his only regret was using a Strategy Card to permanently destroy the Spaceport's Shields;  a decision that would go on to haunt him later in the game.

Having bled the Hirzall Industrial Region dry of its Influence, Andrew combined these forces with the garrison at Mecatol Power North to conduct a surprise offensive against Mac's Sector Incarcatorum.  With only two Units there to defend with, Mac's forces were annihilated.  Between both prongsof the attack, Mac ended up losing about five units.  He did manage to inflict a few casualties on Andrew, however.  Between this and an unexpectedly swift bombing run by the Dreadnought Fleet, nine of Andrew's Units were summarily disintegrated.   



ROUND FOUR

At this stage in the game, Andrew, Chad and Mike's near-monopoly on the Strategy Card deck began to feel kind vaguely abusive.  We took a second look at the Lazax Ally Advantage Card and realized, to our horror, that Mike could only give influence to Chad and Andrew once per turn and it had to given up front and prior to the auction.   Up to this point in time he'd been giving his allies Influence  every single time the bidding came back around to them!



(I.E. BIGGEST FUCKING ASTERISK EVAR)

In spite of this colossal ballz-up we decided to forge on.

After taking great pains to guard Mecatol Power South with two Mech and one Regular unit, Mike decided to anchor a Mech and six standard divisions right off my port bow in the Vel Hamech Financial District again.  It's mainly because of this that I didn't launch a major offensive against Andrew's Imperial Palace on my turn.  

After snapping up the Cultural Sector with a single dude I began the painful process of rebuilding.  Thanks to the Emirate's clutch racial ability to earn Influence from the Deployment of other players, I was able to conscript eight fresh recruits for the Adminus Imperialis.  Unfortunately, Andrew responded by handing me my first military defeat at Holonet Central.  After forcing my four-point Leader to turn traitor, he sent five of my Units stationed there to the graveyard.  At least I managed to give him a bloody nose by destroying his four-chit invasion force, leaving Holonet Central devoid of life.

Meanwhile poor Mac just couldn't get any traction.  In addition to seeing his Thezin Commerce Region defenders get whittled down from four to one, he also indulged in a costly campaign to try and recapture the Civilian Spaceport.  Despite the demise of his four point Leader and the loss of another two Units, Mac just couldn't retake his spiritual capital.  At the end of the round it was left as vacant as a Jennifer Lopez concert.

And then the unthinkable happened.  With the value of the Mike's Ally Advantage card now significantly reduced, Andrew and Chad offered to drop him from their alliance and take me in his stead.  Unwilling to reward their duplicity and thinking (foolishly) that I still had a shot at achieving an individual or group victory, I refused their offer and promptly welcomed Mike into the fold.

Just moments after turfing him from the Alliance, Andrew attacked Mike's Stronghold in the Mecatol Power South region.  Even after he pulled the single unit from Sector Incarcatorum and two troops from the Sai Morgai Industrial Sector, Andrew could only manage to field four Units against Mike's GIANT MOUND 'O MECHS.  In a decision that still defies explanation to this day, Mike decided to commit only a tiny fraction of his army to the battle.  Despite being outnumbered almost three to one, Andrew managed to win the contest and capture this pivotal Stronghold.

Hoping to spring upon the still-undefended-but-susceptible-to-Bombardment Civilian Spaceport, Chad requisitioned a slew of new Units in the Galactic Council.


Still smarting from Andrew's ass-whippery from the previous turn, I spent this round embroiled in damage control, staving off potential intrusions and bolstering the Cultural Sector garrison by Deploying four divisions there.

Mike spent that particular turn trying to figure out what the fuck happened in his previous turn.

With his sights set firmly on Mecatol Power South, Mac made a last-minute surge by occupying Sector Incarcatorum and then drafting five Units to liberate the Trauma And Physiology Zone from Andrew.  Unfortunately Chad's next turn brought a swift end to Mac's valiant "Hail Mary" offensive.

Indeed, Chad timed his last move perfectly.  To ensure that there was no hope of us ever capturing the Imperial Navy Base Stronghold, he concentrated every single one of his units there.  Then, using this region as a highly effective launch pad, he sent a single division in to secure the Civilian Spaceport.   To insulate Chad's skeleton crew from bombardment, Andrew had already made a brilliant strategic card play which prevented the Dreadnought Fleet from moving that turn.

In the face of this flawless co-ordinated effort, Chad and Andrew collected the last Stronghold required for the joint win!  


POST-GAME ANAL-SIS

Screwing up Mike's Ally Advantage Card might have been pivotal to our loss but I'd be a lot quicker to blame our own inexplicably poor collective showing.  Beyond his questionable fortune in combat, Mac's actions might have been a tad too hasty.  On the flip side, my own actions were far too timid.  As for Mike, I'm hoping that he was just really drunk at the time and has no memory of any of this.  

Under normal circumstances, Andrew and Chad are usually at each other's throats.  This is actually kind of a good thing since both of them seem to possess a preternatural ability to absorb rules and sniff out winning strategies.  Allied together they're an obnoxiously unstoppable force.  


Although Andrew was precicely agressive and Chad was constantly dialed into the game's myriad of win conditions, I can't help but wonder what might of happened if Mike had posted a better defense in that last fight.  Or any defense at all for that matter.

Oh well, that just gives me more incentive to try it again real soon!  


REVIEW

I quite liked Rex: Final Days of an Empire.  I can understand why people were so anxious to see it back in print.  For an area control game the momentum is actually pretty flexible.  Given the Hacan's far-flung movement abilities and the freedom that every player has to deploy new recruits anywhere in Mecatol City, the Strongholds would tend to change hands rather frequently.

Each race has its own flair and they feel distinctly different from one another.  I appreciate the fact that every race isn't perfectly balanced, forcing players to innovate and exploit whatever traits they've inherited to the best of their ability.  I also have to salute any game which offers such creatively cock-eyed victory conditions.


The Alliances are also well-realized.  I like how you gain a semblance of your Ally's special abilities for the duration of your agreement.  I also like how these treaties actually feel like a formal pact.  Although Alliances often come up for review in a turn or two, there's also a chance that you can get stuck together for the long haul.  As such, a wise player should plan accordingly.  

But Combat is the real revelation here.  The Battle Dial really simulates the high price of wanting to win at all costs.  If you try and bluff an opponent by committing fewer troops, then you'd damned well better have a competent Leader in the mix and a few choice Strategy Cards to play.  Since every Unit that you commit to battle is destined to die, you're constantly trying to low-ball the amount of resources needed to win.  This plethora of considerations makes combat in Rex one of the most elegant, luck-independent systems that I've ever encountered.      


As great as the mechanics are, I personally miss the absence of the original license.  I still think Dune is one of the greatest sci-fi novels ever written so it's tough for me to divorce the mechanics from such a rich theme.  In contrast I haven't read any of the Twilight Imperium racial backgrounds and I don't feel particularly compelled to so so, mainly because they seem so generic and blah in comparison.  It's kinda like my feelings about Fantasy Flight's "Terrinoth" setting.  If I could give Descent a Dungeons & Dragons makeover, I'd be ecstatic.

 
Make no mistake about it, Rex: Final Days of an Empire is truly a stellar game.  I just can't help but think that a healthy dollop of sandworms, dust storms and spice would have made it even better.


Tilt: up.  

Looking to improve the hideous percentage of board game alliances that end up in divorce?  Click on the image below to pick up a copy of Rex: Final Days of an Empire from Amazon.com and help support this blog!

      

Wednesday, April 4, 2012

"Twilight Imperium": The Saga Begins

Sooooo, last Wednesday night we finally got our collective shit together and kicked off a sure-to-be- epic run of Twilight Imperium.  Since we've failed miserably on several occasions to complete a full game of this in one sitting, we all collectively agreed to dedicate every weekly game session in the foreseeable future to completing this beautiful beast.

If you consider yourself to be a veteran of the Ameritrash wars but find yourself asking "What the fuck is Twilight Imperium?" then I'm afraid you're gonna hafta turn in your credibility badge, lower your head in shame, climb into your Wienermobile and just drive away.  Like Warhammer 40K, Blood Bowl, Dungeons & Dragons or Magic The Gathering, Twilight Imperium isn't so much a board game as it a way of life.


The game has appeared in three previous iterations since 1997.  Over the past fifteen years, designer Christian T. Petersen has keep a close eye on board game evolution, often incorporating mechanics from unlikely sources in order to streamline play in his own game (the Strategy Cards, for example, were cribbed directly from the Euro-classic Puerto Rico).  The third edition, published seven years ago by Fantasy Flight, represents a high water mark for this epic game of space exploration and galactic empire building.

Players chose from one of many distinct alien races.  Each race strikes out from their home world with a variable starting array of technology, ships, special abilities and resources.  Via an expanded fleet, players attempt to subjugate neutral and enemy-controlled planets in order to expand their influence and acquire more economic clout.  Negotiation, political wrangling, alliances, scientific research and fortuitous combat all serve to aid the wily player in their campaign for victory.

Players & Their Races

Me...Naalu Collective (Blue)
Andrew...Embers of Muaat (Orange)
Dean...Mentak Coalition (Purple)
Chad...L1Z1X Mindnet (Yellow)


In order to increase our odds of actually finishing the game this time out, we decided to implement the first round "speed up"rules.  Each of us placed an ownership token on two adjacent systems.  I revealed my intentions for neighboring Wellon, Bellatrix and the space station Tsion.  Andrew staked his claim on Lor, Arnor and Sem-Lore.  Dean stuck his flag-pole (?) in Mehar Xull, Usis and Velnor.  Chad set his ambitious sights on Capha, Lazar and Sakulag.

In an unrelated question, does anybody out there know if Chris Peterson has a speech impediment?


ROUND ONE

Strategy Card Selection

Dean...Technology & Bureaucracy
Andrew...Production & Warfare
Chad...Leadership & Diplomacy
Me...Trade & Assembly


Rarely can a player claim that they fucked something up even before they've had a chance to make a single move, but I earn this dubious honor by ignoring the Naalu's special ability which automatically gives me the initiative.  As such, Chad's Leadership Strategy Card rewards him with the first turn.  He cleverly adds three new Command Counters to his available pool during a time in which no-one can afford to follow suit.

Still oblivious to my special ability, I use my Political Strategy Card to claim the Speaker Token.  After  drawing a Political Card and two Action Cards, I force Chad to play one of his Political Cards.  He opts to tag Andrew with an "Official Sanction", preventing him from invading any planets on this pivotal first turn.  Andrew is understandably perturbed by this unexpected turn of events.

Prevented from crushing any star systems underneath his booted heel, Andrew is forced to settle for producing a shit-ton of new ships with the Production Strategy Card.  The primary action of the role coupled with his Sarween Tools gives him three additional resources with which to build.  Everyone jumps on board with the secondary action.  I build a few new Carriers and Chad uses his racial ability to crank out Dreadnoughts like Bob Ross landscapes.

Dean throws down the highly-prized Technology Strategy Card to earn himself some Automated Turrets.  The rest of us are too broke to pay the secondary action's steep activation cost.


Chad moves his ample fleet into a system ripe for invasion and makes the first planetary landing of the game.  Unfortunately, he apparently lands on the home world of the Reavers who proceed to murder and then sodomize his ground forces, in precisely that same order.

In stark contrast, the indigenous people of Wellon invite my ground forces down for tea and then politely give me the inside scoop on a neighboring planet which is inhabited by Lazax Survivors.  I fail to read the full write-up on these dudes, which proves to be my second consecutive cock-up in a game that's still only in its infancy.

Still muzzled, Andrew's uses the Warfare Strategy Card to go into High Alert and do a bit of strategic redeployment.

Dean lands on another planet and the locals greet him with sucker-covered open arms.

Still smarting from his "Bay of Pigs (In Space!)" invasion Chad goes after a different planet but once again his troops get massacred by pissed-off locals.  Feeling that he's been karma bitch-slapped enough for neutering Andrew, he gambles on a third landing and this time he's finally rewarded with a peaceful annexation.

I land on (Lestrange) Bellatrix and encounter the Lazax Survivors that I'd peeped out on my previous action.  Although this gives me three extra votes in a future election, I quickly realize that I hosed myself on the deal.  If I'd actually bothered to read the full description of these guys I would have taken an extra turn to probe the planet first with a scout ship.  If I'd done that, I would have earned a Victory Point and three free Action Cards instead.  I silently declare myself to be officially barefoot in the head.

With bugger all else to do, Andrew keeps shifting his fleet around with High Alert.  He moves into the Bereg and Urta IV system, which I instantly interpret as an act of aggression since since his fleet is now only two hexes away from my home world.  


Dean successfully navigates past the automated defenses of another neutral planet and re-programs the defense grid to serve as his very own PDS (Pickle Dijon Sandwich, BTW).  His second landing reveals native spies who spill the beans on another nearby system that's ripe for the plucking.

Chad tries to use the his Diplomacy Strategy Card to claim the planet that went all Red Dawn on his ass but he's forced to pick another target after we remind him that it isn't "empty".  Once again, no-one else can afford to take advantage of this Strategy's secondary action.  Translation: we are teh suck.

I activate my Trade Strategy Card, setting up a two-for-two trade agreement with Andrew and a one-for-one arrangement with Dean.  Chad and Andrew and Chad and Dean also do one for one trades.  After stockpiling three new trade goods I finally notice the initiative-winning ways of my patron race.


Andrew exploits a loophole and ventures out into deep space where he finds some free alien tech just kinda bobbing around out there.

Using the Bureaucracy Strategy Card, Dean scores a Command Counter, draws two cards from the Objective Deck, plays the optimal choice and immediately scores a Victory Point for conquering three planets in one turn.  Unable to afford the high secondary cost, his opponents immediately express Herculean levels of disgust and accuse him of overt dickery.

Taking a cue from Andrew, Chad explores deep space and also hits the jackpot, scoring a free derelict cruiser.

Not one to pass up a free lunch, I investigate an area of empty space and come across an abandoned transport loaded with two free trade goods.  Apparently in Twilight Imperium, the entire universe is like one big swap meet.  I'm waiting for Dean to turn up a full collection  of commemorative BK Empire Strikes Back drinking glasses.

Salivating at the thoughts of being let off his leash on the next turn, Andrew redeploys his entire fleet in order to set himself up for a slew of invasions.  He has the demeanor of a fat kid being held back from free sample day at the Eggo factory.

Everyone passes, ending the round.

ROUND TWO

Strategy Card Selection

Me...Technology & Trade
Dean...Leadership & Bureaucracy
Chad...Assembly & Production
Andrew...Warfare & Diplomacy

I double dip with the Technology Strategy Card, coming away with a Gravity Drive (allowing my ships to successfully navigate a Rift) and Cybernetics (which instantly transforms all of my fighter pilots into Kara Thrace).  Chad becomes the proud owner of some Automated Defense Turrets.

Dean uses his Leadership Strategy Card to replenish his Command Counters.  I take the table scraps offered by the secondary action and purchase two of them at rip-off rates.

Still exploiting the High Alert status provided by the Warfare Strategy Card, Andrew completes his fleet manoeuvres and prepares to let slip the pit bulls of war.

Chad triggers the Assembly Strategy option.  After nabbing one Political and two (potentially) sweet Action Cards, Chad has his revenge by forcing me to play one of my own Political Cards.  I consider the comedic value inherent in placing a Victory Point bounty on the head of one of my opponents but opt to give my own ground troops a much-deserved upgrade instead.

I test my new shock troops by landing on the planet Tempestra.  The natives proceed to thank me for this kind subjugation by giving me some free technology.  Dean ensures that I receive the totally useless Transfabrication:  Twilight Imperium's equivalent of a screen door on a submarine.

Dean lands two of his ground forces on another planetary prize but it turns out to be a deadly, radiation-soaked hell-hole.  Too bad he didn't dress his landing party in haz-mat suits before they beamed down, huh?  Man, if this was the Federation, someone's ass woulda been fired.

Andrew finally experiences the sweet, sweet endorphin rush that only comes with planetary invasion by conquering Urta.


Still content with being the galaxy's equivalent of Sanford and Son, Chad uses a Ghost Ship Action Card to retrieve an abandoned Destroyer.  He also reveals that he now needs one less Victory Point to win the game as long as he controls the nebula-cloaked planet of Evehra. 

Yeah, who wants to lay a bet that this is gonna prove to be a giant pain in our collective asses towards the end of the game?

 I open up the floodgates of commerce by playing the Trade Strategy Card, scoring three trade goods in the process.

By tabling the Bureaucracy Strategy Card, Dean effectively puts the plot of The Phantom Menace into play via the "Blockade a Space Dock" Objective.  He also scores a Command Counter and clocks another Veep for battling ground forces on a successful invasion.

Andrew successfully gambles on a planetary invasion.  The locals rat out the aliens living next door (whom we can only assume they despise with the fire a million War Suns).  He gets two resources worth of free ships for the landing which quickly follows.

Chad gets an awesome deal on dreadnoughts and cruisers and mechs ("Oh my!") after tabling the Production Strategy Card.  I jump in on this hot welding action and construct another Carrier while Dean smashes a bottle of champagne on the hull of his brand, spankin' new flagship.

I invade Vefut II and my gracious new hosts pay tribute to my awesomeness by giving me four free trade goods!  


Andrew tries to pull a fast one and cobble together his own flagship, until we point out that he only has enough money to build the landing gear.  He builds a slew of regular ships as a consolation prize, which seems to make him feel better.

Unable to seek vengeance against the Reavers just yet, Chad is forced to goes after a softer target.  Although he gets his nose bloodied a bit by the Andrew-controlled locals, he still manages to pull out the victory.  Only now does he realize that his orbiting Dreadnoughts could have given his ground forces a +1 attack bonus all this time!  Suddenly I'm happy not to be the only oblivious rube sitting at the table...

Realizing that I'm swiftly running out of low-hanging fruit, I upgrade two of my planets with production facilities.

After Dean, Chad and I pass, Andrew polishes off the second round with his Diplomacy Strategy Card.  He scores some bonus Command Counters and then performs a "Peaceful" Annexation on a nearby planet.  Everyone else is completely tapped out and can't take advantage of the secondary action, so we just make ourselves content with wishing Andrew ill-fortune in all of his future in-game endeavors.

At the end of the second round, Chad claims a Victory Point for his grand planetary battle and Andrew scores a point for taking over three planets in one round.



So, at the end of our first session the Victory Point totals are:

Chad & Dean...Two Victory Points apiece
    Andrew...One Victory Point
Me...zippo, ziltch, nil, nada, bupkis, zero
     
Stay tuned for session two...coming soon! 



Friday, February 3, 2012

"MEQ 2" : The Quest Not To Do Something Stupid




Well, after the component-related fiasco that was our first game of Middle-Earth Quest, all four of us unanimously decided to have another bash at it this week.

Here were the roles this time out:

Andrew...Thorin           Dave....Eometh
Dean.....Argalad           Chad.....Sauron


In Part I of this session podcast:
  • I attempt to take out the Black Serpent after a false start. 
  • Andrew's early efforts get ham-stringed. 
  • Dean travels There and Back Again.
  • Chad Vader does evil stuff.


In Part II:
  • Dean deals a death-blow to the wounded Serpent and then has to wade through hip-deep  corruption, er, I mean influence.  
  • I cock up the "Rest" rules yet again and then bake up a pan of healin' muffins.  
  • Andrew makes every effort to put snagas on Middle-Earth's engangered species list, circumvents a monster trap and then becomes distracted by Penguins.  
  • Sauron reveals that his boundless evil is only matched by his atrocious taste in music.




Part III "Highlights":
  • An "Unexpected Betrayal" extends my recovery time and I show just how honor-bound I am by politely pulling my canoe over when a Southron inquires into the possibility of ganking me.  
  • After paging "Mr. Crebain", Dean gets hambushed by Sauron's Mouthguard.  
  • Andrew finally ponders the possibility of doing something.   
  • News flash: Sauron still evil.


In Part IV:
  • My hand is forced against Kevin of Gorgoroth.
  • Andrew tries to avenge me but I end up avenging him.
  • Dean tries to avenge himself.
  • Chad proves that you can't keep a good villain down, especially when it involves the Hero's victory condition.  




In Part V:
  • One of Sauron's drones proves to be about as useful as a screen door on a submarine.
  • Dean manages to kill his arch nemesis but then promptly walks into a discarded rake "Sideshow Bob"-style.  
  • Andrew ponders the lucrative possibilities inherent in party betrayal.  
  • We realize, all too late, that Evil is surging.  Mercifully,  Evil is also very absent-minded.   



Photos by Chad Seward.



Saturday, January 28, 2012

"Middle Earth Quest": Komponent Kaos

Every time you buy a new board game I highly recommend that you inventory the components immediately.  If you haven't been doing this then I suggest you retroactively go through your entire board game collection right now.   You'll be amazed at how much crap is missing.

But there is a silk purse to this sow's ear.  Quite often board game manufacturers are more then happy to mail out any replacement bits that were either damaged or missing from your copy free of charge.  In fact, they often have a tendency to overcompensate with this sort of request. 

This happened recently when my buddy Andrew acquired a copy of Middle-Earth Quest from Fantasy Flight and discovered that "The Northern Fortress" card was M.I.A.  He sent an email off to Fantasy Flight who then proceeded to send a spare copy of every single deck in replacement.  

The other bit of set up to this podcast is Andrew's prodigious game collection.  He currently owns approximately one hundred and twenty seven games.  Even taking our weekly games night into consideration, we still alternate picks between the four of us.  Needless to say, waiting for a specific game to hit the table is kinda like the equivalent of Haley's Comet flying over your patio.

To try and remedy this, Andrew's been lending out his games to anyone with a particularly keen interest in running it on their turn.  For Chad, this bad boy has been in his wheelhouse for quite some time:


Described favorably by Tom Vasel in his two-part review and bearing a more then passing resemblance to a more thematically sophisticated Runebound, all of us were pretty keen to give this one a whirl.  Chad took up the challenge of absorbing the hefty rule book and doing a dry run at home before rolling it out to the rest of us.  He had ample time to prepare and play test this before his turn finally arrived this past Wednesday.

Andrew, Dean and I could tell that he'd done his homework, since his breakdown of the game was virtually flawless:


Thanks to Chad's excellent tutelage it didn't take us very long to move, explore, and seek adventure and peril in Tolkien's rich and expansive realm.  In Part One of this game session podcast, Dean quickly strikes an unexpected blow against the forces of Sauron by handily ganking one of his minions...

The Roles:   

Andrew...Thorin            
Dave....Beravor
Dean....Argalad            
Chad.....Sauron






In Part Two we delve further into the game, exploring the far reaches of Middle-Earth and completing some slow-pitch quests:






In Part Three of  Middle-Earth Theatre Young Mawster Dean tries to single-handedly deal a deathblow to the forces of EEEE-vil while Messrs Andrew and David ponder retail space and lakefront property:





In Part Four Argalad is finally laid low while Beravor and Thalin seek the head of  "Kevin" Gorgoroth in an effort to prevent Sauron from rallying.





When The Witch King appears in Part Five it's clearly an omen (or is it an ottoman?) that The Lidless Eye is  surging.  In other news: I blatantly fuck up the healing/rest rules.





Due to our ludicrously difficult secret mission, the game comes down to a somewhat arbitrary and underwhelming "rock paper scissors" finale between the Heroes and the forces of Mordor.  Even worse: our epic component fail is revealed.


Yeah, as you might expect, we're definitely tryin' this fucker again next week.  Except maybe this time we won't mix all of the replacement cards in with the original ones.

Seriously, if we all had brains we'd be dangerous...



  Photos by Chad Seward.