Showing posts with label Craig Van Ness. Show all posts
Showing posts with label Craig Van Ness. Show all posts

Tuesday, December 10, 2013

Consolation Prize: "Star Wars: The Queen's Gambit"

Back in 2000 many fans were still mired in a delusional honeymoon with The Phantom Menace, mainly because it was the first new Star Wars movie to come down the pike in sixteen freakin' years. I count myself amongst those poor, sad, brainwashed wretches and it took quite some time before I broke through the Stockholm-syndrome-like pall of prequel apology and came to the realization that these newer films really, really sucked.

And I'm not talking "suck" as in "Wow, that Star Wars movie kinda sucked" I mean "sucked" as in the most basic, fundamental meaning of the word. As in "it sucked as a piece of celluloid". As in "it sucked as a series of moving pictures with sound".

Unfortunately, before I came to my senses, I'd amassed a huge collection of prequel-related toys, books games and other detritus, most of which I've managed to pawn off on still-entranced rubes who lurk out there on Kijiji. By the same token, there's still one Phantom Menace-related product that I'll never, ever part with. Something so amazing, so clever and so well-designed that it transcends its crappy origins, becomes something awesome in its own right and almost single-handedly dulls the painful memory of its original raison d'être.

If you actually bother to read this post's title the you already know that I'm talkin' 'bout Star Wars: The Queen's Gambit:


This game was produced just two years after Monarch sold Avalon Hill to Hasbro, a move that likely inspired several old-school grognards to commit ritual seppuku when they realized that their beloved wargame designers had completely gone to the dogs. Since I was indiscriminately buying anything with the words "Star" and "Wars" printed on it at the time, I immediately snapped this up as soon as I saw it on the shelf of my Friendly Local Game Store.

Unlike 99.9% of my prequel-related acquisitions, time would vindicate me on this one.

A few Wednesday nights ago, Matt proposed a game of 7 Wonders. To let him hit that game's sweet spot of four players, Andrew suggested that he and I revisit Queens Gambit instead. Rubber arm twisted, we began the elaborate process of setting up the four-in-one gameboard.

Here's the title crawl for this one courtesy of Board Game Geek:

"Based on the four battles at the end of 
Star Wars Episode One: The Phantom Menace
- the battle on the plain between the Gungan forces 
and the droid army; the attempt by Naboo forces, led 
by Queen Amidala, to storm the palace and capture the 
Trade Federation viceroys; the fight between Darth Maul 
and the two Jedi Knights; and the space battle in which Anakin's 
starfighter destroyed the Droid Control Ship.

"The forces are represented by 155 plastic miniatures on three separate 
boards, including a three-level palace. The action is driven by two decks 
of cards for each side. Each turn, each side simultaneously chooses four action 
cards from a hand of ten, and places them in order. The actions are then carried out
one at a time, alternating sides. Combat is resolved using special attack and defense dice."
    
Looking to review the full saga, I.E. the rules? Well, since the game's out of print, yer kinda outta luck. However, you can hyperdrive over to Headless Hollow and peep-out their wonderful summary of the game right here.  

***
In a rather slick move presaging his in-game wiliness, Andrew conveniently sat on the "Dark Side" of the board and set up the forces of evil. That left me as the Naboo player, so I diligently began to locate and place Obi-Wan, Qui-Gon, Padmé, Sade, Panaka, a phalanx of Palace Guards, and a horde of Gungans, including that intergalactic cock-smack Jar-Jar Binks.

I hear a hundred voices suddenly calling out in terror, "Wait, Jar-Jar Binks isn't in this game!"  Oh, yes he is...

"Does this means wesa gonna die?" With any luck, you infantile penis-holster...

Yep, that's right, folks. In all his creative pettiness, Andrew decided to sub one of the original Gungan models out for a figure from the Star Wars Miniatures Game in order to represent the presence of most loathed character in the entire history of creative fiction. Yeah, as if the Dark Side player needed any extra incentive to annihilate this race of CGI-rendered Stepin Fetchit stereotypes. 

WHO'S WHO
Andrew...Dark Side
Me...Light Side

So, after Andrew thoughtfully dispensed with the painful, protracted and imminently fair process of randomly determining who would play what faction, we immediately got down to brass tacks. 


I immediately drew a mitt-full of Jedi cards and promptly began whaling away on Maul. Things started off promisingly enough when Obi-Wan gave that spiky-headed Sith bastard a lightsaber enema for five points of damage.  

"Da-aaaave!" Andrew whinged.  "Sta--ah-ahp it!"

So, being the sporting gentlemen that I am, I proceeded to do exactly what my gracious host had politely asked of me. In other words, that tidy little smack on my first turn pretty much represented the last spate of good fortune I'd exhibit for the rest of the game.

Indeed, every swing I took in the Jedi battle from thereon in was either a complete whiff or a delicate little love-tap that Maul managed to parry or riposte with ease. Things got even worse when my surplus of Generator Core attack cards completely dried up, leaving Obi-Wan and Qui-Gon about as threatening as a pair of Ecstasy-addled Hare Krishna armed only with glow sticks. 

Alternately, Andrew's unearthly powers of dice manipulation suddenly activated and that reject from Tattoo Nightmares started beating ass. This culminated in the following brutal roll:


Not only had my offensive efforts dried up, but I also couldn't roll defensively to save my life. Well, Obi-Wan's life, anyway. In a moment of revisionist history, the Jedi apprentice calmly took note of the two-inch wide cauterized hole in his chest and then stretched out on the floor for some permanent meditation.


Things weren't looking particularly good out on the Plains either. A mix of Battle Droids and Destroyers cut into the heart of my formation, giving Andrew a bonus card for every platoon of mine that he managed to bag. Between his unparalleled luck and my complete and total inability to roll a friggin' Shield symbol, he quickly felled one of my Fambaas giving the Trade Federation an opportunity to stream forward completely unhindered. I did my best to hold them off with a withering hail of Catapult fire but my results were scattershot at best. As a result, Andrew took a commanding lead in the race for bonus cards.


Meanwhile, back in the Generator Core, Qui-Gon continued to volunteer for lightsaber acupuncture, the medical benefits of which were immediately called into question when the Jedi Master suddenly came down with a slight case of DEATH.  


About the only place where I had any semblance of luck whatsover was in the Theed Palace. Using Window Ledge Movement, the Red Queen and Captain Panaka led a daring raid on the third floor of the Palace, capturing Viceroy Nute Gunray and his life-partner Rune Haako. After achieving this Throne Room majority all I needed to do now was destroy the Trade Federation Control Ship, a task which was easier said then done.  


As such, I turned my attention to Anakin's involuntary efforts in space. Once again, I experienced some tantalizing early success until Andrew decided to flood Naboo's orbit with a metric shit-ton of Droid Starfighters. When you add in his uncanny ability to block my maneuver rolls, you can well imagine that my progress on this front got gummed up as well.   


Back in the Theed Palace, my worst fears were realized as Darth Maul bombed into the First Floor, cutting Palace Guards down like corn stalks en route to the Throne Room. Before bounding his way up the steps, Maul paused momentarily to shear off the Purple Queen's hair bun. He didn't kill her, mind you, he just couldn't pass by without doing something about that "dreadful" hair style. This leads me to believe that Harry S. Plinkett was right about Maul after all. 


Meanwhile things continued to go from bad to worse on the Plains of Naboo. Even without committing the ATT's and MTT's Andrew's droid army annihilated all but three Catapults, one Fambaa, three devisions of Kaadu cavalry and a single Gungan platoon steadfastly defended by Boss Nass's hand-picked Field Marshall, General Jarsopher J. Binkman. As long as Binky was alive there was still hope!


On my side of the table, a giant heap of scrap metal began to collect. Silently I wondered if Andrew had filled out warranty cards for every one of these metal abortions.


On Andrew's side of the table: an even more prodigious heap of dead, humanoid-shaped hairless rabbits. Honestly, they were starting to stink up the joint. 


When Andrew diverted several squads of Battle Droid away from the Plains battlefield to the first floor of the Palace things became even more dire for the Naboo. It didn't take long before the Palace guards were overwhelmed, swaying the numerical advantage back to the Trade Federation. With Anakin stuck in permanent "spin" mode out in space and the Purple Queen reduced to a briquette, the game became mathematically impossible for me to win.  


Thats when I revealed to Andrew that the Purple Queen was, in fact, the real Amidala! Not that it mattered much, but if he'd just taken the time to decapitate her with Maul, he would have scored a huge windfall of bonus cards!  


ANDREW, THAT SNEAKY PIECE OF SITH, WINS!
(However, with Jar-Jar still standing at game's end, I maintain that we're all losers)

***

After playing Queen's Gambit again I was remembered that I'd made some notes from a previous session. Here then is my session report from back on February 12'th 2006 (!). 

"I drew Dark Side and immediately began to pound on Qui-Gon with Maul. Initially things went well until Maul was flanked by Obi-Wan and my offense and defense went sour (Sound familiar?). I managed to kill Qui-Gon but was left facing a healthy-looking Obi-Wan.

"Andrew (That joker again?!?) made some very aggressive moves in the Palace, boosting Panaka and some Palace guards up to the top level. On the battlefield, the Gungans did a great job protecting the Fambaas. Anakin also experienced some initial luck, expertly evading the Droid Starfighters on the first maneuver card.

"Then everything changed. I used a card to dump my entire hand, hoping against hope that Maul would survive for another turn. With one Life Point remaining, I managed to block two potential damage with four Shields, heal Maul and then beat Obi-Wan like a red-headed step-child. 

"With the Sith having their revenge, Maul rushed forward towards the Palace. Seeing disaster afoot, Andrew tried his best to secure the area by annihilating all of my Droidekas! 

"Meanwhile, in the field, the anticipated slaughter of the Gungans didn't happen. In fact, they held their ground nicely, earning Andrew a few bonus cards. Mercifully, with the Jedi out of commission, this just meant that I had to sacrifice a few Battle Droids in the Palace and on the Plains in order to make some critical card plays where it really mattered.

"Armed with a slew of bonus cards from killing Obi-Wan and his Master, I created an impenetrable stack of Droid Starfighter cards in order to prevent Anakin from budging. This served me well as Maul hacked his way through the Palace Guards, even killing a few of them with deflected blaster bolts!     

"The ending was a foregone conclusion as the Dark Side proved triumphant!"

I then recorded a solo play five days later:

"Weird game; I though the Light Side was going to run away with this. After Maul killed Qui-Gon, Obi-Wan avenged his Master while barely suffering a scratch. He then proceeded to cut a swath through the Palace. 

"As in my game with Andrew, I practically ignored the Plains Battlefield, concentrating instead on getting Panaka and some Guards to the third floor of the Palace. Anakin stalled despite an early push. This allowed the Darkside to stack the better part of the Droid Starfighter deck on the board. 

"Essentially this clinched things since it gave me a chance to divert tons of Battle Droids back to the Palace. Even Obi-Wan couldn't hold out forever. The Dark Side won again, this time by eliminating everyone except the two Palace Queens!" 

I know that I've played the game since 2006, but that particular session report is likely lost to the ages, locked up within the inert electronic brain of my old, deceased laptop. I'd give anything to read that document again since it contained not only session reports for Queens Gambit but for three whole years worth of gaming. Sadly I'll probably never be able to recover it. *Sigh*  

***

So after reviewing these older sessions and playing the game recently, here my thoughts:

PROS
  • When it comes to board games with incredible components this one's at the top of the list. The graphic design of the three boards is impeccable and the miniatures are fantastic. The player aids and the three floors of the Theed Palace are all made of durable cardboard. Although the plastic Palace pillars (?) are pretty snazzy-looking they also make for a pretty shaky structure. Don't be surprised if a twitchy, hyperactive, coffee-guzzling opponent (Dean, I'm looking in your direction) accidentally grazes the structure while reaching for a second floor Destroyer Droid and then inadvertently reduces the game into a jumble of downed figures. Perhaps the only components that could be improved are the chintzy damage counters and the flimsy cards. 
  • Along with Battlestar Galactica, A Game of Thrones: Second Edition, Aliens and Buffy the Vampire Slayer, this is one of the most thematically-rich licensed games ever made. It really does play out like the four-pronged climax of The Phantom Menace but without all of the shitty dialogue and rampant, drama-deflating idiocy.     
  • Although there's a ludicrous amount of luck involved here, this also keeps the game tense and fun. Even if you've applied what seems like an obvious strategy, you also need the dice to co-operate with you. 
  • Between the Jedi / Sith battle, Anakin's flight to the Droid Control Ship, the assault on the Palace and the Naboo Plains Battle it really does feel as if you're playing four games in one. 
  • To paraphrase "Hot Pants" Padmé, the Naboo Plains battle is merely a diversion. Having said that, you shouldn't ignore it completely since it's a fantastic source for bonus cards. Chaining together a bunch of extra actions can really tip the balance in any given battle. 
  • The cards really simplify the game and cut down on analysis paralysis.
  • Sorry, but there's something vicariously sadistic about unleashing a Jedi or a Sith loose in the Theed Palace and indiscriminately hacking down Guards or Battle Droids like a more flamboyant Grim Reaper.   
CONS      
  • I sincerely believe that sensible placement of the dice on the Droid Starfighter Cards skews the game towards the Dark Side. Even if the Jedi make short work of Maul and eradicate all of the droids from the Palace, it's all for nought unless that mop-topped, round-headed, button-nosed l'il space urchin can blow up the falking Control Ship. 
  • Although nothing in the game can be taken for granted because of luck it's super-frustrating to see your early inroads dashed when the dice get a hate-on for you. Note to self: if I ever play this game again with Andrew a dice tower's gonna be at the top of my rider list.  
***

All told this is still a classic that will forever have a home in my game collection. It's a shame that it's out of print since it actually makes The Phantom Menace seem kinda cool. In fact, if someone hadn't seen the movie and just played the game they might be fooled into thinking that the original source material doesn't suck like a sandcrawler's vacuum tube.  

As such I give the game five pips outta six with a tilt up towards Palpatine's pimped out Coruscant penthouse.


***

Have you always wanted to commit Gungan genocide? Well, keep dreamin', kiddies, since this mofo's long since out of print!




Monday, April 2, 2012

"It's Clobberin' Time!": Marvel Heroscape

Back on the 24'th of March I was going to re-unite the League of Paper Champions to have a bash at the old Marvel Super Hero RPG.  As luck would have it, I got crazy busy during the previous week and didn't get a chance to dig out the adventure I'd already written until the night before I was supposed to run the game.

And hey, guess what I couldn't find despite tearing my entire house apart?

Although I was adventureless, I still had the Fellowship over the following day to test this baby out as a consolation prize:


Rules, Character Selection & Scenario 



Game One

The Good Guys

Me:  Captain America and Sgt. Drake Alexander
Mark: The Hulk and a Krav Maga Agent
Cheryl:  Iron Man and Spider-Man

The Bad Guys

Dean:  Doctor Doom, Abomination and the Deathwalker 9000
Sabina:  Red Skull, Venom, Zettion Guard

Round One  

Dean's Deathwalker lobs a grenade at the heroes.  Iron Man blasts away at Abomination.  Sabina's 'bot proves to be ineffectual against ol' Shell-Head.  Cap throws his mighty shield and brains Abomination.  Doom try to control Tony Stark but his Mind Control powers seem to be useless against the inebriated.  Hulk leaps into the fray but the Abomination ducks!



Round Two

The Red Skull takes an ill-advised pot-shot at the Green Goliath.  Hulk feeds Abomination a knuckle sandwich.  Abomination goes toe-to-toe with his arch enemy.  Iron Man tries to crack Doom's armor.  Venom cheap-shots The Hulk, taking him from slightly pissed to uber-furious.  Cap strikes down several rivals with one blow!



Round Three  
         
Abomination tries his best to match The Hulk blow-for-blow but eventually gets his face re-arranged.  Venom surreptitiously boots The Hulk right in the 'nards.  Iron Man attempts to crack Doom's armor with a repulsor can opener.  The Red Skull unexpectedly gets the best of his hated rival.  Spider-Man web-slings towards the goal line.      



Round Four

The Hulk pops Red Skull's head like an over-ripe zit.  Ol' Web-Head reaches the end zone.  Venom gets the best of a tenderized Hulk.  Doom keeps shuckin' and jivin' against Iron Man and then fails to nail his web-slinging quarry.  

Round Five

Iron Man defends his home turf against Doom.  Venom's spider-sense proves to be nowhere as effective as his counterpart's and he's soon caught napping in more ways then one.  

  

Game Two

The Good Guys

Dean:  Captain America and Krav Maga Agent
Mark: The Hulk and Iron Man
Cheryl:  Spider-Man and Sgt. Drake Alexander

The Bad Guys

Me:  Doctor Doom and two Zettion Guards
Sabina:  Red Skull, Abomination, Venom and Deathwalker 9000

Round One  

Abomination leaps into the fray and lands on Iron Man's helmet.  In a repeat of Game One, Cap drops two robots without breaking a sweat.  After having his brains scrambled by The Hulk, Abomination does a mean Bron-Y-Aur Stomp.  Iron Man tries to fly away but gets punched right in the L'il Iron Man.  



Round Two

Abomination deftly extradites himself from a toxic engagement.  Captain America sees stars and telegraphs the Skull.   The villains foolishly allow "Samurai Jack" to live and he goes all Kill Bill on  Abomination.  Doom clips the wings of the First Avenger but fails to tame The Hulk.  



Round Three

Abomination breaks his date with The Hulk but just can't tag that pesky wall-crawler.  Drake keeps back-stabbing the Abomination.  Skull's Dust of Death proves to be a dud and Hulk bitch-slaps him for his trouble.  Doom finally puts the kibosh on a certain katana-armed G.I. but fails to enthrall the spider.    Ol' web-head breaks into the Stark warehouse.  

Round Four

While leaping out of a scrum, Abomination takes a smack.  He lands in the warehouse with Spidey but fails to hit the agile arachnid.  Hulk does a stompy two-fer on the Red Skull and Venom.  Doom flies into Stark headquarters to squash the spider but his luck isn't any better.  Spidey tea-bags Abomination with his web-bawlz.  Venom seeks out his old enemy.  


Round Five    

Hulk leaps into the now-crowded warehouse and Abomination manages to avoid death from above.  Doom is heard to shout "Cursed arachnid!" more than once as he fails to blast Spidey not once but twice.  Abomination is able to avoid the Hulk's initial wrath but gets his cranium smashed in on the second attack.  Try as he might, Venom just can't draw the attention of the Green Goliath.   



Round Six  

Frustrated by his inability to hit Spider-Man, Doom switches his focus to The Hulk.  Not only does he completely whiff, he also fails with his Mind Control powers yet again.  In response, Hulk tries to put a dent in Doom's faceplate.  Spidey proves to be just as elusive against Venom as he was against the (not-so-good) Doctor.  A suicidal Krav Maga agent tries to snipe the Lord of Latveria.       

Round Seven

Doom's armor stays true against an all-out assault by a rampaging Hulk but his counter-attack fails to pacify the beast.  Venom goes after a soft target and then drives the Hulk into an epic level of rage.   

Round Eight

"Hulk smash!!!"  'Nuff said.  



***

Marvel Heroscape is a ton of mindless fun.  I really wish that this line had been more successful, since I would have loved to have seen more expansions for this set.   

Even with the obvious limitations of the base set, we still had a lot of fun.  Having said that, given the scant amount of terrain, scenarios and characters included, I fear that the base set by itself would quickly get stale.  

Despite this, I really like Heroscape's intuitive rules, the top-notch components and all of the variable stats and powers.  For such a simple game it really does a great job replicating a classic comic book free-for-all.

It just makes me sad that I'll never get my Heroscape Wolverine. 

Four pips outta six!  



Friday, January 20, 2012

Last (But Not Too Late) To The "HeroScape" Dance

If I had a dime for every time I was standing in Toys-Is-We holding a clearance-sale copy of HeroScape (2004) in my sweaty little mitts, well, I'd probably have five dimes.

But regardless of how cheap the thing was, I could never pull the trigger on it.  Just look at this box cover :


Okay, so we got a dragon, alright, fine, cool.  But then we've got this guy who looks like Spawn holding a plasma rifle standing next to a suit of mech armor and a blue-skinned centurion astride what appears to be an allosaurus.  

The scene inside the velcro-sealed front flap is even worse.  We've got Morpheus carrying a broadsword, G.I.s toting laser weapons and a samurai who's dressed like Pyro from American Gladiators.  This looks like it was designed by a hypoglycemic six year old with ADD on a Froot Loop bender. 

'Nope, w-a-a-a-a-a-y too childish," I'd say, turning up my game snob nose and placing the box back on the shelf.      

Wow, 'childish' huh?  This coming from the same guy who probably purchased this piece of shit just a week earlier.

So I managed to resist HeroScape's siren call until this (clearly less infantile) release came down the pike:
Yes, to the average eye, this still looks like the sort of thing that should reside only scattered under the bed of a nine-year-old kid, but I just couldn't resist the Marvel theme.  So, when I caught it on sale $10 bucks off the retail price, I decided to take the plunge.

I could also justify this purchase 'cuz I'd managed to avoid the financial sink-hole that was the collectible miniatures HeroClix game.  Plus game-review guru Tom Vassel just loves the shit out of HeroScape:



So, I got the thing home and read the rulebook.  To help simulate this riveting experience, here's the game's overview, courtesy of Board Game Geek:

"Marvel Heroscape (2007) features plastic figures of Marvel Universe heroes and villains - each with a card to control movement and combat strength. 







Players can build many different battlefields by attaching and stacking terrain tiles of different sizes. The battlefield/scenario section includes 8 scenarios and 2 terrain layouts. Games can be opponent elimination, getting to a certain space, protecting a certain figure, or holding out for a certain number of turns.

The rulebook features two games: a basic and a master version. In the basic version, designed for younger players, characters move, attack, defend, and have range -- but there are no special powers and some other rules are minimized or eliminated. The master game includes special powers, wounds, engagement rules, falling rules, and a few other additions.

Each unit has a movement rating in hexes. Combat is fairly straightforward. You roll attack dice as listed on your unit's card, and the opponent rolls defense dice equal to the number on their unit's card. Extra hits count as wounds (figures may have more than one wound)."


So, I set up the first scenario, a pretty straightforward affair with no terrain elevations and only three characters (Spider-Man and Captain America vs. The Hulk).  After a five-round slugfest, the Green Goliath proved triumphant.
 
Here's my post--play take on the game from back in September 2007 (!):

"Fun, quick and clearly brainless beat-em-up.  If the Hulk lost this particular scrap, I would have been seriously pissed.  

Having said that, the designers did a good job building a simple mechanic to replicate the Hulk's growing rage.  Captain America is well-simmed in the sense that he's a genius at hand-to-hand combat and exploiting a weak defense.  Spidey is appropriately nimble and if his spider-sense had worked better in this match, you may very well have seen a joint Web/Wing Head victory!"   

 In other words, I had fun.

And then, just as I'd hoped, an expansion was announced which would have added ten new characters: Sandman, Human Torch, The Thing, Doc Ock, Punisher, Super Skrull, Invisible Girl, Bullseye, Beast and Black Panther.


So I waited.  And I waited.  A-a-a--a-a-a-d then I waited some more. 

But the reinforcements never arrived. As it turned out, this Marvel-flavored license had laid a giant goose-egg.  The original core set (sub-titled "Rise of the Valkyrie") had been produced under the Milton Bradley banner.  When Milton Bradley was swept up by the toy Goliath Hasborg, er, Hasbro, someone must have seen dollar signs in marrying HeroScape with various licensed products.

Unfortunately, fans who'd been there since the beginning loved the game for what it was: a disparate kooky way to answer that age old question: "Hey, what do you think would happen if a bunch of U.S. Marines fought a mechanical dragon being ridden by a flaming ninja?".  They really didn't want any licensed influences coming in and muddying up those LSD-laced waters.

Translation: they loved HeroScape for the exact same reasons that I initially found it to be terminally stupid-looking.   

In fact, I found more reasons to invest in the game after HeroScape was married to the other great love of my life: Dungeons & Dragons.   I recently got this core set for Jesus Present Day:



Immediately I planned to run this sucka for our group's weekly game turn, so I did a solo run on January 6'th.  What follows is a turn-by-turn transcription of the game.

BTW, if you're already heavily into HeroScape, you may find this interesting.  If you're not that familiar with the game and/or you're a human being with a normal brain and reading this is the equivalent of watching oil-based paint dry, just skip past the following italicized section.

"Campaign Master Game - Adventure One - HeroScape D&D Battle for the Underdark

Round One:  I place all of my Order Tokens on the Troll.  Order Token 1 & 2 goes on Tandros, 3 and I place the decoy on Ana.   Initiative roll:  Adventurers   7  Troll  11


The Troll reveals Order 1 and moves up 5 spaces between the two stalagmites.  Tandros reveals Order 1 and also moves up 5 spaces.  The Troll reveals Order 2 and moves up another 5 spaces.  Tandros reveals Order 2 and Engages Mr. Troll.  He rolls 4 attack dice and gets 2 Skulls.  The defending Troll rolls 1 Shield so he only takes 1 point of damage!  The Troll reveals Order 3 and tries to kick Tandros in the cubes, rolling 4 dice now (since he has 1 wound) and gets 2 Skulls.  Tandros rolls 1 Shield and takes 1 point of damage.  The Troll regenerates 1 wound!   Ana reveals Order 3 and moves up 5 spaces.  She attacks with 2 die but misses!

Round Two:  All Order Tokens on the Troll.  Order 1 & 2 on Tandros, 3 and decoy on Ana.   Initiative roll:  Adventurers 20, Troll 20 Re-roll: 20 vs. 9

Tandros reveals Order 1 and swings at the Troll but gets only 1 Skull.  The Troll rolls all blanks for defense so it’s a hit for 1 point of damage.  The Troll reveals Order 1 and lashes out at Tandros.  He rolls  4 die (since he has 1 wound), but only gets 1 Skull.   The defender's roll fails so he takes 1 damage and the Troll regenerates 1 wound!  Tandros reveals Order 2 and stabs the Troll in the groinal area.  He gets 2 Skulls and the Troll fails to defend.  Two hits!  The Troll reveals Order 2 and  attacks Tandros with 5 dice!  (2 bonus for his wounds)  He rolls 2 Skulls, but Tandros rolls 4 Shields in defense so there's no damage!   The Troll regenerates 1 wound!    Ana reveals Order 3, moves up 5 spaces including 1 extra point for going up one terrain level.  She attacks the Troll with a 2-die ranged attack and gets 1 hit which the Troll fails to defend!  The Troll reveals Order 3 and tries to eat Tandros's face.  He rolls 5 dice and gets 3 Skulls!  Defense roll:  only 1 Skull.  Two hits and the Troll regenerates 1 wound!

Round Three:  All Order Token on the Troll (d'uh).  Order 1 & 2 on Tandros, 3 and decoy on Ana.   Initiative roll:  Adventurers 4, Troll 12

The Troll reveals Order 1, tries to maul Tandros.   He rolls 4 die and gets 2 Skulls.  The defense roll is a bust so Tandros takes another hit and the Troll regenerates 1 wound!  Tandros reveals Order 1 and pokes at the Troll only getting 1 Skull which he defends!  The Troll reveals Order 2 and tries to pummel  Tandros with 4 die…but no Skulls!  He regenerates 1 wound as a consolation prize!  Tandros reveals Order 2 and tries to perforate Monsieur Troll.  He gets Skulls, which goes undefended for 2 hits.   The Troll reveals Order 3 and flies into Tandros with 5 dice.  He rolls 4 Skulls!  Defense roll:  only rolls 1 Shield, takes 3 damage and he’s killed!  Troll regenerates 1 wound!  Ana reveals Order 3, moves up 4 spaces and tries to free the caged Erevan.  Rolls 1, fails! 

Round Four:  All Order Tokens on the Troll (whatta shocka).  All Order Tokens on Ana.   Initiative roll:  Adventurers 19, Troll 13. 

Ana reveals Order 1  She rolls an 18 and manages to free Erevan!   Troll reveals Order 1 and moves up 5, ending up partially in the shadows.  Ana reveals Order 2.  She jumps into the water to flee from the Troll, then rolls 2 Skulls on a 2-die ranged attack.  The Troll defends successfully (after rolling 2 dice thanks to the shadow)!  The Troll has taken 7 points of total damage so far this game.  He was fully healed but now has 1 wound!  The Troll reveals Order 2.  He moves adjacent to Ana and attacks her, hitting with two undefended Skulls and then regenerates one point.  Ana reveals Order 3.  She scampers up the bank (taking one Leaving Engagement point of damage in the effort) and retreats back but also fires off a 2-die ranged attack but it’s a miss!  Troll reveals Order 3.  He moves into the water and then attacks Erevan.  He rolls one Skull but Erevan defends with a Shield!          

Round Five:  All Order Tokens on the Troll (Zounds!).  Order 1 & 2 on Erevan, 3 and decoy on Ana.   Initiative roll:  Adventurers 18, Troll 14

Erevan reveals Order 1.  Troll misses him as he breaks Engagement and backs up four spaces.  He tries a four point fire blast and rolls three Skulls!  Defense…no!  Fails!  Troll reveals Order 1, moves up 5 and Engages with Ana (knowwhutImean knowwhutImean, nudge nudge, wink wink).  Attacks with 6 die!  He scores three hits, and Ana's defense…fails!  She's killed!  Troll heals 1 point of damage!  Erevan reveals Order 2.  He moves back five spaces onto another higher outcropping, fires off with another blast.  He rolls 4 hits on 5 dice (+1 due to elevation)!!!   Troll defence…failed!  Takes four points of damage!  Troll reveals Order 2.  He lumbers up 4 spaces and tries to stick his dick in  Erevan's ear.  He rolls 3 hits on 6 dice!  Defense roll:  rolls 3 Shields (+1 die for higher ground!)  Only 1 damage. Troll heals 1 point of damage!  Ana’s Order is wasted.  Troll reveals Order 3 and crawls up 4 spaces to be on par with Erevan.  6 die attack:  three Skulls.  Defense:   failed, Erevan takes 3 points of damage.  Troll heals one! 

Round Six:  All Order Tokens on the Troll.  All Order Tokens on Erevan.   Initiative roll:  Adventurers 20, Troll 3.  


Erevan reveals Order 1.  He tries a 4-die fire blast, rolling 3 Skulls! Defense…rolls 1 Shield and is still alive!  Troll reveals Order 1 and lashes out with 6 die!  He scores two hits, Erevan's defense fails and the mage is eaten like a Boston Pizza chicken wing! 

Post Match Commentary: Wow, pretty crazy stuff.  Obvious tactical error is “splitting the party”, so to speak.  Both starting adventurers probably need to try and rescue Erevan together.  The Troll’s regeneration ability seems pretty insane when he’s solo.  It would be hard to overcome it even with three active characters.  I wonder if I played it right?

Still, with a bit of luck this can go either way.  Erevan rolled dynamite but he just couldn’t defeat the Troll alone.  I’d like to try this again soon.


So, with HeroScape now fresh in my mind, I was ready to host the game last Wednesday.  Since I potentially had four other people showing up (Andrew, Dean, Chad, and our newest pledge Mark), I intended to create one of the mega-maps from the core set.

But then, like a game group version of "Ten Little Indians", the numbers begin to drop off.  Mark was out first due to familial responsibilities (*Ppfffffttt!!!*).  Andrew had contracted the Andromeda Strain and I knew it had to be serious.  Andrew's kinda like the bugs in Starship Troopers; you can blow off one of his limbs and he's still 86 percent gaming effective.  Dean, on the other hand, blearily called me just before kick-off time and said:

"Um, yeah, seeing as it's ten to eight right now and I just woke up..."

But this isn't really a bad thing.  As people started to drop out, I began scaling down to the first scenario, which is perfect for two players.

Chad arrives and quickly assumes the mantle of the Troll, since it's only one character to control.  After a quick Headless Hollow tutorial, we're off to the races.

After reading and adopting the rule that two-space figures can just walk across water, Chad charges the Troll directly at me.  I try and split the offense and hope I don't get beat up too badly.  Tandros crosses one side of the river and is forced to go toe-to-toe with the beastie:

  
When Chad rolls his first attack he points out a major gaff that I made during the solo run.  The Troll's "Blood Frenzy" ability gives him extra attack dice only if his target is wounded, not if the Troll is hurt.  D'oh!  I though it was a "berserk-with-pain" and not a "piranha feeding frenzy" sorta deal.  Oh, well.    

Ana flanks the creature just long enough to try and get past him.  I try and keep Tandros in motion as well, but both of them take wounds as they try and run past. 


Tandros is killed before he can get back to the cage, but he buys Ana enough time to free Erevan.  The effort has her pretty beat up as well, not to mention caught in  terrible defensive spot.  As such, Chad's Troll then proceeds to gorilla-fuck her to death.

Erevan uses his fey step (which is sorta gay, but not in a bad way) to beam past the Troll, luring him back to the entrance.  I get super-lucky and manage to fry the fucking thing with two four-skull fireballs.

In Game Two Chad wisely keeps Ana and Tandros together as they try and maneuver past mein Troll.  Ana's healing ability actually keeps the beatstick alive.  At first I'm hoping that Chad runs out of time, but he manages to free Erevan just before he drowns.

So, for the first time ever, all three heroes are united against the evil Troll!


But Tandros has been pretty beat up by the effort.  Chad wisely tries to keep Ana close to him for some hot "lay-on-hands" action, but it just doesn't happen frequently enough.  My damage rolls aren't stellar, but without those healing rolls I eventually kill the stubborn little fuck.

Mercifully Ana's 2-die attacks are also like water off a big, scaly, green, regenerating duck's back.  She's also bloodied, so I keep hammering at her with the Troll's blood frenzy, dropping her quicker then a co-ed's tube top on Spring Break.

I start chasing that wily fuck Erevan around the board.  I do a slightly better job keeping the Troll within mangling range but this still doesn't prevent the Eladrin wiener from tea-bagging my Troll with a few  well-placed Fireballs to the mush.

So, two "Hero" wins, but with heavy losses.  All told, a pretty balanced scenario.

Okay, I clearly like the game, so now what?  I guess I'll just go ahead and pick up some of the D&D-flavored expansion packs.

Oh, wait...It's out of print?!?!?



Regardless of its fleeting availability, I've gotta give D&D HeroScape four pips outta six!