Showing posts with label Small World. Show all posts
Showing posts with label Small World. Show all posts

Friday, February 6, 2015

"Small World", Big Fun

Lately I've been making a concerted effort to try and keep my place reasonably clean. Now that poor, hideously-overworked Dean can't host game night for the foreseeable future, I either have to schlep out to Lower Sackville to Andrew's place or over to Mike's house in, like, Sheet Harbour or wherever the hell he lives now. 

The old adage of "If You Keep It Tidy, Gamers Will Come" is certainly true. Actually it's more like "If You Invite Gamers To A Place With Indoor Plumbing They Will Come". If there's a decent-sized gaming table, enough seats to accommodate a few sedentary asses and coupla "Mountain Dew's" on da chill, your true friends won't give a rat's ass what shape your place is in. But, hey, I care and that's the number one reason why I don't host game night as often as I want to.

But two Wednesdays ago I made a special point to get my digs in order. It was Matt's pick and he went with Small World, primarily to test drive all of the expansion Races that he'd been feverishly collecting over the past few years.


I've touched briefly on Small World before (right here and here) but now it's time for a proper in-depth session report and review. So, without any further ado, here's Days of Wonder's version of "Once Upon A Time...":

"Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci™, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth."

Looking for the full tale of this epic saga? Then click on the following link to read the full rules.

***

INITIAL RACES AND TURN ORDER

MIKE: BEHEMOTH SCAGS

Racial Trait: Randomly select and place one Loot marker face down in each Region you conquer. You may look at it only only after you have selected it and placed it on the board. When an opponent conquers one of your regions, reveal the Loot marker. If the Loot marker is a Skag Attack marker, the conquest is cancelled and the opponent loses one token (he cannot re-try any attack against this region during this turn). Otherwise, the opponent collects the Loot token. If you abandon a Region, leave the Loot token behind. When you go in Decline, or at the end of your last turn if you didn't go in Decline, reveal all Loot tokens in your regions and collect them.

Special Power: Your two Behemoths are each represented by a stack of tokens that matches the number of Swamp regions you currently occupy. These two stacks can never be split or mixed. Each Behemoths’ stack counts as an equivalent number of Race tokens for attack AND defense. The number of tokens in each stack is adjusted each time you capture or lose a Swamp region. A Behemoth must always be accompanied by at least one Race token. If the region it occupies is conquered, only the accompanying Race token is lost; redeploy your Behemoth (keep it as a single stack) at the end of your attacker's turn, as normal.

MATT: HILL PYGMIES

Racial Trait: Each time you lose a Pygmy token, roll a reinforcement die and receive as many new Pygmies from the storage tray as you rolled pips on the die (up to the number of Pygmies left). Deploy them on the board at the end of the current player's turn.

Special Power: Collect one bonus Victory coin for each Hill Region you occupy at turn's end.

ME: HISTORIAN ICE WITCHES (WTF???)

Racial Trait: Ice Witches collect one Winter marker for each Magic Source they control at the end of their Redeployment phase. At the end of their Redeployment phase, Ice Witches may place their Winter markers in their own Regions or any adjacent Region (there cannot be more than one Winter marker per Region though). A Winter marker permanently augments the Region's defense by one. It remains on the board as long as the Ice Witches are active. Regions with a Winter marker that are not controlled by an Ice Witch earn 1 less Victory coin than usual.

Special Power: Collect one bonus Victory coin for each Race In Decline at the time you select the Historians. While you're active, collect one bonus Victory coin each time another Race goes In Decline, and one final bonus coin when your own Historians go In Decline!

ANDREW: RANSACKING FAUNS

Racial Trait: During Troop Redeployment, collect one new Race token for each active region you conquered this turn. Your victims also receive one new Race token for each of their regions you conquered.

Special Power: Each time you successfully conquer a Region containing an opponent's active Race token, he must immediately pay you one Victory coin from his own personal stash (unless he has no coins left).


TURN ONE

Mike's Scags made short work of the southwestern quadrant of the board. By the time the dust settled, four enigmatic-looking Loot Markers were left scattered all across the realm, virtually goading the rest of us into attacking him just to see what they were. Before passing his turn, Mike stationed his two Behemoth bodyguards in the southern and eastern hinterlands of his domain.

Lured by the heavy concentration of Hills in the northwestern section of the board, Matt's Pygmies made significant in-roads there.

I made a point of staying well-clear of the brewing fracas, opting instead to enter the board from the northeast. Pretty soon my horde of Madonna-bra'd frozen tartlets had redecorated a Swamp, two Forests and some lakeside property with a sparkling sheet of wall-to-wall hard-ice flooring. As a final exclamation point, I used the two Magic Sources I'd captured to drop a pair of snow-globe Winter Markers on the board to bolster up my defense.

Well in-step with his aggro style of play, Andrew's Ransacking Fauns made their debut. His marauders entered the board from the northern Forests and then streamed down through two Farmland Regions, isolating one of Matt's armies in the process. At the end of this rampage he collected several bonus Race Tokens for conquering active Regions and stole a couple Victory Coins from Matt to boot!


TURN TWO

Mike continued his inexorable drive north, annihilating a Lost Tribe Token in the process. In a classic pincer maneuver, the Scags made an amphibious landing on the northwest peninsula, swarming the Farmland and then steam-rolling over yet another Lost Tribe living in the Swamp next to Matt's borders. This resulted in three more uber-tempting Loot Markers getting plopped on the board. Anticipating an attack to the north, he moved Mr. and Mrs. Behemoth to the vanguard in an effort to dissuade any potential aggressors.

Kicked around in the previous turn, all Matt could do is re-capture the northern Forest that Andrew had used for his entry point. At least the two Hill Regions he retained provided some measure of reparations.

Like Elsa from Frozen on a baths salts bender, I continued to capture and deep-freeze every single eastern Magic Source, snatching up a Swamp and two Hills in one fell swoop. This gave me dominance over no less then three mystical sites and when I blanketed my entire empire with Winter Markers I couldn't help but wince. I'd expanded very far, very fast and I knew that my rivals were thinking about sending some flamethrower-armed Welcome Wagon volunteers my way.

Meanwhile, Andrew continued to kick the crap out of Matt, driving his forces out of a Hilly region out west, collecting more bonus Race Tokens and ill-begotten booty in the process. This put him on a collision course with Mike, foreshadowing an epic conflict in the next Turn.

  
TURN THREE

Since Mike's Behemoths got a major perk from Swamps, he smashed his way through a Farmland-dwelling Lost Tribe and then conquered my marshy lakeside holdings. This also prompted the introduction of yet another Loot Marker to the board. He then diverted his two 'roided-up Behemoths to stand guard over these new acquisitions.

Still slavishly devoted to collecting his preferred terrain, Matt annexed the Mountainous region to the south and then made Mike run from the Hills to the West, scoring an unremarkable Loot Marker in the process. During this time, the Reinforcement Die was pretty cruel to Matt and he failed to score any bonus Race Tokens from the Pygmy's Special Power over the course of three separate turns.

Thinking that my Ice Witches had run their course, I decided to be the first player to put a Race into Decline. Not only would this give me the pick of the litter for next round I also scored a bonus Victory Coin thanks to my Historian Special Power.

Andrew's Fauns took back the Forest region to the north and also wrestled a Swamp away from Mike. He then expanded into the Mountains along the north bank of the central lake. Between his ability to snag free Race Tokens with every successful battle and rob Coins from his victims, this Era continued to be quite lucrative for him. This, of course, begged the question: would the Fauns ever go into Decline?


TURN FOUR

Mike's Scags went into Decline, and not a moment too soon! By the time the Turn was over, everyone else around the table did their best to make this Race of no-necked, meat-headed goons as extinct as brontosaurus shit. Mike still made out okay since he got to keep all of those stupid Loot Tokens that he'd been hoarding, many of which paid off with free Coins! 

When the Scags faltered, Matt was quick to step into the vacuum, helping himself to a Swamp and a Forest Region. The luck with his special Racial Trait seemed to improve slightly and he finally scored a few free re-enforcements but it was definitely a case of too little, too late.

Meanwhile, I came roaring back onto the board with these guys:

ALCHEMIST HOMUNCULI

Racial Trait: Each time a Homunculi Race combo is bypassed, in addition to a Victory coin, you must also add a Homunculus token taken from the storage tray (if any left) to the combo. These tokens are added to those normally received when the Homunculi combo is finally picked, along with any Victory coins.

Special Power: Collect two bonus Victory coins at the end of each turn your race hasn't yet gone into Decline.

Even though these guys hadn't racked up a lot of bonus Victory Coins, they still had a decent number of starting Race Counters and their Special Power was clear and concise. I entered the board from the unoccupied Farmland to the east, taking care not to do any damage to my now-retired Ice Witches. Next up I booted Mike's Declined Scags outta the Swamp on the east bank of the lake, smashed into his Farmland to the southwest and then rooted him out of the Swamp further west. Contrary to these triumphs, every single time I tried to capture a Region without the requisite number of Race Tokens, the Re-enforcement Die would boot me right in the crotch. 

To no-one's surprise, Andrew kept the still-flourishing Fauns a-rollin'. He foisted Mike's flagging Scags out of the Swamp to the northwest and then bounced poor Matt out of his precious Hills along the west bank of the lake. Even though he was still scoring free Race Tokens and thieving Coins left, right and center, Andrew knew that this pace just wasn't sustainable.


TURN FIVE

Mike's new Race hit the board this Turn.

CATAPULT DWARVES

Racial Trait: Each Mine Region your Dwarves occupy is worth one bonus Victory coin, at the end of your turn. This power is kept even when the Dwarves are In Decline.

Special Power: Once per turn, you may place the Catapult in a region you occupy to conquer any region that is one region away (but not adjacent) at one less token than usual. The Catapult may be used to attack a region beyond the Lake, but not over Seas. The region with the Catapult is immune to enemy conquests as well as their racial and special powers. The Catapult disappears when you go into Decline.

Mike began this new incursion at the southern edge of the map, in a Hilly Region with a Mine. He then wasted no time launching his Dwarves into a Mountain area two spaces away which also contained a Mine symbol. He then back-filled the Farmland space in-between with a single Race Token and finished things off by branching out into the Forest region towards the east.

Deciding not to overstay their welcome any longer, Matt's Hill Pygmies finally went into Decline. In retrospect, he probably should have put these guys out to pasture a lot earlier since the tiny handful of Coins he scored during his first four turns virtually crippled his final score.

Unburdened by any terrain-specific agenda, my Alchemist Homunculi continued to cut a swath across the hemisphere of the board. First up they conquered a Mountain, then snatched up some Farmland and finally they destroyed one of the last Pygmy holdouts in a Swamp on the western edge of the board. 

Even though he was still in control of no less then nine different territories, Andrew knew that his Fauns had reached the apex of their civilization. Anxious to occupy another large swath of the board with a new, vibrant Race, he put the Fauns into Decline, forfeiting his turn in the process.


TURN FIVE

Mike continued his Catapult-based Region-hopping campaign by parachuting into my southwestern Farmland. Unfortunately he ran afoul of Andrew not long after who came galloping through with his new crew. At least Mike managed to score a few bonus Coins just for holding onto two Mine-related Regions.

Matt then introduced us to his new Race:

PEACE-LOVING SHRUBMEN

Racial Trait: All Forest regions occupied by Shrubmen become immune to opponent's conquests, racial and special powers, even when In Decline.

Speacial Power: Collect three bonus Victory coins at the end of each turn during which you have attacked no active Race. You have no love for In Decline Ghouls though, and may attack them without forfeiting your Peace-loving bonus.

True to this highly-thematic and imminently-logical combination, Matt entered the board from the northeast, which was like Boca Raton for my long-defunct Ice Witches. In quick succession he snapped up a Swamp and two Forests, the latter of which instantly became unassailable fortresses for the duration of the game.

Fearing that my Homunculi had no further tricks up their sleeve I decided to put them into Decline. In retrospect this decision was a tad premature since it gave Andrew an opportunity to come bombing in with his...

MOUNTED TROLLS

Racial Trait: Place a Troll's Lair in each Region your Trolls occupy. The Troll's Lair augments your region's defense by one (just as if you had an additional Troll token stationed there), and stays in the Region even after your Trolls go into Decline. Remove the Troll's Lair if you abandon the Region or when an enemy conquers it

Special Power: You may conquer any Hill or Farmland Region with one less Race token than normal. A minimum of one token is still required.

Well, as we should all know by now, the worse thing you can do is give Andrew an excuse to be even more conquer-y. Sensing that I'd become his greatest threat, his Trolls entered the board IN THE EXACT SAME FRIGGIN' PLACE THAT MY HOMUNCULI CAME ONTO THE BOARD LAST TURN.

He annihilated my active minions in the eastern Farmland, made my Ice Witches extinct by subjugating their Hilly homes, kicked another Homunculi off his Farm on the southern side of the lake, terrorized some poor frightened Lost Tribe in the woods down south and finally crushed Mike's Dwarven guards presiding over Farmlands to the south. I swear that he only stopped 'cuz he ran out of map. Even worse: he dropped a friggin' Troll Lair in every single one of these territories, making them doubly-hard to recapture. Well, fux.


TURN SIX

Still preoccupied with leap-frogging from one Mine to another, Mike doggedly kept using the Dwarves. He snatched the Swamp from my Homunculi in the south-west corner of the board and actually captured a few more Regions before experiencing some collective kick-back from the rest of us.

Matt continued to play to type, polishing off his own defunct Pygmy in the Farmland to the north and then evicting two of Andrew's old Faun Tokens in both the Forest and the Farmlands.

I started Turn Six by introducing my new Race to the world:

CORRUPT SLINGMEN

Racial Trait: Slingmen may conquer a Region that is one Region away from one they currently occupy, provided they do not control a Region adjacent to it. When a Region is conquered this way, they immediately take one Victory coin from the stash. They may conquer Regions beyond the Lake, but not over the Seas.

Special Power: Collect one bonus coin from any opponent each time they successfully conquer
one of your active regions.   

I picked these guys mainly because they'd been passed over a few times and had a small stockpile of Victory Coins on them. Plus I just assumed that Andrew was going to come after me so I wanted to give him pause for thought via the Corrupt trait. My newly-minted Slingmen then landed on the Farmland at the tip of the north-west peninsula, deposing one of Mike's last remaining Scags in the process. Next up they drove two of Andrew's endangered Fauns out of the connected Swamp and Hill Regions.

When Andrew sent his Trolls into Decline after only one turn it might have come as a surprise, if not for the fact that he'd expressed an irrational desire to play the Lava Orcs as soon as they became a viable option. Compared to my one turn with the Homunculi, it wasn't as crazy as it sounded since those damned Troll Lairs made Andrew's territories a helluva lot harder to conquer.


TURN SEVEN

Mike flung yet another one of his Dwarves onto the centrally-located Mountains. I think holding on to the Dwarves this long was a major oversight on his part. Yes, he now controlled four Mines for four bonus Coins, but at the end of the Turn he only occupied four Regions in toto. Bottom line: if you're not earning at least double digits per turn in Small World then you need to realize that someone else around the table probably is.

On the other hand, Matt had learned his lesson from his overdue Pygmy declination (?) and turned his Shrubmen to the monochromatic side.

I stayed the course, swallowing up a Farm, a Swamp and a Forest in the north-west corner of the board with minimal effort. I was trying to be as brazen as possible, daring Andrew to come at me, bro-style.

And eventually he did, with these clowns:

LAVA ORCS

Racial Trait: Each not empty Region your Orcs conquered this turn is worth one bonus Victory Coin, at the end of your turn.

Special Power: At the end of your turn, for each Mountain Region you occupy, you may place one Lava Token in any Region adjacent to that Mountain Region (excluding Regions protected by Special and Racial Powers). All tokens in this Region are taken in hand by the defeated player and treated as if the Region were conquered (except there is no loss of tokens). The Region may not be entered by any other player until after the beginning of your next turn. At the beginning of your next turn, remove all Lava Tokens from the board and proceed as usual.

Andrew is nothing if not consistent. One again he'd selected a race that dove-tailed perfectly with his style of play. Funneled between Matt's verboten Forests, Andrew surged across the northern reaches, trampling Shrubmen into the bog, then uprooting more Shrubmen in the Hills and the pasting even more Shrubmen in the Farmlands. Unfortunately he ran out of gas before he could Fed Ex some bribe money to me.


ROUND EIGHT

Seemingly oblivious to the impending conclusion of the game, Mike just kept tossin' his Dwarves (?). This time he launched one of the runty little bastards clear across the central lake in order capture yet another Mine Region from me. Again, Mike really needed a fresh start at least two turns ago. By the time Matt's new Race careened through the southwestern corner of the board, Mike's Turn Eight score was only six Coins.

Indeed, Matt really came aboard with this populous new Race:

(_______) KOBOLDS

Racial Trait: You may never occupy (nor conquer) a Region with less than two Kobold tokens. When going In Decline however, keep a single token in each Region, as normal.

Special Power: I don't have a clue. The photos don't reveal this and no-one can remember. Boo-urns.

A veritable tidal wave of these multitudinous, foul-smelling, dog-faced, mean-spirited little shrimps poured across the southern border. They quickly overwhelmed Mike's Hill Dwarf duo and then murdered two of my last Homunculi, one a tranquil Mountain-dwelling hermit and the other a poor jobber who was just tryin' to eke out a peaceful life in the Swamp. He then blitzed through some southwest Farmland and finished up by going all ISIS on Mike's Swampland Mine Dwarves. Yeeeeeeesssh!     

I expanded briefly but then ran afoul of Andrew's advance. This wasn't such a bad thing since I earned a few cheap Victory Coins by playing Quisling to a bunch of magma-fueled Orcs.

My anonymous Benedict Cumberba...er, Arnold gave Andrew the back-door key to my Farmland just northwest of the central lake. I earned even more payola when the traitor in my midst leaked some key military secrets, leading to the overwhelming defeat of two Swamp-stationed sentries. Oh, the humanity!

This pretty much ended Andrew's expanse. The vanguard of his army settled into a nice little patch of Farmland, literally surrounded by the armies of every single one of his opponents. 


FINAL SCORES

Matt...75 Victory Coins

Mike...79 Victory Coins

Me...80 Victory Coins

Andrew...85 Victory Coins

***

REVIEW

PROS
  • Like every other game produced by Days of Wonder, Small World looks gorgeous. The board is practical and colorful. All of the game Tokens are high-quality and charmingly-illustrated. It's just a tremendous production all-around.
  • The game is a breeze to set up and learn. Once you've played a Turn or two, you don't have to worry about dippin' back into the rules to puzzle stuff out. You might spend a few seconds wrapping your head around some of the more esoteric expansion Races and Powers but even the more complicated ones are intuitively designed. Basically the rules serve the fun and there's plenty of fun to be had here. 
  • The sheer multitude of Race Banners and Unique Special Power Badges provide a lot of variable play options. Even Small World veterans will be be left scratching their heads when faced with such oddball pairings as Barricade Amazons, Historian Igors and Were-Halfings.
  • Even though combat is heavily abstracted, the Reinforcement Die provides a nice little dash of random luck.    
  • Since there's no running tally of Victory Points, players are kept guessing about the winner right up to the very end. 
CONS
  • Going first sucks. Like, really, really sucks. If everyone decides to lean on you in the same Turn it could prove disastrous to your final score.
  • Although the art style is a huge draw for some people, I prefer my fantasy more Warhammer and less Disney. 
  • The game's a bit too light n' fluffy for me. Given the choice I'd much rather play History of the World.  
  • Some of these expansion Races and Powers feel pretty "bottom of the barrel". Marauding Barbarians I get but Diplomat White Ladies is all kinds of yawn. What the fuck is that anyway, an army of Hillary Clintons?

***

Small World is a fast, fun, easy-to-learn-n'-play area-control game that fans of light fantasy will positively love. It's devotees would probably argue that it belongs in everyone's game library and, quite honestly, that might very well be case. It just doesn't belong in mine.

As such, Small World gets four pips out of six with a slight (and disturbing) tilt up towards the Hung Giant's crotch.  


***

Wanna annihilate your opponents with a slavering horde of Peace-Loving Pixies? Then click on the link below to learn more about Small World and ensure that this blog never goes into Decline!

Tuesday, April 17, 2012

Davecon 2012

For a city its size, my home base of Halifax has seen precious few conventions, especially those which cater to tabletop gaming.  In fact, it wasn't until two years ago, when Hal-Con successfully rose from the ashes like a phoenix reborn, that we finally had an annual event to get excited about.

It wasn't always that way.  Back in the late-90's / mid-2000's there was Fleet-Con, so named because it was held at the Fleet Club Atlantic, a popular watering hole for our Canadian Armed Forces.  As Cons went it was always a pretty minimalist affair, though.

Typically you'd pay about five or ten bucks at the door.  Inside there'd be screenings of genre films. Talented model makers would proudly display their amazing handiwork.  LARPers, the 501'st Legion stormtroopers and klingons with obvious thyroid problems would all be in attendance.  There'd usually be some sort of Halo tournament and a spot of organized table-top gaming, often tragically centered around the inexplicable appeal of dreck like Munchkin*Eeeeesssh!*

Infinitely more important to us: all of the regional vendors would set up a table and sell their wares tax-in.  There was also a shit-ton of available gaming space.  So, honestly, Fleet-Con as just a thinly-veiled excuse to get a deal on board games and then play the crap out of them until we got kicked out.

For reasons still unknown to me, the original organizer of Fleet-Con packed it around 2003.  So, for many dark and depressing years, there were no all-day gaming events to look forward to.  In order to remedy the situation, I ran an event called Davecon back in 2007.  Why Davecon?  Three reasons:

(1)  I'd intended the whole thing to be a bit of a joke.
(2)  Anyone who knows me knows that I love board games and there'd be absolutely no confusion
       as to what would happen at a convention bearing my name.
(3)  I have a galloping-out-of-control ego.

There were only eight attendees that first year (me, Cheryl, Dean, Claudia, Audrey, Andrew, Sabina and Angela) and we managed to finish only three games (Betrayal at House on the Hill, Cave Troll and Bang!).  Nevertheless, much fun was had by all and a part of me seriously thought about doing it every year.  But you know how it is: you get busy, you get lazy and the next thing you know two years have got behind you (my apologies to Pink Floyd).

In 2009 Fleet-Con was resurrected for a one-shot charity event.  Although it turned out to be a mere  shadow of its former self, we were reminded of just fun it was to go to an all-day gaming event. Henceforth, I pledged to do what I could to give myself and my peeps one guaranteed day a year when they could forget all of their troubles and spend an entire day spazzed out on board-gamey bliss.

On March 13'th, 2010 the first annual Davecon was held in my teensy apartment.  This time we had ten people show up: me (I figgered I should), Cheryl, Dean, Claudia, Audrey (occasionally dual-referenced as "Claudrey" or "Audria"), Andrew, Sabina, Angela and new participants Chad and Mark.  I also put an emphasis on playing a bunch of shorter games simultaneously.  This strategy worked out nicely and we managed to cram in ten complete games that day: No Thanks!, Ingenious, Citadels, Blokus (and its Duo counterpart),  Ticket to Ride, Warhammer Invasion, Red November, Zombies!!! and a game which was destined to become a Davecon tradition: Ultimate Werewolf!

I also gave out ballots to people who played games and bonus ballots for winners.  In the end, Sabina proved to be the winner, scoring a free copy of the classic Bruno Faidutti card game Citadels!  This would come to be something of a tradition within itself!

The following year we had a turn-out of twelve peoples: me, Cheryl, Dean, Claudia, Audrey, Andrew, Sabina, Angela, Mark and fresh meat Mike, Dawn and Joe.  We blew away our previous record of "Most Games Played In One Day" with Blokus, Kingsburg, Survive: Escape from Atlantis!, Drakon and Lord of the Rings Trivial Pursuit plus three matches each of Apples to Apples and Roadztersand two games apiece of Shadow HuntersBuffy The Vampire Slayer and Ultimate Werewolf.  

Once again Sabina's name was drawn for the grand prize: a $20.00 gift certificate.  We had so many ballots that year that we also decided to crown our first Davecon MVP right on the spot.  Having submitted the most total ballots for the day, Dawn was declared the first-time winner in this impromptu new category!  

Since this was clearly the most successful Davecon to date, a follow-up was certainly in order.  By the end of February we'd locked down the date of April 14'th but we still hadn't addressed one major problem: where to hold the event.  The chaos of the previous year made it painfully obvious that we'd hit the maximum capacity of our humble little apartment so finding a new home for Davecon was imperative.  

Mercifully a convenient solution soon appeared in the form of Quantum Frontier: an awesome comic/game/toy store in the North End of Halifax.  The entire upstairs floor (cleverly dubbed "The Danger Room"), a fantastic space dedicated to gaming, is available to rent for private functions!  As soon as I had a chance to peep it out, I knew that we'd found the perfect place.  Sabina was kind enough to make all of the arrangements and soon the only thing left to do was wait for the big day to arrive!    


I bombed into the store at around 11:30 am on Saturday to set up for the event.  I posted an orientation sign up at the back of the store leading guests upstairs and a welcome sign at the top of the steps.  I then set up my "registration table" where attendees could sign in and take a name badge.  Then I ran back downstairs with my video camera and did some establishing shots of the store as I waited for my peeps to arrive.


Lindsay (sp?) at Quantum Frontier was super-nice: friendly, helpful and accommodating even as I ran around the place like a whirling dervish.  After Andrew, Audrey, Claudia and Dean arrived, Patrick, store owner, popped by to introduce himself.

"So, is this, like...a tournament?" he asked, clearly amused by our enthusiasm.  "Will there be a winner?"

After explaining our ballot-to-play-and-win system Patrick said "Okay!  Hold on a sec.  I'm gonna give you guys a prize!"  

He took me downstairs and handed over a free copy of the board game Ninja Versus Ninja!  After thanking him profusely I quickly turned to greet more arriving guests.  By the time everyone was accounted for, we had twelve attendees in total.  Sadly, Cheryl couldn't make it, having come down with a particularly nasty case of what appeared to be The Andromeda Strain only a few days prior.  

By 12:30 everyone had arrived so I was quick to get my game-on.  Inspired by Wil Wheaton's inaugural episode of TableTop, Andrew S. had prepared Small World for our amusement value.  Intrigued by the colorful board and the bizarre fusion of fantasy races and special powers, it didn't take very long before we were joined by Davecon first-timers Matt and Andrew B.


I'd played Small World twice before and eked out a win in the first game so I was really looking forward to trying it again.  It's actually quite simple: players first select a traditional fantasy race that's been paired up with some wacky random special ability.  Your goal is to compete with your fellow players over a continent rife with variable terrain and resources.  Eventually you'll put your first race into decline and select a new one to play.  Picking a savvy combination of race and power, exploiting the map's terrain, sabatoging your opponents and timing the decline of your previous race will all aid players in their quest for victory! 

Despite some frustrating luck with the die, I managed to conquer the north-east corner of the board with my Forest Dwarves and hold onto it for most of the game.  The two mountainous and two wooded regions turned out to be the gift that keeps on giving, scoring six to nine points for me on every round!  

Andrew tried to dig in with Bivouacked Ghouls but Matt saw the danger inherent in this and ousted him with his Spirit Tritons.  Andrew B. cut a bloody swath through the southern regions with his Heroic Orcs, cutting down natives like cordwood.  After three turns I put my Dwarves into decline and snapped up the Wealthy Sorcerers.  Andrew followed suit not long after with a pack of Stout Halflings.
  
My Sorcerers were like a house on fire.  They stabbed right into the heartland from the north, replacing several of Matt and Andrew's single active tokens with re-enforcements from the supply.  Andrew B. and Matt played a great first game but may have taken their first races into decline a bit too late.  They also kept kicking game runner Andrew in the cubes, giving me a chance to fester unmolested.

Matt switched to Seafaring Wizards but had some trouble exploiting their abilities.  Andrew B. bounced back very nicely with his Berserk Elves, but his sketchy luck with the die seemed to work against him.  Andrew went for numbers with his final race,  selecting the multitudinous Ratmen.   

My final race was perhaps my weakest pick of the game: Alchemist Humans.  By this time, Andrew knew that I was the front-runner and cut deep into my Sorcerer turf with this Ratmen.  I responded by sending my Humans down from the North, claiming a couple of farmland regions with some bonus Alchemical points to boot!       

The final scores were me: 94, Matt, 83, Andrew B. 75 and Andrew S. 67.

I positively love this game!  It's like a quicker, simpler fantasy-themed rejiggering of the Avalon Hill classic History of the World.  

While all of this was going on, Mark proved victorious in a life or death struggle (not really) against Dean and Mike in the Magic-meets-Dominion-meets-Yahtzee dice-building game Quarriors!


Rollin' bones seemed to be the order of the day as the dexterity game Tumblin' Dice also proved to be a major hit.  In Game One, Audrey schooled her sister Claudia as well as fellow competitors Dawn and Sabina.  The final scores were Audrey 104 (!), Dawn 98, Claudia 59, Sabina 28.

Next the gals tackled the card-matchin' party game Apples To Apples with Audrey continuing her winning ways.   Over the course of the day, three more games were played, with Andrew B., Sabina and Angela all scoring big wins over various contendahs.


In Game Two of Tumblin' Dice, Claudia had her revenge with the best score of the day: 117!  Who says hate doesn't make you powerful?  Audrey was second with 78, Sabina came in third with 61, Dawn placed fourth with 60 and Angela was the last winner with 47 points.

In Game Three Dean proved triumphant in a squeaker match with 70 points.  Dawn and Mark shared a score of 63 and Mike had a tally of one less!  

Dean then proceeded to host a game of the dice-a-licious Kingsburg with Dawn, Claudia, Audrey and Mike.  Despite never having played the game before, Dawn managed to beat her more experienced rivals.


Being a sucker for a board games based on vehicular slaughter I was powerless to resist Andrew's siren call to try out Road Kill Rally.  After scoring a low roll to determine initial set-up I was surprised to find myself second to start, with Matt in first, Andrew S. in third and Andrew B. in the fourth and final spot.  I'd soon find out that, unlike other racing games, having the pole position in Road Kill Rally is akin to having a giant target painted on your rear windshield.  

Matt, being the first to start, was also the first to drive through the flaming barrier on the very next tile, resulting in a wipe out.  I barely managed to navigate past this with Andrew² hot on my heels.  Behind the wheel of a car armed with Machine Guns, Ram Plates and Targeting Computers, I felt reasonably confident that I'd be able to maintain my lead.  

I missed running over my first pedestrian but managed to plow through three suicidal cultists at the cost of nearly wiping out.  After passing by Satan's Summer Home, we were all fortified somewhat by a tile which gave us some desperately needed Rally Cards.  My lead was still intact as I vanished into the next tile filled with obscuring smoke, but it wasn't meant to last.  Even though my car's Ram Plates would have allowed me to smash through the subsequent rock slide and score a few more kills, I was going w-a-a-a-a-a-y too fast to navigate the accompanying red turn. 

To make matters worse, Andrew B. kept trying to blow the real spoiler off my car which I managed to avoid by playing a "You Missed!" card.  Meanwhile Matt and Andrew S. seemed quite content with the idea of ramming each other off the road.  Although I kept leading the pack I also had no available target in my forward sights.  As a result I didn't score any Victory Points for damaging my opponents nor did I get an opportunity to pilfer any Rally Cards from them.  

Although he'd been attacked several times in the early goings of the game, Andrew S. continued to play a highly disciplined game, picking up two adult casualties and a few damage tokens to boot.  Wisely he let the rest of us blaze a trail for him, putting the pedal to the metal only when appropriate.    

As the pack grew tighter, Matt effectively turned Andrew B. into a briquette with his Flame Thrower, forcing a wipe out.  Andrew quickly bounced back by getting up to speed and scoring several octogenarian hood ornaments.  Sensing his intent to nail me from behind (!) I tried to drop a few well-placed mines into his path but my attack rolls were horrendous.

Andrew B's subsequent assault inflicted my first wipe out at the worst possible time, merely two tiles away from the finish line.  By the time I got back up to speed, both Matt and Andrew S. had blown past me to take first and second place respectively.  Despite his well-timed attack, Andrew B. placed fourth.

But even more important then where you finish in the race itself, there's all of those points earned for kills and opponent damage to tally up!  When everything was said and done, Matt won with 150 points, Andrew B. had accumulated a healthy 130 points, Andrew S. surprised with 110 and I totally washed out with 70.

Some post-game advice: abandon any assumptions that Road Kill Rally is your typical racing game.   Even if initial placement puts you at the head of the pack, don't be afraid to drop back, especially early in the game.  Lead cars are a frequent target and really have little to no hope of dealing with crazy track tiles as they're being placed.   

I feel as if we barely scratched the surface with this one.  I love the speed/movement mechanic, the color-coded turn difficulty and the use of hand management to represent damage and wipe outs.  I also dig how almost every tile creates a new and potentially deadly driving challenge.  Component-wise the tiles are a very high quality cardboard, the art design is appropriately garish and the plastic figures are darkly amusing.  All of these things help to evoke shades of Death Race 2000 meets Mad Max.        

During our engagement with Road Kill Rally, Angela came away lording her manual dexterity over opponents Sabina and Mark in a wild game of Donkey Kong Jenga.  Just prior to collapse, the tower resembled something designed my M.C. Escher.




The trio then segued into a tense contest of Last Night on Earth: The Zombie Game.  Sabina (as Sheriff Anderson and his son Billy) and Angela (playing Johnny and Sally) managed to whack their fifteenth zombie prior to sundown without a single casualty in the "Die, Zombies, Die!!!" scenario.



Another rash of Tumblin' Dice broke out immediately after.  In Game Four Dawn nabbed first place with a score of 79 but Mark was nipping at her heels with 76.  Mike placed third with 52,  Audrey had a respectable 48 points and Sabina earned the dubious honor of posting the lowest score of the day with an inexplicably sad six points.  The hell....!?  

In Game Five Matt (53) bested rivals Sabina (46), Andrew B. (32) and Angela (11).  

Game Six saw the same roster flip scores, with Andrew B. (51) just barely edging out Angela (50), leaving Sabina (39) third and Matt bringing up the rear (37).  

Audrey triumphed in Game Seven with a score of 85, besting Sabina and Mike (both with 54) as well as Claudia's 50 and Dawn's 46.


Naturally I had to jump in and show these noobs in Game Eight how not to do it by scoring a mediocre tally of 33.  Surprisingly my score didn't hold up to Mark's 83, Sabina's 77, Dawn's 67 or Claudia's 60.   Man, it's pretty sad when the person who comes in fourth nearly doubles your score! 

Next, Andrew B. managed to steal a win away from Matt (42), Angela (37), Sabina (30) and Andrew S. (27) with a score of 45 in Game Nine.  

Finally, in the Tenth Game, Matt got the duke with a score of 65, leaving behind Andrew B. (46), Angela and Andrew S. (with 44 points apiece) and Sabina with 23.     

Then Dean expertly led us through a traditional run of Ultimate Werewolf.  Even before there was a single casualty, Matt he Construction Worker discovered a horrible truth about one of his fellow villagers.  Unfortunately, Mike the Slightly-Too-Chatty Minstrel immediately drew the ire of his fellow bumpkins just by opening his mouth.  As a result, Matt's warnings about a certain piqued old lady who's eyebrows meet in the middle fell on deaf ears.

Ironically, every word Mike uttered seem to escort him closer and closer to the gallows pole.  But when it came time to a vote, Mike pulled out a bravura performance of "Freebird" and managed to dodge the impending noose.      

Overnight, Matt used his unearthly gift of second sight and was pleasantly relieved to confirm Mike's innocence.  That same night, however, the werewolves conspired to nosh on Andrew B., the town's stalwart trapper.

Armed with the hard scientific evidence that I was being "too quiet", Sabina as Bria (a former adventurer until she tragically took an Internet meme to the knee) turned the harsh spotlight of accusation upon me.  This was immediately seconded without hesitation or thought by Andrew S. Jerkstore.

I failed to sway the court of public opinion with my dazzling defense of "You're wrong!  Case closed!"  It wasn't long before Yim the Swedish Yuggler was a-hangin' in the air like a limp windsock.  After I revealed my identity card, thus proving my innocence, I assuaged my premature demise by calling all of the conspirators a bunch of dumb-asses before taking a seat in the spirit gallery.

Spent after a long hard day of rank murder, the villagers promptly fell asleep.  During the night our intrepid Seer looked into Bria/Sabina's heart and came away somewhat surprised.  During the night, the werewolves enjoyed a penguin-flavored nosh, chowing down on Trenlow the Strong (Smelling), cleaner of horse-stalls (a.k.a. Andrew S.)

After her quick accusations resulted in the demise of two innocent villagers, Sabina/Bria (henceforth known as "Sabria") fell under scrutiny.  Whipped up into the sort of frenzy only seen in old Frankenstein movies, the villagers wasted little time on logic or reason, even as Matt kept underscoring the town's old crone (a.k.a. Dawn).  Soon, Sabina found herself swinging like a sixty-year-old Floridian with a Cialis prescription.

The surprisingly resilient Seer then learned the truth behind Gretchen the Barmaid's ample...smile.  The mornings tentative light soon revealed that Lance (aka Mark) had been mauled to death, leaving the town's privies nastier then Snooki's navel.  The villagers finally started to listen to Matt's strident warnings and strung Dawn up, who proved to be the first justifiably lupine homicide!

But the following night, Matt made the mistake of peeking into Audrey's hovel mid-transformation. The Seer quickly paid for his new-found wisdom by ending up as a human chew-toy.

Desperate, Claudia nominated the virtually mute Angela, a move that was hastily seconded by Audrey. With a defense even more lame then my own, it didn't take long before the town's exotic flamenco dancer (?) was strung up and beaten like a Mussolini-shaped piñata.

And with the death of yet another lycanthropy-free innocent, the wolves achieved parity.  Audrey was declared the winner, her second victory in Ultimate Werewolf!        

It was getting late but we managed to sneak in a few more games before running low on time.  First Matt and Sabina scored three ballots apiece in two games of the buzzer-happy, verboten-word party game Taboo.  Andrew lured Dean, Audrey and Claudia into a game of Stone Age and then proceeded to annihilate them without mercy.  Being completely enamored with the wacky world of Kaiju films, I was an easy mark for Matt's demo of the Richard Garfield dice-fest King of Tokyo.

In King of Tokyo players assume the role of a giant monster trope and attempt to earn Victory Points by beating up on each other and occupying poor, beleaguered Tokyo (not for political reasons one can assume).  While alone in the city, monsters can dish out the hurt all across the board but can't heal until they surrender their prize to an opponent's beastie.

Every turn, players roll eight customized die and then mix and match the results like a poker hand.  They also have the option to use two additional re-rolls.  The numbered faces (marked one to three) score victory points when matched in multiples, the heart symbols heal your patron monster while outside the city, the claws can be used to attack the current occupant of Tokyo and energy bolts can be exchanged for cool cards that improve your chances and/or hinder your rivals.


Matt's giant ape (appropriately named "The King") was the first to score some Veeps by wading into Tokyo but he had to clear out after Mike's Kraken came a-knockin'.  He held onto the prize as long as he could but eventually had to surrender the title after getting knocked down to a single Life Point!      

Andrew B. didn't stay in the city for very long, choosing instead to pursue a few interesting strategies via the power-up cards ("OooOooo, an 'Extra Head!'").  It kept his monster (Meka Dragon?) relatively intact but it didn't net him a ton of Victory Points.  Meanwhile, I patiently waited for my chance to pounce by rolling modest doubles and triples and generally staying clear of the city core.

I tentatively moved into the city after my monster Giga Zaur finally managed to evict current occupant Andrew.  My trepidations were instantly justified after I got the shit hammered out of me in short order.  I could only hold on to Tokyo for a turn or so before slinking away to lick my wounds.  After healing somewhat, I used my energy reserves to purchase a card which allowed me to change a single die roll to whatever result I wanted.  Unfortunately I was forced to play it on Mike instead of myself in a vain effort to delay his rampaging ways.

Revitalized, Mike returned to his old stomping grounds and tossed the competition out on its ear.  Not long after he turned his creature dial to twenty Victory Points and the Kraken was crowned the new King of Tokyo!  The final scores: Mike 20 points, Matt 18, me 16 and Andrew B. had 12.

As a fusion between a Halo "King of the Hill" death match and the dice-chucking mechanics of Mmm...Brains! or  Zombie Dice I thought this was a deliriously fun little game which made a very strong case for purchase.  I can't help but think about how much more awesome it would be to re-skin this with Toho monsters.  Wouldn't it be so much better to be using Godzilla, Rhodan, King Ghidorah, Gigan or even that pansy Mothra instead of the copyright-friendly generic wannabes included in the game?  Sadly the Toho license always seems to go to virtually unplayable crap like Godzilla: Kaiju World Wars.

While Andrew was finishing up Stone Age, I led Mike, Dawn and Mark in a match of Shadows over Camelot.  In this thematically rich co-op game, players take the role of King Arthur and the noble  Knights of Camelot.  Collectively they attempt to complete quests for legendary items of renown such as the Holy Grail, Lancelot's Armor and Excalibur.  If successful, they can claim and use these helpful artifacts in game and also score victory points in the form of White Swords which are displayed on the Round Table.

At the start of every round, each player's Knight takes one of three unpalatable actions which advances the Forces of Evil.  This often comes in the form of a Black Card draw, which frequently complicates a quest or hampers the efforts of the heroes in some way.  Soon, the Knights will find themselves scrambling around the realm, trying to put out a slew of fires that come in the form of Saxon and Pict invasions, challenges by the diabolic Black Knight and catapults laying siege to Camelot.

If a quest is failed, Black Swords are placed to symbolize the defeat of the Knights.  The game ends when the twelfth sword token is placed on the Round Table.  Successful players will need to know who should quest solo, when to collaborate on a callenging task and how to share valuable resources.  

Before we got started Andrew S. goaded me into including the Traitor rule.  When you invoke this option, each player is dealt a Loyalty Card.  Seven of these dedicate the recipient to Arthur's cause but one card will command the player to sow the seeds of discord amongst the Fellowship. Naturally, these roles are kept secret until the Traitor is exposed or the game ends.  If a Traitor stands unrevealed at the conclusion of the game, two of the swords on the Round Table are flipped to their black side!     

Since I had three new players to the game, I probably shouldn't have played with this rule since the game is challenging enough without it.  I'd played Shadows over Camelot only three or four times before and never with a traitor in our midst.  But I have to admit that I was curious about this unknown X-factor so I let Andrew twist my rubber arm.

As Arthur, Mike kicked off the game.  For awhile he mostly stayed in Camelot, drawing a surplus of White Cards which we used to complete quests and tilt the odds more in our favor.  Mark as Sir Tristan used his ability to depart Camelot as a free action and went right after the Black Knight.  Dawn as Sir Percival ventured forth to try and prevent the Holy Grail from slipping into oblivion.  Alarmed by Excalibur quickly fading away from us, I raced to the quest and started playing Fight cards as soon as I could.

Mark won his quest against the Black Knight and finished off the work I'd started in recovering Excalibur.  I tried to aid Dawn in the Grail Quest but the two of us could do little to stop the oncoming deluge of "Despair" cards.  Dawn did manage to stem the tide of invading Saxons but seemed horrified when she found out that the invasion would soon begin anew!

Despite our setbacks, things were still running fairly smoothly as we approached the endgame.  Then, the thought of an unrevealed Traitor began to nag at me.  Mike in particular was doing some odd things, like using Arthur's power to pass along some m'eh cards all the while just kinda hangin' around in Camelot.  Even more suspicious: he began to play every single Black Card face down.  Granted this gave him a free bonus White Card in return, but it also kept Quest opposition completely unknown; a common tactic used by the Traitor.

So, naturally, I accused Mike of being a rat.  Aaaaaaand, of course, he wasn't.  Double dumb-ass on me.  Because of the false accusation, one of our White Swords was turned to black, swaying the match towards the Forces of Darkness.  Naturally, since I'd pointed an accusatory finger at Mike, suspicions were immediately leveled at me (and deservedly so).  My genuine display of contrition seemed to excuse me from any further inquisitions.  

But things were looking dire.  Unfortunately a revitalized Black Knight and the surging Picts quickly put us right back behind the 8-Ball.  With all but a few slots still vacant on the Round Table, we were trailing the Forces of Darkness by one Sword.  Undaunted, Mike gave us a fighting chance by jumping into the field, winning Lancelot's armor and then using its ability to banish the worst of the Black Cards to the bottom of the deck.  This gave us a glimmer of renewed hope.  Could we still pull off a win?!?

Our only hope now would be to try and slay the Dragon, which would have allowed us to flip a Black Sword to White in the final tally.  Unfortunately, with the Excalibur Quest done and the Grail Quest lost, each matching Black Card drawn was now being translated into a Siege Engine!  I managed to destroy one, freeing up a vacant spot, before a Black Card ordered us to place two of them on the board, bringing the total to twelve.  The game was over and we'd been defeated!

Although I take full responsibility for virtually assuring our loss, a tie wouldn't have won us the game and an unrevealed traitor would certainly have lost it.  Having said that, I probably should have discussed my intentions with my follow Knights before blurting out an accusation.  I promise, guys, we'll try this again real soon, only this time we'll play it without the paranoia-inducing Traitor rule (at least at first)!

Our day ended around 8 pm with the draw for our two prizes.  After Claudia expertly explored every nook and cranny of the Dark Lord of the Sith for errant ballots, Andrew B. pulled his own name to score the $55.00 Grand Prize!  He then drew Matt's name which allowed him to take home Ninjas vs. Ninjas!  This couldn't have worked out better since he'd been drooling over the game ever since it came up as a possible prize!

All told, Davecon 2012 proved to be a rousing success.  The venue was perfect, the new-to-me games totally rawked and the prizes this year were better then ever!

Although I now have a full year to ponder tweaks and improvements for next year's event, I'm left a bit cold knowing that we may not have another full-day gaming even until Hal-Con rolls around in October.

Honestly, I really started Davecon in the hopes that everyone in my circle might end up creating their very own customized eponymous event.  Just think of the possibilities: twelve attendees this year could translate into one mini-con a month!

Who knows, maybe one of these days I can attend back-to-back Andrew-Cons!
   
Photos by Michael Chiasson and Angela Wiwczor.