It’s time for the third part of this series. And now it is the time for high adventure! In the manner of first battle report. Or at least my thoughts about the first game of deep sea skirmish.
Since most of my usual gaming group is still on the fence about getting back to wargaming I deemed it easier to build and paint suitable teams to lure them to me. This has proved a bit difficult since building the scenery has taken a lot of my hobby time. When I suddenly had free time for a game and my brother visited me we just kind of went with what we had. Trying out the game was much more important than the actual balance or game play.
Last part of this “series” was about starting the CoralHammer project. It has progressed nicely so some updates are in order. I still haven’t gotten around to sit down and write about the lore nor think about the rules. Those will come, eventually. In the meanwhile I would like to share my work on the scenery.
In our current season of Eldritch Sigils the investigators finally made a premeditated choice to breach the Veil and step to another dimension. We have been playing this campaign since 2011 (or 2010?) and this was the first time the players weren’t forced to do it. And that got me thinking about different dimensions and how to present them.
I have discussed travelling through time in an earlier post from 2015 and while time is a dimension itself and many of those same ideas could have been used I wanted something different.
Having played Age of Sigmar about a year now I decided it was time to write something about it here. And since my latest project is a skirmish environment I’m writing about that.
As with the basic rules of AOS the rules for Skirmish aren’t too burdensome. In fact there are only a handful of rules in addition to the basics of the game. The latest iteration of these rules were published in the January and February issues of White Dwarf 2019. The latest news about Age of Sigmar seem to indicate that there will be a more fleshed out version for skirmish style of game coming this year but currently I will be playing with the rules given in the mentioned issues of White Dwarf.
Keyforge is a card game that came out at the end of 2018. It is designed by Richard Garfield and published by Fantasy Flight Games. The core idea of the game is to gather enough resources (aember) to get three points (keys) to win the game. The gimmick of the game is that it only comes in pre-built decks that are all unique and cannot be altered. I tried out Keyforge a couple of weeks ago and in summary I kind of liked it but it clearly is not for me.
2018 was a bit of a game changer (pun intended). I made a conscious decision to avoid roleplaying since I had felt a major burnout on that subject. I have been roleplaying for about 25 years so it is a big part of who I am and how I perceive myself. And I have to admit that taking that break has been one of the best ideas I have ever had.
Since roleplaying has been my main way to see my friends I felt that I wanted to fill in that void. And luckily our Guild has a vast number of players willing to play different games.
After starting Arkham Horror the Card Game I have yet again heard the all too familiar comment about not playing true to the Lovecraft’s vision. So on this post I’m going to discuss my opinions about how Lovecraftian games and the stories linked to Cthulhy Mythos are linked.
Spoiler alert: I think it is one of the best games I have played.
Just to fill up this space next to the ArkhamLCG box cover before the “more”-line I’m adding the fact that this product is not a new game and it is not similar to the older Call of Cthulhu LCG by FFG. I condemned this game to be just a newer edition of that and I was so wrong in this.
I could have sworn we have done this numerous times before but all I could find was the Guide from 2014… Oh well! Here come the recommendations for this year’s holiday season!
(By the way – those recommendations by Aki? They are still relevant. As are the Top 5 Boardgames I listed in February.)
This year I have been working in my local gaming store Puolenkuun Pelit (Tampere) and have quite a bit better grasp of thing I would like to recommend for holiday gifts. I have a few absolute favorites so let’s get them out of the way first. Continue reading →
Warhammer Fantasy Roleplay 4th edition was published by Cubicle 7 quite recently. They were kind enough to send us a pdf to review and we will be reviewing this game in two parts. This first part is written by Lauri who has been there since (almost) the beginning. And the second part is the newcomers view written by Ville who has not played any edition of WFRP (published later).
Disclaimer: We haven’t actually played this fourth edition yet so all of my opinions are based on my earlier knowledge and reading the book so they must be taken with a hint of salt.
As said in the intro I have played WFRP a very long time. I started in the 90’s with the Enemy Within campaign (as player) and have GM’ed every edition since. My most active era of Warhammer was in 2002-2010 when I ran several campaign, wrote for Liber Fanatica and created the Daily Empire as a base for all fan material. So my approach for this game couldn’t be farther from Ville’s view which should create an interesting contrast to our views.