Jul 22 2016

Walking Dead comes to Grand Lake, Part 1

So I’ve talked a bit about my CabinCon prep for the Walking Dead minis game (All Out War) by Mantic Games but I got the chance to put the whole thing together and play two epic sessions.  The first session is below.

disclaimer: The Walking Dead: All Out War game has not been released as of this post. All miniatures, scenery, and components are either mocked up or proxies from other games.


Taco Troubles

As has been tradition since the first CabinCon, a group of friends head down to the local restaurant Pancho and Lefty’s for a chance to get out of the cabin and stretch their legs.

from Take My Trip dot com

The friends all take a seat at a large table on the side of the open restaurant.  Before the server can even take a drink order everyone sees a flash pass quickly by the restaurant front window followed by an explosion that rumbles the walls.

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The group jumps up and starts to run through various emotional reactions, some running to the window to see what is going on, while others cower in the corner taking cover from an unseen threat.

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Eventually some brave souls venture outside only to find carnage and mayhem have taken over the town of Grand Lake.

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We find that the source of the explosion was the fiery wreck that once was our main mode of transportation, Reese’s Xterra.

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Unfortunately, the fire and explosion brought some unwelcome guests… The Walking Dead.

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Things start to get interesting as the Dead are now breaking into the back of the restaurant.

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This forces our heroes into the street with only the most rudimentary weapons.  Don, the local Police Officer is a good shot but years of training to fire at center mass is hard to ignore.  Don is making a lot of noise and attracting more hungry dead.

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The team starts to converge around the only intact vehicle in sight and start to make their stand.

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Just when the heroes had scoured the area for a way to start the truck, a man stumbles out of the adjacent building.  He is wounded and being chased by several Walkers.

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Too quickly, he falls and the heroes cannot save him.  Don is finally overwhelmed and pulled down by the undead and consumed.

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In the wounded man’s hand are a set of Chevy keys. The heroes distract the walkers and grab the keys to make a run for the truck.  They are able to get in and get it started but the Walkers surround the vehicle.

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Unfortunately, one friend had gone to check out the other side of the lot and was making a stand with newfound friend, Vincent “blade-y hands” and didn’t realize the party was over.

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The heroes knock over the slow dead and make a bee-line to their comrade and newfound friend and drive off to the closest safe haven they know- the Cabin.

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VICTORY for now…

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Aftermath

The guys had a lot of fun with the new Walking Dead: All Out Wars rules and I found the system to be extremely flexible.  I ran it (and warned the players) that I would likely treat it more like an RPG and push/pull the events for maximum effect.  In this way, I would take a back seat to the decisions since I new how a lot of the scenario would play out and just ran around to help.

We were obviously playing the game under the “Solo” rules and I expanded it to a co-operative level with each player controlling their own avatar.  I didn’t worry too much about the NPCs and only really played them for story effect (to be eaten or cause “Mayhem”- the game’s way of escalating the dangerous encounters in the game and the main way the heroes can lose).

For each player’s avatar stats, I made a private quiz to find out a little more about each attendee and suit a 30 point character to match as close as possible within the limits of the system.  Then I created the personal standees after getting some “action shots” of the guys with various weapons. This really got the guys interested and had them feel that something was on the line as they played the game.

To help further immerse the group, I made some crude papercraft buildings loosely representing the restaurant we frequent and the surrounding area.  Google Earth came in handy as it made for a passable paper playmat with the street and parking lot outside. This also helped keep the guys interested as the game environment slowly evolved as the game progressed.  We started in the restaurant map and it could have easily stayed inside there for the whole game if I wanted but I knew I wanted this to feel somewhat like an RPG with exploration elements and unknown events triggering somewhat logically.

Speaking of events, the game comes with a deck of random events that trigger at the end of each round and working in special events that I randomly placed in the deck, made for a very organic story that developed.  The main “end scenario” event was placed in a random set of the last 6 event cards so even I didn’t know how far along we had to survive before we could leave and end the scenario.

I designed the little scenario to be a one-off in case people thought it was fun but not worth going through again the next night.  Lucky for me, everyone loved it and wanted more so I had the “part 2” as an optional continuation of the story.  Again, the rules really open this up for players as it deals with achievement and advancement in between the scenarios.  Before the next scenario, I had the guys “level up” their character and based on how well we did during Part 1, we received time to search the Cabin for weapons, arm up and prepare for what was coming up in Part 2.

 


Jul 10 2016

Showcase: Star Wars: Armada Tournament Case

That’s no Moon, it’s Space St- err, custom carrying case!

While I was going to tournaments for Star Wars: Armada I realized that I needed a dedicated storage system.  I’d been looking into various options and I was hoping to create another unique carrying case for my fleet on the go similar to what I’d done with X-wing: Millenium Falcon Case

I stumbled across the Death Star case from Hotwheels and picked one up to try it out.

deathstar case stock

I found that, stock, it can likely work as is with a bit of work and limited fleet build selection but I wanted to make it work for any 300 point fleet build so I went to work (this was before the tournament changed to 400 points as a standard).

First, I cut out the back to drop the “deck” and allow for smaller bits to lay flat. Next I pulled the back off and spray painted the non-station part black so that the main case stood out. The entire case is too small to fit the main range ruler so I cut slots in that back piece so the ruler could slide through and just have a little bit sticking out.

The case itself has these handy shelves that actually detach and allow for quite a bit of customization. Taking out one of the middle shelves allows for 3 VSDs or 3 AFIIs pretty easily. I didn’t want to go with custom foam since I wanted this case to be pretty flexible and custom foam for this would be pretty complicated and kill a lot of the space inside.

As you can see, I can cram quite a bit of content in there. It’s actually everything I need for a full 300 pt tourney list. I also like the VSD + GSD + Fighter/Bomber list out there and this case would accommodate that pretty easily. The triple VSD fits as well but I’d be concerned about the VSD antenna.

To ensure everything doesn’t just spill out when I open the case, I cut up some of those clear packaging pieces and placed them in using the natural contours of the plastic shelves to hold them in place. It doesn’t mess with the aesthetics and holds everything while the case is opening.

I could have just thrown Fighters in a little bag but some spare core set cardboard and these little plastic containers at Container Store just begged for a nice little Hangar.

This case is definitely not for everyone and who knows if it will be able to hold Wave 2 ISDs and beyond but it was a fun little project and it holds up pretty well as a straight up tourney case. Also it stands up pretty well as a great Death Star prop (almost worth it for that reason alone).


Jul 4 2016

CabinCon 2016 Recap part 2

So Thursday was technically over and Friday had begun but I was still keyed up from The Walking Dead game I ran and winning a game of Liar’s Dice so our resident night owl and I started up a game of Mottainai before calling it quits and heading to bed.

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Some of the early risers hit Patch Work and one of the out of towners and I started up the new App-assisted Co-op version of Descent: Road to Legend.

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Descent: Road to Legend actually took quite awhile but was a lot of fun.  In the meantime, the others tried out Weilong and hit a game of Tummple!

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After the Epic Descent and Tummple! games, VS System was hit again and then a few of us took off to go do some archery in the woods while the rest stayed behind and played Knight Models Marvel Universe Miniatures Game. The resident photographer went “arching,” so no pictures though the Marvel minis were painted up and looked amazing.  Maybe someone will have some pics to share…

The archers got back later and joined in a few futile games of Space Alert.  While the doomed crew of Space Alert were busy getting their ass kicked, the rest of the guys hit Tiny Epic Galaxies.  We closed with a quick game of Riff Raff before we headed out to dinner at our staple “out night” establishment- Poncho and Lefty’s.

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Pancho and Lefty’s came and went and we were back at the cabin to try out the last installment of our Walking Dead: All Out War homebrew game.  This time the adventure played out at the cabin we were staying and, with a little overzealous zombie distribution by me, the game seemed to maintain the tension and excitement of our first session.

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The cabin stage is set… for the dead.

It can be dangerous to force a second epic game after the first one is successful as the second session rarely matches the interest of the first and tends to just drag on but this one worked well and the guys had a lot of fun.

victorious heroes (who don't look at explosions)

victorious heroes (who don’t look at explosions)

Everyone was still up and ready for more gaming after our close victory in Walking Dead so we broke out Lift It!

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This game was the perfect follow up to the serious and complex minis game we just finished up as it was so ridiculously silly that it served as a great juxtaposition.  It proved crazy and hilarious and was a great ending to the day.

competitors harnessing all the tools at their disposal to out play each other

competitors harnessing all the tools at their disposal to out play each other.

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co-op play!

co-op play!

Saturday started with some early morning Hive fun and then descended into some furious Thunder Road action.

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custom rides take the board

custom rides take the board

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After lunch, we took up a backstabby game of Jolly Roger, complete with real cheaty pirate action, some great Crokinole flicking, and another game of Roll for the Galaxy.

Having been cooped up long enough inside, we went outside to enjoy the weather before a storm could come in with the lawn game Kubb.

laying out the field of battle

laying out the field of battle

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The storm soon ended our outdoor fun and we went into the darkening cabin for some Escape from the Aliens in Outer Space. After being a human player and easily getting slaughtered we went back to some dexterity action with my favorite: Catacombs (3rd edition).

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After Catacombs we broke for dinner and hit an epic game of Blood Rage.  It proved too much for group as the game went a bit long and had a mix of experienced and inexperienced players, making for a lopsided victory.

We finished out the late evening with a quick game of Toc Toc Woodman.

Sunday was our pack up day but we had some time and still got in a few games before people had to take off.  I got another Descent: Road to Legend session in while the others hit The Duke and the VS System again.

Descent ended in our defeat this time around so we pushed back into another game of Roll for the Galaxy and ended CabinCon 2016 with a rip through the Castles of Mad King Ludwig.

It was a great time and the perfect length for a gaming getaway.  I’m glad everyone could come out and it was great to see familiar faces and play some great games again.

Stats:

Total games played: 72

Game Play Log Breakdown:

Codenames (6)

High Society (1)

No Thanks! (1)

Liar’s Dice (5)

Delve (12)

VS System (5)

Stone Age (1)

Imperial Assault (1)

The Duke (6)

Roll for the Galaxy (3)

The Walking Dead: All Out War (2)

Mottania (1)

Patch Work (3)

Weilong (1)

Tummple! (1)

Descent: Road to Legend (2)

Marvel Universe Miniatures Game (1)

Space Alert (2)

Tiny Epic Galaxies (1)

Riff Raff (1)

Lift It! (1)

Hive (1)

Thunder Road (1)

Jolly Roger (2)

Crokinole (2)

Kubb (4)

Escape From the Aliens in Outer Space (1)

Catacombs 3e (1)

Blood Rage (1)

Toc Toc Woodsman (1)

The Castles of Mad King Ludwig (1)

 

 


Jul 3 2016

Cabin Con 2016 Recap part 1

So I finally have an open weekend to catch up a little bit and it’s time to recap the events of this year’s Cabin Con gathering. We decided to extend the convention by starting on Wednesday night instead of Thursday night.  This is the length of our annual Gen Con adventure and that length always felt like the perfect amount of time without becoming too long.

I picked up an out of town friend on Wednesday afternoon and after a bit of traffic, we met up with some of the others and caravaned up to the cabin. After some grocery shopping to stock up, we made it to the cabin and immediately busted out the games.

the cabin con notebook of epic tales and adventure

the cabin con notebook of epic tales and adventure

As has been out tradition, we kept a record of our games played and who was involved. One of the members made a “Cabin Con” notebook and we’ve been using it as our record book ever since.

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We started out with some light games like Codenames and then moved into High Society.

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We finished out the first night with a round of our custom Cabin Con No Thanks! and my pimped out Liar’s Dice.

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On Thursday, we had our last attendee show up making the Con full with 6 total gamers. We loafed around in the morning while some games of VS System were played and solo games of Delve whittled away the down time.

While SuperFight was never hit, it did come up randomly

While SuperFight was never hit, it did come up randomly

Soon we jumped out of the light/quick games and prepped for a game of Stone Age.

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Stone Age opened up the heaviness of our game selection so we prepped a 4 player skirmish game of Imperial Assault.

I was busy finishing up some last minute prep for our Walking Dead game later that night.

As Imperial Assault got under way, I was busy finishing up some last minute prep for our Walking Dead game later that night.

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After Imperial Assault, we hit a few games of The Duke, got Roll for the Galaxy to the table, and hit Delve and Codenames until dinner.  While dinner was prepped and served, I set up our premiere event for the night: my homebrew setup of The Walking Dead: All Out War.

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I’ve shown some prep work in my Cabin Con Prep posts before and was pretty satisfied by what I was able to put together before the event.  Still, I was a little nervous about how it would go over since I hadn’t actually played the scenario I set up.  I’d played through various iterations of the rules that were released by Mantic over the course of the Kickstarter but only in solo sessions.  While those were fun enough for me to enjoy, keeping the other five players engaged was another thing altogether.

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I lead the game as a quasi-RPG, manipulating events to help make sure the tension and experience stayed high enough to keep everyone interested.  Since I set up the scenario and new all the surprises, I teased out information for the group in small bits. It seemed to make the most sense to let them explore the game organically while I just followed the group much like a Gamemaster playing an NPC.

The game went better than I expected and everyone seemed to enjoy the session. I’ll do a full write up of the game session in another post but everyone was excited to try it again. Luckily, I set up the scenario to work as either a stand alone session or two part campaign and had the “conclusion” part ready in case everyone wanted to try it again.

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After the epic Walking Dead session, we finished out the evening with a few more games of Liar’s Dice.


Jun 26 2016

Showcase: No Thanks!

No Thanks! has been a favorite light game of ours for a long time.  In 2013, a group of us decided to host our own private “convention” in a cabin near Rocky Mountain National Park and one of the games that came up all the time was No Thanks! again.

Since everyone enjoyed the “CabinCon” as we were calling it, we decided to make it an annual event and we started wanting to do our own convention swag.  No Thanks! was such a hit, I decided to make a custom CabinCon set for every one.

CabinCon Logo created by Bret Bays

One of our resident artist friends and CabinCon attendee made this logo for the first Con and we’ve adopted it into all of our swag ideas.  It was a natural fit for the logo of the No Thanks! deck I started to build.

Back

This is just an easy Illustrator file with some simple text as a texture background and the main log on front.

To complete the “cabin” feel I went for a campfire motif where the larger numbers (which are bad in the game) represented more and more wildlife appearing the in darkness as your fire dwindles.

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The motif complete, I printed the cards through Artscow during a sale and worked on a bag to hold everything.

NT bag

We still needed tokens so to complete the overall theme, I sourced some stacked wood tokens from Game Crafter to work as the “no thanks” tokens.

NT bits

Lastly, we play pretty loosely in the game and are usually snacking/drinking while we play so I made little player screens to keep your tokens hidden during the game.  They were created again with a lot of the images I’d already used for the cards and bag.  I printed on cardstock and laminated them.

NT screens

The whole set is now complete and it is a great reminder of our annual “con” and I enjoyed working out all the motif ideas and resource research.


Jun 5 2016

Cabin Con 2016 Prep part 2

So this is the last weekend to get ready for our annual Cabin Con gaming and I’m still prepping material for some games.  I’ve been making progress on my components but I’m still pretty behind.  I’ll likely need to start scratching things off the list to make sure I can finish the most pressing projects in time.

First up are my Battle Buses from Dropzone Commander for use first in my Thunder Road Skull City variant.

battle bus

So a long ways to go on these as I only have them primed and base painted.  A have a sinking feeling that these won’t be ready in time 🙁

Next up, I wanted to include the Cabin Con goers in The Walking Dead All Out War minis game preview I’m running.  This game is from Mantic and should be out near the end of the year but they released a preview of the rules and I’m eager to try them out.  There is no way I can get 3D sculpts of us so I decided to go old school and make custom standees for each of us.

standee

A quick picture, some photoshopping, and printing gets my test standee prepped.  Litko Game Accessories makes nice little acrylic standees that are perfect for this and so I was able to grab pics of some of the other attendees, assemble the standees, and now I have half of them ready. The other pics will be ready when I ambush the attendees upon arrival.

standees 1

In the background, you can check out the papercraft building I also completed for this game. I’ve discussed paper terrain before and this is a set of city buildings from Fat Dragon Games.

building 1

The building was really easy to make: print per the instructions, cut out the pieces, glue it together and we’re good to go.  These buildings feature my favorite aspect of paper terrain: collapsible and portable.

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So I still have a long way to go.  I need to make some additional paper buildings, print another game mat, and work out the rest of the details on these games but it’s a start…

all together

Time to get back to work!


May 29 2016

CabinCon 2016 Prep

In less than two weeks, my friends and I will trek into the mountains and unofficially start off the summer game convention season with our own private little game convention, CabinCon.

CabinConLogo

CabinCon logo designed by Bret Bays

Started almost 4 years ago, CabinCon began as a way to enjoy the 24/7 open-gaming of a big convention but within the comfort of a private setting.  While we all enjoy the large and not-so-large conventions like Gen Con, BGG Con, we found that the larger conventions are so packed with interesting non-gaming alternatives that we don’t get to actually play many games.  CabinCon has now become our annual gaming only retreat. A time when we can break out the extreme games that are either too complicated or too long to try to enjoy in a typical evening.

I tend to use CabinCon to also break out some of the many games I’ve pimped over the years.  This year, I’m a little behind in prepping some pimped games so I’m going to have to burn through the remaining days to finish up in time.

I recently backed a new miniatures game from Mantic Games based on the Walking Dead comic series called The Walking Dead: All Out War.  I’ve been looking for a flexible zombie miniatures game and after seeing what Mantic was producing for their Walking Dead game, it sounded like everything I needed. Since the end of the kickstarter campaign, Mantic has released a couple of iterations of the rules and even though I don’t have any physical product, I’ve decided to run a game or two at CabinCon using proxies.

While The Walking Dead minis game has a great tabletop minis skirmish ruleset, it also features a solo (which can easily be expanded to a co-operative game) and a campaign option.  In this campaign option is also a nice custom character generator and I’m planning on creating all of us as custom characters to run in a little custom Walking Dead scenario.

Character Cards - Christian draft web

custom TWD minis game character sheet draft

I’ll be proxying quite a bit since I don’t have the actual cards and miniatures but zombie games are so popular, it’s hard not to have an extra couple or ten lying around to pillage for parts.

lnoe full shot

probably using a few of these guys…

I’ll also proxy the necessary cards but those are easy to do and after years of prototyping for game testing, creating cards is like second nature.  The bigger challenge will be making the terrain but I’m confident I can proxy up some paper terrain to give it enough atmosphere…

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I’ll pull some Google Earth images to get a general game mat option.  The resolution will be horrible but it should work for the one-off game.  Alright enough writing, it’s time to get busy prototyping.


May 22 2016

Pimped Coins

One of the recent trends in game pimping is custom metal coins.  Long a staple of LARPing (Live-Action Role Playing), allowing players to help immerse themselves more fully into their game world, custom metal coins have been pushing into the board game arena both as separate game accessories and standard components offered by the publisher themselves.

Recently, I received my Kickstarter pledge for Fantasy Coins, LLC second run of gaming coins and picked up some great custom coins for a couple of games in my collection.

First up is a set of custom coins for Lords of Waterdeep.  Custom coins are available from other manufactures for Waterdeep but they tend to be pretty expensive.  Fantasy Coins’ Kickstarter made the set relatively inexpensive.

Waterdeep coins

At the top of the picture, you can see the standard cardboard coins that come with Waterdeep. The custom coins are a bit larger and definitely give you that weighted-coin feel that you are looking for in nice coins. The designs are great and it is a really great addition to the game.  Combined with the custom DnDeeples, my Waterdeep game is becoming as pimped out as my own custom creations.

Epic Coins has a different version of a coin set for Waterdeep.  I don’t have them but they look to have the same heft and detail (though a different design).  However, they are considerably more expensive.

I also picked up a set of Fantasy Coins’ “credit” coins that work well for sci-fi games like Netrunner and, specifically to me, Race for the Galaxy.  Race for the Galaxy has these cardboard chit victory point markers that, while unique to the game system, are actually awkward and a little difficult to use with new players.

rftg tokens

The Fantasy Coins credit coins give the player some heft to the victory point tokens and are large enough to easily spot how many victory points a player has.

coins credit 1

coins credit 5

coins credit 10

Publishers are noticing the appeal of custom metal coins as well and some are including them as standard options in the game. Space Cowboys‘ 2014 game, Black Fleet, came with metal coins as a standard and was one of the first games I saw that treated the concept as a standard practice.

image from Dylan Steiger on BGG

Most games that offered metal coins before offered them as part of a deluxe package or was announced with a lot of fanfare.  Black Fleet surprised customers without any announcement of the upgrade and it generated a lot of buzz when it was released.

Publishers like Cool Mini or Not (CMON) started offering the option of custom coins to a few of their games like Rum and Bones to get in on the custom coin trend.

Ironically enough, these metal coins are upgrading the already upgraded plastic coins that came with the kickstarter.  The retail copy comes with standard cardboard coins so CMON went a little overboard with the pimped coin options for their game.

Not quite in the same realm of usable coins for monetary mechanics or victory point tracking, some publishers are making custom metal coins in the style of the older “challenge coin” tradition.  I’ve seen this notably in a recent crop of Fantasy Flight Star Wars games.

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These are massive coins with great detail and are quite heavy.  Since several of these games require a random way to determine which player has initiative, a coin flip is a nice pimped out way to accomplish it.  These coins were extremely rare when they came out several years ago as prize support but are getting a resurgence in a new crop of Organize Play support.

I’ll leave you with a nice link from Reddit user FlakyPieCrust that catalogs some great custom coin resources to pimp out your game with.

Reddit link


May 15 2016

Showcase: OGRE

This is one my first fully pimped project and easily one of my favorites.  For a long time I’d been interested in Steve Jackson GamesOGRE.  I like the simplicity and asymmetry but wasn’t a fan of chits and hex grids nor did the theme seem especially original after I found it 30+ years from it’s introduction.

Kwanchai Moriya is probably my favorite board game artist though he didn’t start out as such.  Originally a studio artist (and still is), Kwanchai is an avid board gamer and being an artist, started playing around with retheming out of print games.  One of his first and most popular was taking OGRE and retheming it into an alternate World War II war game.

KOGRE box art copy

Kwanchai’s art and theme really drew me into the game and I had to make a copy for myself.  There was some controversy about the legal rights to Kwanchai’s work so it is no longer available but I was able to get a hold of the files before they were ripped down.  I’m not a fan of chits in games. I recognize that they are extremely efficient but they don’t do anything to immerse me in the game. Being a game-pimper, I really can’t make a project with them so I was thinking about alternative options.

Making the game with 3D elements seemed the best way to go so first was what to do with the OGRE himself. I thought a few things like a paper standee or maybe a wooden token cut out but a friend of mine suggested maybe going full 3D and making a miniature.  I have no talent for that and no time to learn but luckily, he did.  It actually turned into a huge project for him and at times I think he regretted the suggestion but what he finally produced was absolutely amazing.

residentninja’s Kwanchai inspired robot

We had a lot of discussion on size and scale and ultimately decided to help emphasize “Robbie’s” (as we called him) size, we went with 6mm/ Z scale.  I started sourcing 6mm German WWII soldiers and vehicles and found a lot of great options.

I ended up going with CinC miniatures for the figures and the vehicles from Historical Board Gaming.

OGRE infantry

OGRE vehicles

Next we needed the houses to block terrain.  I covered how I made these in my Paper Terrain post but it was easy to make them in scale.

terrain house

terrain command

With all the pieces assembled and ready, I grabbed a couple of cheap Trivial Pursuit games from a thrift shop and remade the main board by printing out the board images in pieces and using spray adhesive to the Trivial Pursuit boards and laminating them.

I made some reference pieces, grabbed dice from Flames of War, and found a tray to put it all in and that was it.

OGRE tray

My fully rethemed and 3D version of OGRE.

This was the first entry I ever submitted to Boardgamegeek’s Pimp Your Boardgame contest.  It placed 4th against some stiff competition but I was still very happy with the results and I think of this game as the catalyst that got me pimping games.


May 8 2016

Thunder Road: Skull City preview

After working up a lot of pimped-out items for my copy of Thunder Road, I’m still finding I want to do more.  I want to add some different features and I started thinking of possibly moving it to a new setting and an urban Death Race theme seemed appropriate and interesting.

When I first picked up Thunder Road, I noticed the UK version (the one I own) is actually a great match for the 10mm Dropzone Commander‘s scale models.

DZC TR size compare

This has led to a few crossover elements like adding some of the infantry figures to the actual Thunder Road models to help improve their aesthetic.

Dropzone Commander has a great paper terrain set in their “Ruinscape” accessory and it is with that I decided to build my new theme around.

I decided to turn the whole thing into a little unofficial “expansion” called Thunder Road: Skull City.  Skull City will use all the rules I developed for my Advanced variant and expand it to use the new burned out urban terrain.  I have the extra rules cards being printed and hope to have them soon from CowCow.

rBack Skull City

First thing I had to do was make the “swappable” boards iconic to the game.  These are boards that continuously are placed one in front of the other as the cars race off the edge of the lead board.  This is the main mechanic of the game and helps create the endless road that is such an integral part of the game’s appeal.

I had a few options like scanning the terrain tiles and editing them in Photoshop similar to the boards in my advanced set but I wasn’t confident I could get the quality I wanted so I decided to actually use the actual tiles themselves and mod them.

SC ruler1

sc ruler 2

I started by laying out the tiles I wanted to use and measuring out the distances to match the original boards.  I then grabbed a metallic silver sharpie and used a straight edge to start marking the board lines to match the original.  It took awhile but with some patience and heavy use of my other boards as a guide, it started to come together pretty well.

SC layout

Afterwards, I cut the tiles to size- basically used one and half tiles per “board” and that perfectly matched the size needed for the regular boards.  I used the same process of mounting them to artboard as I used on my poster image boards.  I sprayed both the 11×14 artboard and back of each tile with 3M adhesive spray and carefully laid them on the board.  I broke out the straight edge and exacto knife and cut the final board down to size, this time without cutting the crap out of my finger.

The final boards came out well and I did a quick test set up.  I have a few items left to finish up the “expansion” but it is coming along very well.

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