Pimp My Board Game

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Category: 6×6 gaming challenge 2017 (Page 1 of 5)

Batman! A Tale of Metal and Dice

Lately, I’ve gotten back into comics and I jumped all-in on a big crossover event in the DC universe, Dark Nights Metal.  It’s a massive, crazy story line that has pushed me into a lot of different comic titles as the events spill across the DC Universe.  I haven’t been in a comic book store in twenty years or more so its been interesting coming back into that hobby.  I don’t expect to stay in the hobby full time but it’s nice to jump in on occasion.

All this Batman reading has me pushing the Batman Minis Game again and I was lucky enough to get in game this weekend.  My friend and I set up a 200 point game with the same Batman and Joker crews we had last time but this time we were able to complete the crews with funding and equipment and used a full scenario with objectives.

I picked out the Scenario 1: Arrival from the new v2 Rulebook.  This scenario has each player starting in the corners with the objectives in the center to force more confrontations.

I like that not only does the scenario force interaction by putting everything in the center, it also wants to push us to get there quickly by giving players a bonus if they can be the first to control their objective.

We started off in our respective corners and I won initiative, electing Batman’s crew to start.

Gordon and Batman started as far to the front of their deployment zone as possible.

While Fat Cop (I don’t remember his card name) started Undercover and was able to deploy within 4 inches of the first objective.  I knew Batman would be able to Batclaw out to the objectives quickly but I hadn’t counted on Fat Cop getting the jump on my as well.

Luckily, I also decided to upgrade for the scenario and chose for Eyeball Man to have a Grappling Gun to compete with Batman’s speed.  The Grappling Gun is pretty great on Eyeball Man since, unlike most other guns, his gun has Assault 3 which allows him to still get 3 shots off while he moves, instead of the normal 1 shot after moving.

Gordon and Batman push in to the map, taking cover behind some debris.  Fat Cop easily moves in and grabs the first objective: Loot.  Apparently the salaries are pretty weak on the GCPD.

Not to lose out on the first VP opportunity, Eyeball Man Grappling Hooks out to the Ammo Crate objective (with the help of Joker’s Inspire and Follow Me! abilities).  This lines him up for a good shot on Fat Cop.

Eyeball Man sprays Fat Cop but the trees and benches get in the way taking Ping! from my hits.  Next time, Fat Cop. Next time.

The Brave and the Bold get the initiative and elect to go first.  Batman uses his Batclaw to swing into position and Sneak Attack Eyeball Man.  This usually always ends with Eyeball Man out cold but the dice are just bad enough to keep him up with one health left.

Almost unconscious, Eyeball backs into the park’s corner with my Riddle objective and sprays Batman.

I’m able to hit Batman with all three shots and get two hits through his Batarmor (blue dice on the left needs 5+).

I’m able to land 2 wounds on Batman and get a great collateral damage roll knocks Batman on his ass.  Barely conscious, Eyeball Man looks down to the Riddler’s objective…

And totally rocks the riddle. Riddler must be slacking for a barely conscious thug to solve his trick so easily. I see the MVP award may have already found its candidate.

Well. Almost.  Gordon is able to move up and with a single shot, take down Eyeball Man.

With Batman down, I had a decision to make, engage in melee or keep shooting.  I don’t get any advantage against him prone with my guns but I do a lot more damage.  Or should have.  Both Panda Man and Joker unload on Batman and I get only one of the six shots to take thanks to poor attack rolls and average Batarmor rolls.

Joker and Panda Man then get up to control the Ammo Crate and restock on ammo.  I get to start the next round and unload again on a knocked down Batman (electing to shoot instead of engage in melee).  Full auto on all my guns and nothing.  Average attack rolls should have seen at least a few more hits on Batman but he dominates the Batarmor rolls and gets by without taking a single damage. Brutal.

Batman is able to get up and regroup with Gordon and Fat Cop.  Gordon put a hit on Panda Man.  The round closes and my initial point lead has worn off and now the Brave and the Bold are scoring 4 VPs a round to my 3 VPs (not to mention the KO bonus for dropping Eyeball Man).

Eyeball Man recovers but the Brave and the Bold start the round.

And promptly drops Panda Man. I totally misread this round and thought Batman was going to start with an attack on Panda Man to remove his nasty assault rifle so I put most of Joker’s action counters on attack, defense, and special.  The special was to make sure Gordon couldn’t use his special ability to heal Batman but I totally forgot that Gordon could just unload on Panda Man instead.  I was stuck with not a lot of options for Joker because I didn’t have enough movement.

Joker tries to take down Batman once again but the Batarmor just doesn’t quit and blocks all my hits again.  Augggghh… Batman promptly chucks a few batlings to smack Eyeball Man and knock him out again.  Round 4 ends with both crews tied on VPs and my goons are sleeping like overpaid babies.

Luck shines on me with not one but both of my henchmen wake up again and I’m have initiative for the last round.  Panda Man tries to play the same damn song he’s played all night but this time, it was one too many Batarmor saves and Batman gets thoroughly shredded but the assault rifle.

Yeah, red beads are bad.  This nets me a game ending 6 VPs.  We finish out the turn with Gordon doing what he can trying to get some VPs via one of my riddle objectives (but fails).

Eyeball Man decides to full auto on Fat Cop to make for a nice bookend.  This time all shots connect and, true to every game we’ve played, Fat Cop dies.

Joker takes a last pot shot at Gordon and knocks him down (but not out).  A fitting end to a brutal last round.  The VPs show a pretty lopsided finale but had Batman’s Armor held or my rolls went cold again, this would easily be a loss for team Joker.

Joker Crew: 28 victory points

Brave and the Bold: 17 victory points

 

I think we’re finally getting into the groove on the rules for this game (with a healthy dose of custom cheat sheets).  We both are feeling that Gordon really not the right character for Batman in this crew.  I imagine he’ll get swapped out and some ranged threats added in.

Also, I think we also went experimenting a bit to flex the strengths of the various crews.  We kind of pot committed on standing ground where I focused solely on taking Batman down and Batman focused on staying in the fight to see how hearty he could be.  He totally proved his worth but I should have taken out Fat Cop and Gordon early instead and worked on Batman at the end while maintaining a VP lead.

I think Batman could have tried to engage both Joker and Panda Man at the same time, forcing them to always move and shoot (reducing their shots down to one for each attack action, instead getting their full rate of three per attack).   In any case, it was a great game with a lot of ups and down and wild luck helping Batman survive way longer than he should but also my henchmen regaining consciousness at just the right time throughout the match and getting lucky in the early game.

Dropzone Commander: 2017 Fall Campaign

Today we had our first game of our Dropzone Commander 2017 Fall Campaign at Funtastic Games.  It was 999 point Skirmish-sized game with 6 players in attendance.  Before I left, I had a few minutes and decided to try out a quick proof of concept I’d been thinking of: a pimped out spinner for Indirect Fire deviation (and anything else that needs a random direction).

I started with a cheap spinner, an extra flight stand base from the now defunct Planetfall game by the also defunct Spartan Games. The ship is an Athena Air Superiority fighter that had some miscast issues.

As this was just a test to see if the thing worked, I wasn’t really trying to make things permanent.  Cutting off the arrows from spinner piece and supergluing it to the flight base position.  Then I cut off the flight peg holder on the Planetfall base and used blutac to keep the big spinner base connected.

And done.

This took all of about 5 minutes and seemed to work out well. Not really practical but painted up and clearing that base down to size would make it a bit better.  I have some other junk pieces so I might play around with this a bit more.  This might make a cool bunker with a spinning gun mount on top.


Now for the Dropzone game.  With 6 players we rolled off for map placement and opponent.  Today, I had the honor of playing a new recruit to Dropzone, Jayme, and he was running PHR.  I had really played against PHR before. Early on in our learning of Dropzone, we tried all the factions in their starter form and just couldn’t get PHR to work.

Stephen, the campaign host, started us off for the campaign with the following opening:

…transmission intercept…
Forward Intelligence units have discovered that a UCM ship will be airdropping vital supplies and equipment at 1330.
All available units to mobilize to deployment zone to intercept. The enemy cannot be allowed to retrieve this shipment.

We were also going to try out some of V2.0 rules:

* disembark and shoot for a -2 penalty
* flyers are at peg height, not 6″

With that, we were ready to begin.  We were playing the Ground Control scenario.  This was the first time I’d tried this scenario and it is probably the closest to a normal tabletop wargame than most of the other Dropzone scenarios.  It has units directly deployed to the map (like most minis games) and no objective, focal, or intel points.  The game map is split into four quarters and awards scenario VPs to the player that controls each quarter at the end of round 6 (which is the end of the game).  Control is determined by having the most points in units in a given quarter, with infantry gaining double points if they are in a building.

This type of scenario made for a pretty slow opening as a lot of the usual scenario tactics call for running out as fast as possible and grabbing objective points before your opponent. Since nothing is determined until the last round, the game has a bit more “dance” to it before units really engage.  After the first turn, I had pushed my Anti-Air (AA) unit to the left-center while my big Thunderstorm hovercraft at the bottom rumbled to line up on one of the long sight lines.  The rest of my units made for the center and used buildings as cover.  My opponent did similar as everything he had was in dropships and he didn’t want to commit to the ground game quite yet.

After I set up down one of the less open firing lanes I realized my massive hovercraft only had an 18″ firing range (that’s what I get for pillaging Scourge tech).  Hanging out in the back will make 25% of my army basically useless as I can’t even shoot far off buildings.  I really suck at this big hovercraft.

So, after failing with my hovercraft, I then started playing like all the other scenarios and threw my infantry into some buildings thinking they’d be safe there. That also turned out to be a mistake as my opponent had some good building demolishing and so these safe-havens I jumped into were turning out to be death traps.  I decided to load up the battered infantry once more into their APCs and Lifthawk dropship and head for safer skies.

my opponent’s AA walkers are conspicuously not there anymore…

I decided to turn my attention to his AA walkers and after they almost melted my infantry dropship (precariously hovering with all my troop transports in tow).  My Typhoons (yay! new unit) used their long range to chip away at one of the AA walkers and then after winning the initiative roll, I closed the game and threw all I could at them to take them off the board.  To add insult to injury, my attack choppers are in the same battle group as my AA trucks and they ended up taking down my opponent’s dropship as well, wiping out an entire unit activation.

With no more AA options on his side, my opponent got desperate and threw down two infantry squads to serve as proxy AA and try to bring down my loaded up Lifthawk.  I was able to repair my dropship back up to 2 damage points to give a little bit of a boost but I didn’t see this coming.  Pretty risky but if he can bring down my dropship with all those troops, it’ll be a major blow to my ability to later control these different areas of the map.  My luck wins out and his infantry aren’t able to land a hit (mainly due to the penalty gained from disembarking and firing in the same turn, a v2.0 rule we implemented).

The risk of that gambit hits home when my air units start lighting up the exposed infantry.  I open up and after two turns of fire, the PHR infantry are down to one base with one guy standing.  They finally hop into a remaining transport and run for cover in the buildings.

With Round 5 ending, my opponent pushes his remaining infantry squad into a small building in my starting quarter of the map via an underground monorail. I can’t pass up the opportunity to finally put this big hovercraft to use so I pull back from that main firing corridor to shoot at the little building and hopefully drop it, killing all the infantry inside. I do 8 damage and need 2 more to drop it.  For a point comparison, my 265 point hovercraft with 4 shots at the highest power of any gun in the game did the same amount of building damage as my opponent’s little Railgun-toting APCs (60 points total).  The dice were not in my favor on that.  I was able to follow up with about six weaker attacks from my Skulltaker but only landed one more damage.

Turn 6 started and I lost initiative but had a dirty trick up my sleeve.  I was able to pull a command card that allowed me to interrupt my opponent’s activation and take a single activation beforehand.  He activated his infantry in the nearly collapsed building and I interrupted it with a final salvo of from my Thunderstorm command hovercraft. This time, I landed the hits and dropped the building on them.  I finished by moving my commander back into that quarter, sealing the point control for that one.

After that blow, my opponent did some quick math and realized that he didn’t have enough points on the board to control three quarters of the map and since he was also behind in kill points, a tie would still equal a loss so we called the game.

It was a fun game and it was nice to see some really effective PHR units.  My new Typhoons were definite MVPs in this as they basically could own the map after I took out the threatening AA walkers. I tend to find that this is the case in this game with aerial gunships are in play and that was my biggest fear in building this list- that my AA wouldn’t be enough to overpower a strong gunship that could then just obliterate my ground units with abandon.  Luckily, I was on the dealing side of that situation.

We have another game set up in November and we’re going to escalate to 1250 points.  Time to start working on my next list!

Getting Back Into the Swing of Things

So after Gen Con, I thought I’d have more time but sadly, that didn’t happen as I had another trip planned- a belated anniversary trip to Scotland.

Scotland was sufficiently moody and fantastic but very light on gaming.

I still have some Gen Con recaps I want to finish up but the events of this weekend are still fresh in my mind so I’ll start there instead.

The biggest thing this weekend was the reveal of the Batman Miniature Game 2.0 rules.  The rules and compendium are available on Knight Models’ website for free download. Some enterprising Facebook posters had the good idea to run the PDFs over to Staples and make copies.

Sadly, that endeavor runs about $56 and that is way too much for a first draft rulebook.  I assume the printed final one will run only slightly more than that. I liked the spirit of the idea so I decided to go cheap and print in black and white.

This ended up being only $16 and I will now be looking at Staples for future such printing needs as the cheapest I could get it done at FedEx Office was still over $25.  The quality is poor but I didn’t print these to look at the pretty pictures, I just wanted a physical rules reference book.

I read some summaries online and then blitzed through the new edition and set up a game for the weekend.

While waiting for my friend to arrive, I pulled out Flip Ships to run through some solo dexterity action.  Flip Ships was one of my Gen Con acquisitions but is due out now or very soon from Renegade Games.

At it’s core, Flip Ships is essentially Galaga in a dexterity board game medium.  In between Gen Con and our Scotland trip, the missus and I threw this one down on the table and found it very fun.  I’ve been eager to hit it again and this was a good opportunity to try it out alone.

To play, you flip your ships off the edge of the table, into the air, and try to land on the incoming enemy fighter ships.  When you do, you destroy them and more come out.  Eventually you run through the enemy fighters and have to face off against the mothership (that ominous box in the backfield).  To attack the mothership, you have to flip your ships into that box to damage her.  This can be done any time during the game but if you wait until the end, you only get one round to finish it off and win the game.

I did just that and completely failed to get even one of my fourteen ships into the motherbox and ultimately lost the game.

I doomed Earth and decided I needed more practice before trying this one again.  Great fun though.

My friend arrive just in time to see my humiliating defeat and so we moved on to the main event: Batman 2.0

Using our light up lamps to set up the moody world of dark Gotham, we discussed some of the rules changes and decided to simplify the game and remove the objectives (this having nothing to do with the fact that we both forgot about prepping the objectives and not having enough for a proper game…).

We decided to move up to 200 points so that meant I could add my favorite sculpt from the Suicide Squad starter set, the Panda Man!  Nothing says wacky fun like a silly panda costumed villain toting a high-end assault rifle.

My friend swapped out one of his regular cops with my Commissioner Gordon.

Using my B/W Walking Dead scenery to fill in for Gotham, we set up and were ready to play.  Scenario 3 (Patrol) was pretty easy, especially since we ditched objective markers.  It centered around getting the first damage in and then leaving a non-Boss character in the opponent’s deployment zone (the two corners of the map).

The game opens easily with both our teams focused on moving out.  We quickly realize that to even get to the opponent’s deployment zone, we’ll have to use the sewers (lamely represented by the Riddler question mark in the above image). The rules for sewers have changed a little in that they act more like teleporters now.  While this makes things a bit odd story-wise, it does improve the gameplay as we saw last time, going into the sewers can lead to some pretty boring turns as characters are out of the game for at least one full round.

My friend send Gordan into the sewers and decides to pull him up on the other side of the map but in striking distance of Batman, standing sentinel on the rooftop. Unfortunately, the sewer Gordan chose was really close to a lamppost which means he was lit up for everyone to see. Including… Panda Man!

Lucky for me, I could just shift over a little and take a nice long range shot at the Commissioner.  “Ping!” rules for the game changed and were simplified so that instead of rolling for “Ping!” for each intervening piece of terrain between you and the target, you check to see if there is anything and roll one per hit.  For each successful “Ping!” roll, a hit would be negated.  I was able to hit him on the single shot so I drew first blood and got a VP for it.  I also drew the first activation next turn and with Panda Man lined up I could unload for my full rate of fire (3 shots).  All three hit but one was eventually deflected by the “Ping!” roll.  The other two landed home and I got a crit, which was enough to drop Gordon.

Not allow me an activation advantage, Batman swoops down on Eyeball Man and throws a massive 6 attacks against my pathetic defense and Eyeball Man goes down hard.

My friend knows what I’m going to do and I send Joker into the sewers (after whiffing horribly at some short range shots on Batman) pop up right next to Gordon and curb stomp him into oblivion on the next turn.  Fat Cop decides to be heroic and intervene. At the end of the round, Gordan wakes up but Eyeball Man is still unconscious.

Gordon activates first and jumps into the sewers very much wounded but has a job to do as he can arrest Eyeball Man (assuming he stays unconscious) and remove him from the game permanently.

This leaves me with Joker and a very worried Fat Cop.

Joker proceeds to beat the holy hell out of one of Gotham’s finest. Fat Cop puts up a little bit of a fight and lands a blow on Joker but it does nothing to stop his fate.

For the last round, I’m presented with a choice, neither of which will change the outcome but I’d been sneaking Panda Man (who had run out of ammo and was pretty useless) to the opponent’s deployment zone but Batman was close enough to swoop in and take him down.  Joker also really wanted to kill off Fat Cop as that seems to be his MO in all our games.  Going with one, leaves the other one vulnerable.  I decide to let Panda Man fat-suit hustle to the deployment zone and leave Joker to take his licks.

Batman swoops in but totally whiffs his 6 attack rolls and Joker is left to smile and straight up murder Fat Cop in front of Batman.  No wonder the Caped Crusader can’t sleep at night.

To add insult to injury, Joker then disappears into the sewer to pop up right behind Gordon.  If we had another game round, I’d be beating down the good old Commissioner as well but alas, the game ended with that final round.

Gordon does his civic duty and arrests Eyeball Man and that ends the game.

Joker Crew: 8 victory points

Brave and the Bold: 2 victory points

The game ended a bit lopsided but we were fumbling through rules, weren’t using objectives, made some mistakes, and didn’t even buy equipment to augment our crews.  With 2.0 out, we’ve got a good taste of what is going on so we’ll prepare a bit better for the next session.  All in all, it was still a fun game and quite a good story.


As a little post script, right before Gen Con, I painted up the Golden Fleece figure for the Santorini expansion of the same name and played a few more games to conclude that game’s 6 x 6 challenge.

We tried the Golden Fleece expansion out a couple of times and found it pretty interesting. It made for some closer games so we’ll definitely use it more in the future.

6 x 6 Gaming: Dropzone Commander and Pandemic Legacy

Early last week I got a reminder that a group of us were going to hit Dropzone Commander this past weekend.  I had some units that were still primed from my big priming spree before winter so I decided to blitz through a few and finish them up.

Up first was the new Skulltaker.  This aerial transport is the model for the special commander that first appeared in Reconquest Phase 1.  In Reconquest Phase 2, they made the model a general unit so that you didn’t need to work with the special commander rules (which are usually experimental in nature).  After some errata, the unit was actually playable and so I was happy to finish this one out.

This makes the fourth “Lifthawk” style model I have done and they are looking quite eclectic.  I also have a Hellhog (blue) in the back to round out my aircraft units.

While the Skulltaker is a big beast of a unit with upgraded guns and weapons, its main purpose is to transport psycho berserkers quickly to a key close quarter battle. These berserkers were the next item on my list.

With these quick paints complete, I was able to complete my list and be ready for the game.  I haven’t been keeping up with the Dropzone tournament scene but apparently 1250 points is becoming pretty popular.  We decided to try out that sized game. I went with a pretty balanced list with a good bit of anti-air, infantry, and anti-tank.

We had four players and split into 2 separate games.  I was on the ruined map layout and was going against my friend’s UCM list which featured a heavy load of air units and anti-tank but light on the infantry.

initial setup

The detail on the layout that our host setup was great.  His burned out cars and dead bodies really add to the atmosphere of the scenario.

We decided to play Secure The Flanks scenario and started up, each approaching from our respective corner.

We both settled in on our close objectives, me with my Freeriders and the UCM with their Legionnaires from a Raven A.

I started down the main street lane when the UCM sent a few air units to sweep by.  After a horrible whiff, they all fell to my Gun Wagons.  My front Kraken (missing in the pic above) was caught not far enough behind the building and was lit up by the UCM main force of anti-tank units.  I rolled especially bad and lost 5 of the 6 (red) Gun Technicals.

white primed dropfleet ship subbing in for another condor

The UCM quickly took up position around the right focal point. He had two Gladius, a unit of Sabers, and a unit of Rapiers all defending this spot.  The scatter terrain was really favoring this position since all his unit have articulating turrets to see over the debris.  For whatever reason, my massive Thunderstorm Hover-building with gunship lasers mounted on the top does not have the height or articulated turrets rule so I could never really get line of site on anything and it became a huge waste of points. This seemed pretty ridiculous so for future games we’ll house rule that LOS will measure from the gun mounts.

poor thunderstorm. guns mounted 2+ inches off the ground but can’t fire over a simple rusted out car

Moving on! I decided to centralize my forces in the middle buildings for the middle objective.  Unfortunately, the UCM had came in with their 2 squads and got in the building first.  I sped in with my Skulltaker and shot up the building and flamed it but found that the flame weapon on the Skulltaker (usually a great anti-personnel weapon) is pretty lackluster.  I dropped off my Berserkers and in the ensuing close quarters battle, they wiped out the Legionnaire squad with a 4:1 dice advantage.  Since the UCM had two squads in the building, they only needed to commit one squad to my Berserkers.  The other unit got a lucky roll and found the objective in one turn and was off the map before I could do anything about it.

We both still had our close objectives but his anti-tank and orbital laser-firing commander soon reduced my objective building to rubble. Playing tit-for-tat, I rushed my Barrel Bomber over to his objective building and launched my goliath bomb to knock the building down to 2 hits remaining.  The debris falling killed all but 2 Legionnaire figures.  My next salvo did no more damage and I couldn’t finish off his objective.  His next turn, the Legionnaires got another lucky roll and found the objective on their second try, then got out and left the map again before I could stop them.

Things were looking grim.  I was down 4 VPs to zero and there were no more objectives on the board.  The only way I could win now was to occupy both focal points at the end of the game and make no unit of his could make it within 6 inches, and then also win on kill points.  I had three rounds to defend and eliminate his units.

First, I sent my Cyclone helicopters in to assassinate his commander.

Then I cleared out some entrenched Legionnaires from a building near one of the focal points. This time the flame weapon worked, though this one unit only had 2 guys left.

And finally, I wiped out every last one of the crazy armor 10 tanks from his entrenched focal point.  It was round six and he had one dropship unit left: a Condor carry a single Bear APC with 2 units of Flak squads.  They set up in the building I previously cleaned out (getting them in focal point range) and I sent the Skulltaker back over.

Again the flame weapon did it’s job and wiped out a full flak unit and then I launched a salvo of rockets and heavy machine guns to knock the building down around him to try to finish off that last unit.  All my salvo shots failed and that was the end of the game.

Final score:

UCM: 5 VP  581 kill points

Resistance: 4 VP 1,021 kill points

Definitely an interesting game.  When the objectives were found and removed before the end of round 3, I figured I was out of the game and we could have called it.  I was surprised that it actually remained as close as it did and I almost wiped out his entire army.  I need to rethink my use of the Thunderstorm Hovercraft as it seems to really struggle to do much in a game and can fall very quickly to concentrated anti-tank fire.  Couple that with the need to keep anti-air units around as protection and it becomes a big point sink.


A few weeks back, we also finished up our game of Pandemic Legacy: Season 1.  The second half saw us lose a few more game and definitely got a little tougher but we were able to pull through and finish the entire campaign out with the best ending result.

I was happy to see that my character, Bobdoh Johnson, survived the whole campaign and was pretty key to our success.  With two scars, he had a few close calls but my wife bailed me out to keep him around.

I can’t really go into detail (even in the redacted style I did last time) as it starts to spoil too much so I’ll just talk about some final thoughts in general terms.

While I thought the campaign worked very well and I liked where the story went, I didn’t really ever have an incentive to switch characters.  They kept adding new characters throughout the campaign (even in the second to last month) but I felt such history and duty to stay with my character that I felt that was only an option when/if my character died.

In the last few games, I got a particularly nasty scar (the orange stickers on the lower right of the character card).  Initially, we didn’t think it was a problem but then things changed on us and the inability to trade cards ended up being pretty crippling.  Even with that major handicap, I still was loathe to just ditch him and start with someone new.

The other thing that became tiring was the hidden bonus cards that you got to scratch off when you completed certain tasks or won a previous month.  This was novel the first couple of times but soon became a real chore to do and the mess it created was less and less novel.

Other than the lack of a compelling reason to change characters and the lottery scratch off cards, the game was a lot of fun and we’re looking forward to trying out Season 2.

from BGG (taken from the publisher)

6×6 Gaming Challenge: Mid-year recap

Now that we’re in July, I thought I’d take a quick moment to recap where I’m at with my 6×6 Gaming Challenge. I always keep the running total up-to-date at the top, under my “About” header.

The good news is every game on my list has been played at least once. Even better news is I’m sitting at 20 games/sessions played out of 36 for the challenge so I’m beating the curve by a good 5%.  Let’s look at the details:

The Walking Dead: All Out War:
Dropzone Commander:
Santorini:
Batman Miniature Game:
Pandemic: Legacy:
Championship Formula Racing:

As you can see, Dropzone Commander and Batman are a bit behind the curve.  Batman may be the toughest to get all the way through before the end of the year since it is completely self-driven.  Dropzone Commander still has regular monthly get-togethers so I’m not too worried about finding a game.

CFR, Pandemic, and The Walking Dead have been going quite well with a lot of interest still peaking for those games.  The next few months are going to be a little tough as I prepare for Gen Con and a vacation later this summer but I still have a lot of plans for all the games on the list so at least the drive is still there.

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