Pimp My Board Game

a pursuit of fruitless endeavors and endless refinements

Tag: kickstarter (Page 1 of 3)

Gen Con 50 Recap Day 1

Thursday opened the Con with its typical crush of attendees all vying for position at the main entrances.

While I didn’t really notice a difference in attendance on Wednesday, I surely felt it Thursday. Gen Con personnel did a good job of keeping things safe and moving so even with the larger crowds, the transition into the exhibition hall was smooth and quick.

Inside, I had a goal of grabbing the new dexterity game Flip Ships (art by my favorite game artist Kwanchai Moriya).  Unfortunately, Renegade Studios also announced a new game in the Clank! line so their booth was packed. With the aid of a friendly attendee couple, we found a way through the disorganized chaos of that booth and paid for our haul and got out of there.

I had about 30 minutes before my first event so I made my way to the Hawk Wargames booth to chat about the new Dropzone 2.0 rules.  I was not disappointed as the demoers were pretty knowledgeable, being avid fans of the original game. I have a summary of the 2.0 rules here. Please note that these rules were what I heard/understood and are subject to change.

Soon after, I was off to my first event of the Con: an X-wing variant “The Heroes of the Alturi Cluster.”  This variant automates the Imperial ships and turns the overarching flow of the game into a full co-op with all players (up to 6) piloting one ship.

I chose a B-wing to pilot and we were off to stop a group of Imperial interceptors from attacking a Rebel transport.  The system worked out very well and I plan on printing out the campaign for our group.

The system allows for pilots to gain experience and buy upgrades and skill so it also contains some light advancement rules.  Very fun and I can’t wait to get a group together to play through it.

The event ended a little earlier so I snagged a quick lunch and jumped back into the dealer hall to scout out some games that were on my demo list.  I went to the Ares Games booth to see about Hunt for the Ring but they didn’t have anything except some minis in a case (lame).

Next, it was over to Flying Frog Productions to see about their new 10th Anniversary Edition of Last Night on Earth.

The new bits look good but are a little cheap.  The new heroes sound fun and if they offered an upgrade pack for the fans that helped get them to 10 years, I’d be in but forcing me to rebuy all the content I already have gets a big “no thanks.”   From talking with the guys at the booth, they sound like they want to do the same thing for A Touch of Evil.  If that is the case and they won’t also release an upgrade pack, I can just scratch that publisher off the list of ones to ever check out again.

I popped over to the Catalyst booth with little hope for info on some of The Duke expansions that have sat around on pre-order for almost a year now.  Catalyst, as expected, was too busy dealing with their big Gen Con release, Dragonfire, to have info on those expansions but lo! What was this??

In their display case, a new Duke core set was shown (with some uninspiring art).  I went in search for more answers and it sounds like they are hoping to have this through in a year (don’t hold your breathe with this publisher).  After that, they want to work on a Feudal Japanese themed version.  That really isn’t news as they’ve been dangling that carrot in from of The Duke fans for years now.  In any case, it was surprising to see a new edition in the works with some new and out of print bits included.

So you may ask, ‘why does Catalyst get a free pass with a version re-issue and Flying Frog doesn’t?’ and it is simple economics.   I have a lot of Last Night on Earth and having another copy of all those components will be pretty useless.  Another copy of The Duke, however, can be used in a travel version I’m making and includes the OOP Arthurian Legends expansion that is impossible to find for anything but insane price points.  Also the price for this new Duke set will likely be on par with the original unlike the 10th anniversary Last Night on Earth set which is retailing for $100.

At this point, it was time to head over to my next event, A Song of Ice and Fire Miniatures Game.

This is CMON Limited’s new tabletop miniatures game that just finished wrapping up on Kickstarter. I’m really not sure what to think of what CMON was doing with this product.  They ended the Kickstarter campaign right before Gen Con, missing an opportunity to show the game off to a lot of people and gain more backers and base support.  I did back the campaign but wanted to try it out before I committed to any more in their eventual pledge manager.  Luckily, I was able to get into a demo and get some hands on experience.

I’d read the work-in-progress rules posted to the campaign so I was pretty familiar with the basics but it’s always better to see the game in action.  Unfortunately, CMON overreached on this whole product and didn’t have enough production copies on hand to run the full event that was listed in the program.  Instead of a full game, they only had enough models to play two units vs two units.  Some demo is better than no demo and they compensated us for the change in event layout with the remainder of the San Diego Comic Con exclusive promo.

That is a nice little bonus. It was unfortunate that I wouldn’t get to try out a full game but planning for this event has to happen months in advance and if any little issue comes up, it can cause things like this to happen.

Back to the demo at hand.  It was good to see and feel how the units work and interact but we hit another snag in trying to learn this game as the person running the demo (a volunteer for CMON) had zero experience with any tabletop game and it seemed like a passing understanding of the game he was demoing.  I would like to say that we just got unlucky but I had other friends demo this at the CMON booth later and they had the same experience.  It also didn’t help that, as a “feature,” CMON hired a live violinist to play Game of Thrones themes with amps pointed directly at the play tables. Not the best idea for your demoers to shout the rules at you over live music.  The musician was good but it was just another misstep in a series of missteps for this products first debut at the biggest gaming Con in North America.  I asked for them to turn it down or turn the speakers to point somewhere else but was told they couldn’t.

In the actual demo, after wading through a lot of missing rules, misunderstandings and incompetent instruction, we played a “game” with me running the Starks and my friend taking the Lannisters.  Whatever game we ended up playing was interesting but I have zero confidence that I actually played the game listed on the box.  I was able to surround Jaime Lannister’s unit and beat the hell out of him but I can’t claim that it was due to any strategic prowess on my part. Rather, it was due more to the fact that the demoer would let my friend know what he could have done instead, usually using a rule never explained or mentioned.

The miniatures are great and there seems to be an interesting game on that table if I cobble the basic experience I had playing with the physical models and combine it with the beta rulebook posted but I can’t say if I’m really going to go in on this game as there is too much unknown at this point.  I was glad to see some of the unit stats got revised between the start of the KS campaign and the demo as it looked a little unbalanced with the few units they showed so far. Things didn’t go as swingy as I thought but again, who knows what game I was actually playing.  I tried to get clarification from the person running the demo group but all I got was that some of the rules were modified to fit the extremely small game we played as a demo. Ah well.  At least the minis look cool. Maybe I’ll pick it up and pillage it for Kings of War.

While at the display case, I also checked out their next Kickstarter, Hate. I have no info on this game but the resin miniatures were fantastic looking.

Moving on from the debacle that was Song of Ice and Fire, I had a few more minutes to check out the hall before it closed and remembered that I saw some little teaser about some interesting 15mm miniature game coming out called Time of Legends: Joan of Arc. The company was new so it got shunted into the very corner of the exhibition hall so I trekked over and saw a pretty amazing scene.

My jaw dropped when I saw that display case.  I didn’t have time to really check it out but I immediately cancelled my first event on Friday to make sure that as soon as the dealer hall opened, I would bee-line to this booth and drop in for a demo to see if it played as cool as it looked.

With the dealer hall closing, we headed out to dinner and then hit the They Might Be Giants concert.

I’d always wanted to see this group live and they were ok but I think it had just been too long since I listened to them and that style of music just isn’t as interesting anymore.

We left the concert before the encore and headed to the BGG Hot Game room.  The game room didn’t seem as well stocked as last year or maybe the offerings were just weaker but we got in a good intro game to Flamme Rouge.

Flamme Rouge is a racing game with a customized track.  You move by playing cards from your two rider decks.  Each player has the same decks but you’ll be adding low “exhaustion” cards to your deck if you stay out in the lead.

By mid-game, I’d broken away from the pack and we all left our friend Colton (black riders) in the dust.  I figured my lead rider would burn out and my second rider to coast in using the blue riders as his wind shield. But apparently Colton had other plans and was just biding his time.  We got all bunched up on a hill and then Colton started subtly making his move.

and then used his sprinter to blast ahead right at the very end, narrowly winning the race.  The game was shocking and quite fun.  I’d definitely play it again but still feel like CFR delivers the better racing game.

We finished out the evening and day 1 with Kingdomino, the Spiel des Jahres winner.  I’m not sure what happened but I totally misheard the rules and played totally wrong, losing horribly.  This was surprising because the game is really simple.  I guess I was more tired than I thought or had a little too much bourbon during Flamme Rouge…

New Track for Championship Formula Racing

Even though I’m still a bit distracted with the new Catacombs expansion, I found some time to print out a new board for Championship Formula Racing.

Abu Dhabi was released on the CFR Kickstarter page as a downloadable extra while Jolly Roger Games figures out what to do about the board vs car size issue.   Since I skipped the issue by picking up my own car miniatures, the board is a nice little bonus edition.  Doug Schulz, the main designer behind this CFR renaissance, has a lot of extra boards (and how to make your own) on his site but I don’t think any are print-ready and in the same style as the CFR game.

Printing this was obscenely easy.  I went from getting the file, adjusting the size, sending to printer and picking up finished print all in a Sunday afternoon.

First thing I did is run the board file through Photoshop and cropped a small section out to print at home to test the spacing.   The test was successful and so I checked out Walmart’s photo site online and found the best option they had was a 20 x 30 print size.  I opened up the file again and added to the overall print size to match 20 x 30 and filled in the new space.  I’ve talked about using Walmart awhile back when I made my Thunder Road custom boards and this was no different. Well, a little different as I “splurged” and decided to get the mounted backing print. It’s a $10 difference.  Art board is about $6-$8 so it was worth it to go ahead and have them mount the print.  The total was about $30 and I found out when I went to pick up the print that there was a smaller option not listed on their website that would have required no extra space for cheaper.  Ah well. I’m still happy with the results.

As you can see, the Abu Dhabi board is a little bigger than the standard boards.  Luckily the box has enough room to fit a 20 x 30 tri-fold board (down to 10 x 10) so I’m not worried.

The print quality of the file is great and very legible.

It would be great to see Jolly Roger Games release more of Doug’s tracks but this extra one will help for now.  It looks like a lot of fun with the long straights and all the lane-ending S-curves.

Catacombs: Wyverns of Wylemuir Preview

I got a nice surprise in the mail the other day, an advanced copy of the next Catacombs expansion, Wyverns of Wylemuir.  I helped Elzra Games proofread the manual and components and as a fantastic thank you gesture, they sent me my copy early. This is a full expansion similar to Cavern of Soloth so you need the base game to play it.  I believe there are a couple of other copies floating around as it was available to purchase at Dice Tower Con.

This cover is my favorite box cover of the whole line.  I like how Kwanchai is continuing with the circle motif of the series and the inner picture is dramatic and compelling.

Because there is a brand new board in the box, it came out in the same large footprint size as the base game.

Elzra Games is learning from some of the challenges of their previous offerings and have included a box insert to keep the wood pieces from crashing around too much. I know a lot of people hate box inserts but these games can really use it for care during shipping if nothing else.  A little side note for those that pick this game up later, the new board is under the box insert.

Now that we have everything open, lets look at the contents:

  • 1 double-sided game board
  • 2 Heroes
  • 2 Catacomb Heroes (used in the Catacombs & Castles set)
  • 8 Wyverns
  • 2 Catacomb Lords
  • 5 Monster Groups
  • 11 Room Cards
  • 5 Items
  • 2 Catacombs & Castles Catacomb Warriors
  • 4 Attack Templates

In terms of raw extra content, it’s not quite as heavy as the Caverns of Soloth expansion but it makes up for it in the brand new content like the Wyverns and Attack Templates as well as adding a new game double-sided game board to the mix.

Here we have the stars of the expansion, the new Wyverns.  Elzra Games did a clever thing here where there are eight unique Wyverns and two copies of each so that both the Hero and the Catacomb sides can each run the same Wyvern if they want. Each disc has another Wyvern on the other side.

A sample of some of the new monsters.   Most of the monsters employ the new Attack Templates, which I’ll get into later in the post.

Two new Catacomb Lords and two new Heroes. One thing that both the Heroes and Catacomb Lords have in common is they all get to start the game with their own Wyvern.

Two new board layouts (double-sided), each detailing a great new outdoor scene.

Another nice addition is some of the promo cards that have been released at conventions. Elzra Games has moved away from a strictly exclusive model for promos and Kickstarter items and here we see some of the results of these releases like the Shadowlithe Fist ability for the Thief and the Teleport Chicken ability for the Chicken Hero. Adding to the group are two new template-centric options, one ability for the Skeleton Hero and the other is an item that the Dwarf Miner can start with.  Both are really interesting options for these lower tier heroes, especially the Dwarf Miner’s Rune Axe as it is a permanent item that allows him to use the ability all the time.  Quite a boon for a hero I put at the back of the pack in my strategy guides.

Here we have an example of Hyba, one of the new heroes, riding one of the Wyverns, the Wylamander.  The card abilities for the Wyverns are divided into three sections starting with the upper left ability section.  This section is the same for all the Wyverns in that it allows the hero to perform a melee shot with the Wyvern followed by the new “Wyvern Strike” shot.  The Wyvern Strike acts like a Rush shot but if you strike an opponent disc, you gain a Wyvern Claw token.  These tokens can later be spent to activate one of the other Wyvern abilities.  In the example above, Hyba spent one claw to use the Wylamander’s second ability, placing the ring template and hitting two Succubus monsters.

Later in the game, Hyba has earned more Wyvern Claws and spends them on the Wylamander’s third ability, using the spread template to hit more Succubus monsters.

In this last example, we look at one of the coolest items, the Wyvern Familiar.  This little guy looks like a ton of fun as he’s permanent, like all familiars, but if you look at his life, he has “-” like Antients and the new Wyverns which means he is invulnerable to damage.  An unkillable familiar seems very interesting but his only way to deal damage is through the short template.  This will make for a very challenging attack as you will want to get close to a monster to use the short template but with a bit of finesse since if you hit too hard, you risk knocking your target out of range.

As is likely no surprise, I’m really excited about this expansion and all the new options it brings.  The template powers bring a bit more finesse to the game as power flicking discs will generally be less effective than subtle shots that put you in perfect template range.

I’m not sure when this expansion hits the full release or Kickstarter but Elzra Games is currently running a quick Kickstarter Campaign for another game in the Catacombs series, Catacombs Conquest.  Conquest is a light, quick, card-driven version of the game meant for new players and quick, open-table play.

Walking Dead Wednesday: Obligatory “Got Mine!” Post

At long last, Mantic’s Walking Dead: All Out War kickstarter is complete. My “Wave 2” package arrived the other day in all it’s glory and I’m pretty excited to see what we have in here.

Opening it up and removing the cautionary plastic flotation devices, we find… more boxes! And a floater. Well not really, that’s just Morgan. Loose and roaming free with a packing slip.  While booking face I saw that Mantic had a possible issue with the original Morgan sculpt that went into the package so they fixed it and chucked a loose one in the box just in case you get a bad one in the packaging.  Who knows, maybe I’ll go all “Ash vs Evil Ash” with the copies.

Loose Morgan will serve as our reference rep for the remainder of this show and tell. Here, he climbs the white boxes of expansions. They are a bit small but there is a lot of love packed into each one of those suckers.

In random opening order, we have the prison expansion Safety Behind Bars on the left, the Greene farm expansion, Miles Behind Us in the center, and the Woodbury expansion, Made To Suffer on the right.  While the new minis, cards, and templates are nice, the big draw for me are these rule books.  Each adds new scenario content and new core rules to the game.

In Miles Behind Us, we get to see the full campaign rules where, unlike the story mode narrative campaign, you build a core set of survivors for 150 points and run linked scenarios with them.  All the while, they will gain experience, items, characters and likely lose some friends along the way.  It was the preview of these rules sent out to backers early on that really got me hooked on this game’s potential.

Safety Behind Bars is probably the weakest of the three when it comes to rules as it introduces the cool new “interior” rules for fighting and navigating the confines of buildings and tight spaces.  This is really cool but is duplicated in the next expansion and expanded a bit further there.  That isn’t to say this expansion is light. It boasts 7 total scenarios and introduces a new class of walker, the armored kind that traipse around in old riot gear.  The rules and scenarios also seem the most self-contained as the rules have a lot of detail as to how the Prison map works.

Made To Suffer rounds out the three by expanding the interior rules and city environs as well as adding the iconic Tank to the mix.  This expansion also adds an environmental rule with “night.” Having played a bit more of the Batman Miniature Game and knowing Mark Latham had a hand in Knight Models’ ruleset, it isn’t surprising that a similar ruleset is coming to Walking Dead. I think it is fantastic as it is something very iconic to the Batman setting and will work very well in the Walking Dead games.  Essentially, the darkness of night will limit line of sight and shooting to 8 inches unless a target is within the killzone of a lamp post.  This just further mixes my Batman and Walking Dead scenery together.

Lastly, on Made To Suffer, they expand the rules further to include the running of large games, sometimes epic in scale (over 1000 points).  This includes using larger maps or play areas and adding alternate victory conditions with Special Objective cards. These larger games are previewed in our first official two map scenarios detailing the epic Governor attack on the Prison.  If I wasn’t such a sucker for a lasting narrative campaign like Miles Behind Us gives us, Made To Suffer would be the best expansion to date.

Alright, enough about the rules, let’s check out some props. Here we have bendy Otis. How is this guy any good at hunting? No wonder he messes up Carl.  The bent rifle will be an easy fix and was the only really bent model I noticed in the whole batch.

Hell yeah, Axel. I follow ya.

Badass Rick is Badass.  I can’t wait to start using him in earnest.  Just a great pose for the star of the series.

Loose Morgan is back now to show us some of the other components like these room templates.  The scenery looks a little small for giganto Morgan.

But oddly, the bed is about the right size.

The tank is pretty massive and dwarfs my little black tank I added a while back.  That’s ok though as I suspect Mantic will release a kit to build our own tank.  They already confirmed they will be doing a kit for the Miles Behind Us expansion:

Maybe a Prison guard tower and Woodbury house/tank kit will come in the future.

That about covers it for my initial opening of the Wave 2 kickstarter material.  Very pleased and, honestly, a little sad that this kickstarter is finally closed down.   Not too sad, mind you as I have a ton of new content to pour over and new models to paint up.  Likely starting with this guy:

GLENN! HE EXISTS!!

CNC Progress

This week, I was able to start my CNC machine project.  It’s slow going as I’ve never had to assemble anything this complex and so I’m taking my time.  I could have opted for the pre-built version but reading up on the kit a bit more, several users noted that it was good to build it yourself so that if things go wrong in the future, you’ll have an idea of what the problem might be.  I’m not sure if that will really work for me but the building process itself is pretty cool.

cncparts

So here we have all the kit pieces laid out on my new workbench I made a couple of weeks back.  The large device at the back of the table is my photo enlarger, which was the real purpose of this room- to build up my darkroom again, but I found that I broke a key piece of the enlarger so I have to source out a replacement.  In the meantime, the room will also serve as my pimping workroom, or “The Lab,” as I call it.

cncvwheels

The kids were away so I actually moved everything upstairs and worked at the kitchen table, catching up on the latest Walking Dead episodes from the mid-season break. The picture above are “V-wheels” that were a bitch to press together (my thumb is still sore).  Eventually, I opted for two sets of pliers to get those bearings in the plastic wheels.

cncguides

Next I put the V-wheels in the Y-axis plates. These plates will hold the main board “table” of the machine.

cncrails

And they attach on these rails that connect the front and back of the base of the machine.

cncbottom2

The base then attaches to the Y-axis plates and also gain some T-nuts and another guide plate.

cncbottom1

And here we are.  This is about one-third through the assembly instructions.  Next is assembling the X-axis and Z-axis components and putting the motors and belts on.  Then finally is the final assembly.  After that comes the electronics and setting up the software and everything else.

In gaming news, I stumbled on this interesting little preview:

image from BGG, from the game publisher

image from BGG, from the game publisher

This is Gang Rush Breakout from CMON and Ankama. Those of you that have followed me for awhile might notice the game looks similar to a classic game that I’ve been nuts on pimping: Thunder Road.  While this game (from the brief publisher descriptions) doesn’t seem like it has a lot in common with Thunder Road mechanically, it does have a pretty cool look to it and I’m looking forward to hearing more about this game.

It is due to release in April, shockingly without a Kickstarter but since Ankama seems to be driving the publishing aspect of the game, maybe that is just the way they do things.  Ankama is responsible for Krosmaster Arena, which also avoided using Kickstarter.  I’ll likely wait to play this at Gen Con before I really commit to picking it up but I have some high hopes for it.

Speaking of Gen Con, I got the notice that they are opening up the event applications in a few weeks so I better get on this.  Last year I missed the early deadline and my events didn’t make it into the general admission until after the main event signup date.  I’m going to make sure my events get in on time this year to see if that helps the attendance any.

I’m planning on running my Loopin’ Chewie Tournament again as it was a lot of fun and though there weren’t many in attendance, they all seemed to have a good time.  I will likely run one more event as well but I’m not sure which it will be.  I could do Thunder Road again or I’ve been thinking about running a PitchCar variant of mine.  I’m also stupidly into Mantic’s Walking Dead: All Out War and had a blast running a custom event at CabinCon so might try something like that.  Decisions, decisions.  Only have a few weeks to figure it out. Maybe I’ll flip a coin.

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