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Gaming Blog

Apollo

29/1/2022

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28th January 2022

It's Friday evening and we're round Simon's for a night of gaming.

The game of the night was Apollo.

Houston.... we've had a game here.
One small step for gaming and errr, umm... one cooperative game for gamers?

Anyway, enough of the bad jokes.

What's in a game?
​Apollo is an symmetrical cooperative game where 1 player take on the role of mission control and the other players take on the role of astronauts on the titular mission.
  • Game boards: Apollo uses 2 game boards of differing difficulty. One each for the Gemini and Apollo missions. The Gemini board depicts a flight path orbiting the Earth while the Apollo board shows a flight plan to the Moon and back to Earth.
  • Mission packs: There are mission packs for both the Gemini and Apollo missions which each come in a silvery pouch reminiscent of the pouches used to store astronaut food.
    Each mission pack contains a set of double-sided flight stage cards and some experiment cards. These determine some of the challenges that each mission will face.
  • Player screen: This is used by the mission control player to hide stuff that the other player should not know about. Inside, is artwork that various mission control systems and displays.
    The screen comes with widgets that can be clipped to it and then flipped up by mission control to alert the other players that comms are down or something else is wrong.
  • Mission control board: This board is used by mission control to track how much damage the flight has taken. This is done with 5 sliders that track the module's 5 different systems; flight control, power distribution, life support, communications and experiments.
    Each go from 8 to 0. When the slider is at 8, everything is hunky dory, when it's at the lower numbers, those systems start encountering problems and when it's a 0, it's quite literally a crisis!
    The mission control board also has a space to place the current experiment card.
  • Crisis cards: There are 5 sets of five crisis cards, obviously each set relates to one of the 5 systems.
    When a system crisis occurs occurs, a pertinent card is drawn and resolved, either by mission control or the astronauts.
  • Crisis puzzle boards: There are 4 of these square boards, each with a slightly different layout. Certain crisis cards may force the mission control player to complete one.
  • Tetrominoes: Used in conjunction with the puzzle boards.
  • Astronaut board: This board is designed to look like the controls panels on the flight module and is obviously used by the astronaut players, it essentially has 5 spaces to place dice that correspond to the 5 areas on the mission control board.
  • Flight damage board: This square board is used to track damage that occurs to the module.
    It consists of 5 'gridded' rows which again correspond to the 5 systems. Each row has 3 spaces which each contain a 'X' symbol and 3 bonus spaces. Finally there's a 6th 'blank' row at the bottom.
  • Dice: There are 12 normal six-siders that come with the game, 6 come in yellow and 6 in black.
  • Tokens: Apollo makes use of 2 types of tokens.
    Comm tokens: These tokens display COMM on one side and some will display an icon/action on the other side.
    +/- tokens: These double sided tokens are green on one side and red on the other, they also display a '+' symbol and a '-' symbol. These can be spent to modify the results of dice rolls during the game.
  • Pawn: There are 2 types of astronaut shaped pawn/meeple (Astreeple?) in Apollo.
    Black pawn: This the experiment meeple and is used by mission control to track the astronauts' experiments
    Red pawns: these 5 meeples can be used by the astronauts to track information.
  • Standees: There are Gemini and Apollo standees used to track mission progress on their associated boards.
  • First player token: This coaster sized token displays a picture of an astronaut walking on the moon.
Apollo's components are pretty good throughout and it's clear effort and thought has gone into creating some of them.

The boards, tokens and player screen are all constructed of suitability thick card. While the dice are not wooden, they use a old school LCD numeric font for the numbers which is pretty cool, as are the pouches to store the mission cards.

The astronaut board and particularly the player screen feature very well themed artwork that calls back to sixties computer tech. The art on the astronaut board displays various dials and buttons is perhaps a little sparse but is also clean and doesn't interfere with the game element. Most of the player screen is decorated with evocative artwork of of what I imagine is module controls, the inside has some game information but the rest is an illustration of what mission control might look like. Dig the cup of coffee!
The art that depicts the Earth and the Moon is perfectly fine, they look like what they're meant to.
Finally, the flight stage cards are double-sided and as each one is completed, it's flipped over to show an illustration of that actual stage, which is a nice touch.

The game features little in the way of dedicated iconography, all the information is presented clear terms and is easy to comprehend.


How's it play?
Setup

Since Apollo is a asymmetrical game, it has a asymmetrical setup.
  • Player Screen: The mission control player must put up the screen in their playing area and clip on the alert widgets on to it.
    Mission control board: Behind the screen they should place the mission control board and set all the sliders to '8'.
    Crisis cards: The mission control player should then sort all the crisis cards into their respective stacks, then shuffle them into 5 face-down decks and place them close to their related systems.
    Dice: the mission control player should take 1 yellow and 1 black dice and place it behind the screen.
    Comms tokens: The mission control player place 2 'blank' comms tokens behind the screen, then shuffles the remaining tokens into face-down stacks.
  • Mission pack: Select the mission pack which has been chosen and set out the flight stage cards sequentially in a row.
    Then shuffle the experiment cards into a face-up deck and place the 1st one on it's space on the mission control board.
  • Astronaut players: The astronaut players should put the astronaut board, flight damage board and remaining dice in their playing area.
  • First player: A first player should be determined among the astronaut players.

On to play
Apollo is played over a number of rounds, each round has its setup and then is played over a number of turns.​ To make matters worse, Apollo is played in real time and each round only lasts 4 minutes.
  • Setup: The mission control player tells the astronaut players how many dice they can roll - this is dependant on the life support rating - the higher the better and only the mission control player knows what the actual rating is.
  • Roll the dice: One of the astronauts rolls the dice allotted number of dice.
    Assign dice: Dice results 1-5 are placed into their pertinent rows, covering up the 'X' symbols. 6's are put into the bottom row. After this, the 6's can be reallocated to any of the other 5 rows.
    Resolve dice: Any 'X' symbols not covered inflict that much damage to their system. If the flight control row is displaying 2 'X' symbols, the flight control system slider on the mission control board would have to be moved down 2 points.
    Additionally, each die in any bonus spaces, earns the astronauts +/- tokens (These cannot be used to change the results on the damage board.).
That's it for the setup, then the game goes into the round.
  • Mission control player: The mission control player has a number of actions they can perform.
    Track flight: The mission control player moves the standee along its flightpath at the end of every player turn and also tracks when it will encounter a flight stage.
    Additionally, when a flight stage is completed, mission control should flip the relevant card over, revealing the picture on the back.
    Track damage: Mission controls tracks all the damage the flight takes, furthermore they can flip up an alert to tell the players something is wrong somewhere. Mission control may also spend comms tokens to verbally provide the astronauts with more information about damaged systems.
    Comms: Some comms tokens will also have icons or action on the flipside which mission control can spend to aid the astronauts.
    Track experiments: Mission control also tracks the astronauts progress on whatever experiment they're on.
    Deal with a crisis: When a system rating drops to 0, mission control must complete a puzzle board to get it up and running again.
The round goes differently for the astronaut players. Starting with the first player, each astronaut player takes a turn going clockwise and a turn consists of exactly 1 action. An action involves moving one or more dice from the flight damage board on to the astronaut board and resolving them
What are these actions and how do they work?
  • Allocating dice: Actions usually require several dice and differing actions will have different dice requirements, they might require only yellow or black dice, or even alternating colours, some might require identical or ascending numbers and so on. Some actions (Generally flight stages and experiments.) require a set number of dice to complete, most of these actions can be completed over a number of turns, in this case, they stay on the relevant space until the 
    Other actions scale, i.e. the action gets better the more dice are allocated to it.
  • Flight control: This action allows the astronaut players to contribute dice to completing the flight stage goal.
  • Power distribution: This action allows mission control to adjust the sliders on their mission control board, this is also a scaling action, so the more dice allocated to the action, the more adjustments mission control can make.
  • Life support: Using this action allows the astronauts to gain +/- tokens.
  • Experiments: This action allows the astronauts to contribute dice towards completing the current experiment.
  • Communications: Performing this action allows mission control to acquire more comms tokens.
  • Repair systems: Allocating dice to this action allows mission control to increase the rating of one of the systems.
  • End of turn: Once the active player has had their action, mission control moves the standee 1 space along the flight path and the next astronaut player become the active player.
  • End of round: The current round ends when 1 of 3 criteria is met.
    All dice have been allocated.
    4 minutes are up.
    The astronauts decide to end the round.
    Regardless of how the round ends, the following round begins with mission control announcing how many dice the astronauts may roll.
Play progresses with the players (Hopefully!) successfully completing the required number of flight stages and experiments

Endgame
During play, if the module passes a flight stage space on the board without completing its requisite task or the flight control rating is lower then 4, then the mission immediately fails.
If the module reaches splashdown without completing the required number of experiments, then the mission fails.

However, if all the flight stages and experiments are completed, then mission is a success and the players win the game.


Overall
The rules for Apollo sound quite clunky in writing but in actual play, they felt straightforward and once players begin performing actions, it becomes quite understandable.  I wouldn't call it a crossover game but I imagine that it would be easy to pick up.

Apollo is quite unusual, being an asymmetrical cooperative game and I think it fits its theme quite well too.
Having that slight disconnect between mission control and the astronauts somehow lends the game a greater sense of teamwork.
Astronauts having to rely on mission control to get information and mission control having to rely on the astronauts to get comms tokens and to be able to make changes to systems means players have to work together.
It's definitely a bit different to the typical cooperative game where players are cooperating but generally sort of off doing their own thing. Another noticeable and welcome difference is how there's no characters running round a global board trying to stop the spread of something here.

​During the game, players will be, broadly speaking, faced with 3 types of obstacle; successfully completing flight stages, successfully completing experiments and firefighting damage that occurs during the flight.
There's a real need to strike a balance between these 3 priorities and players will also have to approach this as efficiently as possible, the flight module moves along the board after every turn and is in essence another countdown timer. It means planning for the known variables of the flight stages, somewhat knowable experiments and also reacting and adapting to unpredictable damage inflicted on the command module and there will be damage!  There are 15 damage spaces on the flight damage board and only 10 dice to cover them, that means at least 5 damage to the systems every round.
Being a cooperative game, Apollo uses the luck or specifically the bad luck that arises from rolling those dice to challenge players.


The game also features a time limit in the form of a 4 minute timer: On paper this might not seem like much time but in play it's perhaps a little overgenerous.
4 minutes to assign 10 dice works out to be 240 seconds for 10 dice or 24 seconds per die, which we did not find much of an issue.

We played the Gemini mission board a couple of times and it didn't present too much challenge for us, there were a definite couple hiccups and dicey (sic) moments but otherwise it was pretty much plain sailing or more accurately, plain err.... orbiting? Mission control never had to reach for the puzzle boards.
However, we are a fairly experienced band of players and maybe for once, the luck went our way this time.
We didn't get round to playing the Apollo mission board which is probably where the meat of the game lies and certainly looks more challenging, so I'm reserving judgement on the game's difficulty.

I'm not certain about the game's replay-ability either, it wasn't boring but at the same time felt a little samey, players are ultimately just assigning dice to tasks, some of which may become quite familiar over multiple plays.

Easy to learn with a reasonable play time and providing some interesting decisions to make, I'd say that Apollo is a good game to play every once in awhile and if cooperative games are your cup of tea, then it's definitely worth checking out this fresh take on cooperative gameplay.
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Nine Tile Panic

28/12/2019

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26th November 2019

Tuesday gaming night at 'The Sovereigns' is here.

The first game of the evening was 'Nine Tile Panic'.

Nine Tile Panic is a game that comes in a little box that delivers a lot of stress!
This is a game all about building a city but not just building a city. It's a game about building a city in a strict time limit!
Thinking about it, maybe we should get real city planners to play this game? You won't find any unoccupied roadworks in Nine Tile panic let me tell you.

What's in a game?
'Nine Tile Panic' has few components:
  • ​Tiles: 45 double sided tiles, 5 identical sets of 9 cards for each player. The tiles depict different types of roads such as crossroads, T-junctions etc. The tiles also depict dogs, men-in-black, aliens, ufos, burgers, buildings etc.
  • Objective cards: 26 cards that have objectives that need to be met each round.
  • Order markers: There are 5 of these that are used to rank the finishing order at the end of every round.
  • Scoreboard: Tracks scores!
The components are reasonably colourful with simple illustrations.

Picture
Timer, score board & order markers.
Picture
Incorrect city setup, road in bottom right corner is not connected.
Picture
A city which has all the roads correctly connected!

How's it play?
Before playing, give each player a set of tiles.
Nine Tile Panic is played over a series of rounds. Each round is scored before play proceeds to the following round.
A round goes like this:
  • Set out order markers, according to the number of players.
  • 3 objective cards are drawn. These objectives tend to be quite diverse and unusual. Each objective has variable levels of success. The better each objective is completed, the more points are earned. An objective might be 'have as many men in black pointing their guns at aliens as possible.
  • Players now have to place their 9 tiles down in a 3x3 grid in such a way as to maximise scoring from the objective cards (Both sides can be used.). Players must however, follow this rule: Any roads on the tiles must enter and exit the 3x3 grid and must be connected to each other as required, there can be no 'dead ends'.
  • Players can choose when to 'stop' building their city. The first player to 'stop', takes the highest value order marker and turns over the hourglass timer.
  • All remaining players have 90 seconds to complete their cities. When a player stops building their city, they take the next highest value order marker. This continues until all players have taken an order marker, or the timer runs out.
  • Once the 90 seconds are over, any player who has not claimed an order marker is eliminated. Furthermore, any city that does not meet the criteria for connected roads is eliminated from that rounds scoring.
Scoring:
  • Scoring is based on the number of players participating. For a 5 player game, scores vary from 1 to 5, for a 4 player game it's 1 to 4 and so on.
  • Each of the 3 objectives is scored separately. The player who has achieved the most of an objective will score the maximum points for it (5 points for a 5 player game.), the second best player to achieve the objective will get the second highest score. This continues until the lowest achieving player receives 1 point. Obviously, players who were eliminated in this round will score 0 (In all objectives.). Ties are settled using the order marker (Highest value wins ties.).
  • This is done for all 3 objectives. Thus; in a 5 player game, a player who gets highest in all 3 objectives would score 15 points.
  • Once all 3 objectives have been scored, a new round with 3 new objectives will begin.
Endgame
Play continues until the score limit has been reached. For a 5 player game this is 25 points.
Final scores are tallied, highest score wins. 

Overall
Nine Tile Panic is a small, quick to learn and quick to play game. A game can be 20 more than 20 minutes.

The game is supposed to be fun, but it should be called 'Nine Tile Stress!'. Why? Because there will always be that one player who's going to finish their city too quickly just to watch the other players suffer! That's why. Always!
You'll be swearing under your breath as any strategy you've concocted will fly out of the window and you'll just be trying to make any city you can!

And seriously, that's what makes Nine Tile Panic a good game and fun too.
If you have friends who like real time games, you should play this with them.
And if you have friends who hate real time games you should definitely play this with them!
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Pit Crew

24/9/2019

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12th July 2019

Friday gaming in lieu of WFRP continues with the 3rd game - 'Pit Crew'

We've all seen it, when a racing car pulls into the pits and the pit crew goes mental changing the tyres and refuelling the car.

Pit Crew is a 'team-based' card game that attempts to emulate this frenzied burst of activity by being a 'real-time' game.
How does this work? Well let's get to it.

What's in a game?
Pit Crew is a team based game and players will be in up to 3 teams of 1-3 people each. Thus the game supports 2-9 players. Components include:
  • Game board: Depicting a oval race track.
  • Wooden cars: To go on the race track.
  • Car sheets: These each depict a racing car, one is given to each team. Each car sheet has 5 numbers, one of each tyre and one for the roof (Which represents fuel in the game.).
  • A large deck of cards: Numbered 1-10 in black and white.
  • A smaller deck of cards with special abilities.
  • 2 Dice: normal six sided dice.
The components are fine, unremarkable and completely functional.

How's it play?
Firstly, all players are split up into teams of up to 3 each.
Each team is given a car sheet and each team is dealt a hand of numbered cards (Split between the team players.).

The objective of Pit Crew is to change the tyres and refuel your car as a team and then race it around the track on the game board. All of this is done in real time!

Changing tyres
To change tyres, the team must play 4 cards next to each tyre.
  • The value of the first card must be 1 high or lower than the number shown on the car sheet. Thus if the car sheet has a 7 next to a tyre, the value of the card played by the team must be 6 or 8.
  • The value of the second card must be 1 higher or lower than the first card played.
  • And so on, until all 4 cards have been played.
  • This must be done for all 4 tyres.
Refuelling
In order to refuel the car, multiple cards must be played on the refuelling number on the car sheet. The combined values of all of these cards must equal the value on the car sheet. Thus if the car sheet has a value of 23 for refuelling, then playing a  6, 4, 10 & 3 would equal 23.

Exiting the pits
Once all 4 tyres and refuelling has been completed, the car can exit the pits and enter the race.
However there's a little twist here. The better the pit change, the quicker the car comes out of the pits (The more spaces it moves.).
How is this calculated?
This is where the colours of the cards come in play.
If the cards used to change tyres are of a certain colour combination, then the car gets a bonus when leaving the pits.
The same is the case for refuelling.

Conversely; if the cards played on the tyres or fuel are the wrong numbers, then the car will suffer a penalty when leaving the pits.
If the penalty is bad enough, the car might crash out of the game!

Racing
Once a car exits the pit lane and begins racing, the team rolls a die to move. This rolling is real time and the quicker they roll the dice, the more they can move.
However once all cars have exited the pits, real time rolling ceases. From now on all rolling is done in turn order until the race is completed.

A game consists of several races. After a race is completed, each team is given a 'bonus' card.
Bonus cards confer random special abilities that can help a team or be used to hinder an opposing team.

Endgame
Once all the races have been run, the team that has won the most races wins.

​Overall
Pit Crew is a small, quick and easy game to learn. Which is good, because stopping to query the rules in the middle of a real time game could prove tricky.

This is the first real time tabletop game I've played and I've always been a bit suspicious of the concept. But Pit Crew was fun. I think this partially because each team plays separately and does not interfere with each other during the real time phase of the race. You have your teammates to consider!

Pit Crew is a cooperative game about completing tasks quickly, but accurately in a team. The Pit Crew theme fits it very well.

I think that Pit Crew is a game worth trying.
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