Thursday, November 4, 2010

Use Me- Science Fiction Skirmish Gaming


There are times when a player wants to set up ten to twenty miniature soldiers on a table and have them blaze away at each other in a quick game. Using small numbers of figures is called skirmish gaming, as opposed to using hundreds of miniatures over a six hour span. Owing to the explosion of great 15mm minis available I thought it might be fun to find a simple skirmish rule system and have some games.

As it's going to be "cheap gaming month" for a while here at Game Night I looked for something affordable and easy to learn. I was happy to discover Use Me for sale at 15mm.co.uk and a week later received a package from another continent with my game rules in it. For three and a half pounds (anywhere from fifty cents to forty dollars depending on the mysterious world of currency) I had already had my money's worth in terms of excitement- a package from across the ocean!

The British do have a lively sense of humor and "Use Me" is an acronym for Ultra Simple something something etc etc so it's quite a family appropriate game. The book itself is the size of your hand and is simple engaging and readable. The summary for miniature gaming beginners is that this booklet gives you simple but realistic rules for playing out small battles on the tabletop between science fiction forces. Those Star Wars plastic miniatures sitting in the sandbox? Playmobil figures? Plastic astronauts and martians? All fair game. There are rules for vehicles and artillery as well. You need ten or more figures, some plastic trees or houses, and maybe some tanks or saucers and you're ready to go.

For the folks interested in the specifics Use Me borrows some nice elements from AT-43 and Iron Ivan's Disposable Heroes line. Troops are rated by training and better trained units will act first. Firing between squads is slightly abstracted to speed up play and there is a simple d6 roll to hit and to penetrate armor, both with a few modifiers. Use Me has no defensive fire or morale rules. I miss those aspects but then again, this is intended as simple and fast. The booklet includes points values for various troop and vehicle types allowing you to brew up your own forces and balance them.

I'm very happy with Use Me. It's simple but not overly so, it's very inviting in that after you read the game you're enthused to play, something that I didn't experience with, say, Warhammer 40K. There are a wealth of 15mm science fiction figures available now and this is a great way to put them to use. Of course, the system is appropriate for bigger minis as well. In summary this is a very affordable set of rules that delivers a lot of fun for the buck. Plus, it's a great way to get younger beginners involved in a fun hobby.

Coming up- my Blue Moon 15mm miniatures arrive, I swallow my pride and paint up some 1/72 scale plastic figures, and then we mix them together with some Hot Wheels I picked up in the bargain bin!

Wednesday, November 3, 2010

Battle Against Hunger DBA Event


The fellows at Hobby Bunker (but actually mainly one very nice guy named Steve) are hosting a benefit tournament to support the Boston Food Bank. It's called Bellum Obviam Ieiunium, which I am told means War Against Hunger but could just as easily mean War Against Lemurs, so if it does my apologies in advance to lemur advocates. The BAI event will feature several rounds of a medieval miniatures game called De Bellis Antiquitatis, or DBA.

DBA is a classic and extremely successful miniatures game. It lets you play out tabletop battles with miniature lead soldiers quickly and fairly realistically. I think it's one of the few miniatures games that's played across the globe fairly consistently. Whether you go to Athens or Albuquerque you can probably get a DBA game going.

I would certainly recommend that readers in the area with DBA armies stop by and join in. Interested folks who would like to see a simple and elegant (and inexpensive!) miniatures game in action should consider popping by as well.

Crazy or No?


This weekend a group of friends are going to a luxury villa on Martha's Vineyard to play non-stop Dungeons and Dragons. I'm not going largely because their style of play drives me batty.

For some time now I've tried to convince myself that a weekend in Yankee heaven playing D&D is a lot more fun that doing dishes and looking for work. That being quite true I still can't get excited about playing if it's in a way I don't like. Gamers chime in- will you turn down a game or event on grounds of style?

Thursday, October 21, 2010

Pandemonium Iron GM Contest

Pandemonium Books in Central Square is having a contest next month that sounds just amazing. Game masters are being challenged to run a game with the system of their choice that includes one of several key elements:
21
Wall(s)
“Future Legend” by David Bowie
Mars
A chest or steamer trunk
Leonardo da Vinci
Boston
Spiders


GMs will be judged on how fun their game is, how original it is, and whether the element was really crucial to the story or just window dressing.

I like playing rpgs simply for the fun of it but there is something to be said for a challenge. A few weeks ago I suggested to my group that we do the "lame monster challenge," in which you have to run a game which features as its central foundation one of the Monster Manual's worst monsters. I was planning a gripping yarn featuring the nation of the piercers.

Anyway, the Iron GM contest sounds like great fun. Local gamers should consider it and folks outside of Boston- take inspiration!

Friday, September 24, 2010

Cheap Game Month Continues- Fairy Tale


My copy of Fairy Tale arrived yesterday and happily it has been a big hit. Fairy Tale is a small card game that has won high marks online for its speed and ease of play. After hitting my friends and family with Eclipse Phase and Malifaux I thought it was about time to step it down a notch. Happily the result has been many quick, fun games.

In Fairy Tale each player is trying to play a set of cards which win her the most points. Each card has a points value on it. Some cards give you a bonus if you have played certain Other cards. The "bard" gives you a bonus for each "Elven Warrior" you have also played. Finally, some cards give a big bonus if you have fulfilled some requirement- playing three dragons And three fairies for example.

A game Fairy Tale has two steps. In the first the players get a hand of five cards. They choose one that they want and pass the rest to the person on their right. Then they choose again from the four just passed from the person on their left, pass the rest to their right, and so on. In this way you end up with a hand of five cards which you have had some role in picking. This is called "drafting."

In the second step of Fairy Tale each player picks a card from their hand and flips it up simultaneously. That card now lays in front of you and is worth points. Over the course of the game you'll run through four drafts and have a total of twelve cards in front of you. You add the points from your twelve and come up with a grand total.

The fun of Fairy Tale comes from several factors. For one, drafting is fun. You have some control over your hand and can try and accumulate certain cards that suit your plans. Your control isn't perfect but chances are you'll have a hand that you're at least content with. Secondly, some cards allow you to affect your opponent's cards. You can sabotage their hands and wreak some mild havok with their plans. Players may also find themselves competing to collect the same sorts of cards and then one or both may have to think quick and change their plans.

Mainly, we enjoyed Fairy Tale because it was a very speedy and simple card collecting game. There is enough card interaction to create a variety of scoring strategies but not enough to cause competitive spouses to freeze and spend the next ten minutes trying to assemble the ultimate killer hand. Fairy Tale really strikes the perfect balance between ease of play and strategy. Anyone who can perform simple math can play this game so it's a good choice for older kids and families as well. Players can influence each other to a slight degree but I don't think there is potential to really demolish anyone- another positive quality for family play.

I was personally very happy with Fairy Tale. It's a good filler, a bit deeper than Court of the Medici but still quick and simple.

Sunday, September 12, 2010

Thoughts on Dungeons and Dragons


I was recently reading a discussion on the Victoria, BC gaming forums regarding Dungeons and Dragons. A person had posted and asked the group if there was an interest in an old school D&D game. The response from Malcolm McCallum included the following:

"As much as I found myself personally dissatisfied with the miniatures focus of D&D from 3 on, a number of us disgruntled grognards tried to go back to 'old school'. It was unasatisfying. :/

DM: Six Orcs round the corner. They appear violent and bloodthirsty. What do you do?
Elf: I fire my bow.
DM: Roll to hit
Elf: 17!
DM: Roll damage
Elf: 4!
DM: The Orc falls. Fighter, what do you do?
Fighter: I swing my sword.
DM: Roll to hit:
Fighter: 5
DM: you miss. Wizard?
Wizard: I throw a dart. I roll a 12.
DM: You miss. The orcs swing. Three points of damage to the wizard. You're dead.
Thief: I loot his body. His next character will want the gear.
etc..."

What a great commentary on D&D! As they say, it's funny because it's true. Malcolm very accurately points out that combat in D&D can be insanely dull. That's fine. D&D is a role playing game.

This seems obvious but adult players sometime describe some frustration with D&D and when you ask for details they almost always involve the very mediocre combat system. It's both simplistic and time consuming if you can imagine that. But there's a message there- keep your combats limited and infrequent. If you want to play skirmish fantasy combat then play Mordheim or Warlord or Warhammer.

The beauty of first edition D&D is it's simplicity of character generation and lack of skills and abilities. Does your character need to sail a ship? Come up with a compelling reason why she should be able to. Does your character need to identify poison ivy in the woods? Explain to the DM why he can. That's what role playing is all about- creating that character through story rather than relying on a "sailing" skill. The lack of defined skills, abilities, and feats makes combat a bore but is a huge role playing bonus.

Anyway, thanks to Malcolm in Victoria for putting into words what our group has been experiencing recently. They don't call it a role playing game for nothing.

Friday, September 10, 2010

Cheap Gaming Month! Court of the Medici


Recent events being what they are we'll be concentrating on cheap games for a while. Specifically let's look at some inexpensive and fast games, which are not a bad thing when playing with kids or when foisting another set of rules on the long suffering spouse.

Court of the Medici (CoM) got good reviews at Boardgamegeek and for less than $20 it seemed well worth a look. The product itself is very attractive. CoM is a card game and each card features a painting of a noble or personality from renaissance Italy. The paintings are really superb, something I suspect the artists are well aware of as they sign only their first names a la' "Brad" and "Angelina." So if "Raphael" and "Titian" feel entitled to first name celebrity then more power to them.

Each player in CoM has a deck of cards featuring a noble on each card. Each card also has a number value ranging from one to ten. In a given turn you place a card from your hand upon the table. If you place it on top of another card you have made an "alliance." When you make an alliance you may then eliminate a different pile of cards which have the same total number value. For example, stack a Painter (value 3) on top of a Poet (value 4) and you can eliminate any card or cards whose value adds up to 7. The goal of the game is to eliminate your opponents core group of cards and be left with the higher total of survivors on the board. The twist is that you can stack your cards on your opponent's cards and you may eliminate any stack on the table.

Our playtests revealed a number of positive things about CoM. For one, this is a fast game. Fast as in ten minutes of play. I reminisce about games of Civilization lasting eight hours but that was back in the age of dinosaurs and now a ten minute game sounds pretty fine. We also discovered that there is quite a lot of strategy occurring in those ten minutes. A player must create a cache of survivors as well as knock off the opponent to win. You can stack one of your cards on your opponent's and see if they'll eliminate both. We tried a game in which one player simply tried to eliminate the other as quickly as possible- that was a failure. A winning strategy has some bluffing, some sacrifice, and some luck as well. This was certainly a game that declared it's good qualities only with play.

Finally, the play of the game suits the theme. When you stack your card on an opponent's card you Have made an "alliance" of sorts. And in the next turn you may have to ruthlessly eliminate a stack that includes some of your own cards. Just like life in the courts of the Medici! The whole thing has a pleasingly sneaky and conspiratorial quality to it.

CoM doesn't have the level of awesomeness that Ticket to Ride does, but it also costs one fifth as much and can be played in one fifth the time. There's some basic math skills that are required but it's simple enough for young children. The game looks fabulous and has a certain cut throat quality that does evoke the era of the Medici. As our first cheap game of the month, this was a great success.