Tuesday, January 3, 2012

Camelot Falls to its Foundation

One game we played last night--Shadows Over Camelot--We all (so we thought) fought together to keep Camelot afloat...


We fought to defeat the Black Knight...we battled to keep the Saxons and Picts at bay...Excalibur was within reach but we could not get...Myself, I spent nearly the whole game in quest of The Grail only having to be driven from it as the catapults increased in numbers at Camelot itself. When it was all said and done we found a traitor amongst the Knights who betrayed our efforts just enough to enjoy Camelots fall as the rest of us sorrowed as the majestic castle crumbled to its foundation.  

First time this game has hit the table in nearly 2 years and again proved its worth to any collection. 

Tuesday, December 27, 2011

The dungeon is being explored with a few Heroes brave enough to venture in to it. 


The monsters attack...traps are sprung and treasure is found if your lucky enough.


Working together has it's advantages but.....


The Boss is exposed and a massive fight begins...


Finally slain a Summing Stone is found and wanted by ALL players, the tide turns.


Alliances once drawn are no longer valid...backstabbing commences for only one can win, only one can escape the deeply carved out dungeon with the Stone and only ONE can leave the dungeon and be crowned the owner of the Summoning Stone - the winner.

Dungeon Run

Coming off as a co-op game it is far from it. You may need assistance in taking on a monster or two but your 'ally' helping you gets a nice heal out of the assistance, and you really don't want to help them out but you SO can use the help at times.

The game takes on a new ambiance once the Boss is dead because you soon see that YOU are the Boss when carrying the Summoning Stone, and with that ALL want to see you dead. Fast paced and fun thematic game has become popular...and a game Dave can't seem to lose no matter what Hero he draws. It has now become a game where Dave is closely watched and  sabotaging him is not unheard of when he fights a monster or attempts an escape. Good luck next time Dave, you will need it.

War of the Worlds

Core Worlds (actually)

The ancient Galactic Realm, ruled from the Core Worlds of the galaxy, is waning. The barbaric kingdoms (players) that lie beyond the galactic frontier are now amassing their strengths, choosing this pivotal moment to strike at the heart of the fading republic. They strive to establish new Empires built upon ashes of the decaying civilizations. 

Proved to be one of the best card driven games to come out in some time. Lasting only 10 rounds it still can play for an hour plus because of the many decisions to be made. You want everything you see...you can get little...no sooner do you have in place what you need to take that planet or claim that star fighter it is gone before your turn rolls around. No need to fear as the same is happening to everyone! Sometimes the best strategy has proven just to get you 'army' in place for the coming round when new civilizations and equipment are exhibited just to be one of the first to snatch up the much needed resources to get you Empire rolling. 
An early game ended with all 3 players tied for the win...secondary winning objectives were not known and may have been something to consider when claiming planets etc. But then again how often can a thing like this happen?



Thursday, October 21, 2010

Holding Back The Invasion!

With an unexpected night of 2 player games available to Mike and I we chose to venture into the dark tunnels. With me spawning the evil in a secret location Mike had the challenge of trying to find the 'pit' from which I come forth and destroy it with explosives.
Mike started in the direction of the blue arrows but soon found 2 dead ends and worse yet a section of the tunnel filled with water and right beside that a rather tight squeeze only able to fit one warrior at a time. Faced with no other choice, because of the dead ends, the warriors had no choice but to go through the waist deep water then the tight squeeze one at a time. 

Making it to the area from which the red arrows originate he split up a bit and went both right and left. With the Trog's having to go after both groups it left the tunnels a bit weakened. With 2 death's under his belt he pushed on finally coming to the pit he needed to destroy. Mike laid the explosives down but was then met with a Demon and a Trog. Having to withstand one final fight before setting of the explosives. With one last effort the dark one's attacked. The Blade for Hire withstood the initial assault barely! I stress barely because it came down to one HP. With the explosives set off destroying himself and all present he succeeded in closing the pit and win the game. Re-reading a few posts on BGG it is clear the hero's should have made one more roll during the initiation phase to see if he set the explosives off. And with a 1 in 6 chance for success we may never know if the hero's would have won or not.

A very good game. I held off a bit more than I should have and paid for it. Mike played great as usual even though luck was not on his side throughout either in tile placement or dice rolls. With the possibility of the 'pit' being discovered within the last 4 tiles, it was drawn on the last tile even. 

Great game it will take me awhile to tire from. Throughout the whole game you just didn't know how it was going to end until it ended.  This one will be replayed soon I hope.