Friday, August 30, 2013

And now: Dreadball



To fight the bug, we must understand the bug.

A month or so ago, I won the Dreadball team from the fine gents at the Combat Phase podcast. Full disclaimer: I know both of the gents behind it from waaaay back in the 90's, although I don't get the chance to game with them anymore. However, Rob is still (mostly) local, and he took the time to deliver my prize in person, and teach me the basics of the game.

After agonizing between the many choices, I narrowed it down to either the Locusts or the Robots, based mostly on looks. Eventually picked the bugs. Looking forward to getting some paint on them, after... some construction. Any suggestions for paint schemes? The good things about terrible space bugs is they can be, really, any color you want. Time to troll through Google Image Search for ideas.




For the test run, I used the Corporation and Rob went with the Marauders. We didn't use all the rules, but rather went through a basic game, which him summarizing how the other elements added in and affected the gameplay. Highly effective! I learn best by actually playing a game, and this was a good combo for me.



Yes, the above shot actually happened.

The game itself was fun. The Marauders scored big early, and lead most of the game. Amusingly, every time the ball turned over, it relaunched to point two, meaning there was a permanent crowd around there.

The game played faster than I expected, and momentum went back and forth very smoothly. Definitely more like basketball than (American) football. In the final turn, I managed to duplicate the hail-mary play he made to earn a big lead quickly, and while it didn't tie the game up, it stopped it from being a rout. The Marauders took the day, 1-0.




Side note: it was actually a pretty light night for the store, but two of the locals did have this sweet Infinity setup. Lot of junk pieces there (electrical boxes and receipt rolls) but painted up and based nicely. The posters made for nice easy details too.

Saturday, August 24, 2013

7tv: Checkmate!

During the tumultuous 19th century, one major topic of conversation grew among the circles of power. The rise of "unchecked extranational powers" would grow to present a major threat to governments and countries worldwide. Quietly, an idea grew. An international organization would be formed as a deterrent to hold these forces 'in check,' calling on national resources of participating countries as needed to fight their battles in the shadows of wars and civilization. From their inception, they have fought nefarious cultists, science criminals, and villains of all stripes and capabilities, able to stay one move ahead through ingenuity and strategy.

Today, Checkmate recruits from the top agencies worldwide, looking for experts 'on every topic, on every continent.' Headquarters is hidden within a mountain near the border of Ruritania. They keep safehouses and bases worldwide, sometimes in cooperation with the locals, other times in secret.

Checkmate also seeks out the best minds in the world on every esoteric topic they can. Force is easy to muster, but knowledge can be power. These outside consultants are not always full members of Checkmate, but can work with them for years at a time, or more.

Ranks within the organization are taken from the game itself. Pawns are the average rank-and-file members. They can operate independently, or are assigned to a task or sub-group. Knights, having proven their talent and reliability, are the team leaders, put in charge of assaults, extractions, and 'problem-solving' missions around the globe. Rooks tend to engineer infrastructure and support, coordinating with local governments, or commanding security details. The Bishops run large geographical areas or departments of the group as a whole, including the secretive counterintelligence chapter and all deep-cover agents.

Lastly are the Royals, the four leaders of Checkmate. The White King is in charge of field operations and diplomacy, the White Queen focusing on staffing and defense. The Black Queen heads the supernatural division, and the Black King heads the superscience side. On paper, all major decisions require three-fourths approval, but rogue operations ordered by a King or Queen happen from time to time.

In the moonlit shadows of the urban jungle of some wasteland metropolis, or the sundrenched desert ruins of some ancient civilization, Checkmate stands watch against all the foes no one else can face.

Sasha the Outsider and Knight Argent

KNIGHT ARGENT - Flamboyant Agent - Star - 50 ratings

Mov 6 Def 4 Hit 3 Str 4 Agi 4 Int 4 Mor 5
Eagle Eyes, Gadgets, Inspirational, Kung Fu Grip, Luck 2, Make Your Own Luck, Seduce, Signature Weapon (silver pistol), Sixth Sense
Brawl 3+
Pistol* 3+ (12". Str 3, Pistol, Signature)


"Never play by their rules."

One of the rising stars within Checkmate, David R. Jones is a White Knight through and through. Nicknamed 'the thin white duke' by the pawns on his team, his white-ish blond hair and his golden gun pack quite a visual impact when he moved into action. Argent is known to be a favorite of the Royals, thanks to his proven track record, and a reputation for getting the job done despite limited resources with a flair of panache to boot. His outward flamboyance hides a secretive side, and he rarely speaks about his past or life outside Checkmate, preferring a well-kept secret with a wink and a smile.

(Manufacturer: Reaper Chronoscope)

SASHA, THE OUTSIDER - Unearthly Traveler - Star - 50 ratings

Mov 6 Def 4 Hit 3 Str 3 Agi 4 Int 5 Mor 5
Alien, Alien Physiology, Gadgets, Luck 2, Plucky, Psychic, Saboteur, Sixth Sense, Teleport
Brawl 3+


"I never let anything define or limit me."

Ten months ago, an experiment in dimensional folding went awry, deep within Checkmate headquarters science labs. A strange alien 'cage' materialized from thin air, and out stepped Sasha. Claiming to be a human traveler from an colony near Alpha Centauri from the future, she has been consulting with the science division since, partially so they can learn from her, and partially so they can keep an eye on her. The Bishop in charge of dimensional science assigned her to Knight Argent, noting their strange affinity for each other's styles was complimented by their forceful personalities.

Secretly, Sasha has yet to let anyone know her Timecage was, in fact, a prison cell, and she was being kept in an extradimensional lockdown for reasons yet unknown to viewers. She knows her trail is being followed, despite her best attempts, and knows that Checkmate is her best hope at achieving her freedom. And the numbers inside her cage point to her not coming from a distant future, but thousands of years in the past, and invokes strange deities not known on Earth.

(Manufacturer: Reaper Chronoscope)


Mister E and Squire Sparrow

 SQUIRE SPARROW, Angel of Justice - Co-Star - 32 ratings

Mov 6 Def 3 Hit 2 Str 3 Agi 4 Int 3 Mor 4
Danger Sense, Disarm, A Good Offense, Heroic Surge, Luck 1, Sidekick
Brawl 3+
Pistol 4+ (12". Str 3, Pistol)


"Step one."

Linda Sparrow had a ...troubled childhood. Always in trouble at school, typically for 'unladylike behavior,' her teachers were often disappointed that she was squandering her obvious potential in favor of rambunctious adventure. She may have fallen on the wrong side of the law before being identified by a mysterious Checkmate recruiter.

The opposite of Knight Argent in many ways, it was the White Queen herself who knew Sparrow and Argent would make a great team. His polish and training were immediately complimented by Sparrow's energy and grinning pride. She rose quickly through the ranks of the Pawns and now serves the Knight directly, on the fast track to her own Knighthood.

(Manufacturer: Crooked Dice)

MISTER E, Investigative Academic - Co-Star - 37 ratings

Mov 6 Def 3 Hit 2 Str 3 Agi 4 Int 4 Mor 4
Dodge, Heroic Surge, Inspirational, Leader 1, Luck 1, Saboteur
Brawl 4+
Pistol 5+ (12". Str 3, Pistol)


"But ah, there's the riddle."

Edward Nashton, or "Mister E," as he is affectionately known, has also lead a meandering life. With an intelligence and ambition that outstripped his circumstances, he grew bored with university. A brief life with the criminal underworld in his hometown of Manchester left him with enough of an arrest record that would follow him. He then sought to put his intellect to use as a private investigator, but his... personal demeanor meant few repeat customers. He was set on a course towards falling back into crime when a chance case lead to him being brought into Checkmate.

Nashton is loyal to the organization, as it's given him a steady stream of mysteries to solve and puzzles to crack, and an admiring audience waiting to hear his conclusions. His latest obsession, however, is Sasha, the alien traveler. While he values her as a teammate, he quickly ascertained that her Timecage was a prison cell, and as a result, she's hiding many secrets. But Mister E has told no one, including her, of his theories,
content to watch and wait, and only reveal his conclusions once he's uncovered all the riddles.

(Manufacturer: Blue Moon)


Agent Jones, accompanied by two soldiers of Checkmate, Lafferty and Malik

AGENT JONES, Dependable Deputy - Co-Star - 29 ratings

Mov 6 Def 4 Hit 2 Str 4 Agi 4 Int 3 Mor 4
Good Offense, Honor Bound, Leader 1, Luck 1, Military Training, Sidekick
Brawl 4+
High Caliber Pistol 4+ (12". Str 4, Pistol, High Caliber)


"All it takes is one well-placed shot."

Brion Jones (no relation) is First Pawn under Knight Argent. He takes command of the other Pawns assigned to assist Argent and maintains communications with the home office, requisitioning materials and coordinating operations. What he lacks in creativity he makes up for in drive and willpower.

A quiet man with the military in his blood, he commands respect from those under him and projects a calm demeanor to those above him. Quietly, he doesn't appreciate the randomness that Sasha and Nashton bring to the team, but knows how valuable their contributions can be. And anyone that can get the job done smoothly and get his soldiers home safe is someone he can work with.

(Manufacturer: Crossover)

[Side notes: this team was done to add to the 7tv casts thread on the forum, check out all the other entries here. The truly dedicated reader will note Sasha was slated for my 11+1 Challenge. One more off the list! Amusingly, this was the cast I was doing until I could complete my Dr. Argos villainous list, and the last models I needed for that arrived the day after I finished writing these backgrounds. Serendipity! I was also eminently pleased with these models, including really learning how to paint white. This was somewhat tempered by me finding out next I need to learn how to photograph white better, heh. The major influence for this list is DC Comics Checkmate, specifically the phenomenal Greg Rucka run.]

Thursday, August 15, 2013

stream of consciousness

We should bring back vests and ties as gaming formal wear.

OK, just throwing out some odds and ends for your light reading before getting back to the meat and bones of this place.

The BBC reminded us that it is the 100th anniversary of Little Wars by H.G. Wells, the predecessor to all modern wargaming. 100 years! How excellent is that.

As noted previously, I enjoy painting, but I am not great at it. And a lot of it is stressing over the completion. Painting the first 90% of a fig is easy. But that last 10%? Ugh. Tiny details that are so easy to mess up, not finding something embarrassing until you've taken the picture for the blog, etc. Giving myself artificial deadlines or challenges can help ameliorate this. The recent push has been to complete my Checkmate cast for the 7tv forum thread and I can say, last week, I got that put to bed, finally. Whew. Pics up here in the next few days. Then I'm giving myself a few days to just assemble and paint random things, then to press ahead for an IHMN company. Or two. Nose, grindstone.




The impending arrival of Blackwater Gulch kickstarter figs, and playing around with the IHMN rules, have me thinking about the Wild West, too. (Because, frankly, the IHMN rules would work great for a Weird West game as is, and the second book will address that area directly.) For some good resources, Jarec goes over Wild West gaming options here. And blogs like this really make me wonder why I never got around to this setting before now.


But when I start thinking, I hit up on one of my favorite RPGs from back when: Deadlands. If you think of it as Shadowrun in the Wild West, you're off to a good start. And even more specifically, since it was the 90's, there was a collectible card game for the same setting: Doomtown. The game itself was decent, but the setting was chock full of material. And each and every one of them would make for a great IHMN company. The Maze Rats are pretty much a pirate version of the Tong. The sinister Whateleys would be a great way to bring in Lovecraftian themes, and the upcoming book will give us some great stuff for the Sioux and the Flock. So yeah. Lots and lots to do.

Anyways. Here's two other good pieces for reading, continuing with whatever theme you want to make out of this post. Maurice clued me in to Anatoli's commentary on "historical wargaming and realistic expectations." Even if you're not a historical gamer, it's worthy material. Another thought provoking read for gamers of all stripes is this article by Charlie Jane Anders on the "7 deadly sins of worldbuilding." Minis gaming doesn't always involve the same level of details, but it certainly got the wheels turning over here. (Definitely gave me some ideas on terrain I'd like to do for Relic Knights.)
So yes. Soon, more painted figs, and more pics from this weekend's gaming-o-rama. If anything comes from the IHMN/Doomtown rambling, you know you'll see it here too. Eventually. After I come up with five other great projects to distract me.

Saturday, August 3, 2013

oh, right: Bones

Revera linguam latinam vix cognovi

I figure one of the reasons I was able to not overspend at Historicon was knowing I had these waiting for me to pick up. That's a third of two 'Vampire' sets (me and the local boys divvied up one big order,) plus some other figs added on that I really wanted.

Now, to, uh, get around to basing them all, and painting them all... most of which I don't currently have a game planned to use them in...

 (Heh, not really. But it's an intimidating pile of plastic.)

Wednesday, July 31, 2013

Historicon 2013, day two (many pics)


Saturday morning, I slept as late as possible, knowing it'd be a long day ahead. The rental car I got for the weekend had XM satellite radio, and I confess I am a bit spoiled by it. The BPM channel served as my commuting soundtrack for the convention (and this song in particular was a choice find; I heard it maybe a handful of times, and I still want to listen to it again and again.) I managed to get out the door about a half-hour early, and saw maybe a half-hour of traffic, so got there right about on time? Heard rumors later drivers ran into worse backups, so hooray for planning beforehand.

Soon as I got there, I made a quick hit on the dealers room. I knew my schedule would be tight for the day, and wanted to pick up some presents for the guys back at the ranch, and figured this might be my last opportunity for the day. (This is, again, foreshadowing.) Toys in hand, I darted over to Wally's.



Sample my wares!

For those not familiar with the Historicon circuit, Wally's Basement is essentially a flea market where games rent a table for a few hours and sell stuff they don't want anymore. I'm a fan of the early Saturday slot, and have in the past few events managed to unload enough old product I no longer feel the need to keep, and made enough money off it... to buy more toy soldiers at the con. There's a disconnect here, but just run with it, heh. Anyways, things got off to a slow start, which I was worried was because I got a slot all the way in the back row. Luckily, things picked up before too long. I was able to find a good home for both some Warhammer Dogs of War figs I never got around to using, as well as a bunch of 25mm Foundry cowboys I picked up many years back. I was worried with the Reaper Bones kickstarter figs hitting the market, there wouldn't be many buyers for the older metal figs, but I was able to sell more than a few there as well. And maybe it was because this was the first time running the table by myself, but people certainly seemed chattier this year. In the end, made a tidy profit, and made some spare room for more minis.

Even with eating a speedy lunch, I had a couple minutes to myself, so I headed back to the dealers hall for the second time of the day, to spend a bit of that hard-earned cash. Gotta support the industry and all that!



The Count emerges from his shadowly lair!

When I signed up for the convention originally, the first thing I looked for in the events list was anyone running In Her Majesty's Name. As noted previously, I picked up the game a bit back, and have been looking forward to trying it out. The rules really seemed to be what I was looking for, but I needed to see them in action to know. I always learn by playing. And that's one of the things conventions are great at doing.



The Zef Secret Service, in their finest, not-so-secret uniforms.

Our fearless gamemaster presented us with a number of options of companies to pick from. Helpfully, he happens to have posted the stats (and closeup pics) for the non-book companies online; you can check them out here. After some dithering, I went with the Zef Secret Service, there to defeat the foul Count Krabbenstein and his wicked minions, and thusly convince the villagers how much better life would be under Zef rule.




 The villagers are revolting.



The whole table, a grand affair. All our action focused in and around the castle. A whole separate battle was waged around the village, which was a great way to run the game for that many players. And, truth be told, after three turns our so, we had the majority of the rules down, and just used the gamemaster for rulings or more obscure questions.



And a river runs through it.


The foreboding forest.



I was sitting next to the Black Dragon Tong player. Check out the glamor shot of the paintjobs (and that Yeti!)




Another pic of the village I wasn't visiting. Love it! Especially the little details, like the scarecrow there.




The villagers, being an angry mob, pretty much barreled right towards the castle. The Count sent his brides out to give them a good thrashing. Zef's finest, meanwhile, fanned out and started taking out the Count's Cossack minions, including shooting them off the castle walls.

One Cossack really stood out, and was the fan favorite on our side. His musket jammed early (should have invested in fine Zef engineering!) and, discarding it, he leaped from the parapets to join the fray! He was a house on fire, shrugging off shot after shot. I am pretty convinced his last name was Rasputin.




Between the villagers and Zef steel, the Count and his ladies were dispatched with extreme prejudice. But before the day could be won, the Gypsies finally committed to the fray, and it turns out they were a bunch of werewolves! They tore through what remained of everyone in the big scrim, in short order.




Seeing a lone villager run towards the now-empty castle, the remaining Zef forces saw the wisdom in his rustic peasant attitude, and started hightailing it towards the gate, as the werewolves cleaned up the last men standing.



Pictured above, the last of the Zef Secret Police is overrun by lycanthropes, while the last villager successfully makes it to safety. I have zero idea what happened in the village, but it sounded like they were having some fun plot twists of their own.

 The gamemaster put his writeup of the day here, check it out.

Officially, I rule IHMN a success. The game is relatively intuitive, and runs very smoothly. The turn sequence (all players move, in initiative order, then everyone shoot, then melee happens) keeps people involved, and allows for some interesting tactical choices. And a wealth of VSF companies to pick from, combined with some good rules for writing up your own, means there's something for everyone. Time to get my own figs painted up and run some games for the local crowd.

I had one more game scheduled for the evening, but was beat, and didn't want to stick around for more before my drive home (much less kicking around for the WWPD podcast after that.) So, for my last act of the day, I hit the dealers room a third time, mere minutes before they closed, and renewed my Old Glory membership. I wasn't sure, going into the con, that I would need to. I mean, hadn't I bought enough Old Glory in the past year? But the more notes I took about future purchases, the more things I kept finding to grab from them, so yeah, decision made. The money made off the table that morning made it an easy call.

Finally, here's some links to other people's Historicon reports. I do regret missing out on Les Miserables: the Wargame, because wow. Mister Nizz put up his full con AAR, always a good read. Victoria's Boys in Red presented their VSF report as well. You can follow the links here for some YouTube reporting goodness. Luke from WWPD put up his gallery, including some fancy close-ups, one thing my cell camera isn't great at. And oh, if you check out nothing else, here's plenty of eye-candy at 1000 Foot General too, so many fine pictures. Make sure to follow the links for the other days.

Friday, July 26, 2013

Historicon 2013, day one (many pics)


Last weekend was Historicon 2013, in lovely Fredericksburg, VA. My usual possee couldn't make it this year, so I was flying solo, a new experience for me. Got up at 7:15, just before my third alarm went off. Chugged a delightful iced coffee energy drink on the drive in; it tasted like getting punched in the face feels, but it did the job. No appreciable traffic, even on the Beltway, plus directions easy enough for me not to get lost meant I got there in just over an hour, well on time.

First strike was the dealers hall, to pick up items I was concerned would sell out quickly. Grabbed the Scotland Yard company for In Her Majesty's Name for Aaron, and some choice figs from Rebel Minis. My poor decision of the day was also picking up the Amazons from Wargames Factory (for 7th Voyage.) Good figs, but a.) they weren't likely to sell out, and b.) the rest of the day I was lugging around a box of plastic figs, since they'd melt in the car. Oh well, lesson learned.


When we went to Historicon last year, one of the big complaints was the noise levels in the main gaming hall. The site folks put up these curtains (drapes?) as a sound baffle, which sort of subdivided the room into sections. I was dubious at first, but when things got going, there was a distinct improvement. Hopefully they'll improve on the concept next year, as well as figure out a way to cram a couple more bathrooms into that joint, because yeah, that's still an issue.Anyways.

Next up, hit the early version of Wally's Basement, the flea market where games get a table for a few hours and sell stuff they don't want anymore. Picked up some plaster terrain bits that, uh, I only have some vague ideas for. Heh. I'm an easy sell.


In the Basement, I met the guy behind Dark Lance Designs. They have some nifty projects and ideas in the works, like the above. Will definitely be keeping an eye on them in the future. (He also pointed out they are more than willing to listen to suggestions for future products, so if you have something in mind, drop them a note on their Facebook page, linked above.)



Now on to the meat of our tale. The games. First one I wanted to stop by was the Saga campaign board. I'd been curious about Saga, since it's caught on in the convention scene, and cons are a great way to learn about new games. As noted in the pic above, this was to be a multiplayer battle, the outcome of which would affect the next game. Neat concept, and I figured it'd be a good way for me to get how the game works.


Did I mention it was a lovely table? It really was, and drew a crowd of observers in short order.

Seriously, look at that.


The game itself was interesting. I may write up my thoughts on Saga eventually. I feel like I should play an actual game of it, but I am not sure that's in the cards at this point.


Also wandered by this lovely Stalingrad board.


This Jerusalem board was used for a couple games during the con, and man, that's some great work too. Cons are always great for terrain pr0n.


This beast was set up for a "Mars Needs Steam" game, the link to which I will provide tomorrow. Definitely a major undertaking, and I admire their efforts.


No, seriously, it was that big.


And man, I love the big dungeon boards. Love.

Snuck in a quick lunch after that, in which I struck up a random conversation with a fellow gamer, and learned a lot about Eve Online, and why I should travel overseas. Noted! Dude was a real gentleman.


Next up... a beginner's class on painting terrain. Here's the not-so-secret: I enjoy painting, but I am not very good at it, and I am not very fast at it. And I have a lot of terrain bits I never got around to painting, because, you know, hard. And I could be painting figures instead! But no. I declared this the Year of Terrain, and this class was step one. We learned such techniques as drybrushing, flocking, color choices, etc. Yes, real easy stuff, but I learn best by having someone show me, and this class fit the bill perfectly. Will definitely be looking at more of these in the future.

After that, another quick walk-through the dealers hall. Reaper had a booth there, for the first time. I am betting the fact that a lot of people just scored figs from the Bones kickstarter suppressed sales, but I would pick up a couple things there, and saw other shoppers, so maybe not.

I finally found the booth for Darkest Star Games this time. I'd wanted to get a look at their Spec-Sec figs for 15mm scifi, and heavens, I wasn't disappointed. This is definitely a company to watch, with a real eye for the ultra-slick vision of games like Infinity, or something from, say, Ghost in the Shell, but in 15mm. Quality stuff. They had sold out of the Colonists I'd wanted to pick up initially, but I found a couple other easy picks. He was also one of the cooler people I met this con, which is just added value at this point. Wish I had got a pic at the time, but hopefully will get those figs together shortly and up here.


Damn you, Blue Moon/Old Glory. I didn't know I needed gangster figs and terrain, but here we are. (Spoiler alert: I renew my Old Glory membership at the end of my weekend. So many treats.)

Lovely downtown Granville, IL. Nice place to visit, but I'd recommend against moving there.

My final event of the day was my first actual scheduled game of the con: "The Walking Dead of Granville, IL." I always enjoy the multiplayer GASLIGHT games run by the fine ladies and gentlemen of the HAWKS wargaming club, and this was no exception.

This time around, I played the brave hero Duke Morrison and his loyal troopers, as well as the police. The citizens of this fine burg were being turned into mindless zombies by some wicked Venusians. We were in town to rescue as many locals as we could, gather needed supplies, and track down Professor Nannini's secret lab.

Look, only a couple zombies wandering. This'll be easy, right?

I started in the southeast corner, which would also be the road out of town. Our allies, a motley groupd of roughnecks, sailors, and gangsters, started various places around the board. We made some vague plans to meet up towards the middle. (No, we didn't actually expect the plans to work. But hey.)

We can be taught.

On turn two, we learned very quickly that sound attracts zombies. Lots of zombies. And the zombies are damned tough to put down. Alright, heroes, let's get to work.

The west side of town. I never made it that far.

What followed became a race instead of a fight, with us trying to avoid firing any guns, and only hotwiring cars when necessary. (Starting a car was certainly noisy enough to get the undead's attention.) So we ran, and were tactical, and trying and failing to thin out the zeds.

Duke Morrison: action hero.

Having created a small horde by myself (whoops) I lead them on a merry chase, taking advantage of Duke's awesomeness to let me sneak a civilian out of harm's way. Personally, this was my best play of the day.

Luckily, my horde was mostly creepers. Other players were dealing with bloaters and runners, undead with different powers. (This is called foreshadowing.)


Any car that we did get running was jam-packed with civilians. This would come back to haunt us, as the zombie players (well, the players running the zombies, I mean) figured out if they attacked those cars with the bloater zombies, when the bloaters got hit, they could potentially explode and infect everyone in the vehicle. Ouch. The cars were still a good call, considering how fast they were (comparatively) but a distinct liability. I don't think a single vehicle made it out without having to deal with one or more passenger turning.

Things are rough. The zeds are everywhere, we can't find the lab, and have not been picking up enough supplies. And what's more, the zombies have started pushing cars around, causing me to exclaim loudly about there being 'some sort of brain zombie.'


Tragically, the last building we search turns out to be the secret lab. But the equipment is too heavy to get out without vehicular conveyance, so I make the heroic decision to abandon the lab junk in favor of getting the last civilian off the board safely. I just didn't think we'd get enough turns to get a car there, load up the gear, and get off the board before being surrounded by zombies, who were now massing near the exit.

Morrison ushers out the last civilian on foot, as one of his men clears the way.


And this is how Granville fell, in a storm of dice and creepers.

A fun game, indeed. There was a family of younger players there, but their father kept them in line and focused for the most part. They just needed a bit more patience to rein in their more... energetic impulses. And they seemed to enjoy the game as well, which is the reason we're all there.

Mr. Surdu discusses the game on his blog here.

Drove home after that and tried to get some sleep for an early morning and a busy day ahead.





Saturday, July 13, 2013

Historicon approacheth!



Totally not ready for Historicon this year. I mean, I am registered, and signed up for games to play while I am there, and signed up for the table to unload some toys (and fingers crossed make a couple bucks, to pay for more toys there.) But this past month has been a whirlwind of things outside the gaming world for me, and now that we're under a week to go, I have a lot to do. (Neither of my usual partners in crime will be joining me either, which will make for a different experience, to be sure.)

Just heading up for Friday and Saturday this time around. Am looking forward to learning to play SAGA and finally playing In Her Majesty's Name, plus more GASLIGHT and other con favorites. Plotting to pick up... a few items while I am there. More Victorian scifi and related items for IHMN, some fantasy figs to bulk up the planned 7th Voyage outing. As always, cons are a great place to pick up terrain as well. The Rebel Minis and Acheson booths are always tempting, as well, and the flea market has treated me well in the past as well.

So yes. Next couple days will be spent scouring the basement for things to sell at the con, then a flurry of packing and the like. Good times ahead! (And man, when I get back I have a pretty hefty backlog of toys to put together and paint, not to mention games to play. Truly this is a golden age.)