Archive for the ‘Session Report’ Category

Frag

Saturday, August 1st, 2009

DSC_9738eThe game of choice for this week was another Steve Jackson game, Frag. It’s what you would get if you mixed Quake 3 with Clue.

Session Report: Frag

I think the best way to sum up frag is a quote straight from the Steve Jackson Frag website

Game starts. Enemy in sight . . . Frag him! Grab his stuff! Run! Get a bigger gun! Grab some armor! There he is again! Frag him! Run . . . you’re hit! You’re down. Respawn! Grab a weapon! Start again!

You run around shooting people, grabbing weapons and gadgets along the way. When you die, you respawn in a random location and do it all over again. First person to a set number of kills wins.

DSC4463eWhen you begin the game, each character allocates 7 points between their stats (health, speed, and accuracy). Each stat basically affects what you would think. Each player is randomly dealt one gadget, one weapon, and one special card. Special cards are quite powerful and only obtained at the start of the game and when you frag someone. Each player then places their characters on one of the respawn tiles and you are ready to frag!

During a player’s turn, they may (in any order) move, shoot, use equipment, pick up new equipment, or play specials. As for moving, you roll a d6 for every point of speed your character has. If your speed is 2, roll 2d6, then move that many tiles. As far as shooting goes, roll a d6 for each point you have in accuracy, and that’s how far you can shoot. If it falls short of an enemy, it’s a miss. If it’s a hit, then it’s time to roll for damage. Each weapon has different damage mechanics. Typically, you will roll a certain number of d6, and your opponent will roll a d6 for each health point he has. Do a little math, and the damage is decided.

DSC_9777eFor our first game, we played to three frags. Kevin got off to a nice start by fragging Matt. After Matt respawned in my vicinity, he attempted to frag me. Once he scored a hit on me, I played the “No Carrier” card on him which instantly fragged him instead. Didn’t I say the special cards were powerful? A bit later, Andrew attempted to torch Kevin with the flamethrower, but Kevin played the “Auto Miss” card. Near the end of the game, Andrew picked up the portable nuke weapon, and we all gazed in horror. However, before he managed to use it, Kevin snagged his final frag to win. Kevin was the only player to get any frags in the game.

DSC_9770eFor our second and final game, we played to five frags. The game got off to an interesting start as Matt played the “Magic Bullet” card (which allowed him to shoot at multiple targets) and launched a portable nuke at Kevin and Dan. Dan was fragged many times over, but Kevin survived and only took 2 damage. The flamethrower was a very hot commodity in this game. My shining moment was when I linked an assault cannon with a flamethrower for 11d6 damage to Kevin, thus fragging him. My victory was short lived as I was fragged soon after by Andrew (with the help of Kevin), and I continued to bounce around spawning points getting fragged until the match was over. Near the end of the match, Dan and Matt were geared to the teeth, making them quite difficult to approach and expect to succeed. I got a few final shots off at Dan in an attempt to win the game, but it was completely futile. Kevin ended up fragging Andrew for the win in the this match as well.

Game two looked something like this:

Player K D
Kevin 5 3
Matt 4 2
Andrew 4 6
Hunter 4 6
Dan 1 1

Frag was great. At times, it’s a little unforgiving as getting fragged late in the game can set you back quite a bit. Since our second game was so long and produced some incredibly powerful players later in the game, I would recommend sticking to the normal 3 frags to win games and just play several of those. Those matches seem to last between 15 and 30 minutes, and there are some extra tournament rules in the game that allow winners to add an extra point to their stats.

Overall score for the night
1st (300 points): Kevin
2nd (66 points): Matt
2nd (66 points): Andrew
2nd (66 points): Hunter
5th (0 points): Dan

Pandemic

Tuesday, July 28th, 2009

With Matt gone, it made a lot of sense to try out Pandemic, a four-player cooperative board game.

In Pandemic, you play a member of the CDC combating disease outbreaks throughout the world.  The world is on the edge of a biological disaster, and it’s up to your team to keep the viruses at bay.

Session Report: Pandemic

DSC_9281eThe game plays in a very interesting way. Like any other board game, you take turns doing your actions and moving your piece, but this one is a little different. Since there is a major group effort underway, there is always a discussion regarding what the next course of action will be. Even though you have the final say on where your piece moves, every turn is more of a group effort. Everyone will typically be throwing out their thoughts on what the best course of action for the team as a whole should be.

DSC_0077eThere are five roles total, and each player has his own specific skill that the rest of the players lack. The researcher can give cards to other players easily, the dispatcher can move players around the board, the scientist can cure diseases more easily, the medic is the best at fighting outbreaks, and the operations expert can build research stations easily. Since there are five roles and only four players, one role is always left out. That means one important part of the team is always missing which will have a major effect on your overall strategy. Each player can still perform the duties of the other roles; it’s just at a higher cost. Think of the roles as specialists.

DSC_0083eAt thirty to forty-five minutes, the game plays rather fast, and setup is simple. A turn consists of a player taking up to four actions, drawing 2 cards from the player deck, and then drawing from the infection deck. The infection deck determines where the viruses are spreading. If too many viruses (over 3) occupy any one city, an outbreak occurs, and the disease begins to spread to other cities. This can sometimes cause a chain reaction where one outbreak will trigger another outbreak.

DSC_9275eThe goal of the game is to come up with a cure for each of the four viruses on the board. You do this by utilizing your cards effectively.

This game is all about coming up with the best solutions as a group. You will find yourselves having to adapt to new situations very often. After your own turn, you will have already formulated your next course of action in your head. However, by the time your turn makes it back around, new disasters even more urgent than your previous plans have probably cropped up.

The first two games we played, we did rather poorly. We lost due to massive outbreaks in Asia and the Middle East. It was time for us to go home and call it a night, but we were having such a good time with this game we didn’t want to stop. We wanted to win!

Our third game went much better. The world was being devoured by disease, but we always managed to stomp out the hot-spots right at the last possible moment. We were set to win the game in two more turns, but we lost when someone drew an epidemic card and ushered in a new wave of new outbreaks.

Dominated at Dominion

Thursday, July 23rd, 2009

DSC_9211eAndrew joined us again this evening, but Matt was regrettably absent (I was Coldplaying my face off – M). Due to his massive point lead, Matt could afford to skip a game night to go check out a concert.

Dan, having lost last week, elected to play a game from Andrew’s collection: Dominion.

If you know how to play Dominion, you are going to want to skip down to the session report. If not, I’ll do my best.

Here we go again; another game with strategy that is so deep, one could argue for hours over it’s intricacies. Dominion isn’t your typical boardgame though. Actually, there isn’t a board involved at all, just cards. 500 of them to be exact. What makes Dominion so different is its main focus: deck building.

To start, players are given 7 copper cards (+1 coin) and 3 estates (+1 victory point) which is considered the player’s deck. A stockpile of cards is arranged in stacks in front of the players which the players may ‘buy’ at various prices. There are 3 types of cards you can buy: treasures, victory cards, and kingdom cards. When you buy a card, it goes into your discard pile and will make it into your deck upon your next reshuffle. Treasures give you more buying power, victory cards give you points for the end of the game, and kingdom cards do a very wide variety of things.

DSC_0001eThe 10 kingdom card stacks in the stockpile are randomly assigned so that each game is different. This site will generate 10 random kingdom cards that will give you an idea what a playing field may look like. Each type kingdom card does something different. Much of these cards are action cards and alter the flow of play. For a few examples… The smithy allows the player to draw 3 new cards. A cellar allows the player to discard as many cards from your hand as you want, draw that many new cards, and then take another action. A market, one of the more prestigious cards, allows you to draw 1 card, allows you to take another action, gives you an extra buy for your buy phase, and gives you 1 extra coin to spend.

DSC_9213eEach turn, a player gets one action and one buy. Gameplay occurs in this fashion… A player plays an action from his five card hand and then resolves what the action does. If the card he plays grants him another action, he may take another. If not, he is ready to buy one card with the coins in his hand. Certain action cards can grant you more coins, more chances to buy, and other similar abilities to affect the action and buying phase. Once a player’s turn is over, he discards the rest of his hand and draws 5 more cards from his deck, reshuffling the deck as needed.

So that’s the gist of it; you play actions and buy cards. Your deck will consist of treasure cards (coins), village cards (actions), and victory cards (victory points). The game ends when either all of the victory province cards (+6 victory points) are taken from the stockpile, or three of any other stockpile are exhausted. At that point, everyone counts up their victory points that they had bought for their deck; the person with the highest score wins.

Session Report: Dominion

Last game night, I think Andrew may have been hustling us. Tonight, he emerged from the night’s thick haze and sunk his teeth in. Rending flesh with teeth, he flung our mangled remains aside with little effort. Figuratively.

DSC_0003eFor the first game, Andrew was set on his tactics. He stocked up on lots of coins using his buys to purchase mostly treasures and only a few actions. Kevin’s idea was to boost his deck some, using markets while also heavily relying on treasures. I attempted to get cards that allowed me to cycle through my deck quickly; however, I feel I may have been a little late on this strategy because it didn’t perform that well. Dan had no main theme incorporated into his deck.

Andrew came in first by a great measure. Kevin came in second. I was a couple points behind Kevin, landing me in third, and Dan came in fourth.

The second game was very interesting. Each time you play the game, you randomly change out your stockpiles. One card caught my eye, the Witch. When you play the witch, everyone else gains a curse card (-1 victory point), and then I draw two cards. My deck was loaded with witches.

My deck was slow and sluggish. In order to use the witches, I was devoting my action to screwing the other players instead of helping myself. Often, I was spending coins in the same way. As fun as it was in the beginning of the game, I thought I was doomed.

DSC_9221eAndrew had a defensive deck that also included a lot of cards that gave him extra actions. Kevin made use of the Bureaucrat card which slightly slowed down other players while awarding a silver treasure to himself. Kevin also focused heavily on cards that could remove the curses that I was awarding him. Dan often ended up with hands that contained too many actions or curse cards which left him with little to do.

In the end, the curses were effective. The game was slow, and people weren’t spending coins on victory points. The game ended when a few stockpiles ran out suddenly.

Andrew’s defensive deck came in first, ending up with 4 curse cards. Over the course of the game, Kevin acquired 7 curse cards but was able to ditch 3 of them. Kevin and I ended up tied for second. Dan only ended up with one point thanks to 6 curses.

Game three got a little crazy. Andrew, Kevin, and myself focused on the thief card which allowed us to steal money from each other. Each of us had plans for expanding our decks, but Kevin’s plan, which was also the simplest, seemed to perform the best. Dan, however, countered all of us with his defensive deck.

Dan came in first, Kevin came in second, and Andrew and I tied for third.

Overall score for the night
1st (250 points): Andrew
2nd (100 points): Kevin
3rd (50 points): Dan
4th (0 points): Hunter

Dominion was fun. It was paced well, decently interactive, and made you think. Kevin especially enjoyed it.

I do have one main issue with Dominion though; it involves a lot of card philosophy.

Your deck needs to flow. If you want to perform better, you are going to need to learn which strategies are effective and what card ratios you need to have to achieve them. You need to know how the cards interact in a fairly deep way.

As someone who is new to the game, it’s hard for me to look at a stockpile and come up with a quick deck design on the fly. Card knowledge plays a large role. Not only that, but you also have to know how to react to the other player’s strategies while not disrupting the main mechanics of your deck.

As an avid Magic the Gathering player who understands the importance of gearing your deck so that your cards work in synergy, I don’t always feel that I’m building my Dominion decks as best as they could be due to lack of card philosophy knowledge, and that hurts.

Edit 10/19/2009: Having played Dominion many more (expansions included) I can safely say that this game is awesome. The first play or two could possibly be a little rough, but it only gets better and better!

Munchkin with the Munchkin Czar

Tuesday, July 21st, 2009

You can’t have Andrew Hackard, the Munchkin Czar, over to play some games and not play at least one game of Munchkin.

So, for our third game of the night… Munchkin!

Session Report: Munchkin

I’ve never went into this before, but our methods for determining who goes first on Munchkin may be slightly different than typical high-rolling. The rules state that you start the game by rolling the dice and arguing about the results. That’s what we do. Sometimes low roll wins. Sometimes 6’s win. It all just depends on the arguments presented. I had a great idea of rolling 2 dice instead of just one. At which point, Dan decided to roll 3 dice. Matt, who hadn’t rolled yet, grabbed as many dice as he could from the table and got 25. He won fair and square.

This was a fairly quick game. As an orc, Dan was able to gain two levels by defeating a monster with a result of +10 or more. In no time at all, Dan was level 9 and ready to win the game. At this point, Dan was at 9, Matt at 8, Andrew at 7, Myself at 6, and Kevin at 4.

Dan attempted to win the game first by fighting a level 9 Lawyer. Andrew turned the monster into an Ancient Lawyer, making him level 19. Matt soon followed suit by making the the lawyer an Ancient Lawyer from Hell for a grand total of level 24. In the end, Dan had to run away.

By now, I was at level 9 and ready to have a go at winning. I drew a decent monster, but Andrew quickly played a special card which killed the monster and awarded me nothing. On Andrew’s turn, he resurrected the monster with his cleric ability and attempted to fight it himself. Dan then used a transference potion to steal the monster from Andrew in order to win the game. Dan managed to defeat it which gave him his winning level. However, at that moment, Kevin played a card which reduces the game winner down a level, thus extending the game.

For the rest of the round, no one drew anymore game-winning monsters. It was my turn again, and I drew a level 1 Drooling Slime, a PERFECT monster to win the game on. Matt buffed the monster to level 23, and I was no longer able to defeat it. I offered Matt the chance to share victory with me, and being an elf (with the ability to gain levels for helping), gladly accepted.

Matt and I came in first at 10. Andrew and Dan tied for third at 9, and Kevin came in last at 8.

Overall score for the night
1st (300 points): Hunter
2nd (125 points): Matt
3rd (50 points): Kevin
4th (25 points): Dan
5th (0 points): Andrew

edit: sorry about the lack of pictures