Review: Titan Dragon – The Mother of All Dragons

Well it seemed like meanness to keep you in suspense, so here I am with a proper look in the box…

The Titan Dragon is the largest of the (re-)releases of ex-Rackham miniatures from Legacy Miniatures via their exclusive distributor: Coolminiornot. It is cast in resin and comes with the 6 cards you’d need to play it in Confrontation 3, not that I expect you’d see it in a game very often. At 750 points it’s much more pokey than a normal 400 point warband could dream of coping with (and I had a good giggle to myself reading the unholy carnage it can wreak). I suppose you could have a game with one player taking the Dragon and two more taking a normal warband each. That might be fun. Rich? Are you reading this?

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Posted in Figures, Painting & Modelling, Review, Tabletop gaming | 37 Comments

2012 – The Year Ahead

Yesterday I looked at what I’d been up to in 2011. Now we’re in a brave new year, what’s on the agenda?

Well 2012 should start with a bang as two games from me come out in January: Dwarf King’s Hold: Ancient Grudge and Tribes of Legend.

Ancient Grudge was a rather tricky project as it opens so many cans of worms all at once: variable warbands, new adventurers, multi-player games, swapping sides for scenarios… It’s all self-inflicted though, so I have nobody to blame but myself. I wanted to make DKH really flexible and offer endless replayability. Perhaps I was overreaching myself. Perhaps, but I don’t think so. It’s ended up with loads more options and potential combinations of new adventurers and match-ups in scenarios than I could possibly play, so you’ll be discovering new territory in your adventures πŸ™‚

Following on from the success of the Dwarf King’s Hold series I’m now working on another board game for Mantic, this time set in their Warpath universe. This “Dwarf King’s Airlock” (as Geoff insists on calling it) will be out early next year. Not sure when though. It’s real name is Project Pandora: Grim Cargo. Expect to see more cool Mantic models, more striking tile art from Tears Of Envy, and more layered tactical challenges from me. But in spaaaace πŸ™‚ Continue reading

Posted in Dwarf King's Hold, God of Battles, Project Pandora, Random Thoughts, Tribes of Legend | 17 Comments

2011 – That Was The Year That Was

As we come to the end of the year (Gregorian calendar) I wanted to look both back at the last 12 months and forward to 2012. I’ll do my crystal ball gazing on New Year’s Day, which seems more appropriate. Today I’d like to look back at 2011, and rather than focus on what I’ve been playing, look at what I’ve been creating.

For me, 2011 has marked a big push and a major ramping up of my attempts to get some of my games published. As you may have gathered if you read this blog regularly, designing games comes very naturally to me – getting them published is always the challenge. Over the last 18 months, and particularly the last 12 I’ve focussed increasing amounts of effort into making this happen, with some success.

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Posted in Random Thoughts | 8 Comments

A Warhammer Question

I have a quick little question for your ranting pleasure ;P

Have Warhammer tournaments died?

I know that GW now prefers the term “events”, but what about the real world? 10 or 15 years ago there was a thriving scene with a number of different event types, though Swiss style competitive tournaments were by far the most common. I have heard that some of the big event organisers are dropping the game from their multi-system events because of lack of interest. Does anyone know more?

I’m intrigued as this reflects on a number of issues, possibly that the system style or ethos has changed, and equally possibly that it has been broken for tournament play. One could read a lot into this if it is true.

So, is it?

Posted in Tabletop gaming | 35 Comments

I Am Excite

As I said a few days ago, I’d ordered a couple of presents for myself from Foreign Parts. Choosing them spoils the surprise of course, but it doesn’t diminish the excitement!

Before I mention the first of those to arrive, I’ve also got to mention a gift of the Island of Blood Warhammer 8th set. Lots of goodies in there.

The somewhat contentious 8th edition of Warhammer has been mentioned in various debates on this site, but I haven’t played 8th yet. Now I’ve been given a set I can join in the comments with a better understanding rather than having to extrapolate my knowledge of the first 7 editions. On first skim I have to say that I’m not seeing the disaster that the doom-sayers have been touting. Perhaps I’ll find it when I get into the detail and put some armies on the tabletop. We’ll see.

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Posted in Uncategorized | 145 Comments

Mantic’s Corporation Figures

A couple of weeks ago I told you that the new Corporation figures were rather nice, and looked very like the concept pictures. Mantic’s Christmas present to those signed up for their newsletter was some photos of the troopers, and they’re up on their webstore for pre-orders too.

Like I said, they’re pretty close to the art, but why take my word for it?

As you can see, there are some minor differences, though some of that is simply the different limitations of the different media. Overall though, I reckon they’re very much in the same vein, and it’s fair to say that the “feel” is what we were led to expect. It’s possibly also worth saying that I think they look even better in person than in the photos of the greens πŸ™‚

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Posted in Tabletop gaming | 16 Comments

Season’s Greetings

Whether or not you are religious, a midwinter holiday is celebrated by most people. May yours be a happy and stress-free time of relaxation and recharging of batteries, both physical and emotional.

Presents too are traditional. Presumably this was originally to mark the turning point where the days begin to grow longer again, rejoice that the winter stores haven’t run out, or perhaps simply to remind yourselves that you’ve got half way and haven’t been eaten by wolves. Yet. Here on Quirkworthy I won’t bore you with tales of socks and tasteless cardigans, just games πŸ™‚

This year I’m doing very well. The usual don’t-know-what-to-get-you-so-you-order-it things are making their stately way from the distant corners of the globe as I write. We did that rather late, and I picked obscure stuff (naturally), so it’ll be a while. When they arrive I’ll be sure to mention them. Today, however, I got not one but two of the remaining three parts of Lego Heroica to go with Nathuz. It was all a bit of a mix up, to be honest, but I’m not complaining πŸ˜‰

I’ll be writing up a review in due course, but suffice to say that we’ve already defeated the goblin king this morning, and will be trying out what happens when you link sets together later.

Here’s hoping that you and your loved ones are as happy with your gifts.

Best wishes

Jake

Posted in Random Thoughts | 2 Comments

Design Theory: Game Design Is…

“Getting rid of all the bad problems and keeping all the good ones.”

Bob said this while we were playing Pandora at the weekend and I liked it so much that I wrote it in my notes for the game.

I know what I think, but what’s your take? Can the aims of good game design really be reduced to a single sentence? If they can, is this it? Would it be any easier if it could? Can I think of a whole series of pithy one-liners to define the aims of game design? Can you?

Discuss.

Posted in Game Design Theory | 47 Comments

Playing DUST Tactics Again

Had another game of DUST Tactics last night. I really should rewrite/finish off my review as it’s a game that’s well worth exploring and nicely combines the clarity of board games with the fun of toy soldiers πŸ™‚

There are a handful of us that have some of the models now, and we’re slowly getting organised into playing more games. One or two of the walkers have been “dry-docked” (and dismantled) while they’re painted, but there’s still enough for us to rustle up a 250 point game without much trouble.

Another cool thing was that I got an early Christmas prezzie in the form of a new squad of Recon Grenadiers, who naturally had to be included in the game. Unusually for new boys to the tabletop, they actually managed to acquit themselves well – the normal curse of being new passing them by πŸ™‚

We played the first scenario from the Seelowe supplement. I took the Germans again as Geoff’s building up his Allied forces and I don’t really mind which dies I command. Both have advantages. It started off with my guys still firing the blanks they’d loaded for the previous training mission, but they got into their stride eventually and after a pretty close middle game gradually began to get the upper hand and finally wiped out the last of the Allies at the end of turn 7 (of an 8 turn game), just in front of the objective. One of my Luther’s almost went down to a rocket punch nutter who wouldn’t die, which was amusing. He moved faster than the lumbering walker so it came down to duking it out, toe to toe.Β  Mind you, Luthers aren’t really built as anti-infantry machines, so it’s not really his fault that he made a bit of a meal out of stomping on one guy. Got there in the end though πŸ˜‰

All told the objective hidden at the back of a building caused all manner of carnage as all the units ended up in very close proximity in the confined spaces, with limited time and lots of firepower to play with. Lasers, phasers and good old fashioned boomsticks left little on either side at the end.

It was a very entertaining game, and judging by the interest we’ve got among my circle of gamers there will be lots more on DUST here soon.

πŸ™‚

Posted in Board Gaming, DUST | 41 Comments

Design Theory: Love Them All Equally

This applies to every kind of game as balance is worth having in every medium. Yes, balance again.

Once your new game gets into the public domain the gaming masses will do their level best to break and exploit it. You can be sure of that. If there are loopholes, they will be found. In an ideal world, the relative power of different sides would be as you intended it: generally equal. However, a number of things get in the way of that aim.

What came home to me earlier this year when I was working on a new tabletop fantasy game, was that a fair part of this was in my hands to control. I’m not talking about the maths here, but the mindset with which I set out on the task.

I was making a new game with 10 different armies. Each army needed to be balanced against the others, yet all needed to be distinct and characterful with a unique “feel” (incidentally, I don’t see the point in duplicating armies within a set – might as well do a better job of less if you can’t think of new ones).

Anyway, it struck me that part of the problem with overly powerful (“broken”) armies I’ve encountered in the past has been that they tend to be developed by passionate fans. Now there’s nothing wrong with having favourites normally, but when it comes to taking a professional stance and developing a commercial product perhaps you need to behave differently. To this end I deliberately spent a great deal of time focussing on each of the armies in turn, getting into their character and defining for myself what was cool and exciting about each in turn. Learning to love each in turn, foibles and all. All of them are my favourite, in a way. On a professional level, I think this has helped me to write a game that has a great deal of character and variety, but which remains balanced. Sure, some armies have a steeper learning curve than others and certain combinations test your skills more than others, but there are no armies I wouldn’t happily put on the tabletop and think I had a fair chance of winning with.

On a personal note there is a down side. As I love them all in equal measure, I can’t now decide which one I want to collect first. I want them all πŸ™‚

Posted in Game Design Theory | 20 Comments