Dwarf King’s Hold in Space

As some of you will have guessed, the Corporation figures I’ve been playing with are for the current “Dwarf King’s Hold in Space” project I’m working on. It now has a much better name than that: Project Pandora. That’s the series title anyway (at least, I hope there will be a series of them). I’ve started with the same sort of assumptions as I did for DKH: make a single, standalone game, but build into the framework the possibilities of expanding it to include other races, other environments, and so on. That way, if Ronnie decides not to do another (which would plainly be crazy) then it’s still fine as a game on its own. On the other hand, if/when everyone clamours for more then the “more” has a chance to dovetail properly. Nothing so disappointing as an expansion that feels like a rushed collection of floor sweepings. With that in mind, I’ve been roughing out other races and so on while I do the core rules and the stats for what we’re putting in this initial box. By the way, this one is currently entitled Grim Cargo. It’s had a couple of names so far, but that’s my current fave 🙂

So, what can I tell you about Project Pandora: Grim Cargo? Not lots, so far. It’s currently slated for release early next year, and is a 2 player game set in the chilly darkness of space. The box will have some very nice Mantic models in (including some of those tasty Corporation chaps I mentioned earlier). The enemies of the Corporation will be the mysterious 8th race, of which we are not allowed to speak 😉

As the design isn’t entirely stable yet I don’t want to go into too many specifics just yet. All I’ll say is that it’s shaping up pretty nicely.

Oh, one final thought. For those of you that think this will just be the same thing as DKH with a silver Lycra jumpsuit on, think again. I have currently decided to retain the core dice mechanic of the DKH series, but not because I’m being lazy. It’s actually more work to retain it than it is to start again, but I think that there is a value to keeping a “Mantic Style”, as it were. Players use tokens too, though they work very, very differently from DKH. THinking about it, about the only similarity is that there are tokens and they let you do stuff. The rest is new. I’ve gone back to basics and started from scratch because SF skirmish is not just a dungeon bash with guns. It’s a fundamentally different process and deserves to be modelled as such. There’s nothing wrong with DKH, it’s just that it models a different reality.

But I’m rambling. When I’ve got more to say then I’ll be back. So watch this space 🙂

Posted in Board Gaming, Project Pandora | 26 Comments

Review: Heroica (Nathhuz) – Assembly & Game Play

Having gone through the various stuff you get in the box and my initial impressions, it was time to get the bits put together and some adventuring done.

Bob started assembling the “tiles” of the dungeon while I sorted out the many pieces that would track wounds and gold, act as items and so on. This photo shows us part way through with 4 “tiles” made, a weapon rack done (with gold in place to form a “bank”) and the flames inserted in the torches. At the bottom are what would, in most board games, be a player card to track their wounds and plunder. Here, of course, it is the same thing in Lego. Cunningly, the strip that holds each one together matches the colour of your adventurer: red for the wizard, a yellow barbarian (are they trying to tell us something?) and a black thief (racial profiling if ever I saw it). The red cones are for wounds.

This is the first scenario ready to roll. Bob’s taken the thief and I’ve got the wiz.

We start on the pale tile to the right, and have to get to the bottom left one with the green gem on a gold stick. Naturally there are bad guys that would prefer that this didn’t happen. Their lowest minions are mere bats, but the serious baddies seem to have some sort of skin problem (see below). The chap on the right is the biggest bad guy, which should be obvious from the amount of bling he has stolen from Mr T.

The dice you see in the pictures is a neat touch. You assemble it with specific faces, and the different games in the Lego range use different faces. It’s a nice, big, chunky dice that feels solid and bounces about nicely thanks to the rubbery rim (sort of Lego tyre material).

The dice is core to the game as interacting with anything requires a roll. Roll a dice to move, roll to fight, to clear a way past the rocks, see what’s in a chest, etc. These are all unopposed rolls, so there is no interaction with other players in a dice sense – it’s all just nicking the gold and gems the other guy wanted (plenty of that). If you end a move adjacent to an enemy, a pile of rocks, a treasure chest, etc – roll a dice. The result tells you whether you’ve won, lost or some hybrid result. It’s fast and simple with no calculations to make or opportunity to quibble. Here we are half way through the first scenario.

In a two player game you both operate independently, racing to get to the objective at the end. Here you can see that we’ve taken different routes and that the sneaky thief has got a  bit stuck fighting a bat. As has the wizard. If you lose a fight you lose one or more of your wounds and bounce back a space. If you lose all of your wounds then you aren’t knocked out. Instead you simply miss turns healing back a dice worth of wounds a go until you’re well enough to carry on again. Again, nice and simple. Incidentally, when you move you just move straight past other adventurers, so you can’t block each other in either. This all combines to make the game flow very quickly and smoothly, with no opportunities to upset each other (apart form the nicking of goodies I mentioned earlier). The final result was a victory for the wizard, though a pretty close one.

These are the “player cards” for the two heroes we used. This shows that we’ve only got one wound left each (red cones), we have 2 gold each (gold cones), I have a potion (blue thing), and Bob has a torch. We carry our slaughtered foes with us in a Riddick-esque “you kill what you keep” style.

The second scenario is all the same stuff assembled in a slightly different combination. To he honest, there isn’t a right lot of variation between the two. This is largely a result of the way the mechanics have been designed rather than the scenarios. The rules simply don’t allow for a lot of variation within a single set (without making extra things up). Of course, that was probably not the key aspect of the design brief.

Anyway, here we are romping along. Bob has changed to the barbarian who turns out to be rubbish in a fight (the gods of the dice having a little joke at his expense). At this stage the wiz has killed 2 bad guys to the barbarian’s nil. And he started 🙂

I decide to call the wizard “Dozer” as every time he comes to a pile of rocks he just goes straight past first time. The barbarian is having trouble with these too.

By the end of the scenario I have killed almost everything.

You can see that the barbarian isn’t far behind me, but look at those bodies!

Finally, when you’re done, break down the board into the separate “tiles” and bung it all back in the box. It all fits nicely and will only take 2 minutes to reassemble next time you play (see below).

So what do I think? Well we played it as total of 3 times and  after the initial assembly it took perhaps 15 minutes a game. It’s slick and simple, and although it is designed for kids I can see this filling a couple of gaming niches very nicely.

  1. Filler: either as a warm up for a bigger game, while you’re waiting for Frank to turn up, or at the end of a session – there are always times when you need a simple, fast game that will occupy people for quarter of an hour. You need something light and quick to set up/explain as well as play. Nothing that’s going to create analysis paralysis either. I’m thinking things like Nuclear War, for example. This is perfect.
  2. Non-Gamer Friendly: once in a while you’ll want to play a game with a non-gamer or three. The archetype of this (in the UK) is a Christmas game of Monopoly with uncles and aunties. Typically this will not get finished as people will either fall out or get bored hours before it is finished. Heroica would be perfect. In fact, I’d go as far as to say that Heroica would be the best game I can think of in many ways. I have lots of cuddly-themed Euro games on my shelves, but they’re all proper games, and my family know I’m a gamer so it’s a bit intimidating. Lego, on the other hand, well, everyone knows Lego. It’s entirely unintimidating.

There’s more. This game has 3 heroes, so you can play with 3 players. However, it also gives you rules for someone playing the bad guys, which effectively makes it a 4 player game. This would make the interaction completely different, and may even encourage the adventurers to cooperate a bit. I haven’t played this, but it looks like it’d be a lot of fun and would still take under 30 minutes. I’ll be arranging a game of this when I can. Another good, light filler.

One other thing I almost forgot. This is the Nathhuz adventure of the Heroica series. There are (I think) 4 sets all told, and they not only work as stand alone games, but can be joined together to form a huge dungeon. That would be worth trying with a few folk.

So is it too simple? No, I don’t think so. As long as you take it for what it is rather than a replacement for Dwarf King’s Hold, Descent, D&D and the like. They’re all more involved and require far more cunning and strategy. Heroica is a light romp to fill a few moments at either end of a gaming session (or a game to play with your kids/in-laws), and as that it’s great.

A winner 🙂

Posted in Board Gaming, Review | 14 Comments

Confrontation Computer Game

This was inevitable. The company that bought the IP rights for Rackham’s fantasy world was always going to end up making a video game out of them, it was just a matter of when and how they pitched it.

On the one hand it’s nice that the world of Aarklash is going to find new fans. That’s good. It’s a fantasy world I have fond memories of, and deserves a little more love. It would be really great if the atmosphere of the Confrontation 3 tabletop game could be brought to the small screen. Unfortunately the trailer is not terribly inspiring.

Now I spent a few years working on a computer game, so I’m probably more critical than I’d otherwise be (apologies). However, this all just looks way behind the curve for what’s possible now. The idle animations (that make everyone look like they’ve just completed a marathon) are all in synch, which makes it look even odder. The whole feel is very much of something that would have been cutting edge 10 years ago. Or more. But not now.

Or is it just me?

I look at this and all I see is a missed opportunity 😦

Posted in Uncategorized | 31 Comments

Warpath Corporation From Mantic

What’s that on your desk over there, Jake?

Well, I just got back from Mantic Central and have managed to get my paws on some of the first of the Corporation figures for Warpath. Now I only got them on the specific understanding that I wouldn’t be showing them to you guys yet (‘cos Ronnie knows I like to share these things), but have a look at this concept art.

 

The models are fairly faithful renditions of this art. Obviously there are some detail differences of pouches, grenades and other bits of kit between models, but this is the basic armour they’re in and equipment they’re carrying. Very nicely rendered it is too. The anatomy is more realistically proportioned than GW figures, which is good or bad depending on your personal preference. I rather like it, myself, even though I’ve been looking at GW figures for so many years that they don’t really look as strange as they are – at least, not until you look at any humans 😉

And the general is really cool. Even if he can’t get a signal on his mobile, he looks very much the part. Saw the greeen for this guy and he is really well done. I’m not very drawn to Warpath as a game, but I do like these figures and will be getting some more when they become more available. I have other plans for them.

Soon as I’m allowed to show you the models I’ll be doing a proper review. For the moment though, let me just say that whilst I find the Orx functional but uninspiring and the Forge Fathers not my cup of tea (though they are nice models), I think the Corporation is the best of their ranges so far.

And why do I have these models? Well that would be telling…

Posted in Tabletop gaming | 19 Comments

Living FAQ: Dwarf King’s Hold Series

This is the sandpit for me to deal with any rules questions that you might have about any of the games in the Dwarf King’s Hold series.

Unlike most FAQs it has a comments section for you to ask questions, and as it is on this site I will check it frequently. It is, in effect, a continual work in progress. Periodically Mantic will do a pretty version of this FAQ for their main site, which will form a sort of stable benchmark. These will be updated as necessary – probably not often once the initial dust settles 🙂

If you have any questions on the game rules, or if you see a post on a forum somewhere that does, then please direct them here so I can deal with them all in a single document. That way questions get answered consistently and everyone gets the benefit 🙂

Errata

  • Scenario 4: The Skeleton Hound in the top right quarter of the map should start one square to the left of where it is marked.
  • Scenario 5: Only the Dwarf models in the 6×6 room at the top of the map may use Son of Stone.

FAQ

I have some more questions to deal with, but they need diagrams (which I will do shortly). In the meantime, please ask away if you have a query that hasn’t been covered.

Q: Can you attack and count for outnumbering across diagonals you would not be able to move across?

A: Diagonals are not blocked for combat either way. It’s much easier to jab a spear or a sword through a small gap than it is to squeeze a whole Dwarf or Orc through. Blocked diagonals are an issue with movement, never for fighting, and have no bearing on outnumbering or anything else.

Q: As turning does not cost movement, does a model get to turn to face an enemy before they Break Off and the foe makes a Free Strike (ie, can you avoid the -1 dice for being attacked by a model in its rear arc)?

A: Free Strikes still take into account the position of the models. Page 8, bottom right paragraph, states that the Free Strike happens before the model is moved. As turning counts as movement (even though it is free), this means that the model must take the Free Strike with whatever penalties would normally apply, plus the additional -1D for being a Free Strike. Yes, it’s harsh, but that’s what you get for running away!

Q: Can you move from one square that is adjacent to an enemy model to another square that is also adjacent? In reading the rules, it looks like you can, since your movement ends when you enter an adjacent square to an enemy model. It also appears that it wouldn’t provoke a Free Strike, since that’s only provoked when you move away from an opponent.

A: No. You may never (future Special Rules aside) move from one square that is adjacent to an enemy to another that is also adjacent to the same or any other enemy model. If you are adjacent to the enemy you have the option to Break Off, or turn on the spot. Breaking off will trigger a Free Strike, but turning will not.

This is implied rather than explicit in the current rules, and if I get a chance to edit them on future reprints I will make it clearer.

 

To keep things tidy, comments and questions will be deleted from this page once they have been actioned.

Posted in Dwarf King's Hold | 42 Comments

Dwarf King’s Hold Week

Over on the Mantic Blog they’re having a Dwarf King’s Hold week. This includes several videos of me (the first one is here) explaining various elements and aims of the new expansion as well as some teasers of the new art and who knows what else? The first of these new shiny piccies is this brilliant cover art from Jonas Springborg. I think he’s getting better as he goes along.

I’m as much in the dark as you guys as to what else they might have in store for this week, though I do know that I’ve got something interesting DKH as well to come, probably tomorrow – so stay tuned 🙂

 

Posted in Dwarf King's Hold | 8 Comments

Foundry Christmas Open Day 2

The Saturday seemed a bit busier than the Friday and this all added to the fun. I’ll happily claim that it was because several people had come specially to play Tribes of Legend, (which was rather flattering), though it could also have been that they were leaving wives to do Christmas shopping while they rummaged through the bargain blisters.

Nigel Stillman came back with a bronze shield he’d made as well as the helmet and several people had a go trying it on. Here’s Nick’s war face. Sorry the picture’s a bit fuzzy – I couldn’t hold the camera still cos I was laughing so much 🙂

Thanks to Nick for being such a good sport. He’s actually been mentioned on Quirkworthy before, sort of. Nick is a very talented modeller and was responsible for the brilliant Sedgemoor display at the Derby World Wargames show I reported on earlier.

Not one to rest on his laurels, Nick is planning another monster game for next year. This will be the 1914 battle of Mons, right at the start of WWI. Apparently this will be something like 30 feet long! Nick’s gaming buddies are all helping out with models and suchlike, but I think the lion’s share of the scale architect jobs go to Nick. Here he is working for the Lord, building himself a nice big church. In the grand tradition of such things, he even has one he did earlier to show the sort of end result you can get.

He’s already drawn the elevation of his church (using photos as reference), cut out the shape from foam, and is now scribing in the layers of brick (in case you were wondering).

While Nick was being creative, I ran several people through games of ToL with Centaurs and Amazons running about wrecking things. Anything to retain the balance of the universe. Here is an overview of the table we fought over. The huge temple is a resin piece (I think from Monolith), while the big rocky outcrop on the right is actually a kid’s playset, converted to amuse dad (Matt) when it was discarded 🙂

All the battles were fairly close, though nobody managed to capture any objectives: they focussed instead on obliterating the enemy forces. This is about as close as anyone came: the scene in front of the cave is Amazons sacrificing a goat and was one of the objectives the centaurs could have taken. Note that you don’t have to try and take objectives in Tribes of Legend. It’s just one of the options.

This next one is from a different game, with the centaur heavies just checking they’re in range to pile in (which they did). As this is a family internet I’ve spared you the carnage that followed.

This last shot is Nigel again (and his hat) contemplating the battle from more of a model’s eye level. We noticed that some of the Amazon models have very similar headgear! Now you know how to paint it.

As well as Tribes of Legend, there were other games to play. I had a go at Condottiere – I’d forgotten how entertaining it was. It’s a really colourful period, in character as well as costume. Here it is, about to kick off. Note the tower on the right. I discovered later that Nigel made this too. It’s even got paintings hanging on the inside!

It doesn’t take long for the mayhem to set in with Condottiere. I think this is turn 2. Turn 3 at the latest.

I was rather too busy to follow much of the last game – a section of the Austerlitz battlefield, but it seemed to go well. There was certainly a lot of smoke by the end. This is after a single turn of movement. They’re using Matt Fletcher’s Napoleon Rules. Matt is not only running the game, but made the terrain and painted the armies too!

In the picture above, you can just see this small walled enclosure at the far end of the 10 foot battlefield. This became something of a focus for the fighting and below is how it ended up. The counters track damage on the units. As you can see the assault has been costly.

A more general view of the battlefield at the end of the game. It’s not camera shake – it’s the haze of battle. Honest ;P

On top if these games there were piles of discounted models and paints to rummage through as well as free drinks and mince pies. As Wallace & Gromit might say, a grand day out.

Posted in Events, Tabletop gaming, Terrain, Tribes of Legend | 2 Comments

Foundry Christmas Open Day 1

Just a quick note – I’ll post a bunch more pics tomorrow.

It’s been a fun day, not least because I had a game of Tribes of Legend with Nigel Stillman (and then a bunch of us played Condottiere). For those of you that are not familiar with Nigel, he worked for GW for years, but his gaming credentials go back further by far, to authoring classic WRG publications that every Ancients gamer should know. He is, by inclination and trade, an archaeologist that specialises in the early Bronze Age in the Middle East. He’s also a very entertaining chap. He does, for example, turn up to open days with some of his latest experimental archaology in the form of a horn helmet. Not a horned helmet, mind you, one made from (buffalo) horn, much like the boar tusk helmets you see. Anyway, here’s a photo of him wearing it. A very sturdy piece of kit it is too.

Oh, and there were other games as well. Here’s a bit of the Austerlitz game to tease you Napoleonics buffs…

More tomorrow 🙂

Posted in Events | 9 Comments

Foundry Christmas Open Days

I keep talking to people who say they’ll meet me at one event or another, and I just thought I’d let you guys know I’d be going along to the Foundry Open Days tomorrow and Saturday in case you fancied a chat. They’ve got a bunch of games going on as well as all the usual bargains and offers, so it should be worth a visit. I know that they’ve been painting up armies and making terrain specially for this, so even if you’ve been before there will be new things to see.

I’m going as a normal civilian tomorrow with no particular remit (other than rummaging through the bargain blisters), but on Saturday I’ll be running Tribes of Legend in my official capacity of person wot wrote it. However, I’ll be happy to talk about it on either day, and Hermes may even let you look at the book if you’re very well behaved 😉

For those of you that don’t get to go, I’ll try and get some nice pictures to give you the feel for what you’re missing. The pictures here are from a previous open day.

Posted in Events, Tribes of Legend | Leave a comment

Review: Heroica (Nathuz) – What’s In The Box?

Lots of stuff.

Mainly this is bags of zillions of Lego bits, as you’d expect. In fact I found it all slightly daunting. It’s not just zillions of bits – it’s zillions of different and very specific bits. I’m clearly going to have to pay attention to the assembly diagrams. Luckily, they are written for 8-year olds, so they are almost a brick at a time…

Nice and easy. Even the harder parts don’t look very hard, and they hold your hand all the way along.

The rules look quit busy, but are only 4 pages long.

Below are the dramatis personae, plus all the different choppy things you can whack each other with. “Weapons and Gold” – the heart of every good adventure 🙂

And speaking of adventures, if Nathuz isn’t big enough for you they designed all the Heroica boxes to go together to make up this enormous dungeon shown on the poster in the box. Why do I always read that as Fortran?

But I’m rambling. I said I’d tell you what’s in the box. Well, the box contains lots of bits of Lego together with one of their DIY Lego dice. It also has an assembly guide, a poster showing the last steps in assembly plus how to join all the boxed sets together (above) and a little comic strip. Finally there is a rulebook in multiple languages. The box itself is not a traditional rigid card box, but uses a light corrugated card to get a similar rigid effect and feels nice and sturdy.

All told the box is a little over half full. However, I expect it will be useful for storing the half assembled game between sessions. Also, the game is cheap. For the money it felt like a fair amount of stuff and a good price to encourage kids to buy it themselves rather than wait for a birthday to get it.

 

Posted in Board Gaming, Review | 5 Comments