At the Blood Bowl NAF Championships, we didn’t just play Blood Bowl. A
proper post about the tournament itself will follow (once I’ve scanned in the
pictures) but in the meantime, here’s a breakdown of the other games I was
involved in.
Husbit took his NAF and usual
online name from this game – he introduced it to my friends at uni the first
time he visited me there and they couldn’t all remember his name afterwards but
they did remember the game. It’s a card game he particularly enjoys, being
fairly simple and playable in a much larger group than the rules say. Everyone
uses the same draw pile, too: it isn’t a deck-building game (such as Magic: the
Gathering), so success doesn’t rely on spending more money than your opponents.
We played it up at Cantaloupe’s
on the Friday night. Husbit won all 3 hands – he’s pretty good. I think, also, I’m
a bit nice for the game – I tend not to like finishing someone off and would
rather start picking on another player for a bit so everyone stays in longer.
This is not the way to win the game.*
The idea is that you’re kids in
the playground beating each other up. You have a hand of 5 cards drawn from the
central pile. At the start of your turn, you play a card (or, occasionally, more) and then draw back up to 5 (you may have used some in other players' turns and can choose to discard other cards instead of having a turn). The cards are mostly attacks, but you also have defences
(blocks, dodges, freedoms and hides), health cards (visiting the nurse) and ‘humiliation’
cards (I think one of the expansions renames these ‘horror of horrors’) that
can be used to counter anything played before – if you can come up with a
clever story. You have 20 health which is reduced as the other players attack
you.
In my opinion, this game is best
played with story – rather than just slamming down a jab card, I like it when a
description of the action is given “I see you on the swing and come over to
deliver a sharp jab in your ribs. Take that, coward!” Other people disagree,
preferring the faster paced version of just throwing in cards. But humiliation
cards, in particular, are just so much more fun when played with story – “as
you ran to me, you misjudged my swing and instead of punching me, my foot
caught you in the bladder at just the right angle to make you wet yourself.
Nananananah, can’t hurt meee”.
This is one of Cantaloupe’s
games. We moved onto it after Husbit proved too good at Lunch Money… He also
won this.
The game is a variant on Rummy,
with the idea being to collect sets of evidence and related suspects, victims
and scenes. You can play a scene any time, but no other card can be played
until a victim has been played. If the scene in the same colour as the victim
has already been played, you can take it. If not and someone else plays that
scene later, they can take the victim. Suspects can be played once 3 pieces of
evidence against them are down. The suspect with the most evidence played
against them scores double points unless the appropriate alibi has been played
by someone else. There are also cards that have effects when played – one that
forces any victims in hands to be played and others that force players to
discard and so on.
My first hand had the special
card “Ripper Escapes”. This card scores negative points equal to twice the
number of played victims unless all victims have been played, in which case it is
worth 35 points. This sounded like a good way to win, but Husbit very quickly
discarded his entire hand and I was stuck on negative points… this happened
again in the third round, at which point I basically gave up and we went to
bed.
I liked this game – I haven’t
played any variant of rummy since school so it took me a moment to remember how
the hell you played, but this was very similar and brought back fond memories of
wasted free periods in the sixth form common room, stealing polos and spending
time with friends. The cards are nice, too, because they all have a little bit
of information about the various historical victims and suspects, which I found
interesting.
For me, this was the (non-Blood
Bowl) game of the weekend. Naz picked it up on Day One of the tournament, and
we settled down to play it that evening.
The premise is simple and
designed to appeal to geeky roleplayers like me: you are adventurers, back from
adventuring and enjoying your hard-earned cash fighting, drinking and gambling at
a pub – the Red Dragon Inn. The original game – the version we were playing –
gives you the options of a wizard with an insane rabbit familiar, an elven
priestess, a warrior and a halfling rogue. The first game saw me as the
priestess, Husbit as the wizard, Naz as the halfling and Kare as the warrior. Each character has strengths and weaknesses
so as the evening progressed and we played different characters we had a very
different game (I think I like the priestess best, followed by the warrior. I
didn’t get to play the wizard).
Your turn starts with
discarding/drawing cards from your character’s draw pile. You then play an
action (if you have one), such as starting a fight of some sort (and reducing
another player or players’ fortitude) or beginning a round of gambling. You then
buy a drink (which can be given to sit in any player’s drinks pile) and you
drink a drink – turning over the top drink of your drink’s pile and taking the
effect (usually increasing your alcohol count). If you don’t have a drink to
drink, you reduce your alcohol count instead, as you start to sober up.
The idea is to outfight, outdrink
and outgamble your other adventurers. If you run out of money, you’re thrown
out of the pub and if you pass out you’re also out. This is cleverly worked
out: you have a counter from 0-20. You start with your red fortitude marker at 20 and your clear alcohol
marker at 0. As you take damage, your red marker moves down and as you drink
your clear marker moves up: when the markers meet, you pass out. You can also play
cards to make drinks stronger or weaker or to negate other actions or ‘acquire’
money.
As with Lunch Money, I think this
is a game where a bit of roleplay/story telling helps – the cards themselves
certainly lend themselves to this (one of my favourites is the warrior with her
damage-causing action cards “Not another chainmail bikini joke” and “Want to
arm wrestle?” It’s fair to say she kinda reminds me of my sister).
What’s nice is that they’ve
thought about expansions from the first box set – the drinks include ones that affect
trolls or ogres (for example) differently, even though there are no trolls or
ogres in the box. There’s at present 4 boxes and a number of individually
available characters (including the wizard’s insane rabbit). It worked well
with 3/4 players, but I think it would stand up to more players too, because it’s
quite fast-paced (even with a roleplay element) so everyone could stay
involved.
I definitely want my own copy.
I was intrigued by this game – it
looked simple and is set in a fictional realm called Tempest, my NAF name. Also, the idea of seducing a princess the week after getting engaged to a king entertained me highly.
It is very simple: 16 cards of
varying strength. You start with one in hand and each turn you draw a second,
consider the two you have and choose which to discard. The effect of the
discarded card is then played, and the next player takes their turn. Whoever
has the highest valued card at the end of the round (or is the only one left holding
a card when the others have been knocked out by card effects) wins the round
and a little token – the winner is the first to a number of tokens determined
by the number of players.
The idea is that the princess and
heir of Tempest has gone into mourning and you are one of the many people
trying to get your letter to her in the hopes of winning her heart. The cards represent
the person currently holding your letter and go from guards through barons,
handmaidens, princes, kings and up to the princess herself.
There are tactics to be brought
into play. For instance, the second most powerful card is the countess, the
princess’s best friend, but if you are holding this card and draw a king or
prince (or are holding a king/prince and draw the countess) you must discard
the countess. This means if the countess is discarded, your opponent has 1/3
chance of holding a king and 2/3 chance of holding a prince (there being 1 king
and 2 princes in the deck and, of course, depending what has already been
discarded) and if you can play a guard and name the correct card being held,
that’s them out of the game! Ah, except, what if they’re double-bluffing you?..
and so on.
Yes, I liked this game. Simple,
but with lots of opportunity for tactical play at a level I can cope with.
*I have spent many years saying I
don’t enjoy non-co-operative board games because I get too competitive. It was
during this game that I realised it’s playing them with Husbit that makes me
too competitive: in myself, I’m not, but he is and I respond to this with a competitiveness
that outmatches his and spoils it for everyone.
I have more games for us to play, as I may have spent money at Comic Con.
ReplyDeleteFantastic! Hope it was amazing :)
ReplyDelete