Posted on November 19, 2013
Weekend Away Report
Update Courtesy of JC.
A couple of weeks ago the “Magnificent 7” packed up and headed into the hills to our secluded, and (nearly) child / wife / partner / gimp proof retreat. With 3 full days and nights to fill out and we did try our best! (This time I have actually properly written it up and even thrown in some photos!)
Over the course of the weekend we packed in:
Some games were just simple re-plays of old favourites – Chez Guevara, Killer Bunnies, both great to pair with an alcoholic beverage while you shaft and counter shaft your mates, just before they return the favour with interest! Killer Bunnies lasted for nearly 3 hours. I LOVE that game.
In this section we of course also have WoG EMFH…. “Capt. Scarlet” made the big mistake of launching (with much trumpeting) his (deadly) Me109, which was then promptly blown clean out of the sky with the very first damage token! The WoG “best plane on the board curse” continued intact! (He apparently wanted to “make a very important call” anyway…). Such terrible (oh yeah we were laughing!) luck.
Risk Legacy and WoG “AvJ” were twists on old favourites. We played our “final” game (No. 10) of the Risk Legacy “donor copy” from “Desfaber” as a 7 player (with SPOILER ALERT>>>>>>all 7 factions<<<<<<<). It was a great dust up with no room on the board for anyone to get too big, which this time was really good for “Capt. Scarlet” who returned from his “essential business” and won out! More about this and the game in general on a separate spoiler littered post, with photos of a pretty awesome pretty scarred board. We have had a really great time playing this game.
WoW was played over the weekend as a “tournament” with two games and a points system deciding who lifted the “Aces Cup” and who really deserved the mighty accolade of the “C*nt’s Cup”. Needless to say nobody wanted the latter. Especially “StA”. The second sortie was a team mission set on the “coast of Japan” with plucky Team America protecting their shiny new carrier from some dastardly cunning Japs who were protecting a perfect shiny air strip. Both teams had a dual chance to build both individual points from the earlier game with yet more air to air kills, while successful bombing missions on the carrier / airstrip or the loss of bombers had both team AND individual consequences.
This game was played minus altitude for speed of play (and because “StA” had only just mastered the complexity of Immelman turns / we all wanted to stem the bleeding from our ears from “Big Daddy Ravelsykes” whining about it). Even with “Big Dicks” uncanny knack to ALWAYS get a zero damage marker, the plucky Yanks finally shot down the East’s incredibly reliable bomber and so thought it was all in the bag… till the US bomber then got nailed 3 times by Japanese flak. BOOOOOM.
This, an earlier successful bomb drop for each side, some final air to air shenanigans and the “simple” scoring system finally resulted in both the cups having to be separated / awarded by a good old traditional… dice roll. Even using 5x D6, both cups needed multiple re-rolls to find their final home. “Big Daddy Ravelsykes” was victorious while the “The Low Country Monkey” won the lady garden.
- Star Trek Fleet Captains (Twice!)
- Risk Legacy (“Game 10″…)
- Wings of Glory WWII (7 players “every man for himself”)
- Wings of Glory WWII (Teams: “America vs Japan”)
- Chez Guevara
- Killer Bunnies
So finally onto the NEW games… Two real stand outs from the weekend.
Star Trek Fleet Captains is a great, great board game. Two players, or a team play Federation and two players or a team play Klingon. The board starts randomly generated and unexplored. Each ship has variable settings for weapons, shields, scanners and engines. The miniatures are each superb in detail and quality and all of the game components are faithful to the genre with a great feel that all Trekkies (mild or fanatical) should relish. A big additional plus is the limitless randomised replay value. You basically need to explore the tiles to find out what they contain and to find each other… Our games ended up rather combat centric however there is real scope for clever use of character cards and missions (secret and open view), to achieve victory points in multiple ways. On both occasions the Federation (even with the “Loyal Fist” as one of their Captains) was victorious. StA did not (and never has) mastered “cloaking” even as a Klingon.
Fiasco is a RPG. It is a game that can set up in minutes with no prep and still provide incredible entertainment, real tears of laughter (and even a little bit of wee too). The name is a perfect one word descriptor. Except a fiasco is a good thing that you are trying to achieve! Each player creates “relationships” between themselves, agree a “location”, add some “needs” and an “object” or two… The emphasis is on snappy one to one role-play where anything goes, whether you choose to “establish” (set the scene you want to role-play and let the rest of the group decide the outcome) or “resolve” (where you choose the outcome, but have no idea what scene you will be role-playing or with who…)
We chose a US High School setting. Yes we got an almighty Fiasco. That is about all I will or even can put into print. However it was one of the best stand alone RPG sessions we have had for a long, LONG time! Look Fiasco up on YouTube (TableTop) or BGG for some great “pro” examples on video.
It’s good to see that air aces still wear scarves/don’t stray too far from the booze.
As previous text and photos evidence the weekend may have been ably facilitated by an 80 pint keg of IPA, multiple fine wines and a feast of vintage ports and rums. However two essential ingredients made it. 7 life long mates and a heap of really great games. It was a great, if not one of the best weekends we have ever spent and I thoroughly enjoyed EVERY single game.
Does that say ‘Crime: Pantyraids”? Don’t worry everyone, this photograph has been forwarded to that appropriate authorities – DS.