October Retrospective

Hey everybody,
October has been and gone, and it really seems to have been in the blink of an eye this time! I honestly didn’t think it would be over so quickly, but here we are, once again time for a retrospective blog! It doesn’t really feel as though I have all that much to report this month – it might just be that I’ve been asleep for a week or two in the middle of the month. I mean, not much to report + not feeling like an entire month has passed. Hm.

Arkham Horror 3rd edition

This month, I’ve been attempting to write a game blog every Tuesday, like in the old days with my Game Days. I was quite pleased to finally get my Arkham Horror 3rd edition blog written up, as I had originally played that back in January and had been meaning to write up my thoughts on it all year! I also think that I need to play that game more often – writing the blog reminded me of how good it all is, really, so I would definitely like to try it out again soon! I realise that I say this a lot about stuff, and then never get to do so, but fingers crossed that I’ll start having evenings again before too long!

Arkham Horror is still quite the juggernaut of the “serious” board game landscape, in my mind. The amount of stuff that goes on within the game is really quite something, and yet it doesn’t feel quite like it takes over, somehow. I think there’s just the right amount of depth and game to keep it nicely balanced. I think the only down side to the game is just how long it takes – between set up and actually playing the game, it isn’t exactly an easy game to make time for. But I’m kinda glad for that, because those are the sorts of board games I do find myself enjoying, on occasion. Stuff like Runebound from back in the day could take you a good couple of hours, if you wanted, and it’s nice to have a game that can absorb you like that.

Not quite the other end of the scale, but I’ve been playing a lot of the Hellboy board game as well, after talking about it in my board game ramble last month. It’s definitely a game that I needed to get to grips with, and despite only chalking up another three plays with it, I think I’ve spent enough time now with these boxes to understand what it is that I’ve got – basically, I have a lot of options for a fairly neat and straightforward game system. The massive box full of miniatures, the decks of cards that I wasn’t entirely sure about – pretty much all of that now does make sense, and while I’d hesitate to say I’m an expert, I have more of an understanding of the wider game, beyond the tutorial, so that’s definitely good! It’s also been good to play with the Conqueror Worm expansion, and see stuff beyond the frog monsters of the core set. While I haven’t had the opportunity to play it yet, I’ve also been setting up my own random case file deck, stacking it with certain enemies to get some variety involved for me! So that is something to look forward to!

It’s been really nice to get some board games played this month, as it’s something I’ve really missed. I mean, 40k is great and all, but it can be nice to “get back to my roots” as it were! True, I haven’t really been playing the full breadth of games that I used to, but it’s been good regardless! In addition to a lot of Hellboy, I’ve also managed a game with Arkham Horror LCG, playing one of the standalone scenarios. Back in March, I played the Return to Night of the Zealot campaign with Trish Scarborough and Agnes Baker, with the idea that I’d link up a couple of the standalone scenarios as well. It’s only taken me 7 months to get back to this idea, but I’ve played The Curse of the Rougarou, and it was quite an interesting one.

Curse of the Rougarou was, of course, the first “expansion” for the game, coming out not long after the core set and, if memory serves, before The Dunwich Legacy began. It’s a very early scenario, and I think it really shows its age now with some of the newer stuff that we’re used to. The scenario is in two stages, the first where we’re trying to find the voodoo priestess Lady Esprit, who has some information for us about the killings in New Orleans. Once the first act advances, the Rougarou itself is placed onto the board, and a second encounter set is shuffled into the deck, which ramps things up a little. Where I think the design falls down a little is the fact the Rougarou itself is placed on a location, and one of the objectives can be to defeat it. By knowing where it is, that kinda removes the sense of investigative dread that I think the scenario was trying to evoke. If there had been, perhaps, three cards placed face-down, and one of them was the monster but the other two were some kind of decoys, maybe that would have been a better way of doing it? For the most part, you have some low-key swamp leeches and otherwise evocative “ripples on the surface” treacheries, but the Rougarou itself doesn’t seem to want to fight you – indeed, you need to spend clues to engage, and then he runs off when he takes damage, leaving a trail of clues in his wake! During the early stages, I was tooling up my investigators to deal with the threat, and with Trish’s evade shenanigans to keep it there, whereupon I just whaled on it and possibly managed to defeat it? I’m not sure – I certainly forgot the bit about needing to spend clues to engage it, but if Trish evaded first, and used those effects to deal damage, before then fighting an exhausted enemy – does that count? Did I play it right? Not sure how the rules interact on that one, so I went with it and put it down to Trish being a super spy, she was able to find the trail of the beast, then Agnes came in with all the spectral power of Hyperborea behind her to finish it off!

Agnes, you may recall, died during the Night of the Zealot’s Return, but I’ve decided to keep her around because she’s a mystical character, and so has come back from her experience stronger than ever before (she had a Crystalline Elder Sign in her opening hand, which I think is a very thematic aspect to her story!)

It was an enjoyable game, not least because it was my first game with it for 7 months, but I can’t help thinking that the design has moved on, leaving this as something of an odd duck overall. I do like the storyline, and I do like the idea of chasing the monster through the bayou, but from this vantage looking backwards, it just feels like we’ve been spoilt so much by the other campaigns. A product of its time, maybe? Compared with the core set campaign, it’s head and shoulders above. But – assuming I played it correctly – the card pool has grown so that things are a lot more manageable nowadays. It’ll be interesting to see how Carnival in Venice plays, at any rate!

What else has been going on?

Oh yes – I think I might be starting a new army! Well, I probably will be starting a new army, but anyway. During the dim and distant past, I was very much into the Lizardmen for Warhammer Fantasy (I’ve talked about this a bajillion times, how the artwork from Warhammer Invasion got me sucked into this world, and how the rest is history…) Back in 2014, when I was making my first tentative steps in the hobby, I did actually make something of a start with them, as well, but it never got off the ground, and I moved around so many different projects that they were eventually sold off. However, I’m really feeling in the mood for building up a small force of them.

I don’t want to go crazy right off the bat – I’m thinking literally a Start Collecting box and that’s it for the time being. In terms of colour scheme, I think it might be nice to go green rather than turquoise, but I’ll see what I feel like when I have the models. It’s an exciting project, at any rate, and I think it might be good to have a new army to work on – hopefully they’ll go as great as the Ossiarch Bonereapers, and I’ll have loads of new minis painted up in next to no time! Ha!

Weirdly, though, I’ve not actually picked up a paintbrush at all during October. After deciding to make a real push with my Genestealer Cult, and after deciding to make an effort with my Tyranids, I haven’t actually done anything this month! It really seems to have flown by for me, and I think having some parenting adventures that have kept my evenings otherwise occupied, it has led to this dearth of hobby over the month. The only thing I have done is to build up the Delaque specialists box during the middle of the month – some very weird miniatures in that, let me tell you! Of all the games, I’m really hoping to get some more time for Necromunda soon – it’s been a fair few months since James and I had that initial game, and I really hope that things settle down enough for me that I’ll be able to get a rematch in before the end of the year, with or without painted specialists! I’ve not really made any effort to look at the House of Shadows book yet, other than a few cursory flick-throughs, but hopefully it won’t be too long before I’ll be playing for real, and can get to see what I’ve been missing! Fingers crossed.

It surprises me, in some respects, when I look through my logged plays on boardgamegeek, there is no Warhammer 40k at all this year. Indeed, hardly any of my logged games have been with real people! While to some extent that’s the pandemic for you, in my case it’s also the down side to having two children under two years of age! Whenever I say, “I hope to play this more” and the like, it’s really a prayer for bed time to go nice and easy, and for them both to just sleep through the night! Hopefully that’ll come to pass soon, though, and normality can resume! Fingers, as ever, are crossed!

Next month, then, I’m really hoping that I can get back into painting minis, and I’m also hoping to play either Arkham Horror again, or at least play the case file I created for Hellboy. Stay tuned!

Another Warhammer Preview!

It’s been quite an exciting preview this time around, hasn’t it? Not perhaps choc-full of surprises in some respects, but even so, it’s been really good to see what’s coming over the hill!

To start with, 40k has had the next couple of codexes shown off, Custodes and Genestealer Cults! They’re also getting a new battle box that is showing off a new character model apiece. The GSC Saboteur model is very nice, I must say – I’m not planning to get the box, but I will pick up that model when she’s released separately!

There’s just so much character there!

Age of Sigmar has had the next battletome shown off, the Maggotkin, and the next season of Warhammer Underworlds has got its next warband in the shape of a pirate ogre – including a pirate monkey with a knife!

I think it’s a really nice callback to the variety of Ogre Maneaters of the Old World. Similar to the other ogre warband that was just the one guy and a bunch of creatures, I guess that’s the template here. Interestingly, they have said this is the way forward now, kinda weird warbands that go a bit more into the corners of the mortal realms. Very intrigued as to what that could mean, I must say!

So, this wasn’t something I was expecting. I’m not an aficionado of Blood Bowl, though I have heard of Dungeon Bowl. It does kinda intrigue me how this works, playing American football in the dungeon? Not sure if I’d be intrigued enough to pick it up, though, because let’s be honest, there is rather a great deal of awesome stuff coming out right now, and my gaming budget is being hammered!!

Yes, that’s right – a new starter set for Warcry, and this one is so much more up my alley than the Catacombs set. I mean, dungeon battles are an interesting take for the game, but I think this looks much more like the sort of box that launched the game. I’m getting a lot of Temple of Doom vibes from the mining terrain – though many people have likened it to Goblin Town, too. There is some incredible looking terrain, and the warbands are a very nice inclusion – the spider guys are really quite original, and it’s lovely to have some more Darkoath warriors. A prelude to seeing the Chaos marauders getting a refresh? 🤔

It looks like it’s going to be a really good set, and I’m really looking forward to getting my hands on it!

Oh yeah, and there was this!

Now, I don’t collect these chaps, and I’ve moved away somewhat from the Heresy in terms of the game, but it’s always pretty nice to see these event-style miniatures. Very nice!

So there we are, another preview day! New Warcry is definitely exciting me the most, but I’m looking forward to getting my hands on the book for the Cultists.

Warhammer 40,000 (a history)

The point of this page is to try and help to get my head around when all of the editions of 40k came out. People online (and in real life!) often refer to the glory days of fifth edition, for example, and I have no idea what that means – was it 10 years ago? 20? Well, if you’re like me, you can wonder no longer!

Warhammer 40,000

First edition (1987)
The very first edition of Warhammer 40k bore the subtitle of Rogue Trader, and had much more of a RPG feel to things. Throughout this period, the background was being developed, including the Horus Heresy backstory and stuff about the Orks and the Chaos gods.

Second Edition (1993)
Second edition took the lore to a very dark place, really emphasizing the grim dark feel and the hopelessness of the Imperium situation. Special Characters from the setting became a big thing at this time, as well, leading to the popular moniker “Herohammer”.

Third Edition (1998)
The first major rules re-write. While first edition was pretty skirmish-based, things had been moving more towards bigger battles, and third edition introduced many xenos races such as the Necrons and Tau, as well as branching out the codex structure generally, rather than publishing army lists through White Dwarf and other supplements. The biggest thing was how streamlined the game became, with movement standardised and the system becoming based solely on D6.

Fourth Edition (2004)
This edition was backwards-compatible with many of the recently-released codexes. There were some tweaks to line of sight, but on the whole things were kept the same as previously. Two new expansions for the game were produced at this time: Cities of Death, and Apocalypse. Battle for Macragge was the starter set for this edition.

Fifth Edition (2008)
Fifth edition saw the beginning of finecast replacements for metal figures, and while previous editions had sought to streamline the rules, this time around, many rules (and models) were added back in, albeit in a new way. Rules such as Power from Pain (for Dark Eldar) and Imperial Guard Orders were brought back at this time. Also: true line of sight became a thing! Assault on Black Reach was the starter set for this edition.

Sixth Edition (2012)
Psychic Power cards are introduced! Flying vehicles also got a proper subset of rules, and several other aspects were reworked for this edition. Imperial Knights were also introduced as a playable model, and rules for greater interactivity with scenery were also added in. Dark Vengeance was the starter set for this edition.

Seventh Edition (2014)
My edition! The first one I played in, anyway. The actual Psychic Phase was introduced, and Maelstrom of War became a thing. In addition, the Lord of War slot – previously models produced specifically for Apocalypse – became playable in regular 40k.

Eighth Edition (2017)
The most radical redesign since Third Edition, with a complete overhaul of the rules – a slimmed-down version of which was released for free online. The lore was also moved along, with the galaxy torn in half by the cicatrix maledictum. And primaris marines were born! Dark Millennium was the starter set for this edition.

Warhammer 40k 8th Edition

Ninth Edition (2020)
Mainly a tweak from Eighth, with most of the rules backwards-compatible. The Psychic Awakening series that came out at the end of the previous edition made for a much more smooth transition. Indomitus was the starter set for this edition.

The Conqueror Worm

For whatever reason, back when my blog was 5 and I featured Hellboy during Birthday Week, I neglected to get to the fifth trade paperback in the series, The Conqueror Worm. Which is weird, because my goodreads profile tells me that I did read it back then! When I had first got into Hellboy, this was as far as the series went, and I had wanted to relive the early 2000s with my birthday feature, but never mind – let’s correct this oversight now, in fact let’s do so twice!

Firstly, let’s talk about the comic. Back at the start of 1939, the Nazis had attempted to commune with the elder beings floating around in space, sending up a dead body for one of these monstrosities to inhabit, but the plan failed before they could recall the rocket. Well, the rocket has been spotted in 2000 and the BPRD are dispatched to investigate! Hellboy and Roger are led to Hunte Castle in Austria by a local police officer, who later turns out to be Inger von Klempt, granddaughter of Hermann von Klempt, the Nazi scientist who led the experiment in 1939. Lobster Johnson, something of a Captain America figure from the WW2-era, and believed dead when the original Nazi plot was disrupted, reappears and teams up with Roger to destroy the castle’s power generators, while Hellboy is initially tortured by von Klempt and his cybernetic Kriegaffe (war ape).

The rocket lands and a gas comes out, transforming everybody present into frog creatures. Inger has been protected against it to some extent, but when the Conqueror Worm itself emerges from the capsule and begins to devour the transformed mutants, she asks her grandfather how he could possibly hope to control the beast. Hermann tells her, after the failure of so many projects to bring about Nazi domination, he just wants to watch the death of the world as the Conqueror Worm will awaken the Ogdru Jahad. Roger is able to kill Hermann, and Lobster Johnson then uses a lightning rod to attract a massive jolt of electricity to kill the Worm. After his experiences with the BPRD, Hellboy decides to quit, and travel to Africa.

In an epilogue, Rasputin’s ghost is taunted by Hecate, who herself is inhabiting the body of Ilsa Haupstein still contained within the iron maiden. Rasputin’s plans to release the Ogdru Jahad will forever come to nothing, as the only force capable of releasing them is Hellboy’s stone right hand. Rasputin screams in defiance, to the point where his spirit shatters; Baba Yaga collects a fragment to wear in an acorn around her neck.

The book is quite glorious, I have to say. Some of the panels have such a gothic imagery that it really speaks to the search through the lower depths of Hunte Castle, and the sense of foreboding and dread as if the gargoyles are watching Hellboy’s progress. There’s something of a 90s feel to some of the panels, as the Conqueror Worm goes about his business – a lot of the colours and shading brings to mind the Dark Empire series, for me. The story is just exactly what I think of when I think of Hellboy – crazy Nazi scientists with their doomsday plots, it’s all delightfully over the top. The epilogue though, is really quite eerie – there’s a sense of the evil puppet masters, behind the scenes going over their plots, and so on. I especially liked the addition of Baba Yaga at the end, as well.

All in all, very creepy, and exactly what I like in a Hellboy story!

Secondly, I played with the Conqueror Worm expansion for the first time not too long ago, and I was really quite impressed! For years, despite having the graphic novels, Hellboy to me was Big Red going up against the Nazis and their Project Ragna Rok, thanks to the movie portrayal. While the frog monsters make sense within the board game universe, it’s still really quite special when you get more into this side of the Hellboy universe. The expansion features five types of Nazis, plus the eponymous Worm himself, as well as new scenery and rooms, and the associated card decks, along with two new playable agents: Lobster Johnson and Roger.

I’ve played The Cold Shoulder scenario, and I found it to be really thematic for this particular storyline. I’ve talked about it before, but there are very few “big” stories within the Hellboy comics – for the most part, two parters are as long as things get. So it’s nice to see a big story like Conqueror Worm get the big expansion treatment here. The game starts out with the agents exploring the hallways of the castle until they come across a point of interest, which (spoiler alert) reveals the laboratory where the Nazis are containing the Worm itself. With this tile placed, the Confrontation begins, and in order to win you’ll need to place charges in specific rooms and blow the castle up. While the Worm only has a move characteristic of 1, that miniature is huge, and it’s really quite frightening to see it coming across the board at you! As it happens, I somehow managed to block it in a chokepoint with a piece of terrain, not sure if that was played correctly, but it did slow it down enough that I was then able to move through and place the remaining charges to rig the castle, and get out before it all went boom. Poor Lobster Johnson did actually almost give his life for the cause, though I was able to heal him enough before the final showdown so that we all made it through!

This was my first game with three agents, and I think it definitely helped, as I was able to do a lot on my turns, and the game overall felt like it went much faster for having those increased options. Of course, I’m not sure if I’d always want to do that because the game does scale up for more agents being on the board, but still, it was a lot of fun, and I thought this was perhaps the first time when I felt like the game was a real co-op experience.

The Hellboy board game is truly shaping up to be one of my favourites here, and in recent weeks I think I’ve now doubled the number of plays with it. I think it helps that we’re in that season when it’s good to hunker down with a game, and despite all of my rantings and ravings about Kickstarter games here on the blog, there is something quite exciting about opening up a massive box that is choc-full of trays and trays of miniatures. The Hellboy theme is just the icing on the cake, really!

I do have Hellboy volume 6, and I think I may have investigated one of the stories in there, but I’m soon going to be in uncharted territories with the comic book series. I’m hoping to increase the library there soon, branching out into the BPRD series as well, to see what that’s all about. As for the board game, I definitely want to see more of the BPRD Archives expansion, and start putting together my own case files, as well as trying out more from the core set. The only thing that kinda gives me pause on that is just the sheer amount of frogs… Having all of the Kickstarter goodness does make me feel like mixing things up with some of those other miniatures for some variety, you know? There are suggested rules for that, as well, so I’ll have to take a look into the wider game and see just how I can bring that about. I have clearly been spoiled…!

Lizardmen!

Lizards! Lizards everywhere!

It’s that time again, when I start thinking about another army. Does this happen to anyone else? Just me? Hm, interesting. I’ve almost started a Lizardmen army before, as they’re one of those races from the Old World that really inspires me, though I think back when I was seriously thinking about it, I had that many projects on the go that it got a bit lost in the mire.

That was back in 2014, when I was first getting into the hobby and was a little bit all over the place as regards projects! Following on from the first attempt at building this army, I made a few purchases again a couple of years later. But that never really got off the ground, either! 2016 was a busy time after all.

I’m honestly not that sure why I got rid of these things though, they do take me back to my very early days with the hobby. Back then, it was the artwork from March of the Damned that started it all for me… That huge, calculating Slann on the front of that box – even now, it’s something that I really enjoy.

I can’t really say what it is about the Lizardmen that intrigues me so much. I know very little of their lore – or that of the Seraphon, as they’re now known, but I just like the slightly meso-American vibe they have with their jungle stepped pyramids and whatnot. I do like my fantasy in settings outside of medieval Europe, though.

I didn’t really get very far with the army back in 2014 or 2016 though – just a few skinks and the finecast models at the first attempt, then a single Saurus Knight later on. It’s like it was never meant to be!

From what I’ve heard, the lore of the Seraphon is quite bonkers, something to do with beings from the stars, and you can either play them as being star-stuff or “coalesced”, which gives you access to different rules in-game? I don’t know. Bonkers stuff, but I suppose I just need to get the battletome in my hands. That said, with 3rd edition and whatnot, I’m not sure if it’s going to be worthwhile picking up the book if there could be another one out at some point. There has been a rules update in the current White Dwarf, which I had tried to read through but couldn’t make much sense from. At least it’s allowed me to make a start getting to grips with the new lore, though!

So, what about the army plans?

Well, in short, I’m not sure yet. I’m planning to pick up the Start Collecting set soon, as I think that’s a nice mix of infantry, cavalry, and a big centrepiece model. I would like to get a slann, but I’m not entirely sure about HQ units just yet. As far as colour schemes go, while my first thought is invariably ‘go with the box art’, I’m considering either reds and yellows, or bright greens. Maybe some purple thrown in there as well. That’s one of the big attractions of the army, to me, the bright colours would be a nice change after some of the grim dark 40k stuff. Should be a nice change, I think, anyway!!

At any rate, I’m thinking 2022 might be the year of the lizards – much like 2021 was (for the first few months) the year of the skeletons!

Arkham Horror LCG musings

Hey everybody,
In the spirit of musing on board games I seem to be in right now, I thought that I’d muse a little on what has very nearly become my favourite living card game in the last twelve months, Arkham Horror LCG! It hasn’t yet tipped Lord of the Rings from the top spot, only because I have such affection for the earlier game, but I’ve had such fun playing this one across three campaigns so far, it’s certainly getting there!

I haven’t played it as often as I would have liked in the last few months, unfortunately, but now that the nights are drawing in (and there’s a reasonable chance that I can get an hour or two, with the kids being more settled!) I am finding myself gaming a bit more once again, so I think it’d be good to get back into this one! I have The Forgotten Age, The Dream-Eaters, and The Innsmouth Conspiracy campaigns all still to play through, with of course The Edge of the Earth campaign coming out sometime soon – I’m getting that last for my birthday/Christmas though, so it’ll be a while before that hits the table.

I had embarked on a campaign idea for playing some of the standalone scenarios, using Trish Scarborough and Agnes Baker after playing through Return to Night of the Zealot, though Agnes’ untimely death kinda put a downer on that one! But I think I’ll try to give it a go soon, maybe bringing her back from the dead to try out the print on demand scenarios if nothing else. However, I’ve got so much stuff for this game now that I haven’t yet played, I really need to get a move on.

Arkham Horror investigators

The five Investigator decks for Arkham Horror LCG have been a bit like gold dust since they were released last year- I guess supply issues are to blame. They’re a mix of new faces and old favourites here, with some very interesting ideas incorporated within each one. Harvey Walters and Jacqueline Fine are of course staples from the Arkham stable, but Stella, Winifred and Nathaniel are all new to the mythos.

Each deck is mono-class, and comes with a full play set of two copies of each card. Several cards are core set staples, so it’s nice to see these included for those players who don’t want to buy a second set. They also have class-specific upgrades for the neutral skill cards from the core set such as Overpower and Manual Dexterity. That was an interesting idea, as these have always felt pretty much at home in some classes, though of course I’m not the only person to use them to shore up weaknesses in other classes, too.

Arkham Horror investigators

Jacqueline Fine is a very interesting deck, to me, as it seems to have one thing that it just leans into: chaos token manipulation. There are the usual spells to use willpower in place of fight, evade and investigate attributes, with the odd bits and bobs to improve the willpower to boot, and then a whole load of different things that will allow her to manipulate the chaos bag. It’s not something that I’ve really thought of a great deal, when playing Mystics in the past I think I’ve always been attracted to other ways of building them, with only a couple of these sorts of cards involved. Mystic is one of my favourite classes though, so I can totally see myself taking this one out for a spin soon!

Arkham Horror investigators

Winifred Habbamock is a Native American with a reckless attitude to the rules. The deck principally seems to be all about passing skill tests with flying colours, and the more cards committed to each test, the more you get to draw. Another interesting thing, I find, as it really seems to drill down into just one of the core principles of the class. There’s a big theme around succeeding by at least 2, which gives the deck some unity, and the usual Rogue tricks to get there. I’m not hugely experienced with the Rogue class, though some of their cards are quite fun and I do feel like it would be interesting to build up a deck around the idea of multiple cards committed to each test. 

Arkham Horror investigators

The only other deck that I’ve really looked at is Stella Clark, the postal carrier. Once per round, you can take an extra turn when you fail a skill test, and the deck is all about interacting with failure at skill tests. Stella is of course of huge import to the mythos for being the first trans character, which has been a huge thing for the game. Survivors are a complicated class to my mind, though, so it’s definitely going to take some time to get into this deck. While playing through the Carcosa cycle last year, I thought I was finally getting to understand the Survivor class a bit, but after effectively a year off, I suppose it’d be like starting again now! Building a deck around losing tests seems like such a risky strategy, though, I’m not sure I’m brave enough for that just yet!

Nathaniel’s deck, god love him, really didn’t inspire me, as it seems to be principally concerned with just combat, so I’ve already sorted those cards into my main supply. I haven’t really looked at Harvey’s deck at all, either, so again I think there’s some homework for me there as I try to make sense of what I have!

The Investigator starter decks are very impressive products though, for coming with a whole deck plan for how to upgrade it over the course of a campaign. Of course, it’s prescriptive, but it does mean you could get one of these decks and shuffle up and play, without the need for deckbuilding – something I know that a lot of people don’t really enjoy. For those of us with huge collections, they offer a nice influx of new cards with which to build different decks. Part of me wants to keep the decks built for now, and give them a try to see how they work, but then part of me thinks why constrain myself like that? I did try Winifred and Stella at the Excelsior Hotel a while back, but whether it was the luck of the draw, or maybe just the pairing, they really didn’t work well like that. I wonder if they’ve been designed to work together to some extent, as part of a 4-player game?

As I said at the top, Arkham Horror LCG has really quickly become one of my all-time favourite games, and I think a large part of that was to do with the fact I was able to play so much of it twelve months ago, working my way through three excellent campaigns. I have such affection for this universe, though, I suppose really it’s no surprise that it would be up there in the top three. Playing these Arkham games can be such an incredibly immersive experience, it’s really rewarding to have a game that has a real campaign attached to it, and that sense of not knowing what to do that I recall from the Path to Carcosa campaign really feeds into that – you feel that you’re really living this game, somehow!

My plan, then, such as it is, will be to play through a couple of those stand-alone scenarios to get myself back into the swing of things, before then getting to another campaign! I’m really drawn to the Innsmouth campaign, now that I’ve finally picked up In Too Deep, though I’m also thinking it would perhaps make some sense to go for The Forgotten Age, as I missed that one out last year. It’s not essential to play them in order, of course, but I think it might be good to do so regardless. I find it difficult to choose because I like all of these settings! Innsmouth, Mesoamerica, Antarctica, they’re all just delightful!

Genestealer Cults in the Black Library!

Hey everybody,
It feels like it’s been a long few weeks as I’ve been reading some Genestealer Cults stories – or re-reading, that should be, as I have actually read both of these before, I’ve just never talked about them on the blog! As I’m still on the Cult kick at the minute (although painting has stopped due to lack of brushes!) I thought it was appropriate to get in the mood, and all that!

Cult of the Warmason is first on the list, and shows a Cult uprising on the shrineworld of Lubentina while the besieged Sisters of Battle attempt to put them down. There is a lot of story here, as we see the battle sisters defend the Warmason’s cathedral against the cultists. The Warmason of the title, Vadok Singh, was the man who helped design the defences around the Imperial Palace on Terra during the Heresy. The Ministorum clerical staff refuse to call for aid until it is too late, and when they think that the Adeptus Astartes have arrived to answer their call, instead it is revealed that the Iron Warriors have arrived to reclaim one of the relics in the cathedral. The cathedral becomes a nexus of the fighting, as the Astra Militarum, the Sisters, the Cult and then the Iron Warriors all converge upon it. The Cultists get the relic first, and so the Iron Warriors follow them into the catacombs below the surface, followed closely by the Sister Superior while all goes to hell up above. The Iron Warriors confront the Patriarch of the Cult, and eventually recover the relic, which turns out to be one of Perturabo’s flawed creations. In keeping with their primarch’s wishes, the launch the device into the sun, and leave the planet. While the world burns, the Sister Superior escapes Lubentina with the genestealer infection…

Like I said, there is a lot of story here, and it almost needs more space to be told at times, as the narrative feels a bit like it jumps around a bit too much. I love the inertia of the ruling Ecclesiarchy and Ministorum council, and there is something wonderfully gothic and very 40k about the flashpoint being centred around a monumental cathedral. However, the story did feel a little bit like it shouldn’t have been constrained by a page count, which is something a lot of Black Library books almost have in common. Perhaps if the Iron Warriors storyline hadn’t been included, things would have had the room to breathe a bit more? I believe that plot links in to the Space Marines Battles novel Siege of Castellax, also by CL Werner, which is on my list to investigate at some point, so maybe I’ll think differently when I’ve read the background there!

However, I also think the novel suffers a little from comparisons with the next book that I read…

Cult of the Spiral Dawn is the rebranded novel from Peter Fehervari originally published as part of the Legends of the Dark Millennium series, back (I think) when the original Genestealer Cults codex came out at the end of 7th Edition. There are a lot of similar ideas to the Warmason book; Sisters of Battle and Astra Militarum fighting the Genestealer Cults uprising on a remote world, but there the similarities end. Spiral Dawn is somehow a lot more complex, and yet also a more compelling read. It starts with the genestealers besieging the abbey stronghold of the Sisters of the Thorn Eternal on the planet Redemption 219, then fast-forwards a century to the arrival on world of a group of pilgrims seeking the light of the Emperor through the Cult of the Spiral Dawn, an officially-sanctioned sect of the Imperial creed. However, when the pilgrims land, a hundred are pressganged into the Vassago Black Flags regiment of the Astra Militarum, who are on some obscure guard duty, though nobody has explained to them what they’re guarding. The tension mounts from the Imperial side, while we get some glimpses into the activities of the Cult and their kindred followers, until it all boils over with the emergence of the Primus war-leader. The colonel of the Black Flags is almost seduced by the Magus, but in so-doing he learns of the existence and location of the Spiral Father, and launches an assault with his ogryn bodyguard while the on-world Inquisition presence also launches its assault. Despite the carnage of the assault, three of the purestrains manage to escape Redemption for deep space…

Also included in here is Cast a Hungry Shadow, a short story that takes place within the narrative of the novel, dealing with the early years of the genestealer infestation and filling in some blanks around the betrayal of the Sisters. There are some interesting threads in the story, which felt a little confused towards the end, but ultimately it is the tale of the cult securing their hold on Redemption, the discovery of an untrained psyker hiding beneath one of the spires who is taken in by the genestealers to birth their Magus. There are some interesting scenes in the story, particularly involving another cult, called the Scorched Creed, which may or may not be a Chaos Cult dedicated to Khorne.  

I do think that Cult of the Spiral Dawn is one of my favourite 40k novels. I hadn’t really realised that I’d read it before – I mean, I knew that I’d read the Legends hardcover, but I didn’t remember which one that book was. It’s a really good story – some of it could perhaps do with a bit more meat for the bones, and help to further the atmosphere, but it’s still a really good story. It’s also my first exposure to Peter Fehervari’s Dark Coil … series? I’m not sure if you could call it that, but all of the 40k stories that he has written are linked in subtle ways, either with shared characters or worlds, etc. It’s an incredibly interesting way to write in a shared universe and carve out a niche without limiting yourself to staying in a random corner. The links in this book to the Fire and Ice novella, for example, give the sense of history without feeling forced, if that makes sense. It’s really good, anyway – I like it a lot! And will no doubt be investigating more of these stories in the not-too-distant future!

Hellboy Musings

It’s been more than two years since I took delivery of that big box full of evil goodness, and in that time, I’ve managed to play it a grand total of just four times. Four times! It’s shocking, even though I have moved house and had two children in that time! I honestly don’t know why I’ve not wanted to get it to the table, either, as it is a really nice dungeon crawler. It reminds me of Descent in many ways, but with a much more unique theme than the fairly generic (by comparison) fantasy realm of Terrinoth.

The box is huge though, being a Kickstarter game and all, full of miniatures that basically make up two fairly substantial expansions, plus a few smaller ones, as well as the main base game. It can be quite off-putting, and it has got me thinking about either splitting the box up, so that it’s much more clear what I’m looking for, or else making a list (who doesn’t love a list?) of everything and where it belongs. It never ceases to amaze me, when I look at this game, just what precisely is the actual base game.

I’ve played the tutorial three times now, as well as one of the “proper” case files once. The tutorial game is a bit drab by comparison to the main game, as I think a lot of other commentators have said. When I played the game last week, I did veer away from the tutorial and found it to be a bit better. You’re still going up against an incessant number of frogs though, which does get a bit boring… I think if you had the retail core set and played this tutorial, without any of the additional bits and bobs, I could well imagine a lot of people might feel this is hardly a game worth keeping.

Once you get past the tutorial game, of course, things can be pretty exciting. There is some level of customisation available through the Requisition cards, something that is almost tucked into the back of the rule book, but which does give a bit more to the game. In a two-player game, you get 8 points to spread around among the agents, from extra equipment to backup agents. The main thing, though, is getting to play with more of those wonderful minis that are weighing the box down so much!

Rasputin is of course a classic Hellboy villain, especially after his appearance in the film, and it was great to play against him in my one and only game outside of the tutorial game. But looking through the Kickstarter bits and pieces, and trying to get a sense of what it all is in there, and I’m particularly intrigued by the idea of the Unexpected Threats. This mechanic allows you to include up to three random enemies in the deck of doom – so you have the chance to come up against Ilsa Haupstein or Karl Ruprecht Kroenen, which again is rather magnificent to see! The scenarios are mainly geared towards that final Big Boss confrontation, while the comics do have a lot of small threats because so many of them are short stories.

The Kickstarter box comes full of stuff that supports the BPRD Archives expansion, a way to allow for near-infinite replayability to the game. The main Archives expansion comes with a series of generic case file cards, split into seven types, which are put together to create a custom scenario to play. So it’s a bit like a guided custom thing, if that makes sense. There are cards which determine the setup, the minions, and so on, providing random twists as we go much like the main case files. I think it’s really cool to see the expansions building on this, though, and giving yet more cards to feed into this custom generator. I’ve not really dabbled much at all with the expansion yet, mainly just looking through it all to see what’s in there. But there is something of the random nature of the Hellboy comics that comes through here, with the support to allow for games against random witches and swarms of bats.

With the additional amount of Kickstarter content, though, the possible case files become kinda ridiculous in their scope, and it really feels like an endless array of stuff that you’ve got to enjoy. I think this is an expansion that I can see being one of the go-to sets in the future, where I just fancy a bit of a random game involving all manner of weird stuff. I mean, while it seems meant to be completely random, there’s nothing to stop you from pre-selecting a couple from each deck, and then making the final selection random, to help give a bit more theme. Or perhaps pre-selecting the final confrontation, and the journey there will be a bit more random? The scope is fairly huge, really!

I’ve not made a tremendous amount of in-roads with the Box Full of Evil, either, but that thing is also choc-full of miniatures! It contains two expansions, plus additional bits and pieces from the original Kickstarter, such as the Oni and the Floating Heads. The sheer amount of options for this game is staggering, to say the least, and it’s going to take a long time to work through things! I suppose that’s part of the issue, of course, because the game has almost been designed for built-in replayability, with a myriad of monsters and such that make no two games exactly the same. It does this almost at the expense of any kind of campaign system, but then the comics don’t really tell a linear story.

But then, as I’ve said before, I kinda like the fact that this is a game that you can set up and play, without worrying about any bookkeeping. It’s nice to have the RPG feel of a campaign brought into some games, for sure – but some games are just nice to pick up and play, you know? And Hellboy is definitely one such game, designed for straightforward fun with next to no fuss. The co-op aspect is fantastic too, and the fact you can decide on the order of each agent’s actions, rather than each agent taking their whole turn at once, is a fantastic way to keep the whole group involved. I’ve read a few reviews where people recommend three agents at a minimum, and I can definitely see me trying this at my next game; two seems much more all-or-nothing, somehow. Certainly, in my last game we had our asses handed to us by the Giant Frog Monster!

That’s for sure part of the appeal of this game, however. It feels like it’s straight out of the comics, where Hellboy is routinely thrown into a brick wall by a wayward tentacle (gonna be sore in the mornin’!) but nobody is an absolute pushover if the team works together. It’s definitely one that I want to play more often, so hopefully I’ll be talking again about the game before we see the end of 2021!

Arkham Horror: Third Edition

Hey everybody,
Today’s game day blog has been a long time coming, let me tell you! Today, I’m finally getting round to talking about the third edition of Arkham Horror! I first played this game in January, and have been meaning to do a first impressions blog pretty much ever since! Having recently returned to board games to some extent, though, I thought now would be a good time to feature this game here. So, without further ado, let’s dive in!

Arkham Horror 3rd edition

The third edition of Arkham Horror came out in 2018, so I’m already late to the party. It’s had a pretty huge makeover since the second edition, as well, no longer having the traditional board that represents the city of Arkham, but rather a series of tiles that are interconnected to form the map for each scenario. This is now most definitely a scenario-driven game, as opposed to the classic “just try to survive” of the earlier version, which I suppose could be boiled down to the same game each time you play it, just with various tweaks and so forth.

Arkham Horror 3rd edition

Third edition is built to give you a new experience each time, through the use of scenarios tied to the Great Old Ones, rather than simply going up against them that we’re used to. The game was redesigned by Nikki Valens, who was also heavily involved (if not responsible for) the ongoing development of Eldritch Horror after the core set, and so there are a number of classic Arkham Files beats coming through loud and clear.

Arkham Horror 3rd edition

Each scenario has got its own win condition, and you don’t always know what you need to do to win. This was a little bit disconcerting to me at first, because I had a bit of AP as I tried to decide what to do with my actions. But then I just embraced it all and it’s actually an incredibly effective and thematic way to go about this type of game! The game uses this idea of the “codex”, a collection of cards placed next to the scenario sheet, which represents the changing objectives throughout the game. So you’re not simply trying to gather clues to throw at the monster, or whatever, and there are both success and failure paths to follow as the story unfolds. It takes some getting used to, but it’s actually really nice and very flavourful when you get into it.

The game is played across 4 Phases. To start with, there’s the action phase, where the investigators get to do their thing. The monster phase comes next, with monsters moving and attacking the investigators. The AI for monsters is somehow slicker than 2nd edition, which was itself quite nicely done. Here, they either move to a specific investigator, or to a specific location, or they just cause chaos by adding doom. Monsters are represented with cards in this edition though, which is a little more tricky to manage on the board than the tokens of 2nd edition or other Arkham games.

Arkham Horror 3rd edition

The encounter phase is next, and this is similar to other iterations where you draw a card and have a short adventure, usually involving a skill test of some sort. Some encounters have been seeded into the deck by the scenario, and will allow you to further the investigation with clues. The last phase is the mythos phase, where players draw a token from the mythos cup, and resolve its effect. These can spawn clues to spawn monsters, resolve the reckoning effects of cards in play, or resolving a headline – a new type of card that kind of acts a little like mythos cards of old. The tokens are interesting because there are also blank ones, which add an element of surprise, but you also don’t throw them back into the bag after drawing them until all have been drawn, so you can get an idea for how good or bad a mythos phase is going to be, based on what has already come out.

At its core, third edition is very much a blend of second edition and Eldritch Horror, with some new or streamlined elements that make it feel very much like a new game. While I’ve been happy to play and replay second edition many times, I think third edition has an increased replayability simply from the scenario aspect. The Codex is a very interesting idea as well, as it contains a bunch of numbered cards that are added in as determined by how the game is going, but are used in varying ways across the scenarios, allowing for some interesting gameplay as time goes on.

Arkham Horror 3rd edition

Gates don’t really exist in this edition – instead we have Anomalies, which don’t appear in every scenario, but are functionally the same as Gates of old. You can enter an Anomaly and have an encounter, which might help to seal it, or you can attempt to Ward Doom to prevent one opening in the first place. An interesting addition is the Remnant token, which some monsters leave behind when you defeat them, or from removing multiple Doom tokens with a Ward Doom action. They can later be spent for profit or to help with casting spells, which I find super thematic!

Third edition is a very different, very interesting game that I think definitely needs a lot more exploration to see what it has to offer. I find it a very interesting amalgamation, between Eldritch Horror and Arkham Horror second edition. There are also elements from the card game present, in terms of how the game is strongly tied towards the scenario, and being a big fan of that game it is very nice to see.

I do like second edition, and the opportunity that it has for telling your own stories. I do love Eldritch Horror, and the global scale of adventure and exploration that it gives us. I also love the card game, as has been well-chronicled here on this blog over the last twelve months! This third edition doesn’t have anything that I could say really detracts from it, in my view. It’s a solid addition to the game line, pulling elements from across several other games to make something very thematic from the previous version.

So far, we’ve had two small box expansions, and one big-box, coming at a rate of one per year. So we’re seeing a fairly steady stream, but nothing that seems to be difficult to keep up with. In a new move for me, I’ve not bought into any of these yet, although I have been eyeing up the most recent one, Secrets of the Order, as I love anything to do with the Order of the Silver Twilight! It will be interesting to see how these expansions integrate into the base game, in the fullness of time of course! For now, I definitely need to try and play the core set some more, even if I just play each of the four scenarios once!