Necromunda!

Hey everybody!
For a good while now, I’ve been posting the odd thing here that has been excitedly talking about the latest boxed game from Games Workshop, Necromunda. Well, I thought it was probably time that I actually took some time to look into this game and check out the rules etc, as I’ve been faffing about with painting some gangers from House Orlock and, more recently, House Van Saar. So I’d like to present to you all now a bit of an insight into my experiences as I try to get to grips with the rules, and my initial thoughts prior to getting any kind of game in.

Let’s begin!

First off, let’s talk about the setting of this game. Like a lot of Games Workshop games, the setting is really very well realised. It takes place on the hive world of Necromunda, where industry has taken over and the population ekes out a living in the ash wastes of the planet. In this harsh environment, gang warfare is rife, and several factions regularly clash in the Underhive. The gangs conform to several Houses within Hive Primus on Necromunda, the most notable are: Escher (all-women), Goliath (hulking brutes), Orlock (bikers), Cawdor (masked fanatics), Van Saar (technologically superior) and Delaque (spies and assassins).

There are other factions within the Hive, notably the Enforcers (Adeptus Arbites), but also bounty hunters, hired guns, generic hive scum and the like.

The game evolved from a skirmish game originally published through White Dwarf, with the original Necromunda itself arriving in 1995. A defining trait of this original game was its multi-level terrain, linked together with walkways and ladders. The game went out of print as the years wore on, until specialist games made a reappearance in the new Games Workshop of recent years. Necromunda was almost something of a golden goose for many fans, who were just chomping at the bit waiting for its announcement. When Shadow War: Armageddon was released early in 2017, this was seen as a bit of a disappointment – not only because the boxed game had such a limited release, but because it just wasn’t Necromunda. Fortunately, an announcement over the summer put those fears to rest, and Necromunda: Underhive was released in November 2017 with House Escher vs House Goliath. While tile-based, Necromunda was back.

The game lends itself really well to campaign play, with gangers leveling up as they gain control of more territory. This aspect of the game is something I hadn’t first realised, but have come to find really fascinating. In so many ways, Necromunda feels like an actual RPG, with some exciting opportunities for telling stories through the gameplay. There’s the chance for your gang to kidnap a member of a rival gang, gain the affiliation of bounty hunters and other hired guns through reputation, etc etc. It’s all pretty marvellous, I have to say!

Of all the Houses, I think I first liked the sound of House Delaque. Spies in trench coats hold a certain appeal for me, though it soon transpired they would be the last gang released for the game, coming around Christmas 2018 I’m guessing. When the Orlocks were previewed, though, I was enamoured, and immediately bought everything I could for these chaps. Their almost 80s biker aesthetic really caught my eye as being so very different to anything I was used to seeing from GW, and I set to work trying to get some painted.

Sadly, I set to painting these incredibly detailed miniatures – which feel a lot smaller than other minis from GW, as it happens – while I was trying to get over a painting slump, and it really didn’t go well for me. I lost interest, and put them aside in favour of the Tau army I started to build. Then this happened…

House Van Saar is the sort of thing I would never have thought I’d get into so much. I’ve been buying everything that they release for Necromunda as they release it, but hadn’t seriously looked into the game until a fortnight or so ago, when I got all the Gang War books out, and started to actually read the rules for gang creation. It helped that I’d also been working on Genestealer Cults for Kill Team, and remembered that the rules for using these in Necromunda actually came out in White Dwarf earlier in the year.

Looking again at Van Saar, I was enamoured, and have set to work making my actual gang with gusto! The only thing that has so far given me pause is the fact I’m not sure where I’ll be able to play it, as I don’t think my local GW really likes the specialist games being played there. But still, I’ve got six gangers to paint up as my starting force, and I’m loving it!

This past weekend, we’ve had House Cawdor released, the religious fanatics that look vaguely medieval, but still manage to fit the grim dark vibe really well, I think!

I’m still picking up everything for the game, of course, so have picked these dudes up as well, but I’m not sure if/when I’ll get round to building and painting them. Maybe soon I’ll draw up a list? I’ve been thinking a lot about drawing up starting lists for all the gangs that I have – even the Goliaths, who I haven’t so much as looked at the sprues for since I got the game for Christmas last year. I’m not sure if I’ll be able to convince my fiancée to play, though I might make a suggestion in the near future to see how she’d feel about trying something immersive. Eldritch Horror was a surprising success with her, so who knows!

At any rate, it looks like a really amazing gaming experience, and is one that I’m hoping to explore in depth soon enough!

Shadows of Brimstone has arrived!

Well…

Following the end of the kickstarter back in November 2013, it’s been a long and boring wait for my pledges to be fulfilled. But now, they have, and I have to say: I’m really overwhelmed!

I’ve had a peculiar relationship with this game, going from overwhelming enthusiasm for it during the kickstarter campaign, to severe disappointment when the core sets were delivered. I’ve played it a couple of times, and I can’t work out if I actually enjoy it or not, so it has spent a very long time on the shelf.

However!

I believe I’ve now had everything delivered, though I’m not entirely sure about a couple of things I had added in the pledge manager, so need to try and go through it all again. Some things I’ve decided to sell off, as I have pretty much everything twice, so I’ve been separating off a few bits that are easy enough to do this with, but even so – wow!

Allure of the New
In doing all of this, I’ve been surprised at how I’m actually feeling a bit better-predisposed towards it now that all of the additional material has arrived. This is probably just the allure of the new, and I’m intrigued to see whether this means I’ll be playing with it anytime soon…

It’s a bit silly, really, to want to play with some of the new stuff so soon. I have barely scratched the surface of the core sets, so I’m hardly about to start throwing something like the Ancient One into the mix! I’ve played the game a total of 8 times, according to my stats on boardgamegeek, though the last time I played was in June 2015. I think it might be interesting to do something like build up some Targa stuff, then return to Cities of Death and introduce some of the new stuff that way. Maybe.

But that said, I really like the look of those Mission Packs…

I’ve only briefly looked at the miniatures, and they don’t look that better in terms of quality than the core set stuff, which is disappointing. But I love the fact that FFP have continued to include additional bits and pieces of cardboard to help with narrative stuff. It’s one of the things I always love about their games, and has again begun to draw me back into wanting to play with this stuff once again…

At any rate, I’m hoping to start going through this stuff soon enough, and will eventually get the long-talked-about game day blog on it! Stay tuned folks!!

Mansions of Madness

Hey everybody!
Happy Halloween! While I don’t really go in for all the spooky stuff personally, I always try to feature a thematic game here on my game day blog, and today’s offering is something I’ve been wanting to get round to for a long time – let’s enter the Mansions of Madness!

Mansions of Madness

(This blog is about 1st Edition, which is currently the only edition that I have played).

Mansions of Madness is an utterly fantastic game. I need to tell you this right at the top, because this entire post will be coloured quite significantly by my love of this game. It was released back in 2011, I picked it up a year later, and had my first game with it around Christmastime. As usual, I played with my regular gaming buddy Tony, and we played through the first scenario, The Fall of House Lynch. While we were certainly enjoying playing the game, despite taking time to actually learn the ropes as we went, once the game was over we had a sort of joint moment of awe at what we’d just experienced. Despite the fact that this game took place almost five years ago now, I can still remember, quite vividly, both of us sort of leaning back from the table when it was over, and letting out a simultaneous “whoa” at how good this game is. Immersive just doesn’t seem to cover it. The game was spectacular – it was incredible, in the very truest sense of the word!

Okay, so enough with the rhapsodizing, let’s take a look at the game.

Mansions of Madness is a one-vs-many game that has its closest parallel (for me) in Descent, where one player takes on the role of the Keeper, while the rest of the group play as the standard stock of Arkham Investigators. The Keeper is an interesting role because, unlike the Overlord of Descent, he is part antagonist but also part DM, and I feel sometimes that people might miss the subtlety of this. Sure, as the Keeper you’re trying to defeat the Investigators, but there is a responsibility to ensure that the story that the game is trying to tell is told. If you play as the Keeper and sit there brooding evilly all game, then it’s not going to be a great experience. I’ve always played this game as the Keeper, so I guess I have more to say about this part than that of the Investigators.

Mansions of Madness

Let’s start with the board. Mansions of Madness is a scenario-based game, and you get five of them in the core set. The board is modular depending on each scenario, with room tiles placed as shown in the set-up guide. It is then the Keeper’s responsibility to “seed” cards in the rooms according to his own set-up guide. Each scenario has up to six distinct parts where the Keeper can make a choice – does he pick choice A, B or C for part one? These story choices determine which Clue cards are seeded into the rooms. The rooms also include items that the Investigators can claim, but many also have traps or locks to overcome before they can be discovered. The set-up guide is crucial for ensuring the cards are placed so that they are encountered in the correct order – locks are no good on the bottom of the pile, after all!

Mansions of Madness

Once the cards are placed, the Investigators set about exploring the Mansion. They’re trying to solve a mystery that is read out by the Keeper at the start of the game, and Mansions of Madness is one of the relatively few board games where flavour text simply must be read during the course of the game! It certainly helps with the theme, and relates to what I was talking about earlier, where the Keeper is part-DM in his role. The Investigators don’t actually get to know ahead of time what they need to do to win, so it’s critical to pay attention to the story, and not just charge about trying to gather up stuff. Though, like any good RPG, it’s always good to get stuff! It’s really cool how the Investigators get to actually make real-time choices about what to do, based on the story being told, and not just some random whim.

Something that really blew me away when I first played this game was the fact that the Investigators will often come across some locked item, either a door or a suitcase, and in order to overcome this obstacle, they need to solve a real, actual puzzle. Normally in these sorts of games, a player would just roll some dice and add a modifier to determine this, but no! There are a variety of different puzzles that you have to physically solve, such as the wiring puzzle shown above. Harvey Walters can have an Intellect of 7 (more on this shortly), meaning that he has up to 7 moves in this puzzle. Moves include rotating a piece 90º, swapping adjacent pieces, or removing a piece entirely and drawing a new one. In the above example, I actually managed it in 5 moves, which is fine for Harvey, but other characters might not fare so well!

Mansions of Madness

When you set up your Investigator character at the start of the game, you take the character’s card, then choose one of two Strength cards, and one of two Intellect cards, which give you the total stats for that character in the game. It’s an interesting way of mixing things up and, while you can’t alter your stats over the course of the game like Arkham Horror, it’s still a nice way of ensuring Investigators don’t always feel the same right out of the box.

The Keeper can interact with the Investigators in a variety of ways, using a currency of threat points. Over the course of each round, the Keeper gets a number of threat counters equal to the number of players, and he can use these to pay the costs on a number of different cards, such as the Mythos cards or Action cards. These can be played to either slowly increase the madness, or to suddenly go all-out and really spring the traps of the mansion!

Several of these cards do direct damage to the Investigators, and in true Arkham Horror-style, the Investigators can be both physically and mentally crippled over the course of the game. However, it’s not all shadowy-Keeper versus the Investigators, as there are a variety of monsters lurking in the dark places of the mansion, and the Keeper can use these to attack the Investigators head-on. Unlike in other Arkham-universe games, the monsters in Mansions of Madness are actual miniatures, though they also come with cardboard chits that slide into their bases for that classic Arkham Horror feel.

Mansions of Madness

The combat system in the game is card-based, which I seem to remember was somewhat in vogue around this time, with a few big games featuring cards rather than dice to resolve attacks. Dungeonquest has a similar kind of system, off the top of my head…

Mansions of Madness

So, rather than simply rolling dice and adding modifiers for strength, you determine what class of monster you’re attacking – humanoid (blue), beast (brown) or eldritch (green) and determine what weapon, if any, you’re using to go at it. You then draw cards from the appropriate deck until you find a card you can resolve – that is, a card that describes an attack with the type of weapon you’re using. There is still a dice element involved, as the cards will often ask you to test your Strength or something, but it’s overall a very different implementation of playing a board game.

You’ll no doubt notice that the cards above are split in two – this is because the same cards are used if an Investigator attacks a monster, or a monster attacks an Investigator. In my experience, it can be quite common for these decks to cycle through at least a couple of times over the course of a game, though subsequent expansions brought out more of them to add some variety!

Mansions of Madness

In addition to all of this, there is also an Event deck going on irrespective of what both Keeper and Investigators are up to in the mansion. This Event deck consists of five cards, one of which is drawn after a set number of turns has elapsed, and its effects are resolved by the Keeper based on the story choices he made during the set-up. In the Fall of House Lynch scenario, the Objective card is revealed when the fourth event card is drawn, and this Objective then determines what happens. It’s an interesting way to keep something of a timer on the game, ensuring that you don’t end up just endlessly wandering about durdling, but in all of the games that I’ve played, I have never felt like these cards got in the way of the flow of the game.

Indeed, the whole game in general just flows very smoothly. For sure, it flows much better if you have experienced players – particularly an experienced Keeper – but despite the weight of stuff in the core set box, it does actually feel quite streamlined and, dare I say, intuitive when you start playing. Don’t get me wrong, there are a bajillion moving parts in this game, and it can be something of a nightmare to deal with, but if you just sit back and immerse yourselves in the story, you will be rewarded beyond your imagination!

I hear that Second Edition has streamlined the game somewhat, not least by relegating the role of Keeper to an app. I thought it surprising the new edition finally added actual new Investigators to the pool of Arkham Horror denizens – Agatha Crane, Carson Sinclair and Father Mateo join the ranks of Harvey Walters, Jenny Barnes and “Ashcan” Pete! I was initially dismayed to learn that the Keeper had been removed, and it strikes me that the app feels more like playing a video game than a tabletop board game. I haven’t actually purchased the new edition, but I’m nevertheless intrigued as to whether the new Investigators will make the shift into those Arkham games that I do follow!

Interestingly, there was an article published on the FFG website earlier this year that talked about Mansions of Madness – and more broadly about Arkham games in general – and their family-friendly theme. It’s not something I’d thought about before, but these games can actually feel like a horror movie when done right. Is that the sort of thing you want to play through with your kids? Mansions of Madness has a rating of “ages 14+”, while Arkham Horror is 12+, which I’m really surprised by. Though I suppose the threat in the older game is somewhat more magical, whereas games of Mansions often involve blood-crazed maniacs trying to hack off your leg with an axe, and the like. There’s something more visceral, I suppose, and it can be quite terrifying to younger children if you have a good Keeper…

At any rate, I cannot recommend this game enough, certainly at this time of year!!

Necromunda News!

Hey everybody!
I’m so excited to see the news about Necromunda from Spiel – pre-order date for the new boxed game is 11 November! I’m so looking forward to getting this game in my hot little hands!

Necromunda Underhive

It looks wonderful, anyway – GW have really been knocking it out of the park with their boxed games, and I can’t wait to see what this one is like. Should be a lot of fun, and I look forward to a whole slew of expansions and support for it with new gangs and – gasp! – maybe even the Adeptus Arbites, themselves! Let’s hope…

Adeptus Arbites

Cthulhu on the horizon!

Hey everybody!
It’s game day here at spalanz.com, and today I want to talk about some of the news from FFG about new Cthulhu-themed games coming on the horizon that I’ve only recently had the time to digest (the new Star Wars trailer dropping has primarily been responsible for my tardiness here!) So let’s kick off the Halloween season with a look at the next big box expansion for Eldritch Horror: Masks of Nyarlathotep!

Masks of Nyarlathotep

This was an expansion that was both entirely expected, and yet completely blew me away with the announcement last week. I mean, for sure we would be getting Nyarlathotep in the game soon enough – it’s a Cthulhu mythos game, what would it be without the wearer of a thousand masks? But I had entirely been expecting to see him in a small-box expansion, with some specific Mask monsters, and nothing more than that. Oh, how wrong I was!

Masks of Nyarlathotep introduces a campaign mode of play to Eldritch Horror, and currently we only have a few lines towards the end of the announcement that tell us what is involved here:

When taking on a Campaign, players will need to win multiple games, with consequences and benefits carrying over to the next game after each threat is sealed away from the world. If stopping any single Ancient One seems an impossible task, can the investigators possibly hope to succeed as these otherworldly beings attack one after another?

However, earlier in the article we learn that there are several cults springing up across the world, each seeming to worship a different entity, and it’s up to the investigators to stop them. While my first thoughts about campaign play were that we could play games using different expansions, and they would all somehow feature into this mode, I think rather it will be implemented as more self-contained within this box. I’m going to guess, then, that this expansion won’t have a new sideboard, but instead will just be choc-full of cards that allow for several different gameplay experiences, maybe even mini-Ancient Ones like the Heralds from Arkham Horror, all of which will add up to some climactic endgame against Nyarlathotep himself. Nyarlathotep will still appear as a more regular AO if you want to just play a straight game with him involved, but for the campaign mode he’s probably going to have some kind of mechanic that makes him stronger the more Mask villains we don’t defeat, or something.

We’ll see in Q1, 2018!

Omens of the Pharaoh

The next bit of news I was really happy to see was the new Elder Sign expansion, Omens of the Pharaoh!

Have you played Elder Sign: Omens? It’s a pretty good re-interpretation of the card game for Android/iOS, and features an expansion based on the sinister goings-on in Egypt. The Dark Pharaoh, Nephren-ka, has already made it into Eldritch Horror of course, and now he’s making his malevolent presence felt here, too!

I really like how the new mode for Elder Sign has allowed games to move out of the museum. Don’t get me wrong, I still love the classic game where you’re wandering the deserted exhibits at night, but Omens of Ice was an incredibly flavourful (and difficult!) game, and while I still haven’t managed to get round to Omens of the Deep, I’m sure that will also be a delight.

Whoever made the connection between having locations to explore inside a museum, and locations in a more general sense, should definitely feel a deep sense of pride at that achievement!

Adding the Egyptian horror feel to this game is definitely something to be pleased about, as it’s a classic setting for the mythos, though if we’ve already had the frozen Alaskan wilderness, the deep sea and now Egypt, I wonder whether this line of ‘Omens of’ expansions can continue for much longer? I’m guessing there will be an Amazonian jungle (or some kind of tropical theme) expansion at some point, but then what?

FFG’s Lovecraftian games are always a true delight, and I cannot wait to add both of these games to my collection when they arrive early next year!

No time for games?

Hey everybody,
It’s another game day here at spalanz.com, and today I thought I’d deviate from the norm, and ramble a little more than usual in what may turn out to be a shorter blog. It’s something that I’ve been thinking about a lot lately, at any rate, so why not!

Long-term readers of this blog, aside from being a handsome bunch, will no doubt be aware of the fact that I moved house recently. I actually bought a house, which itself is something of an achievement, of course! But it comes with a lot of attendant responsibility, naturally, and the particular house that I’ve moved to has been in need of a little work. It’s not falling apart, but it’s not how I’d like it, you know? Anyway. I guess my energy has been channeled into that, leaving me with very little time for anything else.

It may be that increased sense of responsibility, or the increased financial responsibility if nothing else, but I’m finding myself with no real time – and crucially, no real inclination – to play games. In the couple of months since I started packing up my life, I’ve managed three games of Warhammer 40k, which in itself, is an intriguing achievement, but nothing else.

new games

Part of the reason for this, I feel, is that I’m still getting the measure of the new place, and where I can do things. The dining table that I used to play on, which used to be sat in front of a window in my old flat, is now in a comparatively darker corner, and doesn’t lend itself well to long gaming sessions.

In a recent effort to combat this, however, I bought myself The Dreamlands expansion for Eldritch Horror, which has of course been out for a number of months now, but which I hadn’t yet managed to pick up. I thought, getting myself something I’d thought about for a while, for a game that I do very much enjoy, might bring me out of this gaming funk. However, after a week sat at the top of my stairs, I’ve now put it away with the other expansions for that game, largely unlooked-at. It’s a similar story with Path to Carcosa, which I’d picked up the other week in an effort to kick-start my campaign idea for the Arkham Horror LCG, but which has also remained unopened since I bought it.

I suppose this could well just be me over-reacting to a temporary situation, as I try to readjust to the new surroundings and stuff. I do have walls to paint and a kitchen to replace, and have been spending more time at DIY stores than I have been with games, but once the house is more to my liking, I’d guess I’ll be back to it. I’m having some vague ideas about trying to get my girlfriend into playing some games, so that could also be an opening.

The new Magic set, Ixalan, is releasing on Friday, and while I’ve been a bit out of things during the last few months with Amonkhet block going on, I have perked up some more at the thought of vampires and pirates and dinosaurs all running around, so if nothing else, I’m hopeful that I can get some more decks built and see some more cards played!

I’m very curious as to how long this situation is going to last, at any rate…

I’m back!

Well folks, it’s been a roller-coaster of a time, moving house with all manner of internet problems, but I’m now back!

Been taking a look around at what I’ve missed, and blimey! There’s so much good stuff! I don’t really know where to start, but I’ve just noticed this, take a look!

It’s the miniatures game I’d been hoping for back when FFG had the licence. Imperial Assault is good, don’t get me wrong, but I always enjoyed Star Wars Miniatures back in the day, and this looks like it could be similar!

Oh my god, you guys – it’s Necromunda! Obviously, I wasn’t in on this back when it was first came out in the 90s, but after all of the hype back when Shadow War Armageddon came out, I got interested in the older game. And lo! The classic is now coming back. Exciting times! The minis previewed on the Warhammer Community website don’t really look all that great, though, I have to admit – I think it’s probably more to do with the paint job, of course… I guess we’ll see!

I need to take a look at the rest of the stuff I’ve missed over the last couple of weeks… Hope you’ve all been having an excellent summer so far!