Star Wars Galaxy Guides (part two)

Hey everybody,
Almost a year to the day after taking a look at the first six Galaxy Guides for the original Star Wars RPG from West End Games, I’m back to take a look at books 7 to 12, as I get all warm and nostalgic for Star Wars in the olden days!

Galaxy Guide 7 is all about Mos Eisley, and brings together a variety of bits and pieces from the guide covering episode IV, plus Tatooine Manhunt, then builds upon it. We have profiles for all the personnel we could ever hope to encounter, from the Imperial Governor right on down to a lowly Squib droid dealer named Mace Windu. Yep, back before the prequels this was just another name running around in the background of the lore. Funny, huh?

The eighth book is all about Scouts, and is somewhat renowned for being the first of the WEG books to take things firmly into the New Republic era. It has a lot that deals with expanding the frontier, with stuff like planet generators that allow GMs to go crazy with creating their own area of SW lore. Book 9, Fragments from the Rim, is such a curious beast, I don’t know where to begin! It’s almost like a compilation of odds and ends that we’re trimmed out from other books – chapters cover everything from Rebel SpecOps to leisure activities and music in the GFFA, and take in both the Empire and swoop gangs, big business and the criminal underworld along the way. It’s so bizarre, I just love it! I feel like this one, more than anything, is truly indicative of how much of a sandbox the WEG system could be for the RPG. Truly amazing.

Guide 10 is all about Bounty Hunters, and would have been the essential book for players who want to use a bounty hunter character in the game. We get some background on what hunting is all about, specifically how it is regulated in the Empire, and run through character creation and profiles of notable hunters, including of course all six hunters who answered Vader’s call in Empire. The book is a fascinating exploration of bounty hunting, giving loads of in-depth information on everything from weapons and other tools, to the various Guilds and such. It concludes with an adventure specifically designed for three bounty hunter characters. All in all, it does exactly as you’d expect, and I imagine you’d find this book indispensable if that was the career path for your character.

The eleventh book is devoted to Criminal Organisations, and we have a good look into the black market, the galactic fringe, and the Hutts. Again, it’s a great source book, though mainly I guess this one is for the GM, as it involves a lot of the sort of background material that I would appreciate having to hand, to make my campaigns more interesting. The twelfth and final Galaxy Guide is another compendium of alien races, with stats for all manner of stuff, mainly the Jabba’s Palace chaps that we’ve not seen before, but also several created for the RPG.

All in all, these Guides are tremendous for the amount of content that they pack in. The quality of this stuff is really top-notch, as well, going to the nth degree with what may be required for the game. Getting the storied history of so many criminal organisations and such is really great, even if I think you’d be really hard-pressed to use it all, even in multiple campaigns!

I think the type of stuff we get in these books speaks volumes as to what Star Wars was back in the 1990s. So much of this, and the other WEG books, covered material out on the galactic rim, without really venturing much into the conflict in the Core worlds. We have criminals out on the fringe, and rebels really acting on the sidelines. Which is really what the original trilogy was about, when you think about it. Cloud City was about as sophisticated as those movies got. Subsequent game systems blew the galaxy wide open, and with the help of the prequels, Star Wars became something a bit more refined. But it’s always so much fun to go back to these game books, and relive what Star Wars used to be.

Hope you’ve all enjoyed this jaunt down memory lane with me! There will be more WEG blogs in the future, because I have them all, so don’t think I’m done with these sorts of reminiscences!

Return to Night of the Zealot

Hey everybody,
Today is game day, and it’s time to return to the one that started it all – it’s time to Return to Night of the Zealot. Published back in 2018, the box is a bit like the principle of the Nightmare decks for Lord of the Rings LCG, adding more depth and complexity to the game rather than simply making things more difficult. As well as the new cards to swap into the existing encounters, we get new player cards – upgrades to several of the staples from the core set, which is very nice.

Return to Night of the Zealot

The main story though is all about the changes to the scenarios that this box brings. The core set scenarios are, almost by definition, fairly basic, as they are designed to take us through the learning process for the game. We don’t get anything like as complicated as some of those in Path to Carcosa or The Circle Undone, because the Night of the Zealot campaign is designed to teach us how the game works. Return to Night of the Zealot therefore has the great opportunity to actually make something out of the box.

Return to Night of the Zealot

Return to The Gathering is probably the most-changed in this regard. This is the tutorial scenario, of course, and it is probably the most-played scenario out there, seeing as how it’s the starting point for us all! Things are subtly different, however, as we start off on a different path out of the study and find ourselves in a whole different house, it seems! There’s a definite change to the way the game plays, this time around – it feels different enough that I have to say it really stands out for me as a cracking way to implement this type of expansion.

Return to Night of the Zealot

The familiar story beats are all there, of course – the Ghoul Priest, the rats, all the rest of it. The only changes here for me are that I didn’t seem to end up getting the assistance of Lita Chandler, and for what I think was the first time in the many games with this scenario, I decided not to burn the house down!

Return to Night of the Zealot

Return to The Midnight Masks has much more subtle differences, with some alternate locations as well as alternative cultists for us to interrogate. There is also a whole different cultist deck to shuffle into the encounter deck. These new cultists are part of the Devourer’s Cult, which not only have doom added to them when they enter play, but can also steal clues to slow us down. Again, it’s not so much about making things difficult, but rather adding a new depth to the scenario.

Return to Night of the Zealot

Something that I particularly like about the expansion is the addition of achievements to tick off, as we attempt to play the scenarios and accomplish set goals. It’s a very simplistic way to add replayability to the game, for sure, but even so, it’s interesting as we attempt to explore the entire city of Arkham in this one, or interrogate all six cultists. Not entirely sure how that last could possibly happen, without some serious attempts to remove doom and stop the implacable advance, but anyway!

Return to Night of the Zealot

The Devourer Below is probably the closest to a “regular” scenario of the three from the core set, and the Return to The Devourer Below is perhaps the least-changed of the trio. We have a card that increases the health of Umôrdhoth (just what it needed!) and we have some different Ghouls, but that’s really where the additions end. It still plays quite difficult, and I am still left gobsmacked by how many close calls I end up with during it! Having just managed to collect enough clues to advance the final Act, doom picks up and the Agenda advances to 3b, where the Great Old One wakes up and we need to kill it. With no Lita Chandler to throw into the gaping maw of the beast, I was left to actually fight the thing, which was hardly easy! Agnes ended up dying, and with the last shreds of her sanity fraying, Trish used a Backstab to do the final points of damage.

Return to Night of the Zealot

What a victory!

This is a great design for an expansion, and one that I really enjoyed finally getting to play with after having had it all these years! For almost three years, I’ve had this thing principally for the fact that it’s a storage box, with some nice player cards that are useful across the board of course.

The biggest thing is naturally the new scenario cards that change things up. A couple of encounter sets are completely swapped out, otherwise each scenario has just a few tweaks with maybe two encounter cards added into the deck. And yet, these scenarios play out much more interestingly, for the most part.

I think a lot of people are down on this expansion in particular because the price point is the same as each subsequent Return To box, and yet the content is much lighter because there are only three scenarios involved, and not a full eight. If nothing else, the additional space in this box is useful for storing the tokens and some standalone scenarios. I definitely am a fan, at any rate!

The Circle Undone – looking for doom!

Hey everybody,
I’ve faced the doom of the world, and to some extent, I’ve survived! Let’s take a look into the final scenarios of The Circle Undone campaign.

Now, last time I sided with the Lodge, and I “won” when Carl Sandford managed to bind the spirit of Keziah Mason into his little black book. Oh dear! The campaign was over for me, and the Silver Twilight would begin their true work. Oh dear, oh dear! So I shuffled up and replayed the scenario and decided to side with the witches, whereupon the revenant spirit of Keziah Mason possessed Anette Mason, and turned her evil. Oh dear! At any rate, Valentino is alive, but the remaining three characters from the prologue are now dead – this campaign is going really well, wouldn’t you say?!

 

So I am now In the Clutches of Chaos. Scenario seven brings us back full circle (there’s a pun there, somewhere) to the fortune-teller Anna Kaslow, and the streets of Arkham. The clouds above are not natural. Phantasmal shapes shift and churn within the mist above. The scenario is really pregnant with foreboding, and then it begins. The set-up here is so familiar to me as a fan of Arkham Horror the board game, as we have many of the locations from the original board – but it gets better! The unique thing with this scenario is the breaches and incursions special rule – breaches (represented by resource tokens) are opening across the city, and if a fourth token would ever be placed on a location, instead an incursion takes place, and a doom token is placed on it instead.

Doom isn’t added to the agenda as normal, but instead we have (investigators) +1 breach tokens placed in random locations. In addition, almost all locations have no clue tokens added to them when they’re revealed – instead, by clearing breaches we have the opportunity to add clues to a random location. It’s all very random, and it feels incredibly like the board game, where we’re trying to close gates before we reach the gate limit. It was really nice!

 

The scenario concludes when the possessed Anette Mason is defeated – which I managed to do quite cinematically, with Joe Diamond softening her up before Diana Stanley finished her off with the Twilight dagger. Wonderful! In the fourth Interlude of the cycle, we come to realise that everything we’ve been doing has almost been a distraction from the massive breach that has been in the sky this entire time, engulfing the stars. Oh dear, oh dear!

At this point, we’re pretty much resigned to our fate, and when a group of nightgaunts come down from the sky, we mount up and fly into the void, in a desperate gambit to try and push back the chaos!

 

Before the Black Throne is almost a spoiler in itself, isn’t it – clearly we’re going to go up against Azathoth in some description. In every other Lovecraft game we’ve got, Azathoth is always the end – it wakes up and destroys the world. How would that be implemented in the card game?

As is now the pattern for this game, the cycle ends with a trip into an Other World – this time, we’re into the Cosmos, the Void. The implementation is quite nice, though, using the top cards from the investigator decks to provide “empty space” that we have to cross, replacing them with Cosmos cards where possible. It’s not a straightforward trip from A to B, however, and we don’t have a map – we need to try to find the way, which isn’t as straightforward as all that. These Cosmos cards can only be placed in specific locations relative to where we currently are – it sounds very regimented, but it’s actually a really great way to implement that flailing in the unknown.

 

Of course, there are anchor points in the void, and we’re trying to get from one to another at each turn of the Act deck. It’s also really nice how all of the investigators need to make it to the same point before the Act can advance, or else they will be killed.

Azathoth is present right from the beginning, and cannot be influenced by player cards in any way. We cannot fight him, but we can be attacked, by it, and many treachery cards can cause that. It looms over the whole scenario, and it feels almost insurmountable right from the start as a result.

Something that I found really interesting about the finale here is that it isn’t over when the Agenda runs out. I was all for making a suicidal attempt, and both of my investigators were only 1 or 2 points of damage away from death anyway, but no! Things carry on, and any doom that would be placed on the Agenda is instead placed on Azathoth (who has been collecting doom throughout, I hasten to add!)

To finally advance to victory, we need to find the Black Throne, and remove all of the clue tokens on there. Its shroud value is potentially huge, as it is linked to how much doom Azathoth has collected, but in no small part thanks to the Seeker shenanigans of Joe Diamond, I was able to actually clear all of the clues and – with a lot of luck – win!

I mean, I call it victory – Joe is now insane, and has joined the immortal Pipers of Azathoth forever. But, for now, Azathoth slumbers…

 


What an absolutely fantastic cycle The Circle Undone is!

From the almost inauspicious beginnings when we’re at the Meiger Estate and we’re not sure what’s going on, through the strange investigations into both the witch coven of Anette Mason and the Silver Twilight Lodge themselves, this cycle has got so many twists and turns, it feels like an absolute labyrinth. The designers stated that they crafted a tale that pitted the all-male Lodge against the all-female coven, resulting along the way with the theme of good vs evil (though which side is which is, of course, a matter of perspective). Given the nature of this conflict, the choice of Azathoth being the Ancient One at the end was almost inevitable, as that particular god has no motive beyond wholesale destruction.

It all works together really quite well, but that is not to say that the cycle is without its flaws. I’ve said previously that the storyline feels very much like it is pulling us along, and regardless of what happens during each game, there is a sense, at times, that there is stuff in-between games that will place us on the right track, regardless. This wasn’t quite so obvious in either Dunwich or, particularly, Carcosa, and it did distract me at times, I can’t deny.

But that’s not to say that The Circle Undone is a bad campaign. Quite the opposite, in fact. The atmosphere of gothic horror is palpable, and the theme really drips off in great clots. I love that this cycle explores the witchcraft side of Lovecraft’s writings, albeit tying in with the cosmic horror represented by the blind idiot god at the end. There can sometimes be a weird feeling when you manage to shoot a Great Old One, but here we have no chance to actually fight Azathoth, and that’s something I really love! Instead, we’ve just got to try and survive so that the story can end a different way.

I also adored the way we get to explore Arkham as a town here. Sure, we’ve had glimpses in the earlier cycles, when we’ve been at the Historical Society or the Miskatonic Museum, but this cycle really strives to bring us back to the town as a place that, if we’ve played the board game, we’ll be intimately familiar with. We get to run around the different locations much like we do in the board game, and it feels absolutely delightful! I really haven’t had so much joy from the game as when I’m getting to play with stuff like this, so I heartily commend the designers for that.

Overall, it’s not without its flaws, but I think the final impression of The Circle Undone as a campaign is that it is one of the best out there. I am definitely playing this one again at some point, and I imagine the games will feel quite different in choosing different paths from the start.

The Circle Undone – looking for cultists

Hey everybody,

There’s no stopping me now, as I plunge ahead with my Circle Undone campaign! I’ve said this so often during my blogs so far, but I’ve really enjoyed myself with this cycle. The witch/cultist theme is utterly incredible, and I think being set firmly in Arkham has been a real boost, too. Don’t get me wrong, I have enjoyed my jaunts into Dunwich and across the Atlantic, but here we’ve got almost the sense of exploring the old board game, and I love it!!

As always with these blogs, spoilers for the scenario will follow!

For the Greater Good sees us rummaging around the Silver Twilight Lodge in search of answers to what is going on. As enemies of the Lodge, my investigators were creeping around trying to avoid alerting anyone to their presence, and it does somehow feel like that’s exactly what we’re doing when playing this one! I’m sure I was trying to breathe quietly, just in case!

As we’ve seen in a number of scenarios now, this one has something of an unfolding map as we investigate further into the Lodge, moving through rooms in our search for clues. It’s not just clues that we’re after though – this scenario uses chaos tokens to represent “keys”, which we’re trying to locate for an unspecified purpose. I assumed it would be something to open the door to the Inner Sanctum but, while some locations are indeed barred to you unless you have a specific key, their purpose is instead linked to a puzzle box that is in the possession of Nathan Wick, a senior member of the Lodge.

The objective here is to get the box and the keys, but the way that the scenario unfolds, all of this feels like it happens quite beautifully and natural. An interesting point to this, the box had no other function in this scenario other than being the McGuffin, which I thought was an interesting point!

The encounter cards are quite an interesting mix, with a few that hate on the investigators for collecting keys (poor Joe was almost driven insane by being the one collecting all four), but otherwise it wasn’t what I’d call a particularly difficult scenario to handle. That said, I’d finally taken the time prior to playing to tune up my decks with some of the 15 experience points I’d earned so far, so maybe that helped!

Things are getting real in the fourth pack, Union and Disillusion, as we follow the Lodge to the Unvisited Isle in an attempt to either help or hinder the ritual. From the start, the atmosphere is laden with dread, as the set-up tells us to decide if we’re with or against the Order. Sheesh!

The Unvisited Isle is yet another classic location of course – and as with each time such a location turns up, we get to really run around and explore things, learning more about the place than we ever did from the board game!

So we’re running around the island, either lighting braziers (if we’re with the Order) or extinguishing them (if we’re with the witches), and there are several callbacks along the way to earlier scenarios, such as being forced to split up at one point. The scenario pack encounter set even includes several cards from the whippoorwill encounter set, calling back Dunwich! The brazier mechanic is quite interesting, involving a combined skill test, for instance you might need to test strength and agility (10) to complete it. Compound skill tests are fairly exciting, if I’m honest, and I’m surprised it has taken this long for the designers to implement them!

Everything kicks off when the Spectral Watcher shows up and starts to make his menacing way towards us. A new location, the Geist Trap, is put into play, and the objective is to defeat the Watcher while there – are you getting Ghostbusters vibes? Good. In a lucky twist, I’d managed to get myself fairly tooled-up so that everything was in place: a brazier must be lit, at a combined skill check of 20, so I’d drawn enough cards that I could comfortably over-commit and make sure the only thing I needed to do was to defeat the blighter!

The ending is a bit weird on this one, if I’m perfectly honest. Having decided to throw in my lot with the Order, I made some story choices along the way that have led to me seemingly dooming the world! The final resolution reads: The true work of the Silver Twilight Lodge has now begun. The Silver Twilight Lodge wins the campaign.

What?! There are still two packs left in the cycle! Well, it seems that I may have miscalculated…

I’m probably going to re-play this one and try siding with the witches to see how that works out for me.

The Circle Undone

Hey everybody,
It’s game day here at spalanz.com, and I’m back to the mythos today as I’m talking about the cycle that I’m currently playing for Arkham Horror LCG!

Arkham Horror LCG The Circle Undone

So I’ve skipped over an entire cycle here, forgetting about The Forgotten Age for now and going straight to The Circle Undone! I’ve wanted to try out Diana Stanley as an investigator for some time, so even though it doesn’t feel like all that long since I played a Mystic, I wanted to see what the whole thing was about with cancelling effects and so on. Other than that, I had no real clue as to what I was letting myself in for, but to date, this has by far been one of the most enjoyable gaming experiences out there!

The deluxe expansion is where we’re at today, and things are a bit crazy off the bat. There is a prologue before we get to the main two scenarios of the game, Disappearance at the Twilight Estate. We’re at a party, and strange things are going on. There are four “prologue investigators” included in the box, who each have a hand (not a deck) constructed from the available pool of investigator cards. The object of this prologue is simply to survive – indeed, the booklet does actually start off by telling us “there is no positive resolution for this scenario”, ending with “good luck – you’ll need it”!

The prologue, I believe, has a bearing on what happens further down the line in the cycle, though I’ve read a lot of people don’t like this prologue scenario, because it forces you into playing “investigators” and so on that you don’t necessarily want to. It’s fine with me though, as it adds another layer of the narrative to things – although I wasn’t best pleased when I discovered that I needed to use cards that had already been earmarked for my investigator decks!

I played as Jerome Davids and Valentino Rivas in the prologue, and it ended up with them both being pulled into the spectral realm. Creepy mist is hanging about – it’s all beautiful!

The Circle Undone

The first scenario proper is The Witching Hour, and begins with the investigators having their fortunes told on the breezy streets of Arkham. The tarot reading is a big part of this expansion, as Tarot cards are a new slot in the game that add a variety of effects, which can be quite interesting – though again, a few people I’ve seen discussing this expansion online seem to object to the addition! Anyway, the first scenario is all about witches, as a bolt of lightning streaks across the sky and we are transplanted into Arkham woods. This is an interesting scenario in that the investigators are at first separated, and can only investigate their own location – set-up instructs you to pass the locations around the table and place them in front of you, which does nothing for me playing solo, but I imagine for a 4-player game it would be quite atmospheric!

The object of this scenario is a bit like ‘defeat the big baddie’, but once again we have that pervasive sense of how futile victory can be.

The Circle Undone

The second scenario, At Death’s Doorstep, sees us returning to the Meiger estate, investigating some disappearances that have been occurring in the French Hill area of Arkham. I played this one a little while after the prologue, which is just as well I think, because it does feel very similar at first. Depending on who got pulled into the mist in the prologue, clues are placed at certain locations and those locations can flip over onto their spectral side as before. It’s all very weird, with the mist coming into the house, but we learn that the Silver Twilight has attempted to recreate the events of the earlier scenario in order to investigate what exactly happened. Creepy stuff!

This scenario is slightly weird also, because it includes an Interlude in the middle of the game. Following the conclusion of the scenario, there is a further Interlude, which serves to put the story firmly on its trajectory for the subsequent cycle. More so than Dunwich or Carcosa, I felt very much like this one was trying too hard to straightjacket us into the right way, if that makes sense. It’s not getting in the way of things, I don’t think, but it is noticeably there, and as such does seem to impact a little on the flow of things. The second Interlude feels a little bit overly mechanical like this, in that it is a single story chopped up into 9 pieces, and we skip over any of those that didn’t have an impact, which feels ever so slightly odd. I don’t know, it sounds like I’m purposefully trying to be difficult about this box, and I’m really not! It’s probably one of my favourites for the theme so far, as I’ve said! New England witchcraft, what’s not to like?!

So I’m at the end of the box, now, and have managed to gather 7VPs for my investigators from the scenarios, along with becoming an enemy of the Lodge – something I’m not entirely sure how it happened, but there we go! I have accepted my fate, escaped the spectral realm, and I’m on Valentino’s trail. In addition, the booklet has been instructing me to note down “mementos discovered” – I have no idea why, but I feel it might be interesting later on. For now, then, I’ve recovered a mesmerizing flute, and some ritual components. Hm.

It really has been fun, despite my small grievances I’ve mentioned – I think it’s one of those that appeals to me because I enjoy the regular-cultist trope over fantastical monsters, and it is really intriguing to think how these two elements – witches, and the Silver Twilight – might come together. It’s making me want to get back into reading some of the more spooky Lovecraft stories – Dreams in the Witch House and so on! It’s a really nice pace for the game, and I think the fact I didn’t enjoy the second scenario as much is probably more to do with wanting to have more witchcraft-y scenarios like the first one!

So there we have it – I’m firmly on the path now, though have been finding it difficult to get games in since Christmas has been and gone. Definitely been in more of a hobby mood of late, as shown with the army update blogs, but hopefully I’ll be able to get some more card games in soon. I still have a lot of Lord of the Rings to catch up on, as well!

The Lost Realm

Hey everybody,

I’m not sure if I’m actually going to reinstate the whole Tuesday-game-day thing in 2021, but hopefully I can write more about my games here as the year goes on! We’re now in Lockdown #3 here in the UK, where staying home is pretty much the new way of life for us, so what’s better than playing loads of games, right?! Today, I thought I’d have a bit of a ramble about my latest endeavour, playing through more of the Lord of the Rings scenarios that I’ve never explored. Given that the game ended last year (well, went on hiatus), I’m probably a bit late to this party! But it’s among my all-time favourite games, and I want to devote more time to it.

Lord of the Rings LCG

If you’ve been reading my blog for a while, you might have noticed a slip here – I’ve long thought of Lord of the Rings LCG as “my favourite game”, even when it was curb-stomping me, and even when I wasn’t playing it regularly. Now, however, I’m much more into Arkham Horror LCG as being a better overall game experience, though I come back to Middle Earth for the nostalgia trip!

Anyway.

Over Christmas, I decided to make the effort to play at least one full cycle from one of the five or six later ones that I’d never taken the time to explore, and settled eventually on the Angmar Awakened cycle. This one begins with The Lost Realm deluxe expansion, which brings the game into the north of Middle Earth, and explores the area to the north of the Shire, in the Lost Realm of Arnor. Hence the name!

There is a very strong Dúnedain theme developed across the player cards of the cycle, where the main focus is around engaging enemies. It was recently pointed out to me that this theme was telegraphed from way back in the core set with Son of Arnor, which I find pretty neat.

As the cycle moved on, and certainly as further cards came out in subsequent cycles, we’ve seen the Dúnedain theme become quite strong, rewarding players for engaging multiple enemies (although, I have to say, there are few defensive cards associated with the trait than I’d like!) It’s almost a high risk strategy, which sort of brings me to the next new thing in this cycle, Valour. A lot of cards have two effects, labelled Action and Valour Action. The Valour Action can only be triggered if your threat is above 40, but usually gives a much bigger effect – such cards have effects like ‘ready a character you control’ for the normal Action, and ‘ready all characters’ for the Valour Action.

But let’s talk about the quests in this box!

There are three, of course, and they’re all pretty middling difficulty, if I’m honest. I think this is due to the new Side Quest mechanic introduced in this cycle – cards that are shuffled into either your player deck, if it’s a player side quest, or into the encounter deck, and which act as an alternative to the main quest going on. Obviously, they depend upon being drawn to have an effect (although the second scenario, The Weather Hills, does instruct you to set one up in stage 2B), and having one (or more!) in play can make things extremely difficult!

Side quests are almost like extra active locations, in a sense – progress is placed there instead of the ‘main’ quest, and completing the quest does not advance the quest deck. Player quests can have some powerful effects, whereas encounter side quests can bolster enemies in play, so need to be removed!

The first scenario is Intruders in Chetwood, and serves to set the story up. The heroes are helping the Dúnedan Rangers in clearing out some Orcs that are marauding through Bree. In many ways, it’s similar to scenarios of the past – we have the objective-ally Iârion whom we need to keep alive, in a scenario full of enemies and nasty effects, some of which can trap him.

The Weather Hills is a bit more brutal, as we pursue the Orcs into, well, the Weather Hills. However, it seems that there is foul sorcery afoot! There is an objective card in play that collects tokens when enemies are defeated and, when flipped over, acts as something of a timer for the quest.

We pursue the Orcs into the old border fort of Amon Forn, where we discover the remnants of some depraved ritual having been carried out. Rescuing at least some of the prisoners from Bree, we take them to Fornost and have a chat with Aragorn, no less! But then – the sun goes down, and all hell breaks loose when Thaurdir, the spokesman for the prisoners, turns out to have been an undead wight!!

Deadman’s Dike tasks us with defeating the undead hordes roused by Thaurdir, though it is very much a ‘just survive’ type of quest. Thaurdir cannot be defeated, but if he doesn’t have damage on him equal to his hit points when the final progress token is placed on the quest, we haven’t yet won!

The story ends as Thaurdir escapes with Iârion captive, and we swear to his younger brother Amarthiúl that we will help to rescue him.

It was a bit odd for me to be playing a deck that included Amarthiúl from the start, although his hero card wasn’t released until the penultimate pack in the cycle! I’ve been playing two-handed solo, which is a completely new experience for me, and was actually a whole lot of fun – not least because I was finally able to experience both the Ranged and Sentinel keywords, so that was good! Whether it was helped by the fact I’ve been playing Arkham Horror in this manner for a while now, I found this way of playing really quite straightforward, and didn’t really get that confused by everything that was going on. The one concession I made, though, was to not pass the first player token.

The scenarios were really good, I have to say. I played the first one years ago, but don’t remember doing too well. However, aside from a miserable failure with the first Harad quest back in 2018, this box marks the first time in a long time that I have played “new” quests in this game! So that was pretty exciting to realise! There is a lot of theme in the scenarios, I think, and they don’t seem entirely impossible when playing with two decks, so that is nice! I was playing Standard mode, and still managed to make it through each one, at any rate – though I have read online that this was the first cycle that really tried to address the issue of scaling the game for 1-4 players, rather than assuming an optimum two.

At any rate, this was definitely an enjoyable experience for me, and I think it’s gone a long way to rekindling my love for the game, after the sound thrashing of the Ring-Maker cycle before it putting me off for years! As far as the Angmar Awakened cycle itself goes, I was a play-tester for that, so have played each one back in the day – albeit with cut-out bits of paper with text and no art! Not that I remember a great deal about it (it was 5 or 6 years ago, now), but I’m looking forward to going through the cycle in pursuit of Iârion, so stay tuned for more updates!

Horror in your Dreams!

Hey everyone,
It’s game day here at spalanz.com, and for today’s festive offering, I’m attempting to revive my custom of playing Eldritch Horror! There are still a couple of expansions that haven’t yet made it onto the blog, so today I’m going to investigate The Dreamlands, a big box expansion that first came out back in 2017.

Eldritch Horror: The Dreamlands

As with both of the previous big box expansions, Mountains of Madness and Under the Pyramids, The Dreamlands comes with a new side board for the main game, featuring locations from HP Lovecraft’s Dream-Cycle stories such as Ulthar and Dylath-Leen. Travel between these boards is, however, much easier than previously seen, as an investigator can either spend 1 clue or test Will -1 while performing a Rest action, and immediately move to the Enchanted Wood location. During set-up, three gates are drawn from the gate stack, ensuring each is for a location not on the Dreamlands board – these locations then receive Dream Portals which also link the boards together. It’s all quite thematic, and depending on where the locations of the Dream Portals are, can make things fairly straightforward to travel back and forth.

Eldritch Horror: The Dreamlands

The expansion is very much in the vein of more of the same, as we follow the now-established formula for these things, with two new Ancient Ones, about eight new investigators all from the Arkham Files universe, more cards for the base game locations as well as item decks, and then cards for the new board, and in this case an Expedition-style deck called the Dreamquest deck, which functions in the same way as previous iterations by giving you more complex encounters to follow. There are, of course, Prelude cards that allow you to determine how you’re going to use the new content if you like to structure things that way, and there is a small deck of Adventure cards that work with the Dreamlands board if you aren’t using a Dreamlands Ancient One.

Eldritch Horror: The Dreamlands

For my first game, I went up against Atlach-Nacha, created by Clark Ashton Smith as the spider god who spins a web between Hyperborea and the Dreamlands. I seem to recall always being fairly creeped-out when playing against this Ancient One in Arkham Horror, though that’s likely due to my arachnophobia. Here, Atlach-Nacha feels like a fairly straightforward Ancient One to overcome – it is more than likely down to the Mysteries that I drew, of course, but I didn’t feel like there was a great struggle as I went around the boards. True, only one of the three mysteries that I drew required me to have Research Encounters, so whereas normally I can be a little bit frustrated with the lack of clues spawning and so forth, here it didn’t really come to pass. I was also very lucky with Luke Robinson gaining the friendship of the cat unique asset which grants you five clues, as this happened just when I needed it!

Atlach-Nacha

The second Ancient One included in the box is Hypnos, who I’m fairly sure has been upgraded from simply a Herald (or was he a Guardian?) in Arkham Horror. Hypnos always works with the Dreamlands board, and has some fairly interesting mechanics for advancing his mysteries. He also has three separate decks of special encounters, which is really neat!

However, I feel like neither of these Ancient Ones is particularly nasty.

I don’t mean this to sound in any way disdainful when I say that this expansion gives us more variety without really breaking any of the rules of the base game, because it really isn’t a bad thing. Eldritch Horror has, in many ways, provided nothing but more of the same in each expansion. The Focus mechanic is back from Mountains of Madness, and that is pretty much the only change from the base game. Everything else is self-explanatory once you start playing, and while we get some tweaks on existing concepts (more Conditions that are actually boons, for example), there’s very little to confuse the uninitiated.

The eight investigators included are all familiar faces with new artwork, some of them are quite welcome having been staples from the core set of Arkham Horror, but only now making their appearance here.

There isn’t really a great deal more that can be said, if I’m honest – the expansion provides much of what we’re used to seeing from Eldritch Horror at this point, and continues the trend as we would expect it. The side board is interesting, with some thematic stuff going on to enjoy, and overall any fan of the base game will appreciate this for its strong ties in to the theme of the source material. I don’t think I’d say it is my favourite of the Eldritch Horror expansions, but it does its job well, and that’s all that we can ask!

Eldritch Horror: The Dreamlands

Searching for Carcosa… and finding it!

Hey everybody,
It’s been a whirlwind of a ride, but I’ve made it through to the end of the Path to Carcosa campaign! What a glorious campaign it was, too. I’m going to talk about the final two packs first – with spoilers, no doubt – and then give you all some of my thoughts on the whole thing. But let’s start with Black Stars Rise.

This one has got to be the most complicated setup that I have seen from any of the scenarios to date! It’s unique in that it doesn’t have an Act deck, but instead uses parallel Agenda decks. When we place doom during the mythos phase, we get to choose on which Agenda it is placed – however, doom in play does count towards both Agendas, so it is possible (and indeed happened to me!) for both of them to advance at the same time! The crux of the matter is that we’re trying to prevent the cultists of Hastur from enacting the ritual to bring him back into reality. We’ve come to Mont Saint-Michel to prevent this ritual, and I do feel like the designers are messing with me when it looked quite clearly like there was a good and a bad Agenda, but these obviously proved to both be terrible events! Why did I think one might be better?!

I really enjoyed how this scenario seems to be holding out on us. There is just so much that we don’t know, or at least that I don’t know – we’re almost just hoping for the best each time. And the fact that the setup is so randomised, subsequent play-throughs of this scenario will still be the same, I don’t think it’s likely I’ll have any benefit of experience that is sometimes seen when you play through a scenario again.

The way becomes clear when we investigate the Abbey Church, and a whole other suite of location cards opens up – that was quite a revelation, really! Investigating through the church, however, leads us on to the path we have been pursuing since we woke up in the theatre – for me, I plunged into the water in pursuit of Lost Carcosa!

Campaign Log
Well, I opened the path below, and have gained an extra point of conviction. In addition, I’ve gained 2 experience points, so immediately spent that to upgrade Ashcan Pete’s Lantern, and swapped out the Archaic Glyphs from Daisy’s deck in favour of an Otherworldly Compass. I know it’s late in the game to be doing this, but I’m mindful of my experience in Dunwich, and want to be sure that I’m maximising that experience!

The finale of the piece, Dim Carcosa follows a similar theme to the Dunwich Legacy, where we jump through the gate and into the Other World. while some people may find it a bit repetitive, I personally like it as a call-back to the board game, and having those adventures in other realms adds to the cosmic horror that I’m here for.

This one is again a little different, as each location is double-sided with a Story card (similar to the VIPs back in The Last King), and so they all start out in play and complete with all of their clues. The stories on the back of these cards are revealed by gathering the clues from them at the right point – they don’t auto-flip as soon as they have been investigated. This is because a lot of them will allow you to deal direct damage to the Unspeakable One himself, Hastur!

There are three different variants of this particular Great Old One, and the variant you face very much depends on the way the campaign has been going up to this point. For me, I had much more conviction than doubt – and so I found myself going up against the toughest of all three! This is a wonderful mechanic, as it represents the fact that you’ve not kept that healthy scepticism – you haven’t stayed rooted in the real world. Consequently, you’re so convinced that what you’re experiencing is real, you bring into being a much more powerful Elder God. It’s really well done, and shows how the choices you make throughout the campaign really have an effect.

Something that I really enjoyed about this one, too, is how the Act/Agenda cards incorporate call-backs to the earlier scenarios, such as the party and the asylum, before requiring you to take an attribute test to see if you remember these things happening before. It’s really representative of the truly shattered state of your psyche at this point, and I got a real thrill from seeing these when they came up!

And speaking of shattered psyches, I thought this was quite funny in that, during setup, each investigator takes a sanity hit equal to half of their total sanity, and taking madness throughout the game doesn’t eliminate you – you’re basically beyond the edge of reason at this point, after all! However, there are a lot of cards in the encounter deck that get nastier if you have no sanity left. It’s really thematic for being in this particular Other World, and I really enjoyed it.

Did I win? Well, I think so! Daisy managed to do a lot of damage to Hastur through investigating locations and turning over those cards to deal 1 or 2 points of damage per investigator to him. I had a couple of very lucky draws from Ashcan Pete that allowed him to do 4 points of damage per hit, though in his toughest incarnation, a -1, 0 or +1 Chaos token counts as an auto-fail, so I had to really over-commit to make sure I pulled out the -2 or worse, which would allow me to actually get the damage on him! For the win, I then threw my Lantern at him to deal the final 2 points of damage. Felt really weird, but I guess that tattered yellow robe is really flammable!

Campaign Log
Well folks, the investigators prevented Hastur from escaping his prison, although it was at the cost of 2 physical trauma each. I had 0 victory points on the board, but did gain an additional 5 points for all of my experiences. Most importantly, however, the investigators won the campaign!

I still don’t know why the end of a campaign gives experience points, although I suppose it can be used if you want to try out a standalone scenario. I’ve seen some theories that it’s future-proofing against adding special scenarios to the end of campaigns, but who knows.


Anyway, it’s time to give my thoughts on The Path to Carcosa as a campaign. Unless it’s not immediately obvious from having read through this series of blogs over the last few days – I really enjoyed this one! I think the fact that it was completely new to me really helped here, because at several points during The Dunwich Legacy campaign, I did have that sense of having been here before, etc, and while it didn’t ruin things for me, it still felt a little like re-treading old ground. But I think that could also have been due to knowing I had lots of new stuff waiting for me to get to, so I wanted to get through it!

I first read The King in Yellow – well, I read the first four stories of that book – back in 2016. Some of the story beats I may have missed, for sure, but I was blown away by how close A Phantom of Truth came to the source material, and really enjoyed that aspect of the game. In the main, though, I think this campaign tries to be its own thing – it takes as the starting point the idea of the macabre play, which has been developed so much within the confines of the Cthulhu mythos, and really runs with it, incorporating along the way stuff from In the Court of the Dragon, and I think the onyx clasp comes from The Yellow Sign, but we don’t have such a reliance on the source material as in the last campaign. Which I think is a definite plus, because it blows the possibilities right open.

I’ve read a review of this campaign that describes it as a full flowering of the campaign possibilities of this game, having shown how the principle works during the Dunwich Legacy. I think that’s pretty on the nose, although I have no idea how future campaigns play (we’re currently in the middle of the sixth full cycle, remember!) Seeing how the story unfolds from scenario to scenario, and the changes that are made along the way, it was really informative of what could be done. Even down to the stuff with changing tokens added to the Chaos bag between scenarios, there was so much going on! I was very impressed each time.

The new Story cards in particular were very impressive, and add that extra point of narrative to what is already a very story-driven game. I don’t think I ever really felt like the game was forcing me to play a specific way, or trying to lead me to a specific conclusion. The doubt/conviction mechanic, something that I’ve read quite negative opinions for, does seem to lead to very different set-ups as we go. Playing one scenario often depends on how you did in the last one, and less on whether a specific thing happened. I think it helps that the narrative often has the scenarios spaced out with days or weeks between them, but here it felt so much more like a choose your own adventure, rather than being guided through a pre-set game as was the case to some degree with Dunwich.

I’ve talked about this before, but throughout the campaign, I was really not sure about any of the choices I was making, from the start I felt really torn over whether there was a “right” or “wrong” choice to make. It was difficult at times, and I had that sense of paranoia, maybe I’m doing things wrong, you know? I think it was during or after the third scenario where I decided to just go for it, and see how things went. I think I tried to play it in character, and go with that feel of believing the events around me, with the sense of trying to investigate the mythos, as opposed to trying to stay cynical and doubtful of things.

It’s a mark of the design of this campaign, though, that these choices are taking me down such divergent paths that I know I could play this again and have a really different experience. That said, I feel so exhausted by the whole experience that I’m not sure I’ll be playing it again anytime soon…!

The Dunwich Legacy concludes!

Hey everybody,
My campaign has drawn to a close, and the Dunwich Legacy is over. I thought I’d take some time today on game day to talk about the last two scenarios in the campaign, and also share some reflections before I move on to my next campaign with the Arkham Horror LCG!

Where Doom Awaits involves climbing to the top of Sentinel Hill in an effort to stop the ritual that Seth Bishop is trying to enact. The scenario manages to stage the ascent by tying location discovery to the Act deck, meaning that you can’t simply charge up the hill to see what’s going on. The encounter deck has also got a lot of nasty surprises in it, including this horrible little beastie that nearly saw Roland Banks off for good!

This scenario definitely felt like it was a straightforward one, I think the fact that the Agenda deck needs 12 doom before the first card is flipped helps somewhat to keep the pace slow, although there are a lot of cards in the encounter deck that will flip the various locations, removing the clues from them and causing all manner of chaos. Fortunately, by this time in the campaign, I’ve got a lot of cards that allow me to discover extra clues on my way, which makes clearing out locations fairly easy.

Campaign Log
The investigators entered the gate, as we saw off the evil Seth before he could do any further damage. We also gained 6VP though in all honesty, at this point in the campaign, I wasn’t entirely sure what to do with it, so left it in the bank (along with the 3VP from the last game).

Onwards, we go!

To be fair, it felt right not to upgrade the decks between scenario VII and VIII, given that the last one ended with us being sucked through the gate to the other world! Lost in Time and Space is perhaps the most straightforward setup of any game, having just one location in play, with most of the locations in the encounter deck. Interesting twist, I’m sure you’ll agree! The Act deck allows you, as an action, to discard the top 3 cards from the encounter deck, and put into play one of the locations revealed.

The game can be quite difficult without taking those actions, although I must say that I felt the starting turns quite relaxed, as I took the time to try and get my resources together – much like I imagine the investigators would be steeling themselves against the mind-bending chaos of being lost in another dimension.

There are still horrible monsters to contend with, but this scenario definitely felt like it was the kind of exploration thing that it should be, as we attempt to find our way out of the rift and back into real space. There are two locations that will lead to The Edge of the Universe, from whence you can begin to find your way home, and if you don’t manage to get to them for a while, it can feel like your sanity is being tested with treachery cards like Collapsing Reality that force you to take horror or damage. I found myself having to take extra notice of the locations I was investigating, to ensure that I wasn’t letting one that would lead home to be discarded.

The scenario has some great interplay with the locations, and it really feels different from the others of the campaign – indeed, each scenario of this campaign has felt different in some way or form, which is wonderful – it’s not simply about killing enough monsters, or investigating enough locations – in the case of Lost in Time and Space, it’s more about simply surviving, and victory is actually gained through lasting out long enough to resign from the game.

Campaign Log
So how did things finish up? Well, the investigators closed the tear in reality, which is always a good thing, though it did come at the cost of both physical and mental trauma (two points, each). We did, however, get a bonus of 5VP, and more importantly, the investigators won the campaign!

Some stats for you now. Over the course of the campaign, we earned 35 experience points, which was spent on eight upgrades for Akachi, and nine upgrades for Roland. That’s surprising, really, when you think that only a couple of those cards were upgraded from 0-cost to 4-cost. I think the investigators ended the campaign with 14 experience still in the bank, but I’ll get to this in a bit.

Some thoughts
I love this campaign! Coloured for sure by my love of the original source tale, of course, the campaign basically forms a sequel where the impact of dispatching the spawn of Yog Sothoth is examined in each of the academics who went up Sentinel Hill on that fateful day. There is an interesting designers’ note in the back of the campaign notes that talks about this inspiration, and is nice to see where the idea came from.

There are some great stories to be told from playing through the campaign, as well – I mean, my own start with the campaign couldn’t have been less auspicious, as I ended up destroying the Clover Club and gaining the ire of the O’Bannions! As the campaign went on, it was great to see some call backs to the events of the very first scenarios, as well, with the outcome of Extracurricular Activity being felt in Lost in Time and Space – that was a very nice touch!

When I played through this one last time, first of all I only talked about the start of the campaign on my blog and didn’t get to the other scenarios, but I ended up with a very different tale unfolding – I feel like it went much better for me, as far as my memory serves. I certainly didn’t blow up the Clover Club, that’s for sure! Even though I have played it before, I didn’t really remember the story beats, which made for a much more exciting game. I could remember things like the hidden chamber in Blood on the Altar when I got to that point, and the ascent up Sentinel Hill was somewhat familiar, but in the main I don’t remember what I was supposed to do (or how I played it last time), so I couldn’t game the game, as it were. I think it helps that there are so many different paths that you can take – most scenarios have at least two resolutions, with some having as many as four, informing the subsequent games so that each replay will indeed feel different.

However, in terms of the deckbuilding, there did come a point where I wasn’t sure what I wanted to do with my investigators, and so felt a little bit paralyzed by choice. I suppose not knowing what I might be facing made it so that I didn’t really have a plan, so I didn’t know where I wanted to go with it all. As such, I ended up with almost half of the total earned experience not being used. Part of this is definitely also down to not being too familiar with the card pool, but it felt a bit odd giving out 6VP at the penultimate scenario, although I suppose some groups may have fared much worse than me, and might well have needed it to stand a chance!

Something that I thought quite interesting, I barely saw any of the Story asset cards during the entire campaign. Maybe I’m just rubbish at shuffling, but Akachi Onyele had custody of the Necronomicon, as well as having Henry Armitage and Zebulon Whateley in her deck – and none of these cards saw the light of day at all. In the very last scenario, Roland drew Professor Warren Rice to help with his investigation attribute, but that was the single benefit of the whole campaign! I don’t really know what point I’m trying to make with this one, however, because these cards are important more in terms of how the story unfolds – the fact that the Necronomicon can get you resources and improve your investigation is almost arbitrary. But I suppose it would have been nice to have seen them further down the line, as if there were a rule that allowed you to start with the card in play (much like a Permanent card).

All that said, however, the campaign was just wonderful, and I am really pleased to say that I enjoyed it a great deal. Some rules still elude me to some extent, but in the main I thought the gameplay felt very fluid by the time I was mid-campaign, so it definitely helps to play a lot of the game to understand the basic rule interactions so that you can then concentrate on the story aspect. This is definitely one of those games where the story comes through so well that it can sometimes knock you over!

Fantastic stuff, I’m sure you’ll agree! Now, though – it’s time to start a new campaign, with new investigators. I’m heading to Lost Carcosa, and I need to assemble my team… much like with using Akachi for this one, I think I want to use a class that I don’t have any experience with, so I’m probably going to have a Survivor, but I’m not sure about the second one. Maybe a Rogue, maybe a Seeker. Stay tuned, though, as I plan to write up blogs for my plays with all of the Arkham Horror LCG – it’s really become a firm favourite!

Necromunda: at last!

Hey everybody,
Tuesday is of course game day, and this is one that I’ve been looking forward to featuring on my blog it seems like forever! Of course, I’ve talked around it for years, but at last, it’s time for Necromunda!

The Game
There are a ton of rules for this game that make it a really immersive, RPG-style experience, but this is my first game so I’m keeping it simple. It absolutely isn’t going to be my last, however, so I’ll be exploring more of these rules in future blogs! I’ve covered a lot of the basics in my earlier Getting Started with Necromunda blog, but let’s revisit that to begin:

The Basics
Necromunda Underhive is a skirmish game where players control the members of a gang, vying for supremacy in the Underhive. At its most basic, the game is quite straightforward, consisting of three phases in each round. To begin, players roll off to see who gets Priority for that round, then all the fighters are readied.

The Action phase sees each gang member activated, alternating between each player. Each fighter can take two actions. There are a number of different actions available to players, grouped into basic actions (which can only be taken once in each activation), simple actions (which can be taken more than once), and double actions (which take up both action slots for the fighter). So for instance, moving is a simple action and so can be taken twice, while shooting or fighting is a basic action that can only be taken once, and charging is a double action (though it does allow for a fighter to make a free fight action if he or she ends that charge in base-to-base contact with an enemy gang member).

Resolving both shooting and close combat attacks works exactly the same as regular 40k, whereby fighters make a ballistic skill / weapon skill check, and if it is successful, make a roll comparing the weapon strength to the target’s toughness and referring to the usual to-wound chart. The target gets the chance to save against the attack (unless the weapon’s AP value negates that), and damage is inflicted. If a fighter is reduced to 0 wounds, they are taken out of action. There is an end phase which, in the basic rules, is only there to mark the end of the round.

Necromunda Underhive

For this game, I was basically soloing my way through, controlling both Delaque and Van Saar gangs that approach the 1000-credit mark. They’re fairly similar in make-up, with a Leader, a Champion carrying a fancy weapon, and one Ganger with a fancy weapon. Van Saar, as a more expensive gang, unfortunately have one less ganger, but we’ll have to see how each side fared!

My Delaque gang consisted of the following:
Leader (flechette pistol, shock stave, throwing knives) – 185 credits
Champion (grav gun, web gauntlet) – 260 credits
Ganger (long rifle) – 90 credits
Ganger (shotgun, stun grenades) – 100 credits
Ganger (paired autopistols) – 70 credits
Ganger (autogun, stiletto knives, smoke grenades) – 110 credits
Ganger (web pistol, bio scanner) – 170 credits

985 credits in total

In contrast, my Van Saar gang was just:
Leader (combi las/melta, hystrar-pattern energy shield) – 310 credits
Champion (rad cannon, rad grenades) – 265 credits
Ganger (paired plasma pistols, frag grenades) – 205 credits
Ganger (suppression laser) – 115 credits
Ganger (las carbine) – 95 credits

990 credits in total

Necromunda Underhive

Van Saar are known for being very shooty, and very expensive, and this is very clear here – two fewer gangers than the Delaque bunch, although early in the game this didn’t seem to matter. The ganger with paired plasma pistols was able to take advantage of the mistake of the Delaque leader in coming out in the open like we’ve seen above, and was able to get an embarrassingly clear shot at him!

This is the first place where I got a bit lost in the rules. In regular 40k, you’re trying to reduce units or characters to 0 wounds. Here, however, we’re not quite doing the same thing. When a fighter takes enough damage that he is reduced to 0 wounds, you roll an injury dice to see what happens – either a Flesh Wound (which reduces the fighter’s Toughness characteristic), Serious Injury (which knocks the fighter prone, turned face down on the board), or Out of Action (removed from play). At the end of the round, you have a chance to then stand back up or remain prone, by rolling the dice again. Now, any flesh wounds reduce the toughness, and if the fighter is reduced to 0 Toughness, they are then removed from the game. It’s a nice mechanic to ensure that your model isn’t going to be one-shotted into oblivion (although, of course, that is possible by rolling Out of Action!) and once I’d gotten my head around it, it was nice to see that the game will actually let you play with your toys, you know?

Necromunda Underhive

There is a definite need to have plenty of bodies on the table, which put the Van Saar at the disadvantage here, as mentioned. It’s good to have fancy weapons, for sure, but it’s no use if the fighter wielding that weapon cannot get to use it! Which brings me on to learning point number two!

My Van Saar Champion has a rad cannon, and being Van Saar, he’s hitting on 2s. Along with a d6 each time you roll to shoot, you also roll the Firepower dice, which has the ammo symbol on one face that shows the weapon is out of ammo. The first roll with my rad cannon guy, I rolled a 1 and the ammo symbol, so I did the grand sum of nothing on my turn, and was then shot by the Delaque Leader, causing him to be prone and pinned. On each End Phase roll, he remained prone and pinned, meaning he did the grand sum of nothing for the entire game! 265 credits wasted!

Necromunda Underhive

Something that I think is really, really cool about this game is the depth into which the rules go for pretty much everything. Once you get the basic flow down, it feels like a very real game. For example, on your fighter’s activation, you can use one action to Aim (Basic) to add 1 to the hit roll, and then use the second action to Shoot (Basic), where you may find yourself rolling the ammo symbol on the dice. The shot will still be fired, but if you survive to your next activation, you then need to make an ammo check to Reload (Simple) before you can then attempt to Shoot (Basic) once again.

Something that I really like, and hadn’t realised until about halfway through the game, is that a fighter wielding two weapons with the Sidearm trait can shoot with both as part of the same Shoot (Basic) action – normally you can only make one such action on your turn, as you can’t make the same Basic action twice on your activation. Sadly, the Van Saar ganger dual-wielding plasma pistols had run out of ammo on one of these at the time I realised this, but I still had my Delaque ganger with dual autopistols. Fabulous!

Necromunda Underhive

A lot of the game, I feel, will come alive when you play through the scenarios and link everything in a campaign. There are so many rules that involve stuff like opening loot caskets, gaining credits and advancing gangers with different weapons and gaining skills. I’ve not had a chance (or, really, the need) to properly investigate the rules for campaign play, but it seems absolutely like the RPG-feel that I was expecting.

For those of you wondering, the game resulted in a Delaque victory. I was playing a vague sort of scenario whereby the Van Saar gang was trying to re-take some territory from the Delaque. The first round was a lot of positioning, then there were two rounds of shooting and door-opening, before the fourth round resulted in utter carnage! Two Van Saar gangers were reduced to 0 Toughness, and two Delaque gangers took advantage of pinned and prone Van Saar fighters to charge and administer the coup de grace. Seeing his entire cohort killed off, the Van Saar leader conceded.


I’m glad that I’ve finally been able to get the game to the table, even if it was just a solo adventure to see how the whole thing works. Much as with Warcry recently, though, I felt as though it was an entirely fine way to play, getting to grips with the rules interactions and so on. However, I’ve got something lined up hopefully for the day when we can play games with actual living people once again! Delaque vs Orlock, should be a lot of fun!

This game is awesome, and I can’t wait to share more here on the blog as time goes on, and more games are played! Exciting times!