Bonnie Langford. NOOOOOOOOO!
As per my last post, I decided to have a crack at the Doctor Who Solitaire Story Game this week in honour of the the Doctor's 50th anniversary. The game comes with numerous era-specific expansions, and given that my favourite Doctor is the Seventh (Sylvester McCoy), I decided to play with this expansion. The Seventh is, perhaps, one of the more complicated of the Doctor's regenerations. The first season of Seventh Doctor stories played on McCoy's comedic roots, and called upon a number of well-known stars from the UK variety scene who were completely incongruent with regard to the feel and image of Who : Ken Dodd for instance, and of course Bonnie Langford as the Doctor's companion. At this point, Who had truly lost its way. However, during the second season of McCoy's tenure, something remarkable happened. Langford was ditched, the explosives-obsessed Dorothy McShane - better know as Ace (and played by Sophie Aldred) - was introduced as a new companion:
As was the infamous Cartmel masterplan. The latter radically and darkly re-envisioned the mythology of Who (in ways which are still impacting on the current reboot). McCoy shifted from being a clownish prankster to a manipulative master planner who was always one step ahead of his antagonists, and seemingly all too willing to sacrifice his companions as pawns in a complex game of cosmic chess.
Here the juxtaposition of McCoy's earlier slapstick performance in the previous season contrasted brilliantly with this darker, more sinister re-envisioning of the Doctor.
So, as you can imagine my disappointment when, after beginning my first game of the DWSSG playing the Seventh Doctor, I ended up with Melanie Bush as my companion...
In any case, the DWSSG takes the classic rpg-lite choose-your-own-adventure format, develops it, and throws Doctor Who into the mix. In theory this sounds like a wining combination. However, my first encounter with the game proved otherwise.
In the game, you take the role of the Doctor (your characteristics and companions depend on which incarnation you use). You then have 12 turns to identify your enemy, reveal their plot, and defeat them. Of course, a whole range of classic Whovian monsters come in to play as potential antagonists, and typically thematic Whovian plots, locations and situations are also likely to arise as a consequence of the choices (or andom die rolls) you make. As the Doctor, each turn you are allowed to take one of a number of actions - although the choice of actions may be limited by what you have already achieved in previous turns. On taking an action, you role either 1D6 or 2D6 to resolve it - this will often direct you to another paragraph in one of the various game books which, in turn, may lead to additional (also randomly determined) options. Two problems emerged early on in the game with this process: firstly, you have to make use of a minimum of four different gamebooks during your adventure - not a massive issue, but it can be quite time-consuming and take you out of the moment if you have to stop and think which book you need to turn to. Secondly, on a given turn, there is a significant likelihood that the only action allowed to you is exploration (particularly early in the game). The problem here is that the die-roll bell curve (2D6) relating to exploration means that there is a significant chance (a roll of 6 or 7) that you will achieve the result of 'nothing', meaning that you have wasted one of your 12 turns. In the game I played, I ended up rolling a 'nothing result' six times during the game, which vastly limited the possibility of successfully completing my mission. On two other occasions when I was able to undertake different kinds of actions, I still ended up rolling 'nothing happens' results. So, for the better part of the game...nothing happened. In addition, my companion Melanie Bush (albeit in classic Whovian style) kept getting in trouble so that the Seventh Doctor had to resecue her, which wasted more of my time and ultimately led me to losing the game. Stupid Bush.
Even so, I did have the sense that this game offers the potential to mirror effectively the narrative feel of a typical episode of Doctor Who. It also has a very interesting and open-ended solitaire engine. Given that narrative immersion is my principal interest where solo gaming is concerned - and being a huge Who fan - I'm willing to give this one another go, even if initial experiences of gameplay were not particularly engaging.
Gaming Self-Abuse Scale (tm): 5/10 - but I shall be revisiting this, as I think that there is greater depth to this game, and suspect that I have ended up experiencing a particularly unfortunate first play session.
Next up: I will be stroking the haft of my mighty axe in anticipation of confronting Z-Man Games' Yggdrasil...
Sunday, 24 November 2013
Wednesday, 20 November 2013
Sonic Screwdriver Firmly in Hand.
Well, the next game up on the Gaming Onanist had to be - could only be - something related to Doctor Who's fast approaching 50th anniversary. In anticipation of this momentous event, I present for your delectation the Doctor Who Solitaire Story Game:
This is a print and play game freely available at boardgamegeek. As a Who fan, this has been on my list of games to play for sometime, so what better opportunity. The only problem now being when I'm going to get around to thumbing this thick ream of Whovian goodness - probably not until Saturday or Sunday - but this will still be within my weekly deadline (even if the session report/game overview ends up being posted a little later...).
This is a print and play game freely available at boardgamegeek. As a Who fan, this has been on my list of games to play for sometime, so what better opportunity. The only problem now being when I'm going to get around to thumbing this thick ream of Whovian goodness - probably not until Saturday or Sunday - but this will still be within my weekly deadline (even if the session report/game overview ends up being posted a little later...).
Sunday, 17 November 2013
Week 2 (11th - 17th November 2013) - Pathfinder Adventure Card Game: Tool up with your +1 wand of smiting.
The Pathfinder
Adventure Card Game attempts to simulate an rpg-lite experience of killing
monsters and taking their stuff within the world of Golarion, the setting for
Paizo publishing's hugely successful pen-and-paper rpg named, err, Pathfinder.
As an rpg, Pathfinder
has been incredibly successful, if industry sources are to be believed, now
eclipsing sales of the daddy of rpgs, Dungeons & Dragons (though if you
were being pedantic, you could call this claim into question, given that Pathfinder is a rebranding of an
earlier iteration of D&D). Pathfinder's success has partially built on the
fact of Wizards of the Coast - an offshoot of Hasbro who currently have the
D&D IP - having dropped the ball somewhat with their recent (4th) edition
of the game. Indeed, WotC seem to have fallen into the skewed mentality of
their predecessor (TSR) by assuming that anything with the D&D brand is an
instant sell. As a consequence - and in what some consider to be a cynical
cash-grab - WotC appeared to abandon support of (the highly successful) 3rd
edition of D&D (upon which Pathfinder is based), believing that existing players
would do likewise and slavishly buy into a 4th edition of the game. In addition, WotC radically
reformulated the system with a view to reflecting the mechanics and playstyle
of MMORPGs (World of Warcraft in particular), presumably with a view to
attracting that audience. To consolidate this attempt at forcibly getting
players to shift to the new addition, WotC suddenly withdrew from sale of all
their pdfs of previous (as well as 4th) edition rulebooks, scenarios and
supplements. The inference here being that if people wanted to play D&D,
the would only be allowed to play 4th Edition D&D and no other. At this
point, enter Paizo, who published an updated and rebranded 3rd edition ruleset
under the Open Game License that WotC created in 2000 (which allows publishers
to make use the D&D ruleset in their publications), and the rest, as they
say, is history.
Whilst I don't actually play the Pathfinder rpg (or at least
haven't had the opportunity to do so yet), it is a game whose setting and
background intrigues me: in part because it incorporates something of an old
school sword and sorcery feel , and because the Pathfinder content creators
appear to be massive fans of H.P. Lovecraft, incorporating many elements of his
universe into the world of Golarion. As a consequence, Lovecraftian themes and beasties
are not an uncommon sight in Pathfinder setting books and scenarios - indeed, PCs
get the opportunity to visit the dread Plateau of Leng in one of the the recent
Pathfinder campaigns/adventure paths. Readers of one of my other blogs will
know, I am a hugh HPL fan. Thus I am somewhat endeared to the Pathfinder world.
The cover of volume 4 of the Pathfinder RPG Bestiary - anything look familiar here?
As an aside, what is it about the Tolkeinesque
cod-medievalism that permeates so much of the rpg scene? This is something of a
major gripe for me, especially when I hear roleplayers declaiming how creative
they are. Why is it, then, that in many gaming fantasy settings we find exactly
the same tropes (elves, dwarves, halflings, orcs and elves in an early
mediieval-styled setting), and consistently depolyed in exactly the same way? Despite
its more S&S stylings, Pathfinder is equally guilty of this. In this
respect, the 'creativity' of the rpg scene has, to some extent, been subsumed
into a culture industry where what is being presented as new and innovatiove is
really the same old same old. Anything that bucks the trend tends to end up in
obscurity: M.A.R. Barker's Tekumel, for example and, to a lesser extent, Greg
Stafford's Glorantha. That said, I do absolutely
and unconditionally love the Warhammer World in both its fantasy and sci-fi
iterations (elves, orcs and dwarves in spaaace! Except we don't talk about the
dwarves anymore), so perhaps I shouldn't complain too much...
In any case, onto the Pathfinder
Adventure Card game proper. This attempts to replicate in card game format
the first published Pathfinder rpg campaign (or adventure path), Rise of the Rune Lords. It is also a
fully co-operative game ideal for solitaire shennanigans. The basic premise of
the game is fairly straightforward: players undertake a number of scenarios,
during which they explore various locations (each represented by a card along
with a corresponding deck of randomly determined location cards) with a view to
locating the villain of the piece and taking him or her down. Whilst doing so,
they will encounter various traps, pitfalls and monsters, as well as having the
opportunity to acquire various items and spells and, in proper D&D fashion,
level-up to become unbeatable combat monsters in the process.
Each player's character is represented by a card which is
effectively their character sheet, detailing various abilities and special
powers. Each of these is allocated a die type (from d4 to d12) along with
various bonuses, which forms the basis for the game's core mechanic (see below).
Each character also has a deck of 15 cards from which they draw each turn. These
contain weapons, armour, spells, blessings, allies and items, each of which has
the potential to help the character in some way. The construction of each deck
is dependent on character class - so a fighter will have more weapon cards in
their deck, whilst a wizard will have more spells. As with many other
co-operative/solitaire games, Pathfinder has a timing mechanism against which
the players are pitched. This consists of a deck of 30 cards, one of which is
flipped at the start of each player's turn. If the deck is exhausted before the
players have fulfilled the goal of a given scenario, they collectively lose the
game.
Setup of a Game of Pathfinder - pinched from Boardgamegeek as my attempts at taking photos proved to be crap...
During their turn, a player can (amongst other things) move their
character to a new location, explore a location, discard cards, and refresh
their hand. Each scenario is made up of a number of locations, scaled to the
number of characters in play (using two characters means you usually have 4
locations in play), and each location has its own dedicated (and randomly
determined) location deck. Exploration actions are at the heart of the game,
and involve revealing the top card of the location deck at which your character
is currently placed, and resolving the
card effect. Cards are either banes or boons. Boons are items which players can
add to their hand; banes are monsters and traps which characters have to
overcome. When a character encounters a monster or item, they roll the dice linked
to an ability relevant to the encounter (so for example, if you are fighting a
monster, you may end up rolling the die type associated with your strength),
add bonuses and play cards from their hand (which may add additional bonuses or
allow them to roll more dice). If the total of their die roll equals or beats a
specified number on the card of the monster or item they are encountering, they
win the encounter (i.e. beat the monster, or acquire the item). If they fail,
items are returned to the game box, and monsters deal damage equal to the
difference between the player's roll and the monster's combat number, forcing
them to discard that number of cards from their hand (so, if a character is
fighting a monster with a combat strength of 10, and rolls a 6, he or she will
need to discard 4 cards from their hand). This is where hand size comes into play.
Different characters have different had sizes, such that a fighter has a hand size
of 4, and a sorcerer has a hand size of 6. A larger hand size means having more
cards to draw upon during actions, but it also means that there is a greater
potential for taking damage (a character with only 2 cards in hand who takes 6
damage from a monster only loses what they have in their hand, so the larger
the hand size the potential of taking more damage).At the end of your turn, you
must draw cards from your deck equal to your hand size. Without going into a
detailed analysis of the mechanics, what this means is that the lower your hand
size, the slower you are to cycle through your deck. This is important, because
at any time you are required to draw a card from your deck and have no cards
remaining, your character is killed and is out of the scenario. So, for
example, fighters who are generally able to withstand greater combat damage
than, say, a wizard, will have a relatively small hand size reflecting the
greater difficulty to kill them. Playing
cards from your had also potentially depletes your deck, as you are sometimes
required to discard cards in order to trigger their effects. Some cards only
require that you reveal them to take effect, after which they return to your
hand, whilst others others are recharged, meaning they go to the bottom of your
deck, potentially being made available for reuse later on in the game. A note
of warning, though: I have been working through the entire Rise of the
Runelords campaign that comprises the core of this game using two characters:
One for the ladies, the mighty Valeros
Plus a dash of gentlemen's relish with the delectable Seoni (soon to become Goblin feed, unfortunately)
As I advanced my characters in power, I also identified what I
thought was a loophole in the rules which effectively allows you neverto have to
let one of your character die. In brief, during a character's turn, they do not have
to do anything other than ensure that they retain their hand to the rquired
level. Thus if you are running low on cards, you can choose to do
nothing throughout the rest of the scenario, including avoiding potentially lethal combat. You, will, as a consequence, almost certainly lose the scenario, but your character will survive (thus retaining any advances gained through experience, which you lose if you die). You can then reformulate your
strategy and re-attempt the failed scenario. However, during my last game, I
decided to allow Seoni to search a new location, despite the fact that
she had already cycled through most of her deck. My hope being that perhaps a useful item might be acquired. Even in her weakened state, I anticipated that Seoni would still be able to fend off most
monsters. Unfortunately, the card I flipped turned out to be the villain of the
piece (a goblin warlord). What I had also failed to take into account
were various special rules in place due to the scenario and location card that raised this particular goblin's combat check number by 6,
which suddenly made defeating him look improbable. Added to that the fact that all of the combat dice I rolled came up 1s, I was faced with a situation whee not only
did Seoni have to discard here entire hand of 7 cards, but she did not have
enough cards left in her deck to redraw up to her full complement, and thus became the goblin warlord's dinner. Oh fuck...a
loss, I can tell you, that I felt keenly.
After about 8 plays of the Pathfinder Adventure Card Game, I can say that this currently
stands quite high in my list of favourite solitaire games. Once you have the
rules down pat, a typical game takes between 45 mins - 1 hour. The fantasy
theme is also something that appeals, as is the ability to typical rpg ability
to improve your characters between scenarios (each scenario successfully
completed allows the surviving characters to upgrade one of their abilities, or
to draw new items). Speed and theme aside, I did feel the game was lacking a little
in terms of its narrative engagement - a big plus for me where solitaire games
are concerned. The game is rather abstract, and scenarios tend to be very
similar (i.e. find and kill the villain). This is definitely a case where I
didn't quite feel that the mechanics managed to supported the idea of the game
as an light rpg experience. For example, the character deck represents items
and abilities that you possess, as well as being a measure of 'hit points';
however, you might have a great axe (a particularly effective weapon for
fighters) in your deck, but unless it is in your hand, you cannot play it. In
this respect, it seems odd that a character going off adventuring would not
have their favoured weapon to hand, and instead await the whims of fortune to
be able to use it. To have one's possessions as a marker of hit points also
seems a little odd, although i do like how this mechanic is implemented. Also,
for an rpg marked by such amazing art - particularly that of Wayne Reynolds - the
visual impact of the game felt a little weak. Compare, for instance, a card from Fantasy Flight Games'
The Lord of the Rings card game:
...as opposed to the rather bland
production values of a card from the Pathfinder
Adventure Card Game:
Even so, the speed of play, its solitaire
playability, and the general theme (even if not ideally implemented) go quite
some way to making this a cracking little time waster and, if, like me, you're
prone to indulging in occasional power-gaming fantasies, the ability to raise
your lowly character from the ranks of the base and undeserving to
mighty-thewed hero who treads kingdoms beneath his sandalled feet, then this
does hit the spot. Whilst not a deeply immersive rpg-like experience, as noted
above I did end up investing in my characters over the duration of the
campaign. As with last week's offering, the Pathfinder
Adventure Card Game will definitely be hitting my gaming table again in the
near future.
On the Gaming Self Abuse Scale (tm), this is quicker and more immersive than
last week's Witch of Salem. Though retaining some of that game's abstraction and not quite there as a card-based rpg, this is still highly
recommended for a quick session of dungeon-crawl self-pleasuring. 8/10.
Friday, 15 November 2013
Pathfinder Imminent!
Just a quick heads up - I've been hard at it furiously knuckle-humping my way through various of the scenarios that make up the Pathfinder Adventure Card game this week, with an overview due over the weekend.
Monday, 11 November 2013
Week 1 (4th - 10th November 2013) - The Witch of Salem (continued)
A note on timings. Whilst this review has been posted on
11th November, I played Witch of Salem during the week of 4th -10th November
2013, so I'm treating that as the first week of my 52 weeks of gaming
self-abuse. The next game will be played this week, with hopefully the review
posted by 17th November.
Witch of Salem:
brave Arkham detectives battle the elder evil you say? Surely this is yet
another ludic tribute to the master of cosmic horror, H.P. Lovecraft! Apparently
not. For you see, this is based on a number of novels by Wolfgang Hohlbein, a
German writer of fantasy and horror tales. Given the fact that HPL receives not
a mention in the game, evidently Arkham, Miskatonic University, Deep Ones, the
Necronomicon and the varied other elements of the Cthulhu mythos mentioned in Witch of Salem are all Hohlbein's
inventions! The title also seems a little misleading, as the game is set in
Arkham not Salem (this is somewhat pedantic, as the Witch of Salem - a character
in Hohlbein's work - plays a key part in the game). The complete lack of
mention of Lovecraft or Cthulhu is odd, though: given the proensity of various
game manufacturers to push out Lovecraft/Cthulhu themed products - see for
example the expansion for the Smash Up! card game, the amusingly titled The Obligatory Cthulhu Set - it
is a surprise that these aren't plastered all over the box as a selling point.
I can only imagine this may relate to some kind of contractual issue with
regard to Mayfair Game's using Hohlbein's 'original' setting.
Such pettiness aside, Witch
of Salem has a reputation of being a Eurofied Arkham Horror lite, which may
prove to be a positive given how long Arkham Horror takes to play. I've had
this game unplayed in my collection now for a couple of years, so it is time to
get it to the table.
On opening, we are presented with a sight that is likely to
lead to ludic arousal in any Lovecraftian. In brief, the game looks lovely (re:
the image of the board from my previous post). The components are all of
extremely high quality, beautifully illustrated, and includes quaint Victorian
style meeples which act as player markers in the game. The rules are nicely condensed
and concise. Thence to the game itself.
Witch of Salem is
broken down into rounds during which the players take it in turns to travel to
various locations in Arkham, encounter mythos beasties, collect items to help
them to defeat the insidious Necron, close dimensional portals, and finally battle
Cthulhu, Yog-Sothoth, Nyarlathotep or some other Great Old One. In this they
may be occasionally aided by Robert Carver, the eponymous Witch of Salem, whose actions are governed by the game's AI. All
the while, they have to ensure that Necron (represented on the board by a
token) does not reach the end of the doom track (located along the bottom and
left edges of the board). If at any point this happens, the portals to the
Outside open and the Great Old Ones return to devour the world. Yay!
At the start of each round, a monster is revealed - these
include the usual mythos suspects (shoggoths, deep ones and ghouls), as well as
creatures which are presumably unique to Hohlbein's work such as lava worms (probably supposed to by Chthonians
as I think these have been copyrighted by Brian Lumley), Ice Witches and Fire
Witches (shades of Derleth here). Counting the numbered locations clockwise, if
a space for a monster card is available at a location - and assuming that a
monster card of the same type is not already on the board - said monster is placed on that space.
Player's visiting a location where a monster is lurking have to role a die,
usually causing them to lose sanity points (a player is removed from the game
if these reach zero), lose an item, or push the Necron token a space further
along the doom track. Various other game effects - such as event cards (see
below) - also advance the doom track. In addition to which, if a monster card
is drawn and another copy of the same card is in play, this activates special
abilities (usually meaning that players collectively have to discard a specific
number of item types, otherwise the Necron counter further advances to the end
of the track).
Once the monster card is revealed, players take it in turn
to move and take actions. Each player has a deck of cards corresponding to the
locations on the board, and to move to a location they must play the relevant
card (each player has to move during their turn). Once at a location, they encounter
a monster if any is in play at the location, following which they any: attempt
to defeat the monster (by having a specific set of items in their possession
corresponding to those on the monster card); play an item they already possess
(which allows them to complete various of the winning conditions); pick up an
item or sigil (used to close portals) at the location if they are able (each
player can only carry three items and one sigil at any time). 3 items/sigils
are randomly placed at each location at the start of the game, and new ones are
placed if all three items at a location have been collected. Picking up an item
may have an associated cost (indicated by icons on the board), which again cause
players to lose sanity, or move the Necron marker further along the doom track.
Players can only move to locations whose cards they still have in hand, otherwise
they must move to the Miskatonic University location in order to refresh their
location deck.
Once each player has acted, an event card is drawn. This
causes an number of effects - both positive and negative - one of which is to
move the Witch of Salem clockwise around the board a number of locations. This
can be useful to players: if they visit a location containing the Witch of
Salem, defeating monsters at that location becomes easier, or it enables a
player to regain additional sanity if they are able to play a particular item.
Event cards can also move the Necron token further along the doom track, or
cause a Great Old One to manifest at the Miskatonic University. This usually
puts into play a rule that negatively effects players until the GOO is removed
(either by another event card, or players going to Miskatonic University and discarding
a number of items specific on the GOO card).
To win the game,
players have to fulfil a number of conditions, which includes closing all of
the hidden portals that are on the board. Each location has a space for a
portal tile, and at the beginning of the game tiles are randomly chosen and placed
face down on these spaces (six in total). The hidden side of the tile reveals
whether or not this is a portal. Items allow players to examine the portal
tiles of the location they are currently in, and sigils (of the type
corresponding to the space upon which the portal tile is placed) allow them to
seal the portal (but a player cannot view and seal a portal tile on the same
round; nor can they remain at a location, so potentially it can take a single
player three rounds to close a portal, assuming they have all of the necessary
items and sigils). Players can seal portal tiles without examining them, but if
they do so and the tile turns out not to contain a portal, they lose the game
and the Great Old One's return to devour the world.
In addition to which, the players also have to reveal the
Great Old One lurking in the R'lyeh space off the coast of Arkham (Arkham is a
coastal town now?) and located at the top right-hand corner of the board. To do
so, they have to work their way through a series of five other Great Old One
cards arrayed around the edge of the R'lyeh space until they reveal the sixth
and final GOO. In order to do this, they need to collect and play specific
items (pages from the Necronomicon) as they travel around the board. If the
players fail to reveal all of the GOO cards before the Necron marker reaches a
particular point on the doom track (about two thirds along), they loose and the
the Great Old Ones return to devour the world.
Once the final Great Old One in R'lyeh has been revealed,
players have to travel there (which involves losing sanity), then defeat the
outer monstrosity by having in their possession items specified on the final Great
Old One card. If they fail to do so, the Great Old Ones return to devour the
world.
Each player also has a named character tile which upon which
items/sigils are placed once collected, and which also contains a track for
marking off sanity lost during gameplay. As mentioned above, players can lose sanity
by encountering monsters, collecting items or through event cards. If all of
the players are reduced to zero sanity, they loose and the Great Old ones
return to...well, you probably get the picture by now.
Given the objectives players have to achieve, and the
multiple ways it is possible to lose the game, this makes Witch of Salem pretty challenging. Added to which, this is somewhat
unusual as a co-op in that it involves hidden information: players who examine
a portal tile are not allowed to tell other players whether it contains a
portal or is blank. Unfortunately, this is the one rule that undermines the
game's solo playability, especially if you are using more than one character
(the game is designed for 2-4 players, so playing with just one character is
not recommended). However, given the difficulty of the game, ignoring this rule
(which I did) doesn't seem to have much of an effect. Indeed, going by Witch of
Salem forums on boardgamegeek, this seems to be common practice amongst
enthusiasts of the game. In any case, the two times I played I lost - in the
first instance very badly, although in the second time I came relatively close
to winning.
Overall, I found this to be a quick and light - but nonetheless
challenging - take on Arkham Horror, so
no points for originality there. That said, whilst Arkham Horror is one of my
all-time favourite games (especially in solitaire mode), it hardly ever hits my
gaming table given the game's significantly large footprint and the time it
takes to play (I've never managed to see to completion in under four hours). As
a consequence, Witch of Salem is a
reasonably good go-to game for a more condensed Arkham Horror experience. That
said, whilst beautifully produced , Witch
of Salem (as its Euro roots attest) is a very abstract game that lacks the
naarative flavour of Arkham Horror: in Arkham Horror, each character has unique
abilities and characteristics, whilst in Witch
of Salem each character is identical; in Arkham Horror, travelling to a
location can result in varied events which push the narrative of the game forward,
whereas visiting locations in Witch of
Salem leads to a very limited number of (usually) predictable possibilities.
On the plus side, Witch of Salem does
as good a job as Arkham Horror of ratcheting up the tension as the Necron
marker is moved inevitably towards the endspace.
In summary, this game looks beautiful, plays well solitaire
(although this requires a minor rules modification) in about 80-90 minutes, has
a reasonably easy rules set (4 pages) and offers a nice, light alternative to
the grandaddy of Lovecraftian boardgames, Arkham Horror. Despite the lack of narrative
engagement (not to mention the failure to mention Lovecraft anywhere in the
game), this is something that I will almost certainly play again for that
always desireable quick fix of Lovecraftian gaming self-love.
On the Gaming Self-Abuse Scale (tm), this clocks in at: 7.5/10
Next up: a new acquisition - The Pathfinder Adventure Card Game: Rise of the Runelords.
Sunday, 10 November 2013
The Gaming Onanist Week 1 (4th - 10th November 2013) - Introduction and The Witch of Salem
The Gaming Onanist is my attempt over the next 52 weeks to
document my experiments in ludic self-pleasure as I attempt to get as many of
the unplayed (or rarely played) solitaire or co-operative games I currently own
on to the table. Whilst I am fortunate
enough to be able to participate in a regular weekly gaming group, sometimes
once a week is not just enough...
In any case, each week I will be choosing one tabletop game
and offering a brief review/gaming session report. Additionally (and time
permitting), I may also offer ruminations on contemporary tabletop gaming culture
in its various forms. In the next few
days, also expect a speculative list of some of the many games I hope to play.
This will most likely include varied genres, including: many contemporary boardgames
(of both the Euro and Ameritrash variety - though
mostly of the Ameritrash variety); various card-based games; hex-and-counter
wargames; possible some miniature gaming; and maybe even the occasional attempt
at solitairy roleplaying. Ooh err...
Bad double entendres aside (or perhaps not), in the spirit
of the season (it being just over a week since Hallowe'en) - my first offering
will be Mayfair Games' The Witch of Salem,
in whose delightful company I've frolicked twice today. Sadly, now being in a
state of dissolute and detumescent dissipation subsequent to my exertions, the review
will have to wait until tomorrow. In the interim, here's some high quality
gaming porn of The Witch of Salem board with which to tease you:
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