Sunday, 16 March 2014

Week 19 (10th - 16th March 2014): The Call of Cthulhu RPG - Alone With My Appendage.

So, to continue celebrating the month of H.P. Lovecraft's death, this week's offering (and marking the 77th year since HPL's shuffling off this mortal coil on March 15th 1937) is a game that surely needs no introduction: The Call of Cthulhu rpg. The first and - surely the best - horror rpg. Over the years, a few solitaire scenarios have been produced for CoC:




On this occasion, I chose a personal favourite: Alone Against the Wendigo. This takes the now classic Fighting Fantasy/Choose-Your-Own-Adventure approach of numbered paragraphs leading you through the scenario's multiple narratives, whilst using the CoC percentile-based rules to resolve conflicts.



This particular scenario places the player in charge of a small expedition in the wilds of Canada, wherein an encounter with the Great Old One Ithaqua (the Wendigo in question) potentially plays a prominent part. For my part, after managing to avoid a group of Mi-go, losing the better part of my expedition, and killing a sasquatch (taking its head as a trophy), I managed to survive my travels through the northern wilds without losing any sanity (a rare event indeedn in CoC!). Helpfully, the Wendigo was avoided in this regard. Nice.

Great fun, and a nostalgic blast from the past. Happy Death Day, HPL!





Sunday, 9 March 2014

Week 18 (3rd - 9th March 2014): Arkham Investigator - Futilely Tugging My Tentacle

Not an auspicious start to the month of Lovecraft. I've some choice items lined up, but decided to start with another as-yet unplayed item: the free online print-and-play game Arkham Investigator. Based on the Sherlock Holmes: Consulting Detective game engine (another unplayed game I own), Arkham Investigator is a (seemingly) free-form game of Cthulhu mythos investigation which I was very much anticipating. Not so much a game in and of itself, but rather a system supported by multiple scenarios, the Arkham Investigator sets up a situation, and then allows the players relative free reign to discover a solution by following up clues - provided by the initial set up and various other documents supplied at the beginning of the game - to said mystery. In this case, the attack upon a young woman in Arkham. To this end, one is provided with a map of Arkham detailing the city's environs, a list of helpful contacts, and a directory of the city which includes links to locations in the scenario book. By following up these leads (i.e. checking their locations in the scenario book), players are able to to tie together the various elements of the plot and arrive at a satisfactory solution. Having done so, players answer a series of questions at the back of the scenario book, and assess their success according to how accurately they are able to respond.



All in all, this seems to be the ideal format for Lovecraftian game playing, which is not dependent on the artificiality of a combat system (largely irrelevant where the Lovecraft Mythos is involved, as inevitably you will die) and a sanity system (also largely irrelevant where the Lovecraft Mythos is involved, as inevitably you will be sent mad); as such, the relatively free-form investigative nature of the game very much suits the Lovecraftian oeuvre.

In practice, however, things took anotherr turn during my play session: everything was progressing nicely during the first three quarters of the game, until suddenly I encountered a metaphoric brick wall. In brief, many of the clues I had encountered were directing me to the Miskatonic University Exhibition Hall, but I could find no reference to this anywhere in the directory, or any hint as to which page number to which I needed to turn in the scenario book. Looking in the city directory, I did discover that the said Exhibition Hall did have an entry both on the map and in the scenario  book, but I was not able to explicitly find the numbered location in any of the documents available. Ultimately, the only way I could solve the scenario was to 'cheat' by turning to the relevant entry in the scenario book.

With no other options seemingly available, this was a disappointing end to the game. Whilst intriguing, Arkham Investigator thus proved to be ultimately frustrating due to what seem to be inherent design problems. That said, a second edition of this has been put online - hopefully one that resolves the seeming mistake in this iteration which prevented me from a staisfatory conculsion. Overall, this has the potential to be an outstanding game, but needs further development.

6/10 on the Gaming Self-Abuse Gauge (tm).

Sunday, 2 March 2014

Week 17 (February 24th - March 2nd 2014): Castle Ravenloft - Vigorously Sharpening My Stake

Now just under a third of the way through this year of ludic self-abuse.  Anyway, continuing with the fantasy theme, this week I've had a crack at the D&D dungeoncrawl boardgame Castle Ravenloft. This is based on the classic and eponymous D&D module which pits the players against the spooky realm of the vampire Count Strahd von Starovich - so lots of Hammer Horror stakey anti-vampire action involved.

In theory the game ticks all the boxes that would normally satisfy my gaming requirements: a solitaire/co-operative dungenoncrawl, an undead/horror theme, and miniatures (which, I spent a shitload of time painting up in anticipation of the ultimate D&D boardgame experience). But sadly the game itself disappoints - at least as a solitaire experience: the rules are over-simplified, lack tactical depth, and overall it feels like Wizards of the Coast have tried unsuccessfully to package D&D in a manner that would appeal to a disparate audience of 7 year olds on the one hand, and adult gamers looking for the ultimate boardgame-based dungeoncrawler on the other.  That said, I've played this once before as a multiplayer co-operative, and it was a blast. Though perhaps my reasons for enjoying the game on that occasion was due to the fact that a) it was played in a pub and b) it was played in a pub. Otherwise, playing this sober in solitaire mode, my overall assessment is the following: this is a shit game.

 
This game is as shit as this picture. I spent a fucking shitload of time painting these miniatures, but couldn't be arsed setting them up so you could see them properly because the game is so shit.

On the Gaming Self-Abuse Gauge (tm), this scores a lowly 4/10.

Up next is the month of Lovecraft. March being the month during which all good gamers celebrate H.P. Lovecraft's Deathday (March 15th). So a bunch of Lovecraftian solitaire games to look forward to.

Nice

Sunday, 23 February 2014

Week 16 (17th - 23rd February 2014) - Warhammer Paths to Victory, Beneath the City of the White Wolf: Fondling the Shaft of My Mighty Warhammer.

As per usual, I've ended up engaging in ludic self-indulgence late on a Sunday evening (and let's be honest, what better time for it?). This time around, I've been indulging in my private passion for a bit of Warhammer self-love, throttling the old gaming pole-arm in search of a bit of spirit self-satisfaction. Being a massive fan of the Warhammer universe - one which is very much primed for a bit of the old innuendo (power-fisting anyone? How about a spot of rear penetration using a rod of retribution?) - today I engaged in a bit of tomfoolery with Games Workshop's 'Paths To Victory' chose-your-own adventure rpg books. Making use of the old 'Fighting Fantasy' format, these books adapt a simplified version of GW's wargaming system to the solitaire gamebook format, and quite effectively.


On this occasion I played the Beneath the City of the White Wolf gamebook, to good effect. Typically of the warhammer universe, this fuses gritty fantasy with a Call of Cthulhu-like investigation into strange and reality-bending cults to pretty good effect. Whilst this recapitulates the classic 'Fighting Fantasy' format, GW certainly know their audience - this is definitely written for the more mature gamer, incorporating typically whacked-out GW ultra-violence with oddly prescient political statements (my encounter with a group of the rat-catchers discussing the problems of capitalistic wage-labour in the sewers under Middenheim).

Great stuff. On the Gaming Self-Abuse Guage (tm), this scores 7.5/10.

Sunday, 16 February 2014

Week 15 (10th - 16th February 2014) - Okko: Furiously Polishing My Katana and Some 'One-Handed Photography'

Sadly, another rather late entry this week - something I aim to rectify shortly. Again, the consequence of this is that this post will be relatively brief, with a view to revisions being made early next week. This week's choice is Okko: Era of the Asagiri. Part of my ongoing 'series' of fantasy-based games, Okko is effectively a miniatures skirmish game (not unlike last week's entry) set in an alternative fantasy version of Japan, and presented in boardgame form (miniatures and terrain being replaced by very nice cardboard standees and geomorphic boards representing the interior of 'typical' Japanese house).

The game pits warbands of demon-hunters against villainous Oni, and involves an interesting mechanic involving dice with elemental symbols on their faces which allow characters to activate special abilities when rolled. That said, I did initially find the game to be a rather pedestrian implementation of IgoUgo mechanics involving fairly standard move/shoot/melee procedures. I

Additionally, this is not strictly speaking a solitaire affair, but due to the fact that no hidden information is typically involved in gameplay, Okko can be soloed fairly easily. Production values are outstanding, but my initial experiences lead me to suspect that there might not be much outside of the lovely look of the game to commend it. That said, I have only played the basic introductory scenario so there may be more to Okko - the only problem being that this initial experience hasn't really suggested that the game may be worth revisiting. On the Gaming Self-Abuse Gauge (tm) this currently scores a 6.5/10.

 
A badly taken photo of the game set-up. The shaky camerawork here is, I imagine, a result of some one-handed photography (if you know what I mean) - presumably in anticipation of some hot three-way action (the scenario displayed being, of course, played with three characters on either side).

Sunday, 9 February 2014

Week 14 (3rd - 9th February 2014): Dwarf King's Hold - Beating Off The One-Eyed Bone Monster

Update to come, but the game was played a couple of days ago. Photo below says it happened. Poor production values, but excellent game coming in at an 8/10 on the Gaming Self-Abuse Gauge (tm).


Dungeon tiles laid out to play the first scenario
 

As per the post title: a Dwarf warrior prepares to administer a damned good bludgeoning to a monocular skeletal beast
 
Ok, just a quick update. As part of the series of fantasy-themed games I'll be playing for the next few weeks, I've chosen a game that has been on my shelf for a while, but another as-yet unplayed offering: Mantic Games' Dwarf King's Hold. Basically, this is a fantasy version of Space Hulk, where two asymmetric sides (Dwarfs outnumbered by Undead) battle it out using miniatures in mission-based scenarios in the eponymous dungeon environment. The game rules are relatively simple, but their simplicity belies the fact that the game involves a significant degree of tactical nuance and depth. The game also plays fairly quickly (I managed two games in under an hour) depending on the scenario chosen. I have to say, this is an outstanding game - at least in terms of gameplay.

Where Dwarf King's Hold suffers a little is in production values. The game comes with over 30 plastic miniatures (which need to be assembled and painted), and these are of solid quality but nothing exceptional (the miniatures displayed in the photos above are not from the game - I already had a number of painted Games Workshop Dwarf and Undead miniatures, so employed these in my first games). The dungeon tiles and counters are workmanlike, but are relatively thin when compared to the quality of similar tiles one finds in games such as Fantasy Flight's Descent, and the game box is a very flimsy affair. Another downside is that the game isn't really set up to be playable solitaire as some hidden information is involved - so on this occasion I ended up playing both sides. As such, this doesn't quite fit the description of being a solo game.

These issues aside, the game is eminently playable, and an excellent introduction to skirmish-level miniature wargaming with a fantasy theme. As per the above, this still retains its score of 8/10.

Sunday, 2 February 2014

Week 13 (27th January - 2nd February 2014): The Lord of the Rings Bord Game - Fingering My Own Ring


 
What it says in the post title.


Well, I'm up to week 13 which - for good or ill - represents the quarterway mark through my 52 week journey of ludic self-abuse. Continuing the fantasy boardgame theme, this week I've given another Tolkien co-op game a go: Riener Knizia's The Lord of the Rings boardgame. As per last week's post, my time is limited at present, so I'll be keeping this short - with regard to which, this blog is primarily intended as motivation for my personal journey through my gaming collection, not an attempt to offer in-depth game reviews. Even so, time permitting I may return to some of the shorter posts in order to add more depth (last week's Runebound certainly warrants this, it being one of my favourite games of all time).


Lord of the Rings game setup

Lord of the Rings is a lovely little game, albeit a little abstract for my tastes (to be expected given the designer). Regardless, the game is quite a nice little representation of the hobbits' famous journey through the narrative of Tolkien's epic. The game's core mechanic is card-based, with each player (who each take on the role of one of the named hobbits from the novel) using cards drawn throughout the game which are then used to complete various tasks or overcome specific challenges during each turn. This will ultimately lead to the players completing the journey to Mordor and casting the One Ring into Mount Doom, or become corrupted by the Ring's influence and thus lose the game.

This latter occurs as players are also tasked at various points in the game with rolling the Mordor dice, usually with dire consequences: either moving the hobbits towards the Sauron marker on the main board, or moving Sauron towards the hobbits. If at any point Sauron and the hobbit who is currently designated as the Ring Bearer end on the same space, the Ringberarer is corrupted and Sauron is victorious. The game is relatively challenging, and took me about an hour and forty minutes to play from start to finish (I lost on this occasion). One potential issue from a solitaire perspective is that the game has to be played using a minimum of two hobbits/players, and each player is required not to reveal their cards to other players. However, the rules do allow players to communicate freely the content of their hands, such that playing solitaire is not really a problem if the no reveal rule (which seems somewhat redundant anyway) is simply ignored.

This being another of Fantasy Flight Games' fare, the production values are extremely high, and notable for the inclusion of famed Tolkien artist John Howe's illustrations on the game boards.

Overall a solid little game, especially for fans of Tolkien. If a little abstract, the game nonetheless does give a sense of the story of LotR. On the Gamic Self-Abuse Scale (tm), this scores 7.5/10.

Sunday, 26 January 2014

Week 12 (20th - 26th January 2014): Runebound - Stroking My Steelhorns

I'm so busy at the moment that this week's entry will need to be kept very short, unfortunately. As a start to exploring some of my solitaire fantasy adventure games, this week I brought Fantasy Flight's Runebound to my gaming table. I will be brief: this is one of my all-time favourites, and has probably seen close to 50 solitaire plays. As is standard for this type of game, each player takes the role of a character - on this occasion the mighty Steelhorns...


 
Steelhorns prepares for battle

...and seeks to vanquish the returning Dragon Kings who threaten the world of Terrinoth. This involves travelling around Terrinoth, defeat monstrous minions, take their stuff, and level up before confronting the Dragon Kings themselves.


Runebound set up and ready to play


The great thing about Runebound is that it has a very concise ruleset, and whilst quick and easy to play, does lack tactical depth when it comes to combat. In addition to which, the large number of expansions means the game offers significant variety. The only downside is that Runebound appears to be out of print at the moment, with no sign of its coming back into production.


A part of my (complete) Runebound collection.

In short, this one gets a whopping 9/10 on the Gaming Self Abuse scale (tm), and pretty much counts as my 'desert island' solitaire game.

Apologies for the brevity, but I must dash - if I find time in the coming weeks, I will probably return to Runebound for a more in-depth review.

Sunday, 19 January 2014

Week 11 (13th - 19th Jan 2014): Dungeon Roll - I've Got a Big Broadsword Made Out of Cardboard...



Another quickie today - the past week has been very busy, and as a consequence I've not had much time to devote to gaming (hence this week's fairly poor attempt at themed onanist inneuendo - although I did take the role of a cleric in this game). As such, I've opted for a recent purchase which is also an unplayed game, but one I am aware plays very quickly: Dungeon Roll, published by Tasty Minstrel Games. In keeping with the game's brevity, I'm going to knock this one off fairly switftly )ooh-err).

I picked up Dungeon Roll for no other reason than  it was a) solitaire and b) came in an attractive box shaped like the typical treasure chest your average dungeon delver is likely to find after dispatching a bunch of orcs. The game is (like last week's offering) a dice game, and a dungeoncrawl-themed one to boot. It is unsurprising, then, that in the game you take the role of a dungeon delver seeking to fight monsters, take their stuff, and defeat the big bad (a dragon). To do so, you roll a group of dice whose symbols represent various kinds of archetypical D&D characters (thief, fighter, cleric, magic user, etc.), and the dungeon master (or yourself if playing solitaire) rolls a number of dungeon dice equal to the current game term. These display symbols representing the typical kinds of things you'd expect to find in your average dungeon: oozes, skeletons, goblins, treasure chests and magic potions. If you have the appropriate dice, you clear the dungeon room (i.e. fighters remove goblins en masse, thieves can open treasure chests, clerics can banish skeletons, etc.) and possibly gain treasure as well as experience. Thus the game grinds (thankfully quickly) onwards. The game is lost if you do not posses on a given turn the appropriate dice to defeat the monsters rolled; alternatively, you win once three dragon dice have appeared and you have the appropriate dice symbols in your pool to defeat said dragon.

Nice box, shame about the gameplay.

Overall, this is quick and easy, with some nice production values as far as the box is concerned; however, the rules, whilst simple, are badly organised, and the game doesn't feel as if it has much by way of strategy. Whilst it seems sound enough as a quick solitaire dice roller (the game doesn't take more than about 10 minutes to play) it does lack stretgic depth and a sense of narrative, so is not for me.

On the Gaming Self-Abuse Scale (tm), this scores a lowly 4/10, and will be added to the ebay pile.

Anticipating being very busy over the coming weeks, this may be the last 'new' game played for a while. However, the next run of games will be themed around solitaire fantasy dungeoncrawler/adventure games, starting either with Runebound or the Lord of the Rings boardgame next week.

Over and out.

Sunday, 12 January 2014

Week 10 (6th - 12th January 2014): D-Day Dice - Buffing My Bayonet

Just a quick one (ooh-err) this week, as I've been busy again, as well as having been struck down by some variant of the dreaded Winter illness that is going down (hacking cough, nausea, hairs growing on the palms of my hands) - no doubt brought on by too much ludic self-abuse. Any way, this week's  entry (ooh-err) is D-Day Dice, a dice-rolling/push your luck/resource manangement offering published by Valley Games.

The premise of the D-Day Dice is that you are leading a platoon of Allied troops, sector by sector, up one of the beaches during D-Day (Omaha, Utah, Sword, Juno, etc.). There are eight game boards, each representing one of the beaches (and of varying difficulty) upon which the game is played. Your platoon is represented by a dice with various symbols on (mainly chevrons), which are used to indicate how long you can remain in a sector (usually a maximum of three turns). Each turn, you roll a set of six dice, also bearing various symbols which represents resources (such as soldiers and courage),  or difficulties (a skull, which cancels out one other of your dice so you cannot claim those resources) to aid or hinder you until you reach the objective at the end of the beach. In order to mover from sector to sector, you need to acquire enough points of courage to advance (the number required is marked on the board). You also have to engage in combat in each sector, which will reduce the number of soldiers you have acquired. Other symbols marked on each sector cause various effects (including minefields which cause randomly determined losses; or machinegune nests, which randomly increase the combat value of the sector - also causing you to lose more troops).


Game in progress, towards the end of play

To win the game, you need to enter the bunker at the end of the beach, and survive combat in that sector. You lose if you have no more troops left, or you are in a position where you must move but are unable to. I played two games, each taking about twenty minutes, using the training battle map. The first game using only the very basic rules I won without much trouble. The second, in which I used all of the rules, proved more difficult and I ended up losing due to ll of my troops being wiped out.

In brief, the game is very quick, easy to learn, and does look quite nice (fairly high production values, and all of the special dice are of good quality). The game works co-operative or solitaire, and is a nice filler if you have twenty minutes to spare and fancy a bit of a dice fest. Having said that, D-Day Dice didn't quite work for me - it just didn't really engage me, although it seems to have quite a following on boardgamegeek. Quite likely, this one will end up on my ebay pile. Not that it is a bad game, just not for me. Bearing that in mind, I can see the appeal of this, so on the Gaming Self-Abuse Scale (TM), this scores 7/10.

Thursday, 2 January 2014

Week 9 (30th December 2013 - 5th January 2014): Relic - Grasping My Force Staff in Both Hands.

 
 


For the uninitiated, a force staff is actually a thing. Here's a space marine librarian grasping his proudly in both hands.

Inquistors only have force rods which are, of course, much smaller.


This week another newbie: Relic, by Fantasy Flight Games. Set in Games Workshop's Warhammer 40,000 universe, as a huge fan of the 40K fluff, this was a must-buy for me when it came out last year. Not only was this an adventure game (a category of boardgame I particularly enjoy), it also contained some lovely character busts for use as player pieces. Since purchasing, I've made some headway with painting the minis, but have never seemed to get round to playing. This was in part due to caution on my part as Relic is also an iteration of GW's classic Talisman adventure game - and I wasn't hugely impressed by the Black Industries/ FFG reissue of this some years back.

Talisman is notable as an early example of the adventure game genre, by which I mean pretty much taking the classic tropes of roleplaying games and translating them to a boardgame format. In games like Talisman, players usually take on the role of classic fantasy rpg characters (fighter, thief, magic user, cleric, etc.), and travel around the game world (represented by the game board) in the fulfilment of quests, killing monsters and taking their stuff, gaining experience and levelling-up - though usually with some final, overarching goal in mind. Whilst rpgs tend to be fully co-operative, adventure boardgames often have a competitive component - in Talisman, the winner being the person who makes it to the centre of the board to claim the crown of command (or some other such trinket). The two main things I dislike about Talisman are its repetitive character and its lack of theme and  narrative, being little more than a random series of encounters in a generic fantasy world with little or no sense of place, identity or theme. Unfortunately, Relic still suffers from being a relatively random dice-fest as well as a bit of a grind as you move from encounter to encounter, killing things, taking their stuff, etc., in preparation for the final big push into the centre of the board to achieve the final objective. In fact, I will admit to not completing my first game - after about three hours, I estimated I was about halfway to the end, at which point I decided to give up. In its favour, Relic does attempt to incorporate a greater degree of complexity into the game, which can on occasion give rise to some interesting tactical/strategic choices having to be made. It is also much more flavoursome than Talisman, being firmly grounded in a pre-existing gameworld - and here FFG have done a great job of drenching the game in theme.


Relic set up and ready to play.

In Relic, players take on the role of typical characters from the 40K universe, including space marines, inquisitors, techpriests, imperial guard and so on. Each of the 10 characters available to play comes with a sheet listing attributes (strength, cunning and willpower) at a level appropriate to their role. Each character sheet also lists a range of special abilities - unique to that individual - which can be used to help players win the game. At set-up, each player also gains a number of influence counters which can be spent during the game - usually to gain access to powers and equipment that can further aid them. Each player is also given a mission which sets out a short-term goal that players can achieve (for example defeating a particular creature on a particular part of the board).


Some of the character busts used in Relic. From left to right: Ordo Malleus Inquisitor, Space Marine of the Ultramarines Chapter, Tech Priest and Assassin. Yes, I painted these because I am awesome...



The Space Marine in close-up.



The Ordo Malleus Inquisitor - the character I used for my first game.

Whenever a player completes three missions, they can trade the mission cards in for a relic - a powerful item which further enhances their abilities. Players then travel around the board - a beautifully illustrated abstraction of a sector of the Imperium of the 40K universe - which is constructed into three tiers (outer, mid- and inner) with a view to first reaching the centre of the board. The centre space is represented by one of five cards, outlining specific criteria by which players can win the game on entering the final space. Starting in the outer tier, players move by rolling a dice, and moving that exact number of spaces either clockwise or anti-clockwise around the board. Progression into both the mid-tier and inner tier is dependent on landing on specific spaces and fulfilling given criteria (such as discarding an item). Whilst there is a race element to the game, rushing straight to the centre of the board early in the game is not recommended. Each space a player lands on also involves some sort of challenge, which become harder the nearer one gets to the final space in the inner tier. Thus players have to level up during the game to enhance their chances of meeting these challenges. Gaining experience is usually a matter of killing various beasties from the 40K universe which one encounters once completing movement. Most spaces are marked by one or more seals which are either red, blue or yellow. Each colour corresponds to a specific encounter deck and a particular kind of challenge coded to character attributes (red f0or strength, yellow for cunning and blue for willpower). Ergo, players are at an advantage if they seek encounters matching their highest attribute. In the game I player, my Ordo Malleus Inquisitor's highest attribute was willpower, and thus it made sense to aim for spaces marked with a blue seal as I would have a better chance of beating challenges drawn from the blue encounter deck. As mentioned, these are often creatures such as tyranids, orks or chaos daemons, although encounter decks also contain events, allies and items which can be acquired. A d6 dice roll is added to each of the character's and monster's attribute, the two are compared and the highest wins. If the player wins, he or she takes the monster card and gains experience points equal to its attribute number, and can level up (gaining higher attributes and other abilities) for every 6 points worth of cards acquired. If the player loses, he/she forfeits  a life, and may also gain a corruption card. If reduced to 0 life points, your character loses certain cards and is forced to move to a particular space on the board. If at any time a player has 6 corruption cards (representing the insidious influence of the forces of chaos), that character is out of the game, and the player has to start from scratch with a new player. So, the game is also about managing resources and pushing luck as well as rolling a shedload of dice.

Whilst an improvement on Talisman, Relic still has its problems: as mentioned, it does seem to take a long time to play (three hours from start to finish tends to be my maximum for solitaire games); repetition (roll, move, fight) means that the game can become little hackneyed after a while; there is also no PvP in the current rules (though these have been promised in the inevitable expansion) so the game does player somewhat like a multiplayer solitaire, with only a modicum of player interaction. This latter point, does, however, have the benefit of making this playable solo - I failed to mention that Relic is meant as a multiplayer and is not specifically designed as a solitaire game. However, soloing Relic is simply a matter of seeing if you can get to the centre before acquiring 6 corruption cards, and redrawing any cards which require player interaction (there are relatively few of these).

I really want to like this game, as I've been hoping for a 40K-based advanture game for ages - it is just a shame that it was designed as an (albeit improved) re-implementation of Relic. Even so, I shall probably give it another go at some point. On the Gaming Self-Abuse scale (tm), this one rather is rather disappointingly awarded a 6/10.