Board Games Archives - I'm Not Doctor Who https://imnotdoctorwho.moegamer.net/category/games/board-games/ Memoirs of a nobody Sat, 31 Jan 2026 20:57:41 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 https://imnotdoctorwho.moegamer.net/wp-content/uploads/2024/11/cropped-pete-32x32.png Board Games Archives - I'm Not Doctor Who https://imnotdoctorwho.moegamer.net/category/games/board-games/ 32 32 237362437 #oneaday Day 603: Awesome minis painted quick https://imnotdoctorwho.moegamer.net/2026/01/31/oneaday-day-603-awesome-minis-painted-quick/ https://imnotdoctorwho.moegamer.net/2026/01/31/oneaday-day-603-awesome-minis-painted-quick/#respond Sat, 31 Jan 2026 20:57:37 +0000 https://imnotdoctorwho.moegamer.net/?p=35292 Today I've been doing something that I haven't done for probably 30 years or so: I have attempted to paint some miniatures. As I alluded to a while back, this is a field where "technology" (for want of a better word?) appears to have come on quite a bit in the years since I last … Continue reading #oneaday Day 603: Awesome minis painted quick

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Today I've been doing something that I haven't done for probably 30 years or so: I have attempted to paint some miniatures. As I alluded to a while back, this is a field where "technology" (for want of a better word?) appears to have come on quite a bit in the years since I last tried it, and I was particularly interested in trying out something called "Speedpaint".

Speedpaint is a formulation of paint that, in contrast to the usual thick matt acrylics, is very thin and semi-transparent. You brush it all over a model and the nature of its formulation means that it works its ways into all the little nooks and crannies by itself and naturally darkens and lightens according to the undulations of the model. In other words, it goes darker when it gets into deep cracks, and creates natural highlights in elevated sections.

I was especially interested in trying out the "Speedpaint Markers", which combine the simplicity of Speedpaint with the straightforward, mess-free approach of using a pen rather than a brush and palette. And for the most part I'm very impressed with the Speedpaint Markers; they're a convenient and easy way to get some colour on to a model, and the Speedpaint within them works exactly how it's supposed to, making it easy to create convincing and realistic effects with just a single coat.

I've been painting some of the furniture from HeroQuest today, as these are fairly large pieces that are, for the most part, relatively straightforward to paint. And in doing so, both the strengths and the weaknesses of the Speedpaint Markers have become apparent.

They're great for covering large areas. Painting one of the door miniatures, the tomb, the tables and the stonework around the fireplace was simplicity itself. The paint did its thing and created some nice shadows and highlights with minimal fuss; I found that it needed just a little more than a single coat to look good, but it's still a very quick way to get something painted.

The weakness of the Markers is that although their tips are relatively fine, they're still a long shot from a proper detail brush, and as such it's difficult to paint very fine details with any great accuracy. This means that it's difficult to, for example, paint the books on the bookshelf miniature, or the little bits and pieces scattered around the alchemist's table.

Thus I have concluded that the best approach, for now, is to have both the Markers available for large, simple areas, and some more conventional brushes, paints and a palette around for more fine detail work. This means that I have spent considerably more on this little experiment than I perhaps initially intended — and part of me, the cynical part, suspects that this is how they "get" you — but will hopefully be able to do a much nicer job once I have some more appropriate bits and pieces.

I've enjoyed what I've tried, though. The results I've had with the Speedpaints today are considerably better than the cack-handed attempts with acrylics I did back when I was in my early teens and didn't really have the right brush for the job. In fact, in retrospect, it was not having the right brush for the job that put me off taking things any further; I got frustrated that I felt it was too difficult, and just sort of gave up.

After today's little experiment, I'm keen to have a proper crack at it though. It'd certainly look very cool to have at least some painted minis on the table the next time we play HeroQuest (which, all being well, will be next weekend).

So I guess I'm Someone Who Paints Miniatures now. I suspected that Someone was always inside me, what with the inherently nerdy nature of the surrounding hobby. I've just come to it a little… late, is all.


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#oneaday Day 589: HeroQuest First Light, First Session https://imnotdoctorwho.moegamer.net/2026/01/17/oneaday-day-589-heroquest-first-light-first-session/ https://imnotdoctorwho.moegamer.net/2026/01/17/oneaday-day-589-heroquest-first-light-first-session/#respond Sat, 17 Jan 2026 23:44:00 +0000 https://imnotdoctorwho.moegamer.net/?p=35242 I've done it! I've finally played a game of HeroQuest with actual real human people. And we had a really good time! We got through the first two quests in the First Light campaign — I've bought both First Light and the big-box core set, but I wanted to give First Light a go because … Continue reading #oneaday Day 589: HeroQuest First Light, First Session

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I've done it! I've finally played a game of HeroQuest with actual real human people. And we had a really good time! We got through the first two quests in the First Light campaign — I've bought both First Light and the big-box core set, but I wanted to give First Light a go because it's a completely different campaign to the big-box core set, and the big-box core set campaign is largely based on the 1989 original, which I was already familiar with.

Both sets stand by themselves, and both are a good means of getting into HeroQuest as a hobby; the main difference is that First Light is a lot cheaper and comes in a smaller box, because it lacks the big collection of plastic miniatures included in the big-box core set. And, having played the game with those big-box core set miniatures today, I'm glad I picked it up; making the whole game a lot more "3D" really adds to the atmosphere and makes it look great on the table. (For the budget-conscious, the cardboard standees for monsters in First Light have some great artwork on them — and you do still get miniatures for the heroes and a recurring dragon boss — but all the furniture items are flat cardboard tiles that just show a plan view of the furniture. They serve their purpose, but it's hard to deny that the 3D furniture is just better.)

Playing Zargon (known as Morcar in the European '80s version) is an interesting experience. One thing you have to remember while playing is that although you are technically an "adversary" for the Hero players, you are not necessarily trying to defeat them. You are, instead, attempting to facilitate a fun session of storytelling, using the game mechanics as a framework, and that sometimes means quietly fudging things a bit, rebalancing the difficulty on the fly and responding to things that happen in a way that isn't necessarily laid down for you in the Quest Book in black-and-white.

Some people turn their nose up at HeroQuest because of its simplistic mechanics, and I can totally understand that; there are games with similar theming that go much harder on strategy and tactics, with each encounter feeling a lot more like a tabletop wargaming skirmish than a dungeon crawl. For some, that's what they want; for me, though, I've always been very fond of HeroQuest's straightforward mechanics, because not only do they keep the game pacy and help emphasise the collective, emergent narrative of the players' quest, they also make it very easy for newcomers to pick up. There's very little trawling through an epic rulebook once you have the basic rules sorted, which means there's very little downtime, and a lot more time for moving, fighting and searching things — because those are the three main things you do in HeroQuest.

The two quests we played today were enjoyably different from one another. The first was a relatively open-plan dungeon in which the Heroes, by chance, picked the "correct" way to go at the beginning and ended up at the concluding encounter relatively quickly, but in the process they also missed out on potentially collecting a bit more treasure. The second quest had an interesting series of magic portals that could send the Heroes to different parts of the dungeon, some of which connected with one another and some of which did not.

The second quest was noticeably harder than the first. The Heroes did have a bit of a run of bad luck with dice rolls — particularly once they opened up a secret room and found a pair of Mummies, which are surprisingly tough enemies to beat — but that made their eventual victory over the quest's "boss" feel hard-earned and definitely worthwhile. And relatively little Zargon fudging was required to keep everyone alive!

The cool thing is that I think the Hero players learned something from how these two quests went down — notably, that it is helpful to stay together, but in a tactically advantageous formation so, for example, the Wizard doesn't get twatted in the face, so the Barbarian doesn't block doorways and so everyone is able to get a chance to line up and punch something. The Wizard got equipped with a staff after the first quest, which allows him to attack diagonally, so that helped inform some tactics, and the Heroes have also determined that getting themselves some better equipment probably wouldn't be a terrible idea, either.

Lots of scope for growth, and the players enjoyed themselves enough to want to play it again! So with any luck, in a couple of weeks' time, it'll be hitting the table again and the campaign can continue.

I'm really very happy about this. I've been wanting to run a proper game of HeroQuest since I was, like, ten, and now I am. And I'm having fun! Sometimes you just need patience. And to buy the game multiple times in the intervening years.


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#oneaday Day 584: Paint chase https://imnotdoctorwho.moegamer.net/2026/01/12/oneaday-day-584-paint-chase/ https://imnotdoctorwho.moegamer.net/2026/01/12/oneaday-day-584-paint-chase/#respond Mon, 12 Jan 2026 22:22:42 +0000 https://imnotdoctorwho.moegamer.net/?p=35226 "Are you going to paint them?" Andie asked, looking at the wealth of miniatures in the big-box HeroQuest set that arrived today. "Probably not," I said. "I don't know how." This probably isn't quite accurate — as Andie pointed out, the how of painting something is pretty bloody obvious. But what I meant by that … Continue reading #oneaday Day 584: Paint chase

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"Are you going to paint them?" Andie asked, looking at the wealth of miniatures in the big-box HeroQuest set that arrived today.

"Probably not," I said. "I don't know how."

This probably isn't quite accurate — as Andie pointed out, the how of painting something is pretty bloody obvious. But what I meant by that was I have no idea how to do it in such a way that it doesn't look absolute shite.

Now, granted, I am basing this on my previous attempts to do this, some 30+ years ago, when I had a Citadel Miniatures starter paint set and a single brush that was, frankly, woefully inaccurate for the job at hand. The results were, as you might expect, Not Very Good — not least because I only ever really got as far as doing base colours, and never got into doing highlights and shadows. I always got hung up on the how of those bits — how do you know which bits need highlights and shadows? (Obviously, you shine a light on it, and put shadows in the bits that have shadows in them, and lighter bits on the bits that have light on them — I realise that now.)

With this in mind, I've been pondering whether I should try again. And I was surprised and pleased to discover that miniature painting technology has, unsurprisingly, moved on quite considerably in the intervening 30+ years since I last attempted it.

I'm especially interested in some curious little gizmos called Speedpaint Markers by a company called The Army Painter. This is, in turn, a spinoff of a type of paint this company creates called Speedpaint, which purports to do all the highlighting and shadowing for you to a certain extent. It does this through a particularly blended paint, whose properties mean that when it gets into cavities it takes on a darker tone, while on flatter, more raised areas it has a lighter tone, and on everything in between it has a… well, kind of "normal" tone, whatever that means for the specific colour you're using. It's a different sort of idea to acrylic-based paint, which is what I had previously experimented with, and looks like being a very beginner-friendly approach to painting minis.

The Markers take things a step further. Rather than requiring a specialist brush, palette and other equipment, they're a little brush-pen hybrid that delivers the paint right onto the miniature without any other equipment required. Obviously you still need to prime them beforehand, but that's simple enough that even I can do it.

I'm tempted to give them a try. It's a bit of money to get a decent starter set of colours (and, annoyingly, the one thing the "starter set" of markers lacks is a regular flesh tone) but if it really is as easy as it looks to use these things, I might finally be able to enjoy something that has, to date, eluded me.

I dunno. I'll think about it. But it would be cool to have painted minis for HeroQuest.


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#oneaday Day 583: Heroic leap https://imnotdoctorwho.moegamer.net/2026/01/11/oneaday-day-583-heroic-leap/ https://imnotdoctorwho.moegamer.net/2026/01/11/oneaday-day-583-heroic-leap/#respond Sun, 11 Jan 2026 20:07:29 +0000 https://imnotdoctorwho.moegamer.net/?p=35222 (Experimenting with some different techniques today. The above isn't what I'd call a "finished" image but I feel like I can probably build that into something.) We were originally supposed to be having some friends over to play HeroQuest today, but the collective illness of me, Andie and at least one of the friends in … Continue reading #oneaday Day 583: Heroic leap

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(Experimenting with some different techniques today. The above isn't what I'd call a "finished" image but I feel like I can probably build that into something.)

We were originally supposed to be having some friends over to play HeroQuest today, but the collective illness of me, Andie and at least one of the friends in question over the course of the last week caused us to postpone to next weekend. So I can't really offer a recap of what occurred in our first session, but I can take a moment to ponder exactly why I'm looking forward to jumping into this.

HeroQuest was an important part of my childhood. I was introduced to it through my brother's girlfriend at the time, who was big into heavy metal, fantasy role-playing and suchlike. Her Dad was into miniature wargaming, also, so I wonder how much that was an influence on her — though, of course, Warhammer and its ilk was always a lot cooler than the sort of "historical re-enactment" miniatures her father collected. Perhaps it was a case of "oh, I kind of like those, but I don't want my Dad to think he's cool, so I'll get into something tangentially related".

Anyway, fact is, I was introduced to HeroQuest by my brother's girlfriend, who did an admirable job of putting up with her boyfriend's annoying younger brother by letting me look at her stuff. I don't think I ever actually played HeroQuest with her, but I was so enamoured with it that I asked my parents to get me a copy of Advanced Heroquest one birthday or Christmas, and I got it. Still have it, in fact.

To my frustration over the years, I've actually had relatively few opportunities to play either the original HeroQuest or Advanced Heroquest with real people. Fortunately, Advanced Heroquest includes some very robust solo play rules, so it wasn't a complete waste, and I did manage to play it a few times with people over the years. But the original HeroQuest was always something I really wanted to play with other people over the long term — ideally with me in the role of the games master, taking the players through a full campaign of adventures.

HeroQuest, for the unfamiliar, is a fairly straightforward dungeon-crawling board game. The original MB Games version from the late '80s was developed in conjunction with Games Workshop's Citadel Miniatures brand, and thus was regarded as part of the Warhammer universe; Advanced Heroquest made this much more explicit. A few years back, however, Hasbro and its Avalon Hill brand, now rights holders for the HeroQuest license, decided to resurrect the game with a crowdfunding campaign.

The new HeroQuest has had a few changes since its late '80s release. The new version is now universal worldwide, being based on the previous incarnation's North American rules, rather than having European and North American variants. This means a few things. Firstly, the games master player is now called Zargon instead of Morcar, which to my mind is an infinitely worse name, but it seems "Morcar" is being reintroduced to New HeroQuest with an upcoming expansion, so I'm not too mad about it. Secondly, the game is a tad more difficult — in the European original, all monsters had just one Body Point, so you just had to hit them in order to kill them, even in the case of "bosses". Thirdly, there are some differences and variations in how the quests are composed.

I initially bought the First Light standalone "starter" set for HeroQuest but, having seen a good price on the full-size core set, I've splurged on that too. (Christmas money!) It's actually worth having both, though, because First Light has a completely different campaign of quests to take on as well as a double-sided board with a new map layout that isn't in the original. The downside of First Light is that as a lower-cost starter set, it only has five miniatures: the four Heroes and a dragon boss that recurs throughout the First Light campaign; the remainder of the Stuff is implemented either as flat cardboard tiles, or cardboard standees. Conversely, the full core set has miniatures for all the main monster types in both the First Light and original core quests, plus plastic 3D furniture to put in the rooms.

I'm really looking forward to getting into playing this, because as much as I have had fun with some subsequently release dungeon crawler games such as Descent: Journeys in the Dark, The Legend of Drizzt, Gloomhaven and another one I've completely forgotten the name of, a lot of those feel like they get a bit bogged down in being tactical wargames rather than exploration-focused dungeon crawlers — and it's the exploration and storytelling that has always attracted me to HeroQuest and its surrounding works.

Hopefully at this point next week I'll be able to provide a report on how our first session went. I'm looking forward to it a lot, and hope it will be able to become a semi-regular activity. We shall see!


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#oneaday Day 540: Actual socialisation https://imnotdoctorwho.moegamer.net/2025/11/30/oneaday-day-540-actual-socialisation/ https://imnotdoctorwho.moegamer.net/2025/11/30/oneaday-day-540-actual-socialisation/#respond Sun, 30 Nov 2025 02:14:05 +0000 https://imnotdoctorwho.moegamer.net/?p=35019 This evening, we had some friends over! Good Lord. Actual socialisation. We even played a board game — Betrayal at House on the Hill, if you were curious. This is a game that hasn't hit the table for a long time — hell, no games have hit the table for a long time, for a … Continue reading #oneaday Day 540: Actual socialisation

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This evening, we had some friends over! Good Lord. Actual socialisation. We even played a board game — Betrayal at House on the Hill, if you were curious. This is a game that hasn't hit the table for a long time — hell, no games have hit the table for a long time, for a variety of reasons I won't bore you with this evening — so I was excited to be able to get some use out of it. And, as usual for this wonderful game, it offered a completely different experience to any of the previous times we've played.

For the unfamiliar, Betrayal at House on the Hill is an interesting theme-centric game that unfolds in two distinct phases. In the first, a veritable Scooby gang of adventurers decides to investigate the titular House, which is generated semi-randomly by drawing tiles and laying them out across the board. At various points, new rooms will cause the people discovering them to have to draw items, "omens" and events, and these will have various effects.

So far so conventional cooperative dungeon crawler, you might say. The big twist, as you may have surmised from the title, is that partway through your jolly little jaunt to the abandoned house, things go horribly wrong. Specifically, each time you draw "omen" cards (which typically represent spooky items you find around the house which can be used later) you roll for a "haunt", with the likelihood the "haunt" will happen increasing with every omen card drawn.

When the haunt is eventually triggered, the combination of the item drawn that triggered it and the room the triggerer was in determines which of a multitude of scenarios the game will follow from thereon. One or more players are designated as "traitors" according to the scenario, and they are then given their own, usually secret goals to accomplish. The remaining regular players then have their own goal to accomplish, also. At this point the game switches from being cooperative to competitive, with the "hero" players attempting to defeat the "traitors", thwart their schemes or whatever.

It's a really interesting game, because each scenario not only has a different story setup, it also tends to have radically different mechanics. In the probably seven or eight times I've played this game now, we've never had the same "haunt" twice, and each one has been markedly different from the last. It really is a lot of fun, and I'm glad we had the opportunity to get it out for the first time in ages this evening.

Now, I've had a drink or two so I think I will probably sleep well this evening. Remains to be seen if I feel up to making any videos tomorrow…!


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#oneaday Day 487: Deeanddee https://imnotdoctorwho.moegamer.net/2025/10/07/oneaday-day-487-deeanddee/ https://imnotdoctorwho.moegamer.net/2025/10/07/oneaday-day-487-deeanddee/#respond Tue, 07 Oct 2025 22:42:22 +0000 https://imnotdoctorwho.moegamer.net/?p=34806 One of my biggest regrets — all right, probably not biggest, but one I find myself thinking about occasionally — is not getting more into Dungeons & Dragons when I was younger. Oh, don't get me wrong, I was interested — at various points I have owned Player's Handbooks, Monster Manuals and Dungeon Master's Guides … Continue reading #oneaday Day 487: Deeanddee

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One of my biggest regrets — all right, probably not biggest, but one I find myself thinking about occasionally — is not getting more into Dungeons & Dragons when I was younger.

Oh, don't get me wrong, I was interested — at various points I have owned Player's Handbooks, Monster Manuals and Dungeon Master's Guides for at least three generations of the game — but outside of a few isolated opportunities, I never really had much of a chance to play it. And I understand that these days, at least partly due to Fifth Edition and/or Wizards of the Coast's possible mismanagement of the franchise, interest in the system is, on the whole, waning.

That's not to say there are no people playing tabletop role-playing games out there, of course. And I'm sure someone, even now, is preparing to type an epic comment telling me how much better their roleplaying system of choice is. I'm sure it is. But I will always have a particular soft spot for Dungeons & Dragons.

Why? The video games, of course. I must confess, I haven't played many of them, and even less of them to completion — I think Baldur's Gate, Neverwinter Nights and its first expansion Shadows of Undrentide are the only ones I've actually beaten — but I like the ruleset(s), I understand the ruleset(s) and I often find myself wondering what it would have been like to get involved in a lengthy campaign.

I played a little bit at university as part of the Games Society. I had a thief character named Singol Nithryan, and he was constantly robbing my friend Tim, whose arrogant arse of a fighter was constantly asking for it with his behaviour. I don't remember a ton about the adventures we went on, but I do recall it being a lot of fun sitting there in the Student Union coffee bar while the Society took it over for a few hours, losing ourselves in our imaginations and the rolls of a bagful of dice.

"It's never too late," of course, and there are probably online groups and solutions also. But as an autistic adult with fairly severe social anxiety, self-esteem and body image issues, the prospect of finding a suitable group is a fairly daunting one. I don't even know where to begin, to be perfectly honest.

I'll tell you what I miss, and that is Neverwinter Connections, a website designed for aspiring roleplayers to get together with fellow enthusiasts of Neverwinter Nights and make use of that game's astoundingly good (and never since recreated) multiplayer mode, in which one player could take on the role of the Dungeon Master, controlling NPCs and monsters rather than leaving it all up to the game's AI. I have exceedingly fond memories of playing the sorcerer Jay Wrekin (and his pixie familiar Sianie, whom I was delighted to discover it was possible to "possess" and speak as during multiplayer) with several thoroughly lovely people that I miss quite a bit.

Ah well. One day I might get the chance to roll a THAC0 again. Yes, I know they don't do THAC0 any more (I don't think?), but Second Edition will always be special.


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#oneaday Day 255: I need a Hero(Quest) https://imnotdoctorwho.moegamer.net/2025/02/17/oneaday-day-255-i-need-a-heroquest/ https://imnotdoctorwho.moegamer.net/2025/02/17/oneaday-day-255-i-need-a-heroquest/#respond Mon, 17 Feb 2025 21:24:25 +0000 https://imnotdoctorwho.moegamer.net/?p=28261 Through various combinations of circumstances, I found myself looking at the information about Hasbro's recent(ish) reboot of HeroQuest earlier, and I actually found my finger hovering over the "Buy" button (it was £30 off on Amazon, putting it down to a much more reasonable £70 from its usual £100 price tag) before the rational part … Continue reading #oneaday Day 255: I need a Hero(Quest)

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Through various combinations of circumstances, I found myself looking at the information about Hasbro's recent(ish) reboot of HeroQuest earlier, and I actually found my finger hovering over the "Buy" button (it was £30 off on Amazon, putting it down to a much more reasonable £70 from its usual £100 price tag) before the rational part of my brain kicked in, reminded me that I haven't seen another human being other than my wife in my house for a very long time indeed, and found myself feeling a bit sad that I, seemingly, would be forever deprived of playing something that I think would actually be rather fun.

Of course, this is nothing new. Growing up, I had a copy of Advanced HeroQuest (still do, in fact) that I played with other people precisely… twice, I think. Space Crusade (which I no longer have) hit the table a couple of times, and a couple of more recent successors like Descent: Journeys in the Dark also had a couple of plays, but I have never yet managed to play through a complete campaign of any game like this. And this makes me sad, because I have wanted to ever since my brother's teenage girlfriend (as in, girlfriend when they were both teens, to be clear) Allie introduced child me to the original MB release of HeroQuest many, many years ago.

Part of me is just saying "fuck it, buy it anyway" and maybe convince my wife to play, or perhaps convince my few remaining in-person friends to come play it for a day when I manage to pry them away from their oh-so-busy personal lives for the one occasion a year they'll actually leave their houses around my birthday. But that rational part of me keeps saying "you'll never get anyone to play it, you'll have wasted your money".

And perhaps I will have. But part of me still wants it.

There's something about the original HeroQuest that I've always liked. I know there's elements of it that are stupid (like the roll-to-move mechanic, which is at least phrased as "you may move up to that many spaces" rather than "you must move that many spaces", and the fact every monster in the base game only ever had 1 body point, meaning it was nearly as easy to kill a lumbering Gargoyle as it was a pathetic Goblin) and that other, later games did what it's doing a lot better. But I also think there's still a distinct appeal to HeroQuest that those "better" games lack.

Take Descent: Journeys in the Dark, for example. Ostensibly this is the same kind of game: you have 1-4 hero players competing against an antagonistic player who is in control of all the monsters. But each scenario is much more of a tactical strategy game challenge rather than a dungeon crawl. There are elements of exploration, sure, but the whole thing feels less about delving into dank dungeons, and instead more like a wargame. That's not necessarily a bad thing; I just think I prefer the dungeon crawling aspect.

Then there are games like Gloomhaven, which, although critically acclaimed, make me feel like they overcomplicate things massively — and again, each scenario often ends up feeling more like a wargame than a dungeon crawl. I wanted to like Gloomhaven, particularly after a friend spent a lot of money on the fancy Kickstarter edition, but I just… didn't. It really didn't grab me, for some reason, and its potentially interesting "Legacy" elements, predictably, went mostly unused because we only played a couple of sessions of it.

I think the place for something like HeroQuest is firmly in what often gets described as "beer and pretzels" territory: a game that everyone around the table can enjoy, but which no-one really needs to concentrate on too hard. A game you can play while gradually getting more and more intoxicated and still have a good time. A game that you can easily introduce newcomers to without having to spend an hour discussing the rules — and a game that a group can easily return to several weeks or months after their last session and still remember how to actually play.

So I dunno. I feel like buying a copy of HeroQuest would be silly. But I still kind of want to. I haven't yet decided if I'm going to. But I'm certainly considering it.


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2513: Blood Rage https://imnotdoctorwho.moegamer.net/2016/12/07/2513-blood-rage/ https://imnotdoctorwho.moegamer.net/2016/12/07/2513-blood-rage/#respond Wed, 07 Dec 2016 01:30:19 +0000 https://angryjedi.wordpress.com/?p=21680 My regular gaming friends and I tried an interesting new tabletop game this evening: Blood Rage. It's a game themed around Norse mythology with a particular focus on Ragnarok, and there's a lot to like about it. Each player takes on the role of a particular faction. Each of these factions start out the same, but … Continue reading 2513: Blood Rage

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My regular gaming friends and I tried an interesting new tabletop game this evening: Blood Rage. It's a game themed around Norse mythology with a particular focus on Ragnarok, and there's a lot to like about it.

Each player takes on the role of a particular faction. Each of these factions start out the same, but there are various means to upgrade them over the course of the game, mostly through the hand of cards you draft at the start of each of the game's three phases. By specialising your clan in a particular way, you can take aim for big points at the end of the game, and the interesting thing is that martial dominance is not the only way to be successful at the game.

A big part of the mythology behind the game is the idea of attaining glory through various means. You don't have to win a battle to attain glory — though it often helps — so long as the battle itself was suitably spectacular. It's eminently possible to set up your hand of cards and your clan's upgrades in such a manner as to benefit you more to lose battles than to win them — though there's something of a tradeoff here in that losing battles may end up allowing an opponent uncontested access to a useful area of the board.

There's clearly a lot of scope for building up your forces in various ways, and indeed attempting to get as powerful as possible is one way to victory. But there are a lot of interesting balancing factors in play, too, most notably the finite resource of "Rage" that you have to expend on your various actions in each phase. Once you run out of rage, you are unable to take any more actions in that phase — not even free ones — aside from responding to the "call to battle" that transpires when a player attempts to pillage a region for its upgrade token.

There are, however, various means of manipulating the game to your advantage. One particularly fun card I acquired early on adds no strength whatsoever to your forces in combat, but allows you to steal a rage point off the winning player if you lose the battle. Other cards allowed you to gain points when your units were destroyed, or when you reclaim them from "Valhalla" at the end of each phase. There's also a significant point bonus for any units you have in an area destroyed during the Ragnarok phase at the end of each of the game's three stages.

We didn't finish a complete game this evening, but we got most of the way through one, and figured out enough to understand how it all works. It seems like a really cool game that I'm looking forward to trying again at some point — and it has some absolutely gorgeous miniatures included for both the various factions and the recruitable monsters you can add to your forces through the upgrade mechanics.

If you're looking for a fun, interesting and pretty varied game with a lot of interaction between players — and rules that allow a good degree of depth without being overly complex — Blood Rage is well worth checking out. Hopefully we'll have the chance to play it some more in the new year.

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2394: The Witcher Adventure Game https://imnotdoctorwho.moegamer.net/2016/08/10/2394-the-witcher-adventure-game/ https://imnotdoctorwho.moegamer.net/2016/08/10/2394-the-witcher-adventure-game/#respond Wed, 10 Aug 2016 01:52:59 +0000 https://angryjedi.wordpress.com/?p=17062 Gave The Witcher Adventure Game board game a try today with the assistance of Andie; she wasn't a huge fan, but it's not really her kind of game. She stuck it out to the end, though, so I was able to get a good sense of how the whole game works. And I liked the game quite … Continue reading 2394: The Witcher Adventure Game

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Gave The Witcher Adventure Game board game a try today with the assistance of Andie; she wasn't a huge fan, but it's not really her kind of game. She stuck it out to the end, though, so I was able to get a good sense of how the whole game works. And I liked the game quite a bit.

The Witcher Adventure Game eschews the "easy" route the game could have taken by not being a reskin of Descent; rather than being a dungeon crawler, it's presented at a more "macro" level as Geralt the eponymous witcher, Triss the sorceress, Dandelion the bard and Yarpen the, um, dwarf explore the Continent from Novigrad to Rivia, taking on quests, battling monsters and dealing with Foul Fates that infest the regions.

At its core, The Witcher Adventure Game is about resource management. Most quests require that you have a certain combination of "proof" tokens to complete them, and these are acquired by collecting "lead" tokens of the same colour in varying quantities according to which character you are playing. Geralt, for example, being a combat-inclined character, has a much easier job acquiring combat proof tokens, needing only 3 leads to trade in for one, whereas Triss, conversely, is better at acquiring magic, Dandelion at diplomacy, and so forth.

The basic flow of the game, then, goes: get quest, acquire lead tokens, exchange lead tokens for proof tokens, go to quest location, complete quest. Repeat twice more to end the game, at which point whoever has the most victory points wins.

It is, naturally, a bit more complicated than that thanks to the various obstacles that get in your way. Many quests — particularly if you're playing Geralt — involve combat, though you can still complete the quest even if you don't "win" the combat. And each main quest card also carries a number of sidequests that are optional, but worth a number of extra points each. There's also a "support" quest where you can recruit the assistance of one of your opponents; if they accept, they get 6 points in exchange for some of their resources, while you also get 3.

Progression through the game is largely driven by each character's Development deck of cards. As one of the two actions you can take in a turn, you can draw two of these cards and keep one as an ability that you can then use from that point on when appropriate. In Geralt's case, his Development cards include potions and Signs, the witchers' take on magic spells. The early game, it seems, is about acquiring a good spread of these in order to be able to deal with difficult situations you might encounter later on.

The cards are nicely thematic. Not only do many of them have enjoyable flavour text on them, but they work how you might expect if you've played the video games. Geralt's card for the Quen sign, for example — which, in the video games, envelops him in a magical shield for a short period — allows him to exchange dice rolls with the Sign symbol for defensive capabilities. Also, much like the first Witcher video game in particular, Geralt must brew his potions in advance to be able to use them, and must quaff them before starting combat rather than chugging away mid-battle. This makes for some interesting decisions to make, particularly if you know you're going to be dealing with multiple threats.

The overall way the game mechanics work seems to fit nicely with the themes and feel of The Witcher as a whole, too. As a bard, Dandelion is able to enjoy a steady income of gold coins, for example, while Geralt often wanders around penniless, having to rely on other resources to get by. The Investigation cards you can draw as one of your actions often incorporate characters and groups from the video games and source novels, too; expect to be harassed by Nilfgaardians and manipulated by Dijkstra before the game is over.

After one game, it's hard to judge the overall difficulty of the game, but the mechanics were certainly pretty straightforward to pick up and apply. The challenge of the game, I feel — particularly with more than two players — will be to determine how best to use your limited actions to maximise the amount of points you're able to attain, and how to balance powering up your character with actually making progress towards the end of the game and that all-important final score.

I'm keen to give it a go with the full complement of four people; the varying abilities of the four characters look set to make things very interesting indeed, and if nothing else the game creates an enjoyable and engaging emergent narrative as you play through a combination of the choices you make and the flavour text on the cards.

There's no bonking though, to my knowledge.

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2373: Sheriff of Nottingham https://imnotdoctorwho.moegamer.net/2016/07/19/2373-sheriff-of-nottingham/ https://imnotdoctorwho.moegamer.net/2016/07/19/2373-sheriff-of-nottingham/#respond Tue, 19 Jul 2016 23:21:04 +0000 https://angryjedi.wordpress.com/?p=16367 My brother bought me a board game for my birthday known as Sheriff of Nottingham, and it hit the table for the second time this evening. I was particularly keen to see my friends Tim and James compete against each other in it, because they're both very good at arguing (they're both lawyers) and both often … Continue reading 2373: Sheriff of Nottingham

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My brother bought me a board game for my birthday known as Sheriff of Nottingham, and it hit the table for the second time this evening. I was particularly keen to see my friends Tim and James compete against each other in it, because they're both very good at arguing (they're both lawyers) and both often get rather competitive — and Sheriff of Nottingham is a game very much designed for argumentative, competitive players.

The mechanics are pretty simple. By the end of the game, it's your aim to score as many points as possible through a combination of the cash you have on hand and the value of the goods you managed to successfully bring to market. To achieve this, you play through five phases several times.

First up, you look at your hand of six cards, ditch up to five of them and draw replacements from either or both of the two face-up discard piles (which have a small initial stock on them) and the central blind draw pile.

Once you've done this, you put up to five cards in your "merchant bag", a lovely little prop with a pop fastener, just big enough to hide the cards you choose.

Next up, each player declares to the Sheriff player (which rotates each turn) what they're supposedly bringing to market in their bag. You can (and often probably should) lie about this, because contraband items are worth significantly more points, and there are also big end-game bonuses available for whoever has the most of each of the four "legal" goods, so it pays not to telegraph your intentions to your opponents too early.

Then comes the Sheriff's time to play, since he hasn't participated in the previous phases. At this point, he has the choice of whether to inspect each player's bag or let them through. If he inspects the bag and discovers its contents are not what the player said they were, the offending goods get seized and discarded, and the guilty player must pay the Sheriff a fine. If, however, the inspects the bag and discovers the player was telling the truth, the Sheriff must pay the innocent player compensation for the value of all the legitimate goods in the bag. In order to determine the best course of action, the interaction at this point is completely freeform: the Sheriff can threaten players (within reason!) while players may offer the Sheriff bribes of money, goods or even favours to let them pass without incident.

Once all the merchant players have been inspected or let through, they lay down the cards they were able to keep — legitimate goods face-up, contraband face-down — and the Sheriff role passes to the next player. This then continues until everyone has been the Sheriff twice, at which point the winner is the person with the highest total points, which consist of the points on the cards they have on the table, plus the number of gold coins they have, plus bonuses for having the most or second most of each of the four legitimate types of goods. (There are no bonuses for having the most contraband, but some contraband counts as multiple legitimate goods when calculating these bonuses.)

It's a really interesting game. It's simple and quite quick to play, but the interaction element makes it rather fascinating — though at the same time also rather dependent on having a group who are capable of negotiating and dealing with one another rather than just not really knowing quite what to offer or threaten with.

It's essentially a game about lying — either getting away with lying, or making other people believe that you're lying when you're actually telling the truth. After two games, I think we're still learning the intricacies of appropriate strategies, but it's been a lot of fun so far, and an eminently good fit for our gaming group as a whole.

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