In our Resident Evil 2: The Board Game review, we look at a cooperative survival game from Steamforged Games based on the popular video game. The post Resident Evil 2: The Board Game Review appeared first on Co-op Board Games.
Join us this month and Evan, Chris and Jason actually manage to stay largely on topic and discuss their recent hobby progress and games played, cover the major changes that came with Iron Hands and their FAQ, and discuss the new psychic awakening campaign and the first release wave for it: Phoenix Rising.Special apologies for Evan's audio this episode. The microphone malfunctioned and no one was aware until after we had recorded the episode.Listen/Subscribe on iTunes Listen/Subscribe on SpotifyListen/Subscribe on Google PlayListen/Subscribe on Stitcher00:00 Intro04:59 Hobby Progress & Games Played35:45 Iron Hand Supplement and FAQ review1:04:07 Psychic Awakening Pheonix Rising DiscussionSongs and SoundclipsBlue Mark- Atlan UrtagKaap mere- BugotakClip 1- Iron Man 3Clip 2- Conan the BarbarianClip 3- Conan the Barbarian
The Devil’s Crown is a campaign for Fistful of Lead: Tales of Horror. The campaign is a series of 6 linked scenarios to be played in order. The outcome of each scenario has a direct effect on the next game. The player with the most Renown at the end of the campaign wins, and possesses the dark power of the crown. The scenario book also has rules for a new faction: Gypsies! Sometimes against, sometimes with the Forces of Darkness. And a printable catacomb for use with scenario book.Find it here!
In our Comanauts review, we take a look at a cooperative storytelling game from Jerry Hawthorne and Plaid Hat Games. The post Comanauts Review appeared first on Co-op Board Games.
I seem to be missing an AAR and the accompanying photos. Hmm. Ah well, never mind. Last time around, we fought a battle north of Alacrity. The insurgents held the field but at some cost to themselves.After the last battle in Alacrity, both sides pulled back to lick their wounds. Casualties had been heavy and neither side felt ready to try again immediately. The rebels camped north of Alacrity while the Company occupied the town, only to retreat southwards to give themselves time to recover before assaulting again. While the two main forces recovered, other elements of both sides began converging on Alacrity once more. By the afternoon of the fifth day, the insurgents felt able to move their main force into the town. ShortCom responded by sending in the remnants of Jessop's Regiment. The insurgents hunkered down, ready to make taking the town costly while Prince Bishopette Athaniel Moor tried to complete her mission of kissing babies and raising the flag for the insurgents.In the meantime, Liberty Battalion of
In our Jagged Alliance: The Board Game review, we look at a cooperative tactical combat game from Marko Jelen, Jan Wagner, and Underground Games. The post Jagged Alliance: The Board Game Review appeared first on Co-op Board Games.
After a delay over the summer the latest moves are in and the country is split between the quiet south and raging north.In the Western tip of the island the British under Thomas Maitland remain encamped watching and waiting to see how the rest of the island plays out. Meanwhile Christopher Henry begins to stir the local slaves for the fight that is sure to come with any faction on the island print leaflets and calling out the Jacobin Insurrectionists in the East.Packing up his headquarters his forces move west towards the small town of Baraderas.Further to the east the Mulatto forces on the high ground over looking Port Au-Prince watch the Republicans go about their business with cavalry patrols roaming far and wide.Neither side wanting to commit offensive forces in the area.After the 2nd battle at the fort the French Royalists under Viscount de Blanchelande tend to their wounded behind the walls at Bahon, their medical staff worked hard to patch up the wounded. Their morale had taken a knock and with 7 dead
And..... I'm back! I could give you all sorts of quite lengthy, detailed and for the most part genuine excuses for where I have been for the last few months but that just seems like a lot of effort.Instead I'm going to pretend the blog was misbehaving technically somehow and we can all go back to doing whatever seems fun and pretend that never happened. Sound good? Excellent! In the words of Mel Bose the Terrain Tutor... Lets crack on!So anyway, I actually have been doing quite a bit, it just hasn't made it as far as the computer and consequently not onto the blog. Of late I have become quite frustrated by the lack of face-to-face gaming time.Consequently I've embarked on a pretty in-depth solo project using 15mm fantasy armies and Bob Cordery's excellent Portable Wargame rules which I have now read several times over, plus the accompanying volumes.There is currently no PW fantasy variant documented by Bob, although a few fellow enthusiasts have done some bits and bobs (no pun intended). To fill the
A vanguard is described as “The foremost part of an advancing army or naval force.” in the Oxford Dictionary. This is exactly what Mantic Games have tried to create in their skirmish game Kings of [...] The post What is a Kings of War: Vanguard? appeared first on Tabletop Games UK.
Let's imagine I'm starting my new campaign, and to keep prep low and help tie all the emerging plotlines together I'm using my 5x5 grid of Places, Antagonists, NPC's, Things, and Scenes.Image (cc) AsymmetricButterflyI need something going on in the background, so I'm just going to roll up a random plot arc:Crafted long ago by Lizardfolk, from the bones of a gargantuan beast to be wielded in a war against Undead, this is a spear of destiny. It makes the wielder speak in the language of the creator until attuned and is well balanced, or somehow blessed or guided, adding +1 to attack rolls. The wielder must avenge the death of the last hero who fell using it to awaken its powers, when it will become a +2 magic weapon that blazes on contact and deals an additional 3d6 damage to the intended enemiesThis might be the main plot arc of the whole campaign, or it may never get any screen-time. It doesn't matter, it matters that it gives me some elements and a vague idea for a story. The story can (and will)
After the first battle 4 days had past, the French under Viscount de Blanchelande starred out from the stockade, he had been bolstered by additional troops but was unable to stop the forces of Dutty Boukman as they surrounded the fort.Dawn on the 10th August and French pickets rang the alarm as groups of armed slaves appeared from various points around the fort, the insurgents crept forward reaching the dead ground in the shadow the of the stockade. The slave army knew the French were in there but no soldiers were seen.The slaves armed with sticks, knives and axes moved through the tall grass. As they reached open ground the French rose up from their positions and left off a round of cannister from the fort together with a volley from the Militia to deadly effect. The slaves retreated back down the hill as quick as they had come on.On the far left Blanchelande unmasked his war dogs as the hounds strained at the leash they were sniped at by skirmishers from the under growth, the dogs set off in a deadly game o
I have been playing around with ways to make my planning easier, more dynamic, and more focused. The idea I've hit upon is mainly inspired by Technoir's "Transmissions" and the sheets I had made to track the Enemies, Friends, Complications, Things and Places for each system in my Stars Without Number campaign.Image (cc) Sheam BoI was using a 5x3 grid for SWN - one for each category for each tag I used, including the Trade tags from Suns of Gold, and it worked well. However it didn't feel like there was much continuity in terms of the plot, and I was keeping notes elsewhere on what was happening on and off screen. Given that the system is designed for sandbox games that's fine, but in retrospect I think I overplanned here for my needs and should only really have had one of each category for background, side plots, and local colour - but that's for another article...Somehow I stumbled upon Technoir - I do love cyberpunk - and while I wasn't a massive fan of the narrative system I was impressed by th
Chapter two set-up.Read more »
The summer months are always a testing time with campaigns as the lag between games can kill off peoples interests or the gap between games is extended the Pearl of Antilles campaign in Haiti is no different. There is also the risk that as the action hots up that the number of games makes the gap between moves to long to combat this the plan was to dice for some of the smaller games.Within the Dawn and Departure campaign rules I adopted the simple dice mechanism with a couple of tweaks.When attacked, an Outpost may elect to stand and fight, or may choose to retire.If an Outpost elects to simply withdraw, it rolls 1D6. On a roll of 1 or 2, the troops from the Outpost will simply disperse and play no more part in the campaign. On a roll of 3 to
Opening moves sees the fleets engaging South of Martinique Read more »