Saturday. How wonderful a day. I hope you’re taking advantage of it. I ran a bunch of errands this morning. Now I’m working on painting, of all things. I can’t tell you the last time I painted minis. It’s been quite a while.
But while I wait for this color to dry, lets get you the reviews I know you all so desperately desire.
This week, we have articles on: Alphas Volume #1, Lucky’s Misadventures, Act of Treason, Wildcatters, Konja, Hero Realms: Ruin of Thandar, Hunt for the Ring, Decrypto, Minute Realms, Civilization: New Dawn, and Star Trek Adventures.
Board Game Quest:
Each turn in Wildcatters, players will have the option to add infrastructure to the map as well as start drilling for and transporting oil. There are effectively two different currencies in the game: workers and shares. Workers are used to build trains, oil derricks, ships, and refineries. They are also used to initiate the drilling process and to transport oil from the fields to the harbor. However, it is unlikely you will be able to create all the pieces needed in each area you want to work, so you will often be using the trains and ships owned by other players. In doing so, you must pay them shares in your company.
The goal in Konja is to be the first player to reach 21 points. Each turn is played out over three phases:
Ancestor: The active shaman places an idol on an available ancestor tile. The player then receives a favor from that tile. Then, both shamans receive the blessing from that tile. Blessings are bonus actions that consist of gaining resources, relics, spells and victory points. The favors are usually a more powerful bonus tacked on to the matching blessing action.
Bones: The active wizard rolls 5 green dice and 2 action dice. They may then uses spells and Artifact cards to try and manipulate the results. Spells must be paid for with resource tokens, while artifacts are “exhausted” or require an action die to activate. The player is aiming for sets, runs, and high numbers on their dice roll.
Collection: In the collection phase, your opponent will have a chance to attack your results using a red die. Afterwards, the active wizard will exchange their dice results to gain resource tokens or victory points, depending on their results.
Afterwards, the next player takes their turn. Play continues until one player hits 21 points and summons the great storm.
The expansion comes with 144 cards divided up into a few areas. Each character (you have the character packs, right?) has a new set of skill and ability cards, along with a few treasures. These are how they “level up” during the campaign. Note: They will be replacing skills/abilities with better versions, not adding more to their repertoire.
After setup is complete, a game of Hunt for the Ring moves through two day phases and one night phase for a round of play. Each day phase grants a turn to each player, while the night phase grants extra movement and hunting options to the Ringwraith player.
During a turn for Frodo’s company, they make a hidden move using a sheet of paper behind a screen (starting from one of three random locations). Then, the player chooses to move space by space through numbered locations or through “dot” spaces between them. The Ringwraith players will know that Frodo’s company will move a single space or take a double move, but, of course, not necessarily the exact location.
Decrypto is a team clue-giving/deduction game for three to eight players. Each team works together to encrypt messages to their teammates without being intercepted by the opposing team. The first team to intercept two codes wins (or the first team to incorrectly guess their own code twice loses).
Minute Realms is a card-drafting/city-building game for two to five players. Players draft cards over eight rounds to generate points and protect against barbarian invasion. The player with the most points after eight rounds is the winner.
Civilization: New Dawn is a civilization-building game that plays in 90 minutes or less. Up to 4 players compete to complete 3 agendas before anyone else in order to claim victory.
Any Grammar Nazi out there will happily tell you…sorry, tell you happily… that Star Trek’s famous line “To Boldy Go..” should in fact read “To Go, Boldly…” as one should never split one’s infinitives. It can be a tad painful.
Over the last few months I’ve been going, boldly or otherwise, to a fellow Trek nerd’s house to get stuck into the recent roleplaying game from M?diphiüs Entertainment with a few more of my regular gaming group to see what all the fuss is about. Paul, our GM, even offered to make some Tea, Earl Grey, hot. So, I shaved my head and made it so.
The version we feasted our eyes on was the full-blown super-duper turbo edition that came in a replica Borg cube, which was a wonder to behold, with a price tag to match. There is a lot in the box already, but there will be additional content forthcoming and there’s space in the cube for more rulebooks for you to assimilate. We’re just playing the core rulebook at the moment plus a few extras that our GM has dug up.