Showing posts with label Board Games. Show all posts
Showing posts with label Board Games. Show all posts

Friday, 2 October 2015

Playing: Chaos in the Old World


Power Gaming. The epitome of power gaming is surely playing a god. No? But even gods have restrictions, and in the case of the Ruinous Powers of the Warhammer settings, the nature of their portfolios binds their actions and ambitions far more tightly than the fates of any mortal.

Or something like that.

Before we began a protracted house move we played a few games of Chaos in the Old World. We'd bought D the game for his birthday quite a few years ago, but it never seemed to make it onto our table. It seemed, at a glance at least, to be so complex, and so full of components, and so there was always something familiar, or less fiddly to learn, or, or, or...


But then we did get the game onto the table, and we found it to be much more straightforward than we had feared. We were helped by the fact that - as we now embrace the 21st century - we were able to have a copies of the rules summary sheets produced by the Esoteric Order of Gamers as well as copies of the rules on each of our iPads. That didn't entirely stop C trying to put the wrong tokens in the wrong spaces at the wrong time, or the need for the creation of a new meta-rule for our group. We already have established that if C asks if it his turn, it almost certainly is his turn. Now, we have it that if I ask if it is my turn, it almost certainly isn't.

This must be a sign of my failing mental faculties, as Chaos in the Old World is a tightly structured game.

What makes this game really good, and provides plenty of replay value, is that each of the 'factions' - Khorne, Nurgle, Tzeentch, and Slaanesh - have different ways of winning, although they all can win by amassing victory points by taking part in the general ruination of the Old World. Khorne advances its Victory Dial by killing things (obviously), Nurgle by using its cultists to corrupt the highly populous regions, Tzeentch by corrupting regions which contain warpstone or magic, and Slaanesh by corrupting regions in which nobles or heroes reside. So each Ruinous Power has a distinct set of interests, which involves tangential rather than direct competition with that of the other Powers. This also means that if you want to deliberately frustrate your opponents you have to understand what  it is that their faction has to do in order to win, and sometimes to sacrifice the pursuit of your own goals to ensure that the power of a particular rival doesn't grow too great. 

Well, that's true for all the Powers except Khorne, which can be played in just as boneheadedly brutal a fashion as you would expect from the Blood God. And this is a good thing, as the rules capture the fiction of the Ruinous Powers - this isn't just Risk: Chaos Gods, after all - but it is the case that in our three games so far, Khorne has won XZ times. This is because, in killing the cultists of other Powers, Khorne advances its own Victory Dial while preventing its rivals from corrupting the Old World. Plus, Khorne has a couple of 'f- you!' Chaos Cards that can prevent any new Corruption Tokens being placed in a particular region, which can seriously handicap the ambitions of the other Powers. As if killing off their cultists wasn't enough. 

Khorne, therefore, is the easiest to play, but I have a suspicion that when more experienced players take control of the other Powers they will be able to frustrate Khorne - moving cultists away from its murderous minions, using magic to prevent battles from taking place, and so on. But they'd have to be disciplined in the early rounds, as once Khorne has moved its Victory Dial round a handful of 'ticks', even its mere cultists - the cheapest piece in its retinue of minions - become able combatants. As long as one of the other Ruinous Powers is played by an inexperienced player, Khorne will have plenty of opportunities to end the Old World in a tide of blood and gore.

So, there is plenty of replay value is rotating the role of the Ruinous Powers, and in learning to adapt to both playing a particular Power, and in frustrating the ambitions of the other Ruinous Powers with the capabilities afforded by each distinct role. But there is also tremendous replay value in the Old World Deck, which creates a series of randomised events which create new conditions and rules. In our first game, for example, killing peasants seemed to be continually rewarded. In the second there were outbreaks of Skaven activity - which lowers the Resistance of regions making it easier for a Power to Dominate a region and win victory points - and a wave of Heroes, who killed off minions belonging to the Power with the highest Threat. But while these were very different games, and while we had rotated seats to play different Powers, I got a very real sense that our understanding of the subtleties of the game was growing, producing more a more satisfying game as a result.

And, importantly, a keen anticipation of the next game.

Documents: Rulebook, FAQ/Errata (Fantasy Flight Games), Rules Summary (Esoteric Order of Gamers).
       

Thursday, 25 June 2015

Unboxing: Assassinorum


So we open the surprisingly heavy box and we find:


The weight of the box is in these really heavy duty card game boards.


These look really sturdy, and I'd imagine they will stand up to quite a lot of play. Despite the fact that they don't have 'jigsaw' lugs to join the boards together, their weight and size will help prevent the boards slipping hither and thither.


And a solid set of counters.

But the meat of things is, of course, the 23 miniatures. In value for money terms, this works out at just over £3 per miniature, which seems pretty good when compared [what I imagine to be] Games Workshop's pricing, and isn't too bad when considered miniatures more generally. But imagination is deceptive, especially when you are trapped in the past. 5 Chaos Cultists? £6. 10 Chaos Space Marines? £23.50. And so on. And, of course, in the Assassinorum box you don't get to choose which 23 miniatures you get for your cash. So what do you get?

Well, you get three sprues of Chaos Cultists:


A Chaos Space Marine Sprue:


A Chaos Sorcerer Lord/Terminator Lord Sprue:


And, of course, four individual Assassin Sprues (each standing on their own bit of scenery):


These are standard contemporary GW sprues, which means lots of bits and bobs, assembly required. To my mind GW have missed a trick here. If they had produced push-together miniatures, people could buy this game for casual gamers, and even dedicated hobbyists could be playing the same day that they buy the game. As soon as a game needs glue, clippers, &c., you've got a game that simply will not sell to casual gamers, and if it does, it will sit, unassembled and unplayed in a cupboard. I know that in recent years GW have sold push-together Chaos Space Marines, and so it shouldn't have been too difficult to find that compromise between accessibility (getting the game up and running on the day of purchase) and miniature quality (the taste of the plastic crack that keeps 'em coming back). Ah, but I'm not in charge of GW's strategy department - if I was their stores would at least sell FFG Warhammer licensed products.

But then I can (only just, admittedly) remember when all these shelves were Call of Cthulhu and RuneQuest, and when White Dwarf were a general roleplaying magazine. But tell that to the kids these days...

We'll have to wait until I get back from my work trip to the States to get these little men put together and on the table.

Sunday, 21 June 2015

Assassinorum: Execution Force

Father's Day. 

The reason why I have no time to paint, and little to play, is also the reason why I receive an extra round of presents each year, including various bits of gaming paraphernalia from my spawn. Of course, if I didn't have astronomically high nursery fees, and the bill for food and clothes, I could spend my wages like they were water, but there's only so far such horrible, resentful cynicism will take you. So yesterday we took a trip down to the amazing 'new' Firestorm Games (honestly, it is a cathedral to gaming) and I picked out a shortlist of three games. My two children and my wife then voted, and it wasn't Relic (Talisman in Spaaaace!), nor was it Forbidden Stars (a W40K remake of the StarCraft boardgame), but Games Workshop's newest in-house foray into the world of self-contained games, Assassinorum: Execution Force, that they chose. My youngest liked the skull on the box. Ahhh, how sweet. 


Did you see a theme to my shortlist?

So, before I unbox this beauty, and weep at my hubris, thinking that the 23 miniatures represent a small, do-able task, lets see what the Old Testament has to say about Assassins. From the Book of Priestley, pages 170-171.

Verily, for here is written the truth!

I had a look inside the box on a recent trip to my local Games Workshop. I gently teased the manager by remarking that it reminded me of Space Crusade. Or perhaps I was just being a dick. But it does remind me of Space Crusade. Aside from being a self-contained 40K themed board game, it also has Chaos Space Marines, which in my imagination are indelibly linked to the not-quite-as-successful as Heroquest collaboration between Milton Bradley and Games Workshop. Space Crusade might not have been the first place that I ever saw Chaos Space Marines, but it was while playing Space Crusade seemingly endlessly that I saw that distinctive shape over and over and over again. 

I tell you what, that horrible cynic in me thinks that what might well have swung it when it came to my wife's vote is that Assassinorum can be played solo. Hah! Actually, being for 1-4 players playing co-operatively makes it a welcome change from the adversarial board games that populate my cupboards. I hope that there is something in the rules or mechanics to avoid the know-it-all (i.e. me) 'coaching' (to put is politely) all the other players, but I guess I ought to be grown up enough, what with being a dad and all, to play nicely with others. 

Expect a full description soon, as well as a play report. Even if there is just one player.