Saturday, April 30, 2022

Marvel Champions - Core Box

Marvel Champions is a cooperative game for one to four players. I have tried this out a couple of times at a friends place and quite liked it. After I picked it up, I realized how much fun and challenging it is solo.


I will discuss the good guys the players can use. First the game comes with five heroes: Captain Marvel, Spider-Man, Iron Man, She-Hulk, and Black Panther. They all play differently with unique strengths and styles. There are also four to go with the hero decks: Aggression, Justice, Leadership, and Protection. Finally there are the basic cards that are not associated with a hero or an aspect. When making a player deck you can combine cards with a hero (all their cards), cards from one aspect, and basic cards as long as the deck is 40 to 50 cards in size. Can have no more than one unique and three non-unique cards in the deck.

The game also comes with three villains/encounters to face against your hero or heroes: Rhino, Klaw, and Ultron. There are five different modular encounter decks to use with them: Bomb Scare, Masters of Evil, Under Assault, Legions of Hydra, and Doomsday Chair.  There are also a basic mode or expert mode deck of cards. A villain deck must have all of a villain's cards, one encounter deck, and the basic or expert cards. You can add multiple modular encounters to an encounter deck but it will dilute the original encounter. It also recommends randomizing the modular encounter and shuffling it in so nobody knows what it will be.


What also attached me to the game was the math of options. Using the core box playing solo you have five heroes, each of which has a choice of four aspects, against three encounters/villains playable in basic or expert mode, and five modular encounters. That means there are 600 configurations with the starter box alone. That is 600 unique games and when it is a random shuffle to start players and encounters/villains if multiplies the options even more. When playing two, three, or four players games it means that a starter box will keep a group active for a while. When you add the expansion products made so far, the number of possibilities is nearly endless: 22 hero packs (two of which have modular encounters), four scenario packs (with five encounters/villains, 15 modular encounters, and different basic and expert mode decks), and four campaign expansions (with eight heroes, 20 encounters/villains, and 27 modular encounters). Each hero pack also comes with extra aspect cards, beyond those they come with, for customizing other heroes. That makes 35 heroes, four aspects with lots of options and specific hero flavoured ones, 28 encounters/villains, 44 modular encounters, and two basic and expert mode decks. In solo mode alone that is at least 689920 different combinations. But let's get back to the core box.

Even with sleeved up cards, everything can fit. That included the encounter/villain damage dial, threat markers, utility markers, damage markers, stun/tough/confused cards, first player token, player aid cards, and four hero damage dials


Here I am setting up for the first solo game, Spider-Man with Justice aspect vs Rhino with basic mode and Bomb Scare modular encounter. Each hero also comes with a specific obligation card (that goes into the villain deck, and specific nemesis deck that comes in once the basic mode card "Shadow of the Past" is revealed. 


Hero card come with two sides, the Hero side with THW (Thrart), ATK (Attack), and DEF (Defence) with other abilities on the card, and the...


...Alter-Ego side with REC (Recovery) and abilities. Each player turn you can flip your hero card once during the turn. Each side also has a hand limit that you draw up or discard down to at the end of the player turn.


Hero decks are made up of Ally, Event, Upgrade, and Support cards. Cost of the cards to play from your hand are in the upper left corner. To do that you have to discard cards to make that cost using the symbols on the lower left corner. Type of resource can be important depending on the card you are playing. Resources are Energy (yellow lightning bolt), Strength (red fist), Mind (purple atom like), and Wild which can be any of the previously mentioned three (green impact).

Allies are like minor heroes. They have hit points, thwart, attack, and special abilities. For thwart and attack, the number of stars beneath them indicate damage they take when using it. In Black Cat's case, she takes one damage when thwarting but none when attacking. That means this ally can help take out minions and villains all day long. If they do take points to be removed from play, the number in the middle right, they retreat to the discard pile and can come back again after a rest and reshuffle.


Aspect cards have the same four types of cards with one additional type, the Resource card. They provide more than one resource to use when buying cards or a special allocation of a resource.


This is similar to the Basic cards.


Here is a closeup of Spider-Man's Nemesis cards: The Vulture's cards and Eviction Notice. When the basic mode card ""Shadows of the Past" comes out, the hero's nemesis is put into play engaged with them, the special nemesis side scheme is put into play, and the other nemesis cards are shuffled into the Encounter/Villain deck. Eviction notice, as well as any hero's obligation card, is shuffled into the encounter/villain deck at the beginning of the game.


Here is the start of play and because I am playing basic mode Rhino his level one card is on top (in expert it would be level two), Rhino's main scheme is in play, and I have my hand of six cards after I have taken my mulligan, meaning after I deal my initial hand I can toss any number of those cards into my discard and draw back up to my hand size. 


Play then proceeds as follows. The first player (in solo games it is the only player) takes their turn under step one in the picture below. They mainly use guards to improve thier hero, reduce hit point or remove threats on schemes, help their fellow heroes, and bring out allies and resources. Once all players have finished all players perform step two. Then the villain places threat on the main scheme. For Rhino, the main scheme starts with no threat on it and it increases by one per player at this step. This number can be modified by side schemes. Then Rhino and each minion, in player order, either attacks if the player is in hero form or schemes if in alter-ego form. Normally when a villain attacks or schemes you flip a card from the top of the encounter/villain deck to add to the number listed on the card to determine how much damage the hero takes or how many threat is placed on the main scheme. Heroes can decide to have an ally take the damage before the card is flipped or exhaust the hero to defend and reduce damage taken according to the hero's defend stat. Otherwise the hero takes damage. Minions do not flip a card to increase scheme or attack, just use the printed number on the card.

Then encounter cards are dealt out to the heroes face down and are resolved order with first player going first. After everyone's encounter cards are resolved, the first player token is moved clockwise and it is now the player's turn. Once a level of encounter/villain has been reduced to zero hit points or less, the next level of villain is revealed. In all games there is only two levels of villain but be aware to read the card when going to a new encounter/villain.

Once Rhino's main scheme reaches seven times the number of players, at any time, then Rhino wins. Some villains have more than one schemes that have to be achieved in sequence. Ultron, for instance, has three.


In my first game against Rhino I won with Black Cat as an active ally, web shooters with two more uses left, Avengers Mansion, Helicarrier, and Aunt May on the table. 


Rhino at the end of the game had no side schemes or minions but did have four threat markers on his main scheme. Rhino isn't supposed to be a tough villain but a good learner villain. 


So far with the core box I have played 44 games, broken down as below:

-Spider Man Justice vs Rhino (Bomb Scare 2, Masters of Evil, Under Attack, Doomsday Chair, Legions of Hydra), Klaw with Masters of Evil 2, Ultron with Under Attack 2. All wins.
-Captain Marvel Aggression vs Rhino Bomb Scare 2, Klaw with Masters of Evil 3 failed. I then changed the aspect to Leadership and vs Klaw Masters of Evil success and Ultron Under Attack 2 successes. Solo play was not conducive to use Aggression. 
-Black Panther Protection vs Rhino with Bomb Scare 2, Klaw with Masters of Evil 2. I switched up with Leadership against Ultron with Under Attack and got two wins.
-She Hulk Aggression vs Rhino with Bomb Scare 2 but against Klaw it was three losses. I switched to Protection and got two wins and against Ultron with Under Attack it was two wins. Again solo Aggression is very tough.
-Iron Man Aggression vs Rhino with Bomb Scare 2 wins but won and lost once against Klaw with Masters of Evil and three times lost against Ultron with Under Attack. Switched to Leadership and won two and lost one against Klaw and won one against Ultron. Recommendation based on my previous games is not to take the Aggression aspect in solo games...ever.

In a nutshell I really love the solo option for this game. Looking forward to more games with others and solo. I will also be trying out the other heroes, scenario packs, and campaign boxes and reviewing them here.

There are some free encounter/villain options out there:
-Story mode for the Core box: https://boardgamegeek.com/filepage/235820/marvel-champions-story-mode-s1-v10

There are also many other alternate fan made items: DC Comics Characters, DC and Marvel Characters, dividers, Hall of Heroes, and much more online at Board Game Geek or Reddit/MarvelChampionsLCG. Some really cool storage solutions, like these too. I especially like the reusing of cassette tapes for hero decks.

Sunday, April 24, 2022

One Ring RPG

 Based on J.R.R. Tolkein's fantasy novels, the One Ring RPG is superb at embracing the environment and themes of the books. Here are the items I have purchased so far. On the top row is the first edition and Tales from the Wilderland supplement. On the bottom row is the second edition rulebook, starter box, and GM screen.


I played the first edition, from Cubicle 7 Games, a little less than ten years ago at a game convention. I was impressed by the skill resolution system, combat, and especially travel. It felt like everyone was contributing to a story and not number crunching the best of the best. 

The dice are what helps this come about. You roll a feat die (d12) along with a number of six sided dice equal to the number of dots in the skill or ability that you are using. The six sided dice are added together and if you get over the target number you succeed. For every six rolled, the die has a special symbol indicating an elvish symbol and those count as superior successes which can be used for additional effects. The feat die has a symbol of Sauron and a symbol of Gandalf. If the Gandalf symbol is rolled you automatically succeed in the check but if it is the Sauron symbol it counts as zero. Otherwise it has numbers from one to ten. 

The travel portion of the game has players take various rolls, hopefully the ones they are better at than others, and depending on the events that occur will determine which role has to conduct a check. 

There is also Hope points that enable you to do special actions but if you use too much as well as Shadow points and scars that are gained when you conduct or experience things that are foul and profane. Your character will not last long by being adventurers on a lark for treasure and power for that is the domain of Sauron and his minions.

Which brings me to the best part of the game in my opinion...time. Each adventure is a few game sessions of traveling around and diminishing the power of Sauron over the world of Middle-Earth. There is then a Fellowship phase of resting up, improving your character, and learning more about rumours and hints of the forces of Sauron's activities. That is a season or two. Every year there is a Yule phase during the winter months where the group splits up and goes home to rest, about every three fellowship phases. In this phase you have special Yule Fellowship options, including raising an heir! Since the game time starts 25 years after the Battle of the Five Armies (end of the Hobbit book) there is a period of 75 years until the events of the Fellowship of the Ring Trilogy. Since most races do not live that long their adventuring time is short, about 20-40 years except elves. There is also the accumulation of shadow and shadow scars that are difficult to remove. Eventually you will play your heir and likely their heir then their heir, before Sauron is defeated. 


The art is good in parts and alright in others. The bonus item was the players and GM maps.


The first edition, and second edition of that first edition from Cubicle 7, took place mainly in the area to the West of the Misty Mountains: Bree, Lonely Mountain, Lorien, Rohan, Mordor. They made 14 supplements detailing this area except for one on Rivendell and areas to the north of it.

I also have Tales of the Wilderland with seven adventures that can be played standalone or as a campaign.

The starter set for the new edition of the game is masterful as it is set in the Shire of the Hobbits. It is a perfect setting because there is danger but not too dangerous for players new to the game. It has dice, a small book of the basic rules, booklet on the shire, and adventures to start things off. It has very nice character sheets for the starter adventures, and a double sided map of the shire and Eriador (East of the Misty Mountains), travel/combat cards, and images on the inside of the of the box with mini GM screen info and GM map of the shire.


The GM screen has a booklet on Rivendell as well including rules to play High elves.


The Free League edition of the rules has cleaned up items from the original and was improved by some of the original group who made the original products. 


The inside cover has a player map of the realm of Eriador and the back of the book has the GM one (with hexes for the travel phase).


The art is consistent throughout; a little grim and serious. It also has quotes from the Tolkien books sprinkled throughout which adds to the mood and setting.


Character creation is still simple with lots of options.


Adversaries are streamlined with hints for the GM to describe their actions. 


I hope to play this someday and perhaps GM it. It would be very rewarding when done right.

Saturday, April 23, 2022

Epicast Tek Archway

 Epicast once made Games Workshop 40k items under license until Forgeworld started in 1998. No idea when this Tek Archway was made but it has been a decade or two since I bought it. Primed black it was painted with cheap gunmetal and silver, then small conduits painted Rhulic Gold and large pipes and knobs painted Pig Iron. Because it has no controls or scale indicators on it, it could be used for just about any miniature game.




Sunday, April 17, 2022

Planetfall Objectives

 For the Spartan Games Planetfall game, I picked up an objective pack online last year. The company went under but the license and IP was purchased by Wayland Games with no date to re-release it. However, the objectives will work very well with my small scale games, as they are 10mm scale. They were painted with various cheap and Privateer Press paints.


As you can see, from left to right, the Horizon Wars/Hard War heavy troopers, Bot War Ageis and Tyranosaur, and Aquan Planetfall models fit with the objectives nicely.

Saturday, April 16, 2022

Army Men Hills

 These plastic army men hills were found separately at a yard sale. The colour was an off red but after priming black and painting with various cheap paints...voila! Suitable for any scale.



Friday, April 15, 2022

Citadel Painting Handles

As I get older, I realize that holding modals with my hand gets uncomfortable after a while. I was skeptical with these painting handles I have seen in hobby stores but others have exclaimed loudly about the benefits of them. So I picked up two of them, both from Citadel: the regular (for 25 to 40mm bases) and the XL model (for 50 to 170mm bases). 


I have enjoyed using them on Bot War models to finish off the detail work, which is when you really have to move around the models to get in the corners and fine points. The grip is perfect for a natural fit. I will be using these from now on.



Sunday, April 10, 2022

Bot War Card City/Airport Terrain

 From Trader's Galaxy I bought the Bot War card City/Airport terrain. It was on sale, which is nice, and instead of glue I used cheap masking tape as it was less temperamental. The results are great! It came in a flatpack and comes together just great. Scale is 10mm, which fits in with my models for Horizon Wars/Hardwar.

The Airport tiles and terrain.




Here is the city tiles and terrain.




They also fit in medium sized totes very nicely, with room for more terrain.

Saturday, April 9, 2022

Botwar - Valiants - Overcharge

 Overcharge is a Bot War Valiant model, with obscure, surge, and ram attack special ability.


Primed black, metal rough drybrush, Sulfuric Yellow, Khador Red Base, Coal Black, mix Coal Black/Mentoth White Highlight, Arcane Blue, Menoth White Highlight, Army Painter Gloss, GW Nuln Oil pinwashing. Base made with Basius Hex pad and painted black, heavily drybrushed dark green, Necrotite Green, washed with GW Thraka Green, lightly drybrushed Necrotite Green, rim pinted Meridious Blue, and name of model written on rim with silver fine paint pen as well as the lines between the hexes highlighted.

Friday, April 8, 2022

Botwar - Valiants - Topstar

 Topstar is a Bot War Valiant model, with efficient, lucky, obscure, and the ram attack special ability.


Primed black, metal rough drybrush, Beaten Purple, mix Beaten Purple/Mentoth White Highlight , Khador Red Base, Coal Black, mix Coal Black/Mentoth White Highlight, Army Painter Gloss, GW Nuln Oil pinwashing. Base made with Basius Hex pad and painted black, heavily drybrushed dark green, Necrotite Green, washed with GW Thraka Green, lightly drybrushed Necrotite Green, rim pinted Meridious Blue, and name of model written on rim with silver fine paint pen as well as the lines between the hexes highlighted.

Sunday, April 3, 2022

Botwar - Valiants - Aegis

 Aegis is an inexpensive Bot War model for the Valiant faction, with obscure and the ram attack special ability.


Primed black, metal rough drybrush, Iosian Green, mix Iosian Green/Mentoth White Highlight, , Coal Black, mix Coal Black/Mentoth White Highlight, Wurm Green, Army Painter Gloss, GW Nuln Oil pinwashing. Base made with Basius Hex pad and painted black, heavily drybrushed dark green, Necrotite Green, washed with GW Thraka Green, lightly drybrushed Necrotite Green, rim pinted Meridious Blue, and name of model written on rim with silver fine paint pen as well as the lines between the hexes highlighted.

Saturday, April 2, 2022

Botwar - Beastlords - Dactylous

 Dactylous, aka the Wind Dragon, has the alternative form of a Winged Dragon. Excellent stats and expensive in points, as all Beastlords are. Has the Air Support special ability. Has "Ground to Air Missile" rule that gives the targeting Matrix and Sharpshooter rules when targeting models with the Air Support/Dedicated Flyer/or Jetpack special rules. Also immune to Mind Control and Mind Read with "Pure of Purpose" and only requires a single energy cube to maintain their super ability with "Superior Being".


Primed black, metal rough drybrush, Khador Red Base, Cygnar Base Blue, mix Cygnar Base Blue/Menoth White Highlight, Sulfuric Yellow, Coal Black, mix Coal Black/Mentoth White Highlight, Army Painter Gloss, GW Nuln Oil pinwashing. Base made with Basius Imperial pad and painted black, heavily drybrushed dark brown, drybrushed brown, lightly drybrushed light brown/yellow, washed with GW Agrax Earthshade, lightly drybrushed yellow, rim pinted Khador Red Base, and name of model written on rim with silver fine paint pen.



Friday, April 1, 2022

Botwar - Beastlords - Brontous

 Brontous, aka the Hidden Wisdom, has the alternative form of a Great Dragon. Excellent stats and expensive in points, as all Beastlords are. Has the Armoured Might special ability. Has the "Earthquake" ability that exchanges its ranged attack for damaging all models within 6" with one point of damage, ignoring shields. Also immune to Mind Control and Mind Read with "Pure of Purpose" and only requires a single energy cube to maintain their super ability with "Superior Being".


Primed black, metal rough drybrush, Trollblood Blue, mix Trollblood Blue/Menoth White Highlight, Cygnar Blue, mix Cygnar Blue/Menoth White Highlight, Sulfuric Yellow, Khador Red Base, Murderous Magenta, Coal Black, mix Coal Black/Mentoth White Highlight, Army Painter Gloss, GW Nuln Oil pinwashing. Base made with Basius Imperial pad and painted black, heavily drybrushed dark brown, drybrushed brown, lightly drybrushed light brown/yellow, washed with GW Agrax Earthshade, lightly drybrushed yellow, rim pinted Khador Red Base, and name of model written on rim with silver fine paint pen.

Horizon Wars: Midnight Dark

Horizon Wars: Midnight Dark is a miniature agnostic skirmish ruleset that can be used for any small scale miniatures. The setting is near t...

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