I’m adding legacy mode to Cthulhu Wars and thought I’d share
This series will start with the top 5 casual games I recommend to get for your gamer friend/group, whoever! These games are timeless so they will continue to be a good game 6 months, 2 years, 5 years from now! (After that we’ll all be living in VR, so get the VR versions of these games!)
Throughout the week we’ll be releasing other series for different types of gaming itches!
Next up is our top 5 games for 2018!
And finally, our top 5 cooperative board games of 2018!
Come join Ludanto as he does an epic gameplay of Renegade Scout. This tabletop miniatures game is fantastically narrated as Captain Redd attempts to survive against the swarm in this Nordic Weasel miniatures board game!
To follow along with the rules, here is the link: https://www.wargamevault.com/product/249657/Renegade-Scout–Bleeding-Edge-Retro-Gaming
Tweets by Ludanto
Renegade Scout — Captain Redd versus The Swarm!
Today we’re exploring Arkham Horror 3rd edition, exploring the pieces and talking about what I like and dislike about this game and whether I think it’s for you.
I preordered Arkham Horror as soon as it was available, and since receiving it I’ve played a couple games and explored this fantastic Deluxe rulebook, and I feel ready to share some of my first impressions.
The game plays by choosing a scenario. Unlike Arkham Horror 2nd edition, this isn’t just a big monster, it’s an entire narrative that will affect many parts of the game.
You’ll build up the neighborhoods for the scenario you choose, in my case, I chose the Approach of Azathoth and this is the neighborhood setup for that scenario, scenarios also include event decks, monster decks, and even the Mythos Cup configuration, which is effectively a custom die for each scenario which determines what will randomly happen at the end of each player’s turn. The largest part of the scenario is the archive cards, these work like choose your own adventure stories which give you passes and failures to dictate what happens next.
In addition to the scenario configuration, you have headlines, neighborhood decks, items, and spell decks, then you’ll choose your investigators. None of the fruit loops of 2nd edition, these investigators look much more similar to Eldritch Horror with some basic stats, a single choice of which perk you begin with, and some powers that make your character fairly unique.
This game feels strangely similar and dissimilar from other Arkham games that came before it. Neighborhood encounter decks, travelling through neighborhoods? That’s Arkham Horror. Single decks that have mixes of types, streamlined play, that’s Eldritch Horror. Flat no dice monster attacks, a neighborhood layout per scenario, and using a bag to determine random events, feels lmore ike Arkham Horror the Living Card Game. All of these seem familiar to other Arkham games. What is most different is the combination of different Arkham elements combined with a very fast pace that seems faster and more than any Arkham game before.
We know we’re trying to save the world, we know we’re going to be pushed to the limits of our ability to cooperate and delegate tasks, but this seems like the most challenging and adrenalin pumping version of Arkham yet.
Arkham Horror the 3rd edition feels like a version of Arkham Horror that matches more what my group asks out of games. We want the complexity of feeling almost overwhelmed with our cooperative games,along with a strong thematic component, but we want quick setups and teardowns along with a reliable playtime of less than 3 hours.
From that perspective, the game is good, and I’m happy to continue exploring it. But I do have some misgivings that I’m unsure I’ll overcome. Arkham Horror 2nd edition had the first few rounds where not much threatening was going on, and the group, often always including some new players, would wander around, picking up some cool interesting good stuff, suffer some insanity-causing old lady turning into a slathering monster random event or whatever, and then, just when things seem easy, start to careen out of control as more and more things pop up faster than the team could deal with them until we either defeated the scenario or we failed. Those first few rounds were crucial to get people to bond with their character, often defining their image of their character based on what initially happened to them. It felt “narrative”, it felt like a lite RPG.
In this game, we have characters, equipment, stats, all hallmarks of an RPG, but then things happen so fast that we already feel on the verge of losing by the end of the first round. The focus immediately changes to the scenario, not the characters, which some might feel is a good thing, but in my opinion, it makes it harder to get new players invested in 3rd edition in the way that they were in 2nd edition.
The characters are “more” unique, in terms of abilities, than in other Arkham board games, many of them capable of and doing far different things than the other games, and hopefully they start releasing some of the content that existed in 2nd edition like the life goals and their consequences, but I’m not sure if there is room in the current game to allow for them to exist.
In our games, many players expressed frustration that they were surrounded by monsters or were delayed by random events, such that they had very little they could do other than deal with the monsters. The idea is supposed to be that now you choose whether to engage with monsters, and if you do, and aren’t able to kill it, then you will take damage. But the reality in our games has been that the monsters move and attack us faster than we can get away, and even though none of us have died, the consequence has been endless rounds of fighting monsters.
I’m sure to a certain extent we’ll get better, not just better at our decisions, but also better at choosing our party to make sure we have a balanced team that can better handle all the challenges put before us. That too is a part of Arkham, though it never was as quickly obvious in other Arkham games as it is in this one.
In addition to the break-neck pace, I feel like the game is lacking some things that I feel are a crucial part of the Arkham “horror” experience, which is otherworldly gates. It feel strange to play an Arkham Horror game without gates, but on the other hand, I REALLY hope that we get a scenario or something that allows our characters to journey into another neighborhood that is really another dimension. We have that slightly by way of the anomolies, but I really want the full experience capable by this new dynamic board. I’d love a bit more staggered approach to the game as well, something more similar to Eldritch Horror where the game gets progressively more crazy the longer it continues. They have that with the scenario via the archive cards, but future scenarios could leverage that a little bit more, perhaps set the scenario starting BEFORE things go off the rails, then the 2nd or third archive really unleashing hell on earth. Full disclosure, I’ve only played the Azothoth scenario as we’re still trying to defeat it, its possible other scenarios have less combat.
Overall, I like this game, I’m an Arkham fanboy and will gobble up all of the future Arkham Horror 3rd edition supplements they release, but I do hope they come out with those supplements sooner than later as 4 scenarios likely isn’t enough.
What about you, is the game too punishing, just punishing enough? What about the speed of the game? Tell me down below in the comments! As you watch this video, we should be just about cresting 1000 subscribers, and with that, our Cthulhu Wars contest will begin! We’re going to be announcing the details in the next two weeks via our Twitch and youtube livestreams.
Hey everyone, today we’re going back to our roots and covering some Cthulhu Wars material, in this episode, we’re covering the Library At Celano, Cele-ano, Celeano, however its pronounced, this one!
If you don’t know what this is, this is an alternate game map for Cthulhu Wars, instead of fighting to destroy Earth, you’re fighting to…that’s sort of the question, are you destroying the Library when doom reaches the max, or are you getting the resources you need to destroy Earth? I want to think they’re destroying Earth because the Librarian probably wouldn’t put up with crap.
Who is the librarian, this monstrous being who helps maintain order in the library, and in this game mode, the players have some influence on two greater beings, the caretaker and the Librarian. You can’t attack either, and they have great influence so I want to think that suggests that these beings are very powerful, if only inside their domain.
The game mode puts you on this very different looking map, which operates the same way as Earth in that you can flip each side to reveal a different number of players. If you have more than 5 players, you’ll need to acquire the larger 6 to 8 player map.
Inside the Library, movement is different. Cthulhu players take note, there is no Rylea, and the ocean’s don’t connect, instead there are these tiles that indicate the word “sea” meaning they’re submerged and count as oceans. Also, you have these two special types of areas, gates and stairs.
Stairs allow you to connect to the other set of stairs with the same letter. This allows you to travel between floors.
Gates allow you to travel to any other gate, which if you look, is quite a few of them.
This brings up my first bit of advice, in general, I’m not a fan of Crawling Chaos on this map, their advantage of flight is less advantageous when there are so many different ways of travelling great distances within the map. It might be a small thing, but if the factions are balanced on Earth (which is questionable depending on which set of optional rules you’re using), then CC is less so.
What else? Well you have these four special rooms, each of which contains a special tome, and at the start of the game, a gate spawns in each gate with no player necessary. These tomes are very powerful, and anyone can get them by taking control of the tome’s corresponding gate, they do not take the spot of any of your faction spellbooks.
Each of the tomes occupy a different role, and each tome except Barrier can be reset by releasing a captured cultist, discarding an elder sign, or discarding a Silence token.
• Guardian Under the Lake – For 1 power, You can force an entire faction occupying an area next to a gate, to any other area with a gate.
• Yr and the Nhhngr – For 1 power, If anyone has more doom than you, either place a monster at no additional cost or gain 2 power.
• Larvae of the Outer Gods – Gain 1 elder sign if anyone has more Power than you.
• Barrier of Naach Tith – this book is a bit different, no other player may declare an attack against you unless they release a captured cultist, discard an elder sign, or discard a silence token.
You gain the tomes by being the first person to control a gate with a Tome in it, and if you lose control of the gate, you don’t immediately lose control of the tome, instead the tome becomes OverDue.
What are Silence Tokens? Well you get one of these things each doom phase, and if you don’t spend it, you won’t get another, so use it or lose it!
Silence Tokens are primarily how you interact with the two iGOOs, the Custodian and the Librarian, as well as activate or cancel certain Tomes.
By spending a Silence Token, you can move the custodian to any area and roll the Agony die, if you don’t move the custodian, it gets +1 to the Agony die. Bump as many units as you roll into the oubliette, possibly including your own units as you must spend as many Agony points as possible.
Alternatively, if any player has any Overdue Tomes, you can sick the library on them! Spend a silence token, move the librarian to any area, and roll the Agony die, likewise, the Librarian gets +1 to its agony if it doesn’t have to roll.
You can target any player who has a unit in the area who also has an overdue Tome. That player must satisfy all Agony, however they choose based on the following list.
• Eliminate a unit in the area satisfies one agony.
• Losing a doom point satisfies one agony.
• Returning an overdue Tome satisfies one agony.
This is the only way a player may lose a Tome, is by being targeted by the Librarian.
Who wants this map?
Anyone who enjoys battles will enjoy the close confines of this map, everyone is close and the consequences of letting a player hold onto a tome can be severe, while losing control of a Tome area can likewise be severe.
The map is really crazy, and causes some severe shifts based on what happens with the agony dice, I really don’t think anyone who isn’t very comfortable with the rules should play this map, but if you are, you might enjoy this very differently played game.
What about Faction tips?
Barrier can be interesting for Black Goat, because often BG has to put themselves at risk to occupy so many areas to get their spellbooks. Suddenly with Barrier, they’re a bit safer. You should have more doom than other players and often more power, so the only other Tome that is useful to you is Guardian Under the Lake which can help you afford all of your dark young.
Like I said, I’m not a huge fan of playing Crawling Chaos on this map, but if I do, I really try to get Yr and the Nhhngr, I always struggle with power as Crawling Chaos, and extra power or monsters can really help to secure the Harbinger.
Great Cthulhu can really enjoy using Guardian under the Lake as often Cthulhu will have a large powerful submerged force, and instead of emerging on dry land, you can first move an enemy to one of the seas that has a gate.
For Opener of the Way, try and get Yr and the Nhhngr as soon as possible, the free monsters can help you get your Great Old One out faster.
Oh wow, I think this map is really great for Sleeper. Yr and the Nhhngr allows Sleeper to unleash their specialty units faster. Guardian under the lake can allow you to move monsters closer for your GOO to capture. Barrier of Naach Tith can help give you time to build up your retinue of monsters.
The Tcho Tcho can really struggle with this map, you can’t hide far away from everyone else, instead you must become more aggressive knowing you’ll be attacked early and often. Barrier can help with this, but personally I like Larvae or Yr and the Nhhngr, either of which works well with your goals.
Windwalker is very interesting. Start at the square that isn’t the oubliette, then use your silence token to have your custodian sweep your units into the oubliette. Tada! Create a gate and you’re now got one of the hardest spellbooks for you to gain.
I often feel like playing this map is like playing 3 dimensional chess, you have to constantly visualize and count how far away every other unit is from each of your units, it definitely can add to the stress level of the game.
Having said that, I really love how suddenly with just a few tweaks, you’re able to experience this very different game.
Next week I’ll have a more proper board game video, I just wanted to open this and see whats inside! I’m super excited, I love Brass so much. 🙂
To get this game and help us keep the dice rolling, here is an Amazon link so you can pick up your own copy
For more of our reviews, check out our blog: https://dorksidecookies.net
Brass birmingham on BGG
Hey everyone, I’d love to see your comment down below regarding what do you think, have legacy games rendered RPG-lites like zombicide obsolete?
To get this game and help us keep the dice rolling, here is an Amazon link so you can pick up your own copy
I’ve become totally enamored with Brass! I’m talking about ordered the newest kickstarter for the expansion, bought the upgraded money, everything.
My group struggled with this game, so I put this video together to very explicitly go through each action in a way that lets people know whats going on in context of the larger game.