Sunday, May 11, 2014

Hobby Day May 10 2014

Hobby day is put on by the St. Crispin's Irregulars on the second Saturday of each month at the Knights of Columbus Hall in Anaheim. They have recently started having themes for hobby day. This means that ideally they want the games played during that day to be in some way related to the theme. This month's theme was "Adventure on the High Seas." I arrived in the morning and stayed until the early afternoon. I usually stay the entire day, but I had a family birthday to attend in the evening. It was a good day of gaming despite the low numbers of people who showed up for the event.

I managed to get some board games on the table that day with my friend Eric. We played "Dread Pirate: Buccaneers Revenge," "Agricola," "Pirate Fluxx," and "Rock, Paper, Scissors, Lizard, Spock."
"Dread Pirate: Buccaneers Revenge" is a game where the players maneuver their pirate ship around the map, completing quests. The quests are in the form of mission cards which have a start location and and objective. The game was good with two players, although its a lot more cutthroat when played with four people. The bag of loot and gold coins are a nice addition to the game. It feels like a euro-game in simplicity and ease of play, with some depth in the abilities that the completed quests give you. All in all it is a nice family game. I would recommend this game to anyone of any age who likes pirates.

I have previously blogged a review of this game, so I won't go in depth here. I had a fun time playing this game on Saturday and adding some of the expansions as well. Eric and I got in two games of this. It was his first time playing this, and by the second game, he had already grasped the concept extremely well to the point that we added several decks of cards in the second play. It was my second time playing with the "Legen*dary forest deck" which is the second non-serious expansion for the game. I had a great time teaching the game to Eric, and look forward to getting Agricola back on the table more often.

In keeping with the theme of Hobby Day "Adventure on the High Seas," I also got this game on the table. Pirate Fluxx. As with the other Fluxx games the game is never the same twice. It begins with the mechanic of "draw 1 card, play 1 card." As cards are played however, that changes rapidly. Many of the cards are new rules, or meta rules. After several hands the rule might be "Draw 5 cards" "Play All." The goal of the game is to have "keeper cards" in play that match the goal. And when that occurs, you win!
 
http://ecx.images-amazon.com/images/I/51kYtpYypXL._SY300_.jpg
This fast paced dice game worked alright with two players, but would be better in a larger group. You are trying to defeat the black die with a roll of the three red dice. If the black die defeats your red dice, then you lose a chip, placing it back in the center. If a red die matches the black die, you pass a chip to the right. If you roll a "pass left" result, you pass a chip to the left. The object of the game is to be the only one left with chips at the end. It was a quick and simple game to play.

Saturday, May 10, 2014

"The Feasting" and "Groundhog's Day"

The Feasting
By: Kevin Meeks

Just off the space rail to Newtown, Mars,
dusk glints softly off the glaciers.
And the ears of the two martian babes
flick with interest.
They have traveled long from the mountains
to guide the explorer and me.
We leap over the metal wall into the cafeteria
where they have been cooking all day, alone.
Their lips twitch, hardly hiding their teeth
which are sharp.
They nod contemplative as fat friars. They like us outsiders.
There is no admiration like theirs.
Uneasy once more,
they begin consuming the tough meat of dinner on the table.
I would like to taste this meal also,
for they have left none for me
and my companion.
They are gray and blue,
their hair is short and fuzzy on the top,
and motion moves me to gaze towards the rear.
That is when they attacked and I was hit.
Suddenly I realize
That they were not feeding us, but
we are food.

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Groundhog's Day
By: Kevin Meeks

She looks around with concert eyes
into the sleeping riot.
Beneath the iridescent traffic vest
her world tunes into quiet.
Dusty vehicles shift into gear
turning out-dated rotors.
Thirteen months becomes a year
in this daylight spending time.
Phil rose up and then died,
Oh! what a groundhog's day it was.
The crowds doffed their hats and sighed,
beating their breasts as they vowed.
Across the pond the old blokes still met.
Fellow writer, the group of Kolbiters,
the Bird and Baby quartet.
They paid no attention to this day.
What of the Fahrenheit protocol?
Does she know what it means?
Spending another dime night in Omaha
as the geese pack their carpet-bags.
The overcoat of groundhog pelt
keeps her tiny frame warm.
As she shuffles into the tuna-melt
and turns off her brain with her charm.

Thursday, May 8, 2014

The Elms

The Elms
By: Kevin Meeks

Blazing, neutral, razor-sharp
cupcakes line the aisles.
The turnip-lined boxes
are playing classic Jazz.
The air is permeated with
a cacophony of rhythmic beats.
Not a single note is distinguishable
out of the desert complex.
Wingless halos come out of hiding
beneath the Jell-O pillow.
The plants in the waiting room
hunger for human brains.
They are trapped within
the iron-shackles of their stands.
Trying to gain self-consciousness,
but failing in the attempt.
While the denizens listen
to the nasal voice of reason.

Wednesday, May 7, 2014

What is this thing called Steampunk?



In recent years the community of steampunkers are more widespread in culture than they once were. What was once an underground movement relating to science fiction enthusiasts, is now a movement that stresses the do-it-yourself ethic. It usually takes the late 1800's era and tweaks it. Adding airships, clockwork robots, and of course the ever popular mad scientist. It has grown to a proportion where even major television shows like Castle have featured steampunk in one of their episodes, exposing the greater culture to the subculture of steampunk.

What is it about this movement that captures the hearts and minds of people?

Steampunk at its heart is retro futuristic science fiction. What I mean by that, is that it places some of the future back in a past that never was and attempts to make sense of it. The entire nature of the movement is  anachronistic. Hence allowing for a wide berth of imagination. As long as the technology in question can be explained within the constraints of its setting, then it will work in the story. That being said, within steampunk the improbable is quite possible, and most often required.

The roots of steampunk stem from the broader category of Victorian Science Fiction (VSF). Much of steampunk is dependent on the improbable gadgets so common to the genre. Without gears this genre, quite possibly wouldn't exist. In VSF on the other hand the focus is on the adventure just like in other forms of pulp fiction. The typically hero in steampunk is the scientist as a hero. Its a genre where brains are valued over brawn. Victorian Science Fiction on the other hand does have a tendency for scientists as heroes, but can fit many other types of heroes into their formula.

In VSF the discovery of the unknown beyond our boarders is the main thrust of the adventure. Likewise, it can be similar in steampunk stories. Both genres owe their lineage to the works of H.G. Wells and Jules Verne as the main fathers of this genre. The submarine in 20,000 Leagues Under the Sea was a futuristic concept at the time of the books publication. There was a submersible created by Robert Fulton in 1800 named the Nautilus, with a hand cranked propeller. Which probably inspired Jules Verne's novel in 1870. At the time, the ocean was vastly unexplored and lent fertile ground for the writings of science fiction. The genre of steampunk is primarily a written one, before a costumed one. People who adhere to it generally have at least some knowledge of its literary origins, and try to match their cosplay likewise.

In today's popular culture, steampunk is epitomized by the excessive use of goggles, gears, brass, brown, and gears. The zeppelin has also become an icon of steampunk. But it should be more than just an icon to distinguish the genre. Steampunk ought to be foremost a mindset. Typically set within Victorian ideals, it then subverts those ideals and rebels against the setting, giving us the edge to the punk. The "punk" term has bothered me as a description. If another term should be used, I feel revolution is a better term. "Punk" has stuck as a term because steampunk came about as a response to cyberpunk. It is the opposite of archaic, cyber-punk is ultra-futuristic where technology invades all of society, even invading man with the aid of bionics. Steampunk I believe is the retaliation to cyberpunk. There is some punk to the movement, despite its love of the analog. The band Abney Park who some describe as "the quintessential steampunk band" had quite an edge to some of their songs, cementing them strongly into the punk of steampunk. All in all, the genre of steampunk is great fun to write and be, and can be considered fun for most. I hoped that this post helped you understand a little of how I view steampunk. So raise your tesla-colied logarithmic calculator and join the steampunk revolution.


Monday, May 5, 2014

Gaming Goodness 02: Agricola



If you've ever wanted to own a farm but not the hassle of working on it, then this is the game for you. Set in Germany during the twelfth century, this game gives you the freedom to do what you like with your farm. If you want a vast array of fields teeming with crops, you can. If animals are more your thing, then you can raise sheep, boar, and cows and cook them later for food (mmm! Hamburger).

I've played several games of Agricola now ranging from the family game, to adding multiple decks. I've come to the conclusion that the cards can be a major hindrance to the growth of the farm. They do give you good bonuses at times, but it costs an action to get a card into play, and many times your actions will consist of obtaining enough food to not starve during the harvests. If you happen to have extra actions however, then by all means play a card.

For example, a game I played the other night, I was focusing on getting pottery, and the potter cards into play. The end result would yield me four food from two clay. That means feeding my family of three would not be difficult. But it took me ten rounds to get it implemented. Which meant that the expansion of my farm suffered. In the same amount of time my opponents had burgeoning farms. One player focused on fields while another focused on breeding animals. They focused very little on the occupation and minor improvement cards.

In the end of the game the begging cards hurt my score, the first few rounds I couldn't get enough food. The other players had more points than myself. The player with a lot of fields did the best, taking first with no begging cards. The player who took second had large pastures filled with many animals. What hurt me was that I really didn't have a good food engine going, while the other two players did. That's something for me to think about the next time I play.

The re-playability of the game is a debated topic online. Some see that there is only one clear way to win, that of expanding your house and family as early as possibly and establishing a food engine to support the family growth. If you take that route every single time you play then the cards will not mean as much to your strategy, since it takes an action to play a card which could be better utilizes expanding your house, or filling your farmyard. Some critics online might say that it is broken, but I think that it is just strong play if a player goes this route.

Creating more family members is essential to this worker placement game. The most important thing in the game is more actions. But this comes at a cost of having to feed the family. I enjoy the variety of the different cards which can sometimes lead to great combos being played. Although the cards are more like the icing on the cake, whereas the real substance to the cake is getting a food engine going, and procreating to obtain more actions.

The components to the game are top notch. The wooden meeples fit their role great. The animeeples give the game a lot of character since now you can see all the animals on the farm, and you get a good feeling when you have to cook them.

The game play can be a little confusing for someone who has never played a worker placement game before. But they get the hang of it after one game. The learning curve is gentle at first, but can sharply increase when a lot of cards are on the table. Then it becomes a brain burning exercise to remember what cards activate with what actions.

This one is up there in my top 10 games because of the re-playability and I can usually manage to get it out on the table.





Rating 5 Meeples out of 5!

Monday, April 28, 2014

Miniature Mondays 04: Brains! Must eat brains!

As you can guess by the title. This weeks Miniature Monday will focus on the undead. Either that or we've found ourselves dining in the Temple of Doom. As the undead goes these are the plastic zombies from Wargames Factory. As far as scale goes, they are 28mm but a bit emaciated. Thinner than my Zulus which are made by the same company. They are perfect when you need a hoard of the walking dead. And when it comes to zombies who really cares if it is exactly the same size as the rest of their 28mm figures. 30 figures to the box, in a variety of sculpts. There is not as much variety as the Zulu pack, but enough to reasonably mass a hoard of undead.



My plans for them is to run a "Pride and Prejudice and zombies" themed game of In Her Majesty's Name. They're not Victorian in dress, but they'll work. I'm still in the process of figuring out stats for them.

Unboxing
They come in sprues with five torso sets and five leg sets, there is also a single figure in a long coat. I would have liked to have both arms separate to create more variety. But then that's what knives and plastic cement are for.


Painting the undead.
I use a mix of Vallejo Basic Skintone and Ivory which gives a slight green cast to it. The resulting mix gives the figure a human tone, but a very pale tone (ie dead). The blood is Black Red Vallejo. In order to get the look of wounds I used Ratskin Flesh and then added the blood color.
I'm still in the process of painting them up, but here is a shot of the beginnings of the hoard.
Have a great game!
Kevin

Thursday, April 24, 2014

Gaming Goodness 01: Forbidden Island

This will be a new segment on my blog entitled "Gaming Goodness" where I will review board games which I have played, among other things. For the first post of this new series I wanted to review a favorite game of mine. Forbidden Island a 2010 released game.



As you may be aware, this game falls into the category of co-op games in the vein of Pandemic. You and your fellow players either win or lose together. In the game's theme, you and your fellow players are adventurers on an island which is rapidly being reclaimed by the sea (global warming anyone?) and your task is to unearth four treasures and bring them back to civilization.

What's in the box?
In this case its a tin for a box. There is a flood gauge and marker, 6 pawns, 24 double sided tiles with flooded and non flooded locations respectfully, four plastic treasure markers. One deck of 28 treasure cards (5 of each treasure, 3 waters rise, 3 helicopter lift, and 2 sandbags) and one deck of flood cards matching the 24 locations on the board.

How to play?
The object of the game is to collect all four treasures and return to Fools Landing to escape before the island sinks under you (This is easiet said then done I might add). The players are dealt a random adventurer card, each having a specific unique ability. Each player begins with two treasure cards.
The order of play is simple
1. Take up to three actions
2. Draw 2 treasure cards
3. Draw flood cards to current level

What are actions?
Actions are what your player can do during the turn.
-- Move to one tile
-- Shore up (which is to flip a flooded tile to its unflooded side)
-- Give a treasure card if you are on the same tile, unless you're the messenger.
-- Capture a treasure. Turn in four identical treasure cards on one of the two matching locations and take the plastic token.

What I thought?
This game scales wonderfully in relation to the number of players. I must stress that every move in this game is important. If the players think that they can squander their moves in the beginning of the game to set up for a better end-game, they will be sorely mistaken as the island will sink beneath them. A redeeming fact is that the tiles that flood are always placed on top of the deck, so the players always know what will flood if their memory is good. Its a simple to play game with somewhat of a deep strategy.

My rating: 4.5 out of 5 meeples


Monday, April 21, 2014

Miniature Mondays 03: Thrift Store Finds

I pulled my fedora lower over my eyes and readied my bullwhip as I hunted through the jungle. After clearing away a stretch of vines, I beheld an idol of a long lost civilization. Its piercing gaze stilled me. The small dog held in its arms made me wonder if the civilization held dogs in high honor, or simply as a tasty delicacy. I hoped that human's weren't on the menu also as I pushed farther into the uncharted jungle...

Recently Unearthed

These two tower over a 28mm figure

Captain Mal Reynolds scouts around the fallen idol of a lost civilization
These finds were of great use in the game of In Her Majesty's Name that I ran at the St. Crispin's Irregulars and the HMHS horse and musket day. The tall one worked well as the central objective and can be seen in action in the after action reports.

Sunday, April 20, 2014

Into darkest Africa IHMN AAR 4/19/2014

I apologize as this post is quite picture heavy. I had the chance to run the same scenario the following week at the HMGS-PSW. I ran the event twice that day, teaching the rules to the grandchildren of a fellow member as well as other HMGS members. In my opinion all the players appeared to be having a good time.
My scenario for In Her Majesty's Name, entitled "Into Darkest Africa." I made some changes to the layout of the map after some suggestions of the players from the week before. The sun disc was now located at the central statue, thereby forcing the players to attack one another in one location.
The goal of the scenario was to excavate the sun disc which was located at this statue, surrounded by a river which stopped movement.

The addition of wild animals to the game, gave more hinderances and helped thin out the natives before the adventures encountered them.

The Queen's Rifles advancing in mass.

Part of the Queen's Rifles advancing through the river obstacle.

The Queen's Rifles have reached the statue. But beware, the British Expeditionary Force is in hot pursuit as a battle rages. Each group wanting to claim the victory and the accolades.

The BEF sets up a defensive perimeter in the jungle, hoping to cut off the escape route for the Queen's Rifles.

Dexter Small has claimed the Golden Disc and is running toward his friendly forces in hope of escape. No one could catch him however and the BEF lays down heavy covering fire as Dexter secures the goods.

The setup for the second game of In Her Majesty's Name. This time the Egyptian squad defends the statue and the two British squads must race to capture the sun disc first.

The BEF advances through the jungle, about to be ambushed by the Zulu natives.


The BEF defends their native bearer from the attacking Zulu.


At the statue the BEF and the Queen's Rifles fight to the death as Professor Maxwell Zwigler readies his electromagnetic device.

After activation, the electromagnetic device was far more effective on his own troops than it was on the British. The native hoard advances rapidly, eager to return their sacred idol to its proper place.

Clay Arkwright manages to unearth the idol and seeks to claim a victory for the Queen's Rifles.
Each British company had a victory in the two games. The second game had far more casualties, as I wound up losing almost all of the Queen's Rifles to the deadly military rifles of the BEF. All in all it was a great day of gaming and everyone involved had a good time. Until next time.

Have a great game!
Kevin