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LONGBOW
a game session
report by Chris Hall
Crecy
(1 full play, and 2 restarts.) In the 1st go thru, half the
Geneose crossbowmen circled to the English right, and all of
them concentrated fire on selected targets. They gave almost
as good as they got, and softened up the English line quite
a bit. Which seemed ahistoric to me. But I kept playing, and
ran the French Mounted MaA up the hill. The potholes are awful.
So is the mud. And the charge up 2 elevations. The horses got
caught by the longbows, and the dismounted MaA were there to
act as a welcoming party when a few did get to the top of the
hill. Carnage. The English counterattacked, finishing the job.
Lots of fun. I then messed around with the house rules I described
yesterday, finally producing a crossbow rout in fairly short
order. But I stand corrected reading RHB's post, and am ready
to return to a tense missile duel in the next game. All in all
good fun, and some interesting replay possibilities. Getting
the French to the English rear looks achieveable - and potentially
deadly.
Poitiers
(One game played, and the best of the three so far.) A long,
difficult tilt, with numerous French casualties, but the constant
threat of flanking on both sides of the English line. Having
the damn Duc d'Orleans run off like a rabbit in the middle of
the fight was unpleasant, to say the least. But King Jean kept
charging the English center and left, while the the Dauphin
and the remainder of Saarbruken's men worked around to the English
right. A couple a fierce skirmishes over there, with Captal
de Buch leading the hobilars defending the wagons.
Two memorable charges
occurred - Prince Edward led a Mounted MaA charge to take back
the 'angle' in the center of the English line that had just
fallen to a determined French melee, and rolled very well indeed.
The first 'continued attack' result led him down the hill, into
Saarbruken's men. The 2nd continued attack was launched into
the flank of a crossbowman. The 3rd continuation fell in the
rear of a dismounted MaA. The 4th (yup, the 4th ... those rear
attack drms are BIG) wiped out another crossbowman, and left
Prince Eddy all alone way behind French lines. "Eh, look,
wot is 'e doin!?!"
The next 2 English
activation rolls brought Eddy right back to the angle, untouched.
Loud cheering from the English line! The last part of the game
involved Warwick's battle counterattacking in an all-or-nothing
effort to drive the French Flight Points high enough to end
the fighting. King Jean had attacked the English left for the
4th of 5th time, and had been pushed back (yet again) with lots
of disrupted units. Warwick unexpectedly departed from his safe
position behind the (remaining) hedge, and meleed the left of
the French line, killing 3 MaA (a great result), and precipitating
the winning Flight Level DR (35 plus a '7'). Had the roll gone
against the English, Warwick was way out of position, and would
have been hit in the flank by King Jean's men from the center.
Likely a very ugly ending for the English in that event.
All in all another very fun battle. I think we have 2 winners
here!
The above was
sent to us by Richard Berg with Chris Hall's permission.
WHO STOLE
ED'S PANTS?
designer notes by Jim Doherty
With WHO STOLE ED'S
PANTS?, the theme came first in the game
design process. Rather than having players trying to solve a
crime, I was looking for a game where they were trying to frame
each other for it. A light crime seemed to make for the best
subject matter. Hence… pant theft.
In WSEP, there are three Crime Categories of concern:
When the crime was committed, Where it was committed, and Who
the thief resembled. Players must recruit witnesses of various
credibility to support their cause in each of these three
Categories. If your witnesses are highly credible, you have the
ability to plant evidence on other players, or even alter the
crime facts that the police are focusing on. For example, you
might make it known that your opponent has a pet parrot, and
then drop hints to the police that the thief resembled a pirate.
If you time these plays correctly before
the scoring round ends, the police will divert their attention
to the opposition, and leave you alone.
But witnesses and their credibility
are fluid, and herein lies the core of the game. You have the
ability to replace your own witnesses as well as those of your
opponents. Further, you can change the credibility ranking of
entire groups of witnesses, no matter whose team they happen
to be on. On your turn, however, you may only perform one action.
Thus your own supporters will begin to falter if you spend too
much time trying to inflict damage on other players. You need
to balance your offensive attack with some defensive attention
to the credibility of your own allies, all the while keeping
an eye on how incriminated you appear to be to the police. |
Once
you've taken your action, you may draw a card from any of three
face-down decks. This forces you to do make a little strategic
investment as to what you think you will want to do on your next
turn. You must also keep your eye on when the scoring round will
end, since that is when player guilt is assessed.
WSEP went through many redesigns since I began
working on it in 1999. In the beginning, it was actually a board
game, with players racing around trying to plant evidence on
each other. But ultimately, the board did not carry its own
weight, and it had to go. The idea of recruiting allies became
much more attractive to me than trying to gain the optimal
position on the board.
What did survive the translation to a pure card game was the
idea of numerous paths to victory. And while the
most-incriminated player will lose the game, it is only the
least-incriminated player will win. You must therefore make sure
that every opponent looks more guilty than you; it will not help
you to just keep pummeling one other player.
So, despite the lightness of the theme, there is a fair amount
of decision-making to the game. As with most card games, the
luck of the draw plays a factor, but it's my hope that
strategists will enjoy the multiple in-game options they have to
choose from.
Jim Doherty
started Eight Foot Llama in 2000 and has produced the games
LifeLinks and WHO STOLE ED'S PANTS?. His website is www.eightfootllama.com and he can be reached at jim@eightfootllama.com.
10
WAYS TO RECOGNIZE A GERMAN BOARD GAME ADDICT
by Jeff Suderman
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They can spell "Spiel Des Jahres."
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They pack games with their lunch hoping to lure
fellow employees into a quick game.
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Essen is more exciting than Christmas.
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Their games closet is more current than their
wardrobe.
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Their pets are named Drunter and Drüber.
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They often refer to the money in their wallet as
Ducats or Florin.
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Their browser has a quick link to the Babel Fish
translator.
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They call their boss El Grande.
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Their Christmas wish list includes airfare and
hotel accommodation at the next Gathering of Friends.
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They know
what a "Knizia" is.
Jeff Suderman is Director of Admissions at
Trinity Western University in Vancouver, British Columbia,
Canada.
WILDERNESS
WAR
a review by Brandon Einhorn
WILDERNESS WAR
is a two player strategic/operational level game on the French
and Indian War (1755-62) between France and Britain
for control of North America. It's a card driven game in the
same style as Hannibal (AH) and For the People (AH/GMT). There
are 3 scenarios covering various periods of the war and a
campaign game. Overall it's an attractive package, with a
nice map, counters and card deck.The map covers Canada to
northern Virginia, and the Ohio River Valley to the Atlantic.
It will take a while to get used to the geography of the map
because most of you will be unfamiliar with all the Indian
and French place names, but it's got a good historical feel.
The map has roughly 3 centers of gravity. To the west is Ohio
Forks where the French can base their raiding parties against
Virginia and Pennsylvania. In the center is the Montreal-Albany
axis where the main armies face each other. To the east are
Louisbourg and Quebec.
There are 70 cards in the deck depicting
various events and people. The counters represent professional
units, rangers, backwoodsmen, militia, and of course Indians.
Counter density is low, and the game is well suited for
beginners and veterans alike. At two turns per year, the
tournament scenarios should take 4 hours with experienced
players, and the campaign game (all 8 years) should be playable
in 8-12 hours.
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