Auscon This Week-end

Auscon is coming this week-end, so I hope you are all ready! There’s a huge amount of events running, from card games, to miniatures, cosplay and more!

LXG will be there. This time around we are running a board game competition concurrently with the same chill out zone we had in May. The chill-out zone hasn’t changed, it’s still free so come along, grab a game and play!

The competition has specific board games involved and the top player in each game gets a prize, with a larger prize for the overall winner. Come and see us on Saturday for the full details, and to see the prizes we have on offer. The competition costs $10, and you can play as often as you like over the week-end.

Ultimate Werewolf

Ultimate Werewolf

Ultimate Werewolf is a curiosity, being a hard game to fit into a category. It’s not really a board game or a card game or a role-playing game. but manages to incorporate elements of all of these. I understand Ultimate Werewolf evolved from a Russian parlour game and there are a number of similar games to UW on the market (one I’ve played revolving C’thulhu worshippers instead of werewolves. The premise of the game is the players are residents of quiet little 16th century village which has suddenly become infested with some very unfriendly werewolves. The villagers must find them before they devour everyone and the werewolves are masquerading as villagers.

UW requires a gamemaster to plan and moderate the game. The UW kit contains a 80 cards and a booklet that provides basic rules and guidance to the gamemaster. The cards include more than than 30 unique roles and 18 different scenarios to allow groups of all sizes and experience to quickly experience a game. The booklet provides the gamemaster with insights, tips and strategies. The gamemaster has materials to allow a group from 6 to 60 people to participate.

To set up a session, the gamemaster selects a number of cards equal the players and deals one card secretly to each person. The mix of cards is determined by the gamemaster, who usually bases the mix on a scenario listed in the booklet. Experienced gamemasters may choose to create their own mix of cards. A mix will typically have a couple of werewolves, a few unique characters with special abilities and a heap of villagers. Everyone sits round in a big circle with the gamemaster on the outer. The game is ready to begin.

The gamemaster will use their narrative skill to weave a story and immerse the players in the experience. Typically they will say how the the villagers all go to sleep for the night. All players must bow their heads and close their eyes. Now you could cheat at this stage and secretly check out what is going on. If that’s the case – DON’T PLAY ULTIMATE WEREWOLF! The game relies on honesty. Once players are ‘asleep’ the gamemaster asks for the werewolves (only) to awaken and be silent. He will ask the werewolves to agree on a victim for the night. Once this has been indicated (non-verbally) to the gamemaster, the werewolves go to sleep and the whole village (including werewolves) awaken.

The gamemaster will describe the horrific discovery of a mutilated corpse slain by the werewolves and point to the player who is dead. That player is out of the game and must leave the circle. The villagers now hold a council and must decide on a person to blame for the killing. The booklet details various ways of running the ‘witch hunt’ trial. This is a great time for people to role play and blame each other and for the werewolves to make sure nobody incriminates them. In the end judgement is made and a player is hung for their ‘crimes’. If it is a werewolf that is hung this is revealed and the villagers celebrate (although their may be more werewolves still in their midst). If it’s a villager that’s hung, the gamemaster chastises the villagers for their decision and they all feel really sad (or stupid) while the werewolves secretly chuckle.

The gamemaster takes the villagers through into a new night cycle and everyone falls asleep again and the surviving werewolves awake to feed again. The game continues with more players accusing each other until either the gamemaster announces that the werewolf threat is over (ie the last werewolf is dead) or there are only one villager remaining who is human (in which case any remaining werewolves transform and slay the poor unfortunate. During the night/day sequence the gamemaster may also activate players who have been dealt a special character which grants special powers. These characters include such roles as the Bodyguard, the Martyr, the Hunter and many more and their abilities add a different dimension to each game. Foe example, the Hunter is awakened after the werewolf kill has been resolved for the night and gets the opportunity to shoot someone they think is a werewolf (this often goes tragically wrong and the werewolves are trying to find out who the Hunter is so as to eliminate that threat).

Ultimate Werewolf is a great game to participate in. There’s no real winner or loser – even the dead players enjoy hanging around and watching the continuing demise of their fellow villagers. What you need to make this work is a good gamemaster who can hepl set the mood and keep the game flowing and I recommend a minimum of 12 players.

If you would like to experience a game of Ultimate Werewolf LXG runs a few sessions at its annual Winter Retreat. Otherwise there will be four sessions running at Auscon October 1st and 2nd.

Winter Legends Winners

Here is the list of winners from the Winter Legends week-end. If you weren’t at the last meeting and your name is on the list below, we still have your framed winners certificate for you to collect. Congratulations to all!

Overall Winners
Legends of Winter First Place Champion: David Morton
Legends of Winter Second Place Champion (dead heat): Steven Maher
Legends of Winter Second Place Champion: (dead heat) Alex Done
Legends of Winter Third Place Champion: David Kay

Individual Game Winners
Castle Ravenloft: Alex Done
Castle Raveloft: Luke Van Someren
Castle Ravenloft: Ross Van Someren
Dominion: Andrew Wilcockson
Ad Astra: Andrew Wilcockson
Magic: the Gathering (David Kay)
Magic: the Gathering (Adrian Roberts)
Smallworld (Megan Buckley)
Power Grid (Peter Reardon)
Twilight Imperium: (Steven Maher)

Note: Some players participated in multiple sessions of the same game, hence there are winners for the same game. Individual game awards were only given to games that had 4+ players, however points in games that had less than 4 players were added to the score for determining Overall Legends Winners

(with the new computers and scoring system with A Game of Games, we will be able to print certificates and announce winners at the end of the event, rather than a month later!)

September Meeting Review

Another busy day, the hall was filled up by 10.30 but fortunately the very large fans installed plus open windows kept things fresh. Lots of board game favourites were brought out along with some new games, and we had quite a variety of miniatures games this month.

Among the games being played this month were:
Ad Astra
Battlestar Galactica
Castle Ravenloft
Dominion
Dystopian Wars
Game of Thrones Card Game
Lord of the Rings Card Game
Magic: The Gathering
Puerto Rico
Settlers of Catan
Small World
War of the Ring
Warhammer
War Machine

This month’s meeting also saw the big announcement of A Game of Games, which will officially start next month. Quite a few people were unofficially keeping score this month to see how much they got (I got 17 points!).

Our Dominion 4-player league was also launched this month. You can play up to ten 4-player games of Dominion in the league.

Club Meeting, September 18

This coming Sunday is our September meeting. Our 300+ game board game library will be open and available to regulars and visitors alike. If you are thinking of attending Auscon and you’re wondering what the LXH boardgame tables will be like, this is a great chance to find out!

Our board games, card games and miniatures games will all be played as usual, including the latest round of our Magic: The Gathering Grand Melee league. The new Lord of the Rings card game will also be available if you’d like to check that out, either as a player or spectator.

The big news for September is our trial of A Game of Games, something exciting and exclusive to LXG. More details will be released between now and Sunday, so keep checking back for more info! Edit: All is revealed!

Planeswalker Points!

Magic: The Gathering has changed away from the old Magic rating, which could go up or down depending on who you play, to Planeswalker Points. The biggest change here is that the more you play the more points you’ll have.

Sadly, since the policy change on who can run events (stores only) LXG no longer has sanctioned events, but for those who played in the Grand Melee league in 2009 and 2010, your matches and points will be up there.

Here’s a link to Planeswalker Points. Of course you know your DCI number don’t you?

LXG At Auscon – more details

As you may know, the Auscon event is on again in Brisbane, this October 1 & 2, and League of Extraordinary Gamers will be there!

Just like in the May Auscon event, we will be providing a free board game “chill out zone” for those tired out from all the gaming elsewhere in the halls.

We are also doing something a little different, and running a board games tournament. Details are at the Auscon page here. Also the LXG share of the $10 fee will be donated to the good people at Multiple Sclerosis Queensland.

So stop by the LXG tables at Auscon for some fun games, all for a good cause!

(If you’re an LXG member and would like to volunteer to help out for our events, please check out our facebook page).

The Lord of the Rings – The Card Game

Well it finally arrived – the much awaited: The Lord of the Rings – The card game.

The reviews on this game have been singing it’s praise for months now and in Golem’s words “It’s my preciousss…..” now :-)

This is what is now called a “Living Card Game”. It is designed as a co-operative game for 1 – 2 players and can be played with 3 or 4 if another base set is obtained. This is a card game of heroes, perilous journeys and adventure set in the realm of Middle Earth. This game has three different scenarios within the core set and 60 card scenarios are becoming available to continue the story.

Passage Through Mirkwood – Difficulty Level 1

Mirkwood has long been a dangerous place, and recently one of King Thranduil’s patrols has uncovered disconcerting signs of a gathering menace in the vicinity of Dol Guldur. A party of heroes, controlled by the players, has been assembled to carry a message through Mirkwood, down the Anduin, and eventually to Lorien, to warn Lady Galadriel of the imminent danger.

This is the scenario I will attempt to take you through today on a solo run…

This is followed by:

Journey Down the Anduin – Difficulty Level 4

Escape from Dol Guldur – Difficulty Level 7

 Ok so let’s see how the story unfolds….

The game is set up and I choose to play with the Leadership Sphere of Influence. There are 4 spheres in total: Leadership, Lore, Spirit & Tactics.

My Heroes are: Theodred, Aragorn & Gloin

The setup is simple in this game. Get out the tokens (wounds, resource & progress) and place where players can reach them. The Encounter Deck from whence the nasties come, has the eye on it’s backs. The first scenario card 1A (each card has an A & B side) directs you to find an Old Forest Road and Forest Spider card and place them in the “staging area” – this is where the encounters sit until engaged and where the threat comes from. The player/s place their heros in front of them and add up their threat cost – this is put on their threat counter as their starting threat. Simply put, if your threat level reaches 50, your dead…. The players shuffle their decks (with the one ring on the back). Players draw 6 cards. Set up looks like this:

Objective 1A / 1B Flies & Shadows

The turn is played in 7 phases, when two or more players are involved a first player token is used, in this game twas only I….:

Phase 1 – The Resource Phase

Each player adds one resource token to each heroes resource pile and draws one card.

The heroes gather their resources. They will need 8 progress tokens to complete this stage.

Phase 2 – The Planning Stage

First player plays ally and attachment cards, player actions, Next player plays ally and attachment cards, player actions.

 Theodred expends his 1 resource token and calls in a Snowbourn Scout (ally). As this card comes into play its ability allows for 1 progress token to be placed on a location. the players move one step closer as the token is placed on the Flies & Shadows Location.

Phase 3 – Quest Phase

Players must now commit characters to the quest (by tapping them). When commiting to a quest, those that commit add their Willpower together. In this case a total of 3 is scored. Once this is done a card is turned over to the staging area for each player (so in this game 1 card is revealed and placed down). Another old forest Road is revealed. Players may now play actions. We now resolve the Quest. The cards in the staging area total their Threat strength (in this turn 4), this is compared to the willpower score of the committed characters (3). The characters lose by 1 and the players threat counter is increased by 1 point.

The heroes move out – Aragorn and the Snowborn Scout commit to the quest. A total of 3 willpower. Aragorn then uses his ability, spending his resource and readys. Gloin uses his resource to play Ever Vigilant and readys the Snowbourn Scout. The air feels heavier (threat counter reaches 30).

Phase 4 – The Travel Phase

Players may now choose to travel to a new location. They may choose any location that is in the staging area. There are two main reasons you would do this. 1. to get the response effect and 2. to lessen the staging areas threat level. However, the heroes must now play enough progress tokens on this location to complete it before going back to the main quest. The heroes pass this round.

Phase 5 – The Encounter Phase

Each player may choose and engage 1 enemy from the staging area, players may play actions, engagement checks are made (starting with the first player, players check their threat level, the highest rated monster will engage the player if its score is equal or less than the players threat level score) In this game the spiders score of 25 is less than our score of 31 and so he attacks!

Suddenly a Forest Spider leaps out of the canopy above!

Phase 6 – The Combat Phase

The enemy attacks first, players declare a defender if they wish and the enemies attack value is compared to the defending characters defence value. After this is done, any remaining ready charagters can attack the enemy under engagement.

The Snowbourn Scout leaps to defence of the heroes. The Spiders attack of 2 slices through the scouts defence of 1 and the 1 wound take is enogh to finish the scout off. Enraged, the heroes attack. The damage totals 7 and the spiders defence of 1 means it takes 6 wounds, it falls in a heap.

Phase 7 – The Refresh Phase

Each player readies his cards, raises his threat counter by 1 (now 32) and 1st player token passes to next player.

As the heroes ready and prepare to continue, the Threat counter raises by 1 (31).

The round is over and we start next round at phase 1

The story continues….

Rnd 2

The heroes gather themselves. Theodred calls in another Snowbourn Scout. As the scout arrives, another progress token is placed on the quest location. All players decide to commit to the quest (willpower 5). Aragorn uses 1 resource and readies and Theodred gives Aragorn a spare resource. Another Forest Spider reaches the Staging area and the threat score is 4. Another progress token is placed on the quest as the willpower score is 1 more than the threat this round. The spider attacks and again the scout defends, dying for the cause. Aragorn attacks doing two wounds to the large arachnid. As the heroes prepare to fight on the threat counter moves to 33.

Rnd 3

A Guard of the Citadel joins the group. The heroes all commit for 5 willpower. Theodred gives 1 resource to Aragorn who uses it to ready. The encounter card is Driven by Shadow and the staging areas threat is doubled to 4. Another progress token is added to the quest. The wounded spider attacks and the guard pays with his life. Aragorn finishes the spider and everyone readies. The treat counter increases by 1 to 34.

Rnd 4…..

Well, the heroes have 16 turns (barring any unfortunate events) to complete the quest. Gandalf did appear on turn 4 then wandered off again! The heroes did complete the quest with the threat count at 48!

Hope you enjoyed the review, I will be looking for a playing partner at the club meeting.

Regards Jeremy

Game Review: Through the Desert

From master games designer Reiner Knizia comes Through the Desert. This is the game that answers the age old question of how many plastic camels are too many. 176 is the answer, as you get one less than this in a truly packed box set.

Through the desert is a game of competitively forming camels trains to cross the desert, while strategically blocking your opponents from the oases dotted around the board.

The game accepts a maximum of five players, and is very playable with this number, though the board gets crowded very quickly. For two or three players, a smaller version of the board is used, keeping the competitive nature of the game.

During play each player takes it turn to take two plastic camels form the supply and add them to their camel train. The camels are divided into colours and each of your trains must contain only camels of the same colour. Your opponents use the same colour of camels, but two camels of the same colour owned by two different players cannot be placed next to each other. This rule prevents confusion on the board and also allows player to place their camels in a way to cut their opponents off from lengthening their own camel trains.

Points are scored each time a camel train passes over a waterhole or reaches an oasis. The game ends when all the camels of one colour have been used. The winner is the player who scores the most points. Bonus points are available at the end of the player with the longest camel train in each colour.

Through the Desert is a simple, fun game that suits two or more players of ages 8 and up. Through the Desert is one of the many games available to members through our club games library.

If you enjoyed this review, you may also enjoy our reviews of:

Aqua Romana
Colossal Arena
Deadwood