New Games for LXG, Library Change

The LXG Committee is very pleased to announce that we have ordered a clutch of new games, which should be with is in time for the December meeting. The new games are:

3D Blokus
Deadwood
Dominion [review]
Dominion Hinterlands
Legend of Drizzt
Lord of the Rings Card Game [review]
Quarriors [review] [walkthrough]
Quarriors: Rise of the Demons
Star Trek Fleet Captains
Thunderstone Dragonspire
Ticket to Ride India
Ticket to Ride China
Ticket to Ride Swiss
Wrath of Ashardalon

Thanks to all the members who gave us their suggestions, even if we didn’t use them, they are on file for next time!

Also, in order to manage popular games within the LXG club library and ensure they are always available on club days, we are introducing a small ‘not for loan’ section. This will be single copies of popular game were the club has multiple copies. So members won’t be denied the opportunity to borrow a game, but one copy will always remain at the club. Initially, this list will comprise of Dominion, Memoir ’44, Power Grid, Puerto Rico, and Ticket to Ride.

Multiplayer Magic: Five Important Cards

The road to victory at the multiplayer table in magic need not involve spending large amounts of money on rare and expensive cards. Many cheaper and easy to find cards make a big different in multiplayer games. Below are five such cards, in no particular order.

Krosan Grip
This green instant from the Time Spiral set is popular for good reason. The split second ability on this card is what makes it so good. There will often be an artifact or enchantment under someone’s control that you really need to get rid of, and Krosan Grip does the job without you having to worry about counterspells or pesky responses. Destroy it, now.

Spirit Loop
Like Krosan Grip, Spirit Loop is an uncommon card from the Time Spiral Set. In a multiplayer game, life gain is highly relevant, the ability to top up your life total as you battle multiple opponents can often lead to victory. It is often the player, not the deck, that runs out of steam on the multiplayer table. Spirit Loop turns your best creature into a source of life. Should that creature die, the enchantment comes back to your hand ready for the next creature.

Lightning Helix
Lightning Bolt’s bigger brother is a multiplayer gem. Adding three life to lightning bolt’s versatile three damage to a creature or player makes this a straightforward spell that any deck running red and white should pack. This Ravnica uncommon has been reprinted a couple of times since its original appearance, most recently in the Ajani vs Nicol Bolas Duel Deck.

Deep-Sea Kraken
Blue is not the colour known for efficient creatures, but with multiple opponents the Kraken really shines. Forget the prohibitive casting cost and suspend this thing on turn three. Chances are, it will be on the board the next turn, with haste and unblockable and six power and toughness. You’ll even have your countermagic mana ready to defend it! This card is from Time Spiral and is a rare.

Exsanguinate
If life gain is important at the multiplayer table, life loss can be even more so. With lots of protection and shroud effects, Exsanguinate challenges you to generate as much mana as possible, suking the life out of your opponents while making yourself nigh-unkillable. Exsanguinate is the most recent of the cards on this list, being an uncommon from Scars of Mirrodin.

end note: while the title says ‘multiplayer’ a lot of the comments pertain to the Grand Melee multiplayer format, which is the most commonly played format at LXG. If you’re playing another multiplayer variant, the above might not apply so much.

Quarriors II – What’s in the Tin? and a quick demo walk through!

Hi All,

So what’s in the tin – I should say collectors tin…….

It’s all in the Tin!

The tin contains the following:

130 Quarry Dice
53 power cards
Glory Tracker
1 Rule book (very handy)
4 markers
4 dice bags
 
To start the game you first set up the 3 Basic resource cards: Assistant, Quiddity & Portal. These cards have beige backs to make them easy to find.
Next you need to pick 3 random spell cards. Shuffle the 20 spell cards – these are light grey. There a 5 spells each with 4 variations. Draw a card and place below the basic cards, draw another and do the same until you have selected 3 spells. If you draw the same spell (different variation) discard it. You cannot have two of the same spell in play.
Next take the 30 creature cards and shuffle them ( there are 10 creatures with 3 different variations of each). You must place 7 different creatures down under the spells. Again, if you draw the same creature already selected, discard the card. Once you have done this, find the corresponding dice and put them on or near the card. (Also put 2 dice only on the assistant card).
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Each player starts with 4 brown “assistant” dice (these are creatures) and 8 white “Quiddity” dice (used to purchase spells and capture creatures). The cards set out this way are called the WILDS and all the dice still remaining can be capytured by all players (providing they have the quiddity to do so).
 
To demonstrate the game we will play a two player game. Depending on the number of players, each player must strive to score “Glory” points and move their marker along the Glory Track. You only score Glory if you have a creature alive at the beginning of your turn.
 
Turn Sequence:
 
The turn is broken into 6 phases and you must complete them in this order:
 
1. Score Creatures
2. Draw and Roll dice
3. Ready Spells and summon creatures (optional)
4. Attack your Rivals
5. Capture one Quarry die from the wilds (optional)
6. Move dice to your used pile
 
To start, both player put their 12 starting dice into their bags and shake them to mix them. The starting player (randomly chosen) then draws 6 dice (without looking) from his/her bag.

Black goes first drawing six dice.

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Black then rolls the dice to see what his result is:

Black rolls 1st turn

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
He rolls 5 dice showing the teardrop – this is Quiddity and 1 assistant – a creature. To use the creature, you must spend quiddity to move it to your ready area. This is optional, sometimes you may not wish to spend the quiddity to do so. In this case, Black does and moves the assistant to his ready area and 1 Quiddity to his used area leaving him with 4 Quiddity to spend.
 

Black summons the assistant!

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The next phase is to attack your rivals but as this is the first turn the Red player has no creatures in play to attack. You must attack all opponents in turn when it is your turn to attack. If you don’t kill their creatures with yours, they will score Glory at the beginning of their next turn….. As you can see, Black has 4 Quiddity left and looks at the cards in the wilds. He decides to capture a Portal Dice. This dice allows you to select either 1 or 2 more dice to add to your pool. It can also add Quiddity.
 

Black selects the Portal Dice.

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This card costs 4 Quiddity to capture as indicated by the number in the top left of the card. Black moves his 4 unused Quiddity points to his used pile along with the Portal dice he has just captured. These dice stay in his used area until he can no longer draw dice and then they all (including the newley captured die) go back into the bag and are drawn again.
 

Portal and expended die are moved to the used area

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
If Black had any unused die, these would also be moved to the used area. You may only buy ONE die per turn.
 
Now Red has her first turn. She draws 6 dice and rolls them.
 

Not a good first roll.....

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This is not a good roll for Red, she has rolled all Quiddity! She has no assistant to counter the Glory that Black will score at the beginning of his next turn! Oh well, she still has 6 Quiddity to spend! She looks at the wilds and chooses to capture a Growth Charm costing 5.
 

Capturing the Growth Charm

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This spell when cast gives you 3 Quiddity. Red pays the 5 Quiddity from her pool and moves the dice and the Growth Charm to her used pile. As she cannot use the 1 remaining Quiddity she also moves that to her used pile.
 

Dice in the used area.

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Blacks Turn 2:
 
Black now scores his creature(s). His assistant is worth 1 Glory (top right of card) he puts his marker on no. 1 on the Glory Tracker!
 

Black scores his first point, Yay!

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
He now draws the remaing 6 dice from his bag and rolls.

Reroll symbol on the assistant dice

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Although Black did not roll a creature, he does have the reroll symbol on his assistant dice. Each symbol that is not a Quiddity symbol may or may not have a special effect that is described on the dices card. In this case the symbol allows the player to reroll the assistant dice AND 1 other dice, so Black chooses a 1 Quiddity in the hopes of rolling a 2.
 
He rerolls them…
 
 
 
 
 
 
 
 
 
 
 
 
 
No 2 but he does roll another assistant! He pays the 1 Quiddity and moves the dice to his ready area with his other assistant and the spent Quiddity to his used pile. This leaves him with 4 Quiddity. Next he would normally attack (but Red has no creatures). His attack is now 2 – (1 + 1).

Another assistant for Black!

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
With the 4 remaing Quiddity, Black captures a Strong Devotee of the Holy Query. and adds the dice to his used pile, ending his turn.
 
Red draws her 6 dice and again faces disaster as she again rolls all Quiddity! She sighs and decides to purchase another Growth Charm in a hope that in a later turn the extra 3 Quiddity will allow the capture of a stronger creature. all dice including the two unspent Quiddity are placed in the used area.
 
Black Turn 3:
 
Black now scores 2 Glory and moves to 3 on the Glory Tracker.
 

3 points of Glory HAHAHAHAHAHA!

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
As Black has no dice left in his bag, he puts all the dice in his used area back into his bag, shakes it and draws 6. He draws 4 Quiddity dice, 1 assistant dice and The Holy Devotee. He rolls them and gets another assistant! But his Devotee only adds Quiddity.
 

Red now faces 3 Assistants.....

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Game wrap up……
 
Needless to say, Red’s bad luck (and rolling) continued and Black reached the 20 points required without Red even getting on the Glory Tracker! Black managed to get the Devotee out and started scoring big Glory Points that Red could not defend against.

Black scoring 5 points of attack per turn....and 5 points of Glory....!

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Quarriors is DEFINITELY a fun game to play with a depth hidden in the mechanic. You may well be able to buy the best dice, but when you roll them they may not come up as you hoped for!
 
Good Rolling!!!

You may also enjoy our reviews of:

Quarriors
Quarriors Quarmageddon
Summoner Wars

New Games for LXG

At LXG we are never happy with the number of games we have, we always want more! The committee has determined that our finances allow the purchase of a small number of games in December, to be delivered in time for the Christmas meeting.

If you have any suggestions, by all means make them here or over on the LXG Facebook page.

The games will be purchased from our good friends at Mil Sims.

Game Review: Quarriors


Quarriors is a new game from WizKids involving dice… lots and lots of dice! The basic box (tin) comes with 130 of them. The dice are all brightly coloured, with vivid easily recognizable images on them.

There are also a small number of cards, these determine which spells and monsters you will play with in each game. To play you randomly deal out 7 different monsters and 3 spells. The monsters have several different cards, so even if you deal out the same monster two games in a row, depending on the card that monster may act quite differently.

Each player starts with 12 dice, these generate the quiddity, or power, you can use to buy more dice, either dice representing spells, monsters, or other abilities. Only one dice can be bought each turn. At the start of each turn, you draw 6 dice from your bag and play with those. Some dice have results that allow you to pull additional dice from your bad and roll those, or else re-roll a dice you have just rolled.

The game is won when a player reaches the required level of Glory. Glory can be won through casting spells or through keeping monsters in play for a complete round (harder than it sounds!). At the end, you will immediately want to deal out a new set of monster and spell cards, as this game is addictive and lots of fun!

Monster dice have different functions and can generate higher levels of monsters with additional power if you roll well. Each turn you build up the number of dice you have access to – will it be dice that generate extra quiddity or just more monsters?

The Quarriors website has some good information, including the rulebook as a free download and images of the dice and cards. This game represents great value and the structure of the game lends itself well to expansions, so expect a few of those!

The only disappointment is the basic tin is the play mat, which is just a piece of paper for each player, and thus easily damaged or torn. However the play area is straightforward, so you can laminate them or else draw up your own.

Quarriors is a great addition to any gamer’s collection and should provide a varied but always fun experience for 2-4 players. LXG has copies of Quarriors in our games library.

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

Dominion
Mage Knight
Quarriors Quarmageddon

A Game of Games November 2011

The November standings are now up. Hail to the knights!

LXG’s first three members to reach the rank of Knight are; Adrian R, Eddie C, and Sam M. Congratulation all, now go don your armour!

We have a lot more members at the Esquire level now, and there are plenty who will get there in a game or two. There was a marked increase in the numbers of games played this month versus last month, so keep them coming!

Here’s a video in honour of our three new knights. Enjoy!

November Meeting Review

We had a large crowd turn up today, with some new faces which is always great (hi!). There were a huge number of Game of Games record sheets handed in today, and we are happy that members have responded to this new system.

Some “technical issues” will delay the posting of any Game of Games scores for a week or so after this post. Please be patient, and the front page will be updated when the scores are entered in. Also for the December meeting we hope to have a functioning slide show showing off all the rank badges.

Quarriors was a brand new game played today that attracted a lot of interest and enjoyment. The committee are looking at the club’s financial position and if we can possibly afford to buy a few newer games (and extra copies of Dominion!) before the next meeting, Quarriors will certainly be one of them.

Other games being played today included Chicken Cha Cha, Talisman, Connect 4, Magic: The Gathering, Thunderstone, Dominion, Settlers of Catan, and Deadwood, and very interesting Wild West game. The club library was once again busy, with plenty of games being returned or checked out (or both!).

The club’s next meeting, and the final one for 2011, will be on December 18.

New Games Stores in Brisbane

It’s always good to have more places to buy and play games. In recent months a couple of new stores have appeared in Brisbane.

Good Games is located in Spring Hill (next to a pizza shop!) and has a good selection of board, card and miniatures games supplies. They have events on all the time so be sure to stop by.

The Dice Spot is north of Brisbane, at Lawnton. There you can find cards, miniatures, a growing selection of board game, role playing supplements and of course lots and lots of dice! Well worth the drive!

Today’s Rank: Knight

The Knight, the classic defender of the crown, or oppressor of the free. Depending on your point of view. Whether riding in battle or tourney, or stoically guarding the hall of the king, the knight has been an icon of history and fantasy games. You’ll reach the rank of knight of gaming at 50 points. If you had an especially fine run of victories and strong finishes in games you could do this in a single LXG meeting. Possible, but no one has managed it yet!

Today’s Rank: Marchioness

Three hundred points in A Game of Games will see you to the rank of Marchioness, or Marquis if you are using the male rank track. Either gender gets you this badge with a coiled snake motif. In the ranks of the nobility a Marchioness is sandwiched between a Duchess and a Countess. The term Marquise is also used for this rank, though we’ve chosen Marchioness as it’s that much longer.

Today’s Rank: Novice

We all start out somewhere and in A Game of Games, that place is Novice. From the time you start until your twentieth point, this will be your rank. In our first event, nine players managed to cruise straight through this rank at the first attempt, so your stay might not be very long. Early ranks are easier and quicker to pass through than the later ones.

Today’s Rank: Princess

Every little girl dreams of being a princess, right? A princess is the title of the daughter of a king or queen, but the title can be granted in other ways too, such as by marrying a Prince. You know, if you want to. In A Game of Games, you’ll reach the rank of Princess (or Prince!) when you reach 500 points. That’s only one-tenth of the points needed to reach Godhood, but on the bright side, you get your own swan!

November Meeting, Sunday 20 November

Our November club meeting kicks off at 9.00am this Sunday, 20 November. This month will feature the continuation of A Game of Games, with new rank badges available to view at the club.

The ever-popular LXG library of board games will be available for visitors and members alike on the day, and members can freely borrow games between meetings. Perfect for when you find a new game that you’d like to test with others!

November’s meeting is also your chance to form teams and register for the LXG Christmas Trivia Contest!

The Magic: The Gathering Grand Melee League steps into its final leaderboard month for 2011. This is your final chance to get 1 or more points and be on the prize leaderboard for December. Scores gained in December still count towards your final total for the year (but you can’t win any prizes unless you have 1 or more points before the December melee starts). There are some changes proposed to the Melee League format for 2012, these will be discussed after November’s round.