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We played Railways of England and Wales last week while Evil Mike was in Texas. We meet at Mike Byrd’s house and had a great time.

On the first turn of the game, three delivery bounty cards were available. That meant that three players could get an extra four points right at the start of the game. It also meant that one player would be left out in the cold. Alone. At the back of the pack. Destined to come in last place. The bidding for who would go first would determine that loser.

I am that loser. Ben, Owen, and Mike all got their bounties with all the cash flow that goes with it. Me, I got nothing. On my first turn I also missed the obvious place to build track to set myself up for the bonus for delivering four different colored cubes. Owen didn’t miss it though and claimed that bonus a little later. The entire game I missed opportunities or had them taken from me one action before I could get to them. Enough about me, let’s talk about Mike. Mike was on fire during this game. (As I mentioned above, this Mike is not Evil Mike. Evil Mike is away on business. This is Mike the Younger. He rocks at these train games.) Mike took the lead and never looked back. (He certainly couldn’t see me. I was that far behind.)

Mike ended up winning. Yeah Mike.

The game only lasted and hour and a half, so we played another. This time things went differently. On the first turn, I got the only delivery bounty. On the next turn, I also got the next delivery bounty. Cash was rolling in like water. I was the Donald Trump of railroading! Still those pesky other players kept close behind my lead.

At the end of the game, I lost by one point to Ben. I couldn’t claim my rail baron bonus and he could. Life is unfair sometimes. Even to the Donald Trump of railroading.

Chaos Steve

More on the Tarsa Setting can be found on the Tarsa Backround Post.

Players:
Alex – Lucas – Mega Cyborg.

Due to some irregularities in our gaming schedule, I ran Alex through a solo game of Tarsa that takes place prior to him being rescued by Logan, Sy and Neo.

Lucas returns to base from patrol with his squad. As soon as he comes in he’s told to go see the CO, Captain Parker (the guy Logan, Sy and Neo run into when they first arrive on Drakos). When he arrives, he sees his old military buddy, Pythos, sitting down with his CO. Parker says they have a special mission. Apparently the Overminds have a defector who has been riling up the masses, complaining about the inhumane work of their government.

This guy, named Onak’a, wants to get smuggled off of Drakos, but the only one he’ll trust is Pythos. Parker wants Lucas to head up the mission since Py will need a lot of help if the Meganauts pick up on the fact that he’s there. Onak’a is currently at the Drakos spaceport where he’s effectively trapped. He knows he won’t be able to get out the doors and he can’t get on another ship, so he’s in a tight spot. But he could be a major ally against the Meganauts and the Drakonian resistance can’t really pass him up.

Py, Lucas and Lucas’ squad, slip into the spaceport uncontested and scout it out. There does not seem to be anything out of place in the spaceport so Lucas makes contact with Onak’a who is sitting in a waiting area near one of the monorail access points. Pythos joins him and tells Onak’a that he’s not a fan of the Overminds as they have done some pretty despicable things, oh and also are trying to kill one of his good friends.

Onak’a says he has information for Sycrom and he knows that Py has a ship that can get him off planet. Lucas is dubious about Onak’a’s truthfullness. Onak’a says he is willing to open his mind to Lucas, but Lucas knows that would give Onak’a access to his mind as well. Instead Lucas has his squad do some investigation and they are able to verify that Onak’a is wanted by the Overminds and that the Meganauts also have a watch out for him. So far Onak’a has escaped notice at the port due to his mental ability to convince the Meganauts that he is Drakonian. Unfortunately, the sensors at the access ports can’t be fooled by mental tricks and that’s why he’s stuck in the spaceport.

Lucas decides to help Onak’a and figures he’s going to have to have a few of his squad spend some time in a Meganaut holding cell. He has them start a fight with each other to cause a distraction as he, Py and Onak’a sneak out and head to one of the less busy access doors. As they are approaching the access door a vigilant Meganaut spots them and before Onak’a can put the mind whammy on him, the Meganaut hits the alarm.

Lucas blasts the Meganaut but the alarm has sealed the access door. Lucas has his squad go full scale and they begin attacking the Meganauts with improvised weapons, then use the Meganaut weapons against them (they had to disarm in order to get in). Py takes Onak’a toward the cargo area and they slip in undetected.

Lucas goes back to help his squad. Lucas blasts his way through several Meganauts, but the Meganauts have taken out his whole squad and their gas grenades are too much for Lucas. When he wakes up, he’s sitting in the forward hold of the Pythorian, a little confused on why he’s aboard Py’s ship.

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Lately our board game evenings have been taken up with Clash of Cultures. I’ve written about this game before, but if you’ve never heard of it or want to learn more here’s the BoardGameGeek link.

I think we’ve played three more games recently. I have scores for two of them. The other game, Owen did so poorly he paid off the author with french fries and ice cream to not print those scores.

Game 1: Evil Mike 37, Steve 33.5, Ben 23, and Owen 20.5.

Game 3: Owen 59 (Amazing!), Ben 42, Evil Mike 41.5 (Half a point difference!), 30.5 (I don’t want to talk about it.)

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In our down time we played 7 wonders. Ben won with 53 points. Owen was second with 48. Evil Mike had 40 points and I had 35 points. And I don’t want to talk about it.

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Finally we played an old favorite, Puerto Rico. I never do well in this game and it showed in the scores. Owen got an amazing 59 points to win. Ben had 47, a respectable showing. Evil Mike had 37 points and I had 35 points. We decided Evil Mike’s biggest issue was that his turn was right after Owen’s. I’m sure I had a big issue too, but I don’t want to talk about it.

Chaos Steve

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GM: Chaosius Stevius
Decanus Lucius Flaccus (Mike Byrd)
Crixus Dotorus (Evil Mike)
Varicus Benus (Ben)
Tantus Oxium Dracuss (Owen)
Saverrio (Alex)

After learning some information about their adversary, a Dacian Strigio named Valko, the heroes head off after him. (Pollis had secured for their contuberium a two week leave from their duties.) Valko had an eight hour head start, but our heroes were once again on horseback and with Tantus doing the tracking, it was only a matter of time before they would catch the Strigio.

Valko’s trail led to a small village. The heroes interrupt a funeral pyre. A young shepherd had died from having his throat ripped open. The heroes investigated (that is, tasted the ground around where the body was found) and knew it was the work of the Strigio. Instead of frightening the peasants with the truth, they left them thinking that this brave band of Romans were off to kill the beast that caused the death.

They picked up Valko’s trail outside the village and continued to track him. At dusk, Decanus Lucius called for a rest since they had been riding hard for the last 24 hours. They continued early the next morning.

The next afternoon found them following Valko’s trail right into another small village that was nestled in some foothills. The village peasants were suspicious of the Romans, but a few coins got our heroes talking to some old men in the Inn. A stranger had arrived last night. They learned that a man named Diego took the stranger to see the priest at the old church. Diego agreed, for a price, to take our heroes to the same church. They left the horses at the village and followed Diego to the church. Varicus drank some wine.

Apparently the church was rather far away. After two hours Tantus go suspicious and realized they had crossed the same stream at least twice. When Decanus Lucius confronted Diego, he suddenly flew into a rage and attacked him. Diego’s life ended quickly with a Roman Gladus thrust through his innards. Tantus found a trail, of sorts, and led the party on. Night had just fallen when the band heard a bell chime in the distance. Varicus climbed a tree. They followed the bell’s chime and found the church.

Not knowing what to expect they cautiously entered the ancient church. They were greeted by Father Ricardo. The heroes were very wary of the Father, who helped however he could. Varicus rested on a pew.

They discovered that Valko had studied one or two of the books in the church’s very small library. Then visited the sacred tree and left. Sacred tree? Decanus Lucius barely had time to read a few lines in the books Valko was interested in before everyone moved to see the sacred tree. What he did read disturbed him. The books talked of a “Crucible of Blood” and the dark rituals that could be performed with the red sap from the “black tree”.

Father Ricardo showed them all to the “garden” where sitting at its center was a black tree dripping with red sap. The tree’s roots wove through the ground. In those roots protruded white bones. The Father didn’t seem to notice and absently scratched the ear of the mammoth wolfhound beside him. Where did that hound come from!? That’s when Saverrio noticed the limbs and roots of the tree were moving. Varicus did his best impression of the Carthaginian retreat during the recent battle and hurried back into the church.

The battle was fierce. The black tree, now mobile, used is roots and limbs to constantly entangle any foes and then squeeze the life from them. The blood red sap turned out to be the instant super-glue of the roman era. Father Ricardo’s wolfhound also joined in. To make matters worse, robed figures entered through the garden gates chanting “Life for blood. Blood for life”.

It was Crixus who saved the day. He threw a burning torch (?) at the tree causing it to catch fire. Soon the tree was completely engulfed in flames. It howled and moaned…and then went silent. Father Ricardo was killed in the battle. The robes figures, those still alive, fled. The heroes noticed that the robed figures were peasants from the village.

In the aftermath, Decanus Lucius further studied the occults books and knew where the Dacian was heading. He also realized that in two weeks’ time a terrible ritual would be performed. One the heroes must stop.  The heroes then returned to the village. There they killed everyone and burnt the village to the ground. Only a single mother and child survived. Varicus had pity on them and spared them this horrible fate. The women and child would go on to found the horrific Cult of the Burning Flesh. But that’s another story.

Chaosius Stevius

More on the Tarsa Setting can be found on the Tarsa Backround Post.

Players:
Alex – Lucas – Mega Cyborg.
Lee – Logan – Kantorian master of matter manipulation.
Mike – Pythos – Former military cybernetic being with mercenary tendencies.
Shawn – Sycrom – The most intelligent dense person (like really really tough to hurt) you’ll ever meet.
Steve – Neo – Shapeshifting infiltration expert.

Starting from where we left off, Neo, looking like a Meganaut is bringing Sy and Logan into the forward hold of they Pythorian where the Drakonian prisoners are being held. As he opens the door he blasts the Meganaut guard…which doesn’t phase him much. Lucas takes this opportunity to blast the guard with his built in laser, and kills him! Sy quickly runs up the stairs to get to the cockpit while Logan uses his matter control to cause all the cuffs on the prisoner to dissolve. After quick introductions, the entire resistance gets armed with steel spikes thanks to Logan.

The fight begins in earnest as the Meganauts hear the fighting going on and set off the alarm. Neo gets the Joker and decides to throw both grenades at the Meganauts on the cat walk and he hits with both!  But the damage is typical for Steve.  :(  Meanwhile, somebody has fired off the escape pods…

Logan and Lucas are fighting Meganauts on the second level. Logan keeps raising walls, and using the ships interiors to do it. Soon the alarm is sounded as the structural integrity warning goes off! Neo eventually makes it to the cockpit to find Sy collapsed in some Psionic induced coma. Lucas chases down a Meganaut and finds out that Th’Lak, the Meganaut commander that shot off Pythos’ legs, was in charge. That can’t be good.

The heroes wrap up the fight and rush to escape the hanger before the Meganauts send in reinforcements. As they are flying out, they are chased by two fighters and a light cruiser. Logan does an excellent job flying, but he is outgunned by the cruiser and it just as they are making speed away from Drakos, they are hit with four wounds and wrecked! The cruiser and fighter break off the chase and return to Drakos.

Meanwhile the Pythorian is dead as it hurtles towards the asteroid belt around Meno. The Drakonian resistance proves resilient and they get the power back on along with life support but they only have enough energy for one week and just as they get the sensor back, they crash land on an asteroid! One of the Drakonian fighters is killed, but the sensors are still working. They detect a power source on the asteroid and even more shocking, the Pythorian has a special sensor just for the energy signature of Py’s legs…and he (or his legs) are somewhere near that power source!

Logan carves a tunnel through the asteroid to the power source and they find a Meganaut base…hopefully Sy wakes up soon!

 

More on the Tarsa Setting can be found on the Tarsa Backround Post.

Players:
Lee – Logan – Kantorian master of matter manipulation.
Mike – Pythos – Former military cybernetic being with mercenary tendencies.
Shawn – Sycrom – The most intelligent dense person (like really really tough to hurt) you’ll ever meet.
Steve – Neo – Shapeshifting infiltration expert.

Our terrific trio make their way to Drakos to pick up the Pythorian (with Steve the shapeshifter playing the role of Pythos). They soon arrive and are hailed by one of Pythos’ old friends who happens to be in the Drakonian resistance. He requires an urgent meeting at a location that is well known to Pythos. Unfortunately for Steve, he has no idea where that is and can’t risk exposing that to Sy and Logan who he does not know. He manages to search through the data on the Pyro and make a good stab at where the meet will be. He does well and shows up at the right place.

Parker (I can’t remember the name I used, so it is now Parker) lets them know that Logan led the Meganauts right to one of their few secret bases on Drakos. And on top of that, he had lost his whole regiment of resistance fighters because of it. They come up with a plan to enter the base through a back ventilation shaft. Unfortunately, luck was against them as they tripped a sensor before the junction room and the portable perimeter defense guns started firing! Unfortunately for Parker and Neo (as Pythos) they took the brunt of the attacks (of course Sy had little to worry about).

Logan quickly brought up a wall to block the fire and Sy took out the guns and the Meganauts on the other side. Unfortunately the damage was done and Neo lost consciousness losing his Pythos shape. His horrible visage nearly shook up the Sy and Logan, but the shock of realizing they had not in fact rescued Pythos was more jarring.

Not sure what to make of their companion, New quickly explained. Pythos had asked him to go to Mero 10 and make the deal for him so Pythos could do another job that was more pressing. He even loaned him the Pyro for the job. Clever players would then realize Py is probably somewhere on Drakos since the Pythorian is here.

The group quickly decided to accept Neo at his word, and because his shape shifting ability was particularly useful at this moment. Neo morphed into a Meganaut and scouted out the hangar to get the Meganaut count. Determining that there were approximately 12 Meganauts aboard the Pythorian, along with 15 or so Drakonian resistance prisoners, and that they were close to hacking the final system they needed to take the ship, the group sprung into action using the classic, “I found some prisoners” rouse.

As the cliff hanger ends, our group has just entered the holding cell to drop off the “prisoners” on board the Pythorian…

Next Time…”Meet the Terminator”

GM: Chaosius Stevas Toddius
Decanus Lucius Flaccus (Mike Byrd)
Crixus Dotorus (Evil Mike)
Varicus Benus (Ben)
Tantus Oxium Dracuss (Owen)
Saverrio (Alex)

Evil Mike’s character, Galafanakis, died. He is replaced by Crixus Doctorus who is an arrogant, big mouth. The rest of the group keeps him around because he is also an archer and medici.

I never know who Alex’s character will be. He finally made his own character, Saverrio. He is a noble sort, heroic and loyal. The best Roman has to offer.

Our Legionaries have been captured by the Carthaginians on the eve of the great battle between the Romans and general Hasdrubal, Hannibal’s brother. They are stripped of their gear and tieed to posts awaiting the pleasure of the Carthaginians. Galafanakis is later taken and tortured. His screams are heard throughout the night, but no information does he give. Had they chosen Varicus instead, information would have flowed like water from a fountain…before any torture.

The next mornings, the Romans attack. Thanks to the leadership of Praefectus Castrorum Pennus (and Alex’s stellar dice rolling), the Romans decimate Hasdrubal’s army. As the army retreats, Carthaginians rush by our heroes in their haste to escape the Romans. A final group passes the heroes and the leader of the group orders a soldier to “Kill them.”

Most of the heroes have worked free of their bonds unbeknownst to the lone soldier approaching them. Unfortunately the Soldier gets the Joker for infinitive and strikes a killing blow to Crixus. He survives as most of the blow hits on his breastplate. Oxius rushes to his aid, but cannot strike the Carthaginian. Then Saverrio leaps up and lands a killing blow with his bare fist.

The legionaries are reunited with the Roman legion.

The legion splits. Most of the cohorts follow Hasdrubal. The rest split apart into groups of 1, 2, or 3 centuries and go about retaking the Hispania coast.

Three weeks have passed with our heroes seeing little fighting as most towns are easily retaken. A fort, previously held by the Romans, now stands to be reclaimed from the Carthaginians.

Prior to the battle, the heroes are visited by Pollis whom they saved at the towers weeks back. He thanks them and rewards them with stone medallions that will afford some protection against some of the horrors they may have to face in the future. Pollis leaves and Centurion Baculas arrives and gives the heroes a job. Before dawn they are to take the fort’s gates by stealth. When the trumpet sounds, they are to open it and let the Romans in.

The heroes work out a strategy and execute it. Strangely Varicus is the first over the wall and makes the first kill. This seems a little out of character for the slacker. The wall is taken, but the alarm sounds. They’ve been seen! Crixus finds a high spot to send arrows into the Carthaginians. Varicus and Saverrio form a shield wall to contain the foe. They’ll later be joined by Oxium after he finishes off the foes on the wall. Decanus Lucius (like any good leader) and the extras of the contuberium wait outside the gates.

Inside the fort, a shadow rises from the corner of a nearby building and enters the fight. This shadow becomes a Dacian warrior. Crixus fires a couple of arrows into the man, but he is not affected. This is another Strigoi! More Carthaginians heed the call to arms. Soon Varicus, Saverrio, and Oxium are fighting for their lives wondering if they’ll be able to open the gates at all. The Dacian Strigoi has joined the fight as well. Their shield wall holds.

Outside, one of the extras dies with a spear through his heart. “Why isn’t the gate opening!?” wonders Decanus Lucius. Then the Roman trumpet sounds. In just moments the attack will begin in earnest. The gates must be opened!

At the sound of the trumpet, the Dacian Strigoi breaks off from the fight. In Dacian he says, “Another time perhaps.” He sprints for the back of the fort. Crixus follows along the rooftops after him. Then the Dacian disappears.

The heroes inside finally get the gates open just as the rest of the Romans reach it. There are several dramatic Carthaginian deaths. (I think the heroes like an audience.)

In the aftermath, Crixus finds a hidden door in the wall of the fort that the Dacian used to escape.

The heroes interrogates the Carthaginian prisoners for information on the Dacian. They find he is looking for a Dacian bowl or pot from long ago. They also speak with Pollis, who gives each of them sacred weapons that will “harm those that cannot be harmed”. He also tells them of the Twilight Legion of which he belongs. He tells them to follow the Dacian Strigoi to find out what’s going on. He also fills in some information about Strigoi in general.

Chaosius Stevas

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GM: Chaosius Stevas Toddius
Denacus Lucius Flaccus (Mike Byrd)
Galafanakis Leviticus (Evil Mike)
Varicus Benus (Ben)
Tantus Oxium Dracuss (Owen)
Barbatus (Alex)

Over the holidays I started a Weird Wars Rome campaign with the group. I’m not really big on running campaigns but I said I’d do it for the group and because someone (Evil Mike) wanted to play in it. Actually we sort of played our first game at Jimcon back in late fall. I’ll try to recap as much as I can remember. (This should be short.) Oh, and although I pulled some bits of history into the game, don’t look to learn any history lessons here. I make most of it up as I go along.

The group starts out as new recruits into the Roman legion stationed in Hispania. The legion’s primary mission is to hunt down and destroy the army of Hasdrubal (brother of Hannibal) who has been causing trouble there in Hispania. But our heroes’ first mission has nothing to do with that…

Beastmen

Something has stirred up the barbarians in northern Hispania. They’ve been attacking and pillaging villages in the area. A Rome of high standing has a villa right in the barbarian’s path. Our heroes’ orders are to escort the Roman’s family back to the safety of the legion. Along the way to the villa the come across a witch burning. Normally this would be of no concern, but the so-called witch looks like Selma Hayek. The heroes rescue the fair maiden. She immediately takes a liking to Galafanakis.

The heroes are later ambushed in the night by barbarians, but soon realize they are some kind of beastmen. They repel them after a tense battle in the fog shrouded woods. Once the battle is over they spot a strange man and a massive beast on a hilltop overlooking the ambush spot. The two disappear. The heroes also notice that the bodies of the beastmen they slew are also missing.

They make it to the villa and arrangements are already underway to leave, but will not be completed until morning. That night the villa is attacked by wolves lead by a massive beast that walks upright. Galafanakis is severely wounded during the battle. The beast is not vanquished, but retreats back into the night. It is then that the so-called which tells them of a legend where the beast can only be killed by silver weapons. The Roman’s silver is metaled down and weapons are coated in silver. The Roman threatens to have them all severely punished when they reach the legion.

In the morning the heroes are introduced to a slave girl—the Roman’s personal property. She looks strangely barbarian. The trip back the next morning turns into a life and death race as the beast leads a large number of beastmen in chase. The heroes’ manage to escape only to find themselves ready to be besieged on one side by hundreds of barbarians. In the nick of time the Roman legion shows up and it appears they will easily defeat the barbarians. But an eerie fog appears and through it the heroes can hear their Roman compatriots dying.

They spot the strange man they had seen on the hill the night of the ambush in the woods. He’s atop some old ruins and they instantly realize he’s a shaman of some kind. There is a battle with his guards, but this ends when the heroes realize that the cause of this may be the slave girl. On a hunch the offer the salve girl to the shaman. He agrees. The fog is lifted and the barbarians retreat. The day is saved. As for the great beast? Who would believe them?

The Twin Towers

After the success of their first mission, they are given a mission of grave importance. Hasdrubal’s army is camped in the valley of Pedraza. It can only be approached from the west, north, or south due to the desert on its south side. The Roman general plans to march across the desert and take Hasdrubal by surprise. But this means the towers built facing the desert must be taken quickly and without alerting the army in the valley. That is the task given to our heroes.

There’s a little trouble in the ranks. The heroes spent most of the morning digging latrines. Varicus was called away early. They later find him sleeping in the group’s tent. Varicus wakes up suddenly to some bruised ribs. (Note: the “Beastman” adventure began with Varicus being beaten for disobeying orders.)

The heroes suffer through a grueling ride through the desert to arrive at the towers at dawn. They find the Carthaginian soldiers there already dead and piled in a heap. The place is bathed in blood. In one of the towers they find a dying Roman centurion named Polis. They revive polis only long enough for him to tell them of a Dacian lord he was chasing before being foolishly captured by the Carthaginians. Polis hints that the man will not be easily killed and to hunt him by day. He even loans Galafanakis his sword which has been blessed by the gods.

The heroes find the Dacian Lord’s camp and attack. They easily slay his warriors, but the Dacian lord turns out to be a deadly opponent. Before it’s all over, Barbatus lies dead and Varicus is heavily wounded. They burn all of the bodies.

Scout Duty

The next morning the first of the Roman troops arrive. They report, leaving out the part about the Dacian lord. Polis is carried off to be cared for. Galafanakis keeps his sword.

The well-rested heroes are order to scout the area between the towers and the valley to be sure the arrival of the Romans goes unnoticed. They are to kill any Carthaginian’s they find. At mid-day they spot a supply train heading towards the towers. They set an ambush and attack.

The severely wounded Varicus makes a spectacular bow shot to kill a retreating Carthaginian driving a wagon. Unfortunately this is not enough to save the day. The heroes are overwhelmed by the sheer size of the force and by their leader who refuses to be wounded. The party surrenders and are taken prisoner.

The Battle for the Pedraza Valley

Hasdrubal has more troops, but the Romans have a slight terrain advantage. The Romans would have also had the element of surprise except for the capture of our heroes which ruined that. Also, our heroes are being held in the camp of Hasdrubal.

The battle begins. The Roman general uses his “Cry Havoc” edge right off and scores heavy losses to Hasdrubal’s army. Hasdrubal is less than effective. (This could be because I was rolling the dice for him. Alex was rolling for the Roman general and his dice were HOT.)

In the end the Romans win the battle. Hasdrubal’s army make an orderly retreat but has sustained heavy losses.

But what of our heroes? Well, we’ll find out about them next time.

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The holidays are over and I’m behind again. Over the holidays, Ben, Owen, and I played a couple games of Clash of Cultures. BoardGameGeek.com has a great description of the game:

“A civilization game in which each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings, build large cities, research advances and conquer those who stand in the way. The game features a modular board for players to explore, 48 distinct advances, seven mighty wonders, and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia.”

I love this game. I think it’s one of the best civilization games I’ve played, and I’ve played a few. While the first time setup may take a while because there are lots of bits and cards, the play is pretty straight forward. I have to say though that I constantly forgot a few of the rules concerning upgrade limits on cities. Thankfully I have Owen to remind me. I think I had more do-overs in our second game than Ben, and that’s saying a lot.

I believe Owen trounced Ben and I in the first game. And I’m pretty sure I was way in last place too. Also In our first game the barbarian tribes that pop up during the game around the cities were hardly even noticed. That changed in our second game.

Our second game was completely different from the first. One, we had those pesky barbarians coming out of the woodwork. They were everywhere. Secondly, we did more exploring and made better use of the seas. This game ended with Ben and I tying at 34 ½ points each. Ben screeched by for the win by having more city upgrades than me. We all agreed I should have won the game.

We’re going to play this game again this Week with Evil Mike. I’m looking forward to it.

Chaos Steve

Since I’m behind, as usual, I’m combining this week with last week to make one super week of games! …that took place over two weeks.

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At the beginning of this “super week” we played Constantinopolis. It’s a resource management game that takes place in Constantinopolis, the largest city in the Byzantine Empire during the 6th century. (Who knew you’d be learning a little history and geography too?) Each player is an ambitious merchant. The players buy buildings that product raw materials, factories that produce goods, and walls that give them special abilities. (No, I don’t know why a wall would give you special abilities.) Using these resources each player fulfills trade contracts by shipping them off to who-knows-where. You win the game by having the most Fame Points—not Victory Points.

Unlike our previous train gaming session, I did not dominate the game. I think if anyone did that, it would have to had to been Ben. He was in the lead, by a good amount, for most of the game. At first Owen and I languished in the rear watching Ben and Mike skillfully gain fame. Owen must have learned something from watching them, because he starting earning more fame as well. Towards the end of the game, Mike had started to lose steam and was earning less and less fame. Owen now challenged Ben for the lead. Had it not been for the walls that Ben had bought, Owen would have tied Ben for the win. As it was, he came in a close second. Ben had 62 fame. Owen had 59. I had 44 and Evil Mike had 41. I should mention that we all liked this game and want to play it again.

Now let’s leap forward in time to this week. Ta-da! It’s this week and we played Merchants and Marauders at Mike Byrd’s house. Ben was traveling for work and Evil Mike was a no show. (He did mention something about an email he sent, but none of us who showed up remembered it.) So it was just Mike, Owen, and I.

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Merchants and Marauders
looks complicated. It has lots of bits—counters, cards, and ships. Mike said that setup is difficult. But once we started playing, we found it to be pretty easy. You start the game with a ship. You get to pick from two. A fast, maneuverable sloop or a more merchant worthy flute. The ship you choose somewhat determines how you will play the game. Will you be a fairly respectable merchant or will you be a pirate scoundrel. We all went the way of the merchant, choosing the bigger ship that could haul lots of cargo.

One your turn you can do three actions from a list of actions that include: move, scout, and port. Scout means searching for other ships either to plunder or to sink. Port means going to port to buy/sell goods, upgrade your ship, or hire crew. Most of the game was spent buying goods at one port and then traveling to another port to sell them. I did scout for a ship to plunder thus gaining a Spanish bounty on my head. What I didn’t realize was now I couldn’t sell goods at Spanish ports! Oh well, maybe I should have listened when Mike was explaining the rules.

You win the game by being the first to gain 10 Glory points. You get these points for doing various glorious things during the game. Mike, who has played this game a few times, won the game. Owen, who paid attention to the rules, came in second with 8 Glory points. I came in last with a measly 4 Glory points. But…I was the only sea captain to sink a pirate frigate!

Chaos Steve

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