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A Clash of Gods & Men in the Ancient World (game session)

The Players:

  • Peter: a 5-time winner of the trophy, though finally usurped; The Despised One
  • Gary: he fights to reclaim long-lost power; Champion of the Free Peoples of Atlantis
  • Alan: he fights to win an oft-denied trophy; Proponent of “Peaceful Coexistence”

The Game: Risk: Godstorm

Alan was the first to remark how rare it was to see everyone having control over a continent by the end of Epoch I. Gary held Asia Minor and nearly all of Hyrkania directly to its north.  The island nation Atlantis and nearly all of Africa belonged to Alan.  Meanwhile, Pete had Germania and approximately half of Europa. It seemed that the world changed in Epoch II. Read the rest of this entry

Hey, two games of Pirate’s Cove!

The Players:

  • Peter: a 5-time winner of the trophy, though finally usurped; The Despised One
  • Gary: he fights to reclaim long-lost power; Champion of the Free Peoples of Atlantis
  • Alan: he fights to win an oft-denied trophy; Proponent of “Peaceful Coexistence”
  • Steve: a first-time winner of the trophy; The Occasionally Present Risk Master

The Game: Pirate’s Cove

Game the First (featuring all four chimps on 3/2/12)

There was little in-fighting during the first few turns of the game, though Pete was the first one sent to the Cove for repairs, costing him many potential points in the beginning since he had to concentrate more on repairs than fame. It also didn’t help when other pirates went to the same island that Pete did for repairs not to strengthen their ships but for the points (I’m looking at you, Gary). It also didn’t help that whenever Pete fought he did absolutely nothing. His rolls consisted mostly of 1s and 4s (just to spite him since you only get hits on 5s and 6s). No one went after the Famed Pirate Blackbeard either because they were in awe of him… or because of an overwhelming fear that Blackbeard would utterly destroy any ships that came his way.

Upon seeing how much fame Steve was accumulating, Alan once set the Royal Navy after him hoping to slow down his ascent to power. At first it appeared that the Royal Navy was going to succeed, but then Steve pulled out all the stops and put the Royal Navy in its place and gained 4 fame as a result. His fame just continued to soar, especially since each time he visited Treasure Island he buried close to 9 chests. Alan and Gary were also lucky in this regard, but nothing they could do seemed to push them close enough to Steve.

In the end, Steve had gained more than 40 points of fame and won the game.

***

Game the Second (featuring only Pete, Alan, & Gary on 5/4/12)

Of course there was much in-fighting (some even on purpose!) and as expected Alan went after Captain Hook… 3 times. That should explain everything. The game was mostly between Gary and Pete, with Gary being in first place for the most part. After one particularly close battle between Gary and Pete, Pete chose to go to the same island he suspected that Gary would have to go to repair his ship and even though the battle was close again, Pete once more sent Gary’s ship to the cove. Although everyone increased their crew and cannon, Pete managed to increase his hull to the max and once had to drop off a treasure chest he had just picked up because he could not hold 13 treasure chests. When he dropped off his treasure, Pete went from a distant second place to being neck-in-neck with Gary.

At the end of the game, Pete went to Tavern Island hoping to gain some extra fame to push him over the edge, Gary went to Crew Island for the fame, and Alan went to Mast Island not so much for the fame but more to finally defeat Captain Hook after the Captain had destroyed his ship two times prior. Pete, thinking that Gary might have some extra fame cards in his hand, sent the Royal Navy after Gary. Though they fought well, the Royal Navy succeeded leaving Gary with about 28 fame. Alan “fought” Captain Hook. It was more like a massacre. And Pete bought 3 cards and gained 2 fame from these cards (plus he already had 3 fame in his hand) which brought his fame to about 34.

Pete was crowned MVP (most valuable pirate) and won the game!

A Boardgame of Thrones: War of the Four Kings

After the death of King Robert Baratheon, Westeros remained calm for only a short while before the lords Alyn Baratheon, Garys Stark, Petyr Lannister, and Steffon Tyrell began expanding their influence throughout the Seven Kingdoms.  These lords were too busy mustering their troops to notice the Wildings testing the strength of The Wall.  In fact, despite the fact that it was only a small band of Wildlings attempting to scale The Wall and cause chaos to the Night’s Watch, these four lords nearly failed in the protection of the realm because they had been too busy exerting their influence on the Iron Throne by manipulating the lesser lords of the King’s Court and imposing their will on their fiefdoms.  Thankfully the lords Garys Stark and Petyr Lannister had some foresight and sent enough men to the Night’s Watch to repel the Wildling attack.  After the Wildlings’ first attempt on entering Westeros failed, the war began proper.

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Swords of the Purple Dragons (game session)

The Players:

  • Peter: a 5-time winner of the trophy; The Risk Master
  • Gary: the previous holder of the Risk Master trophy; The Atlantean Champion
  • Alan: hasn’t won the trophy, despite his love of nuclear booms; Proponent of “Peaceful Coexistence”
  • Steve: the only one who could prove a threat to Pete’s might– if he played more games; The Occasionally Present

The Game: Samurai Swords

The game was slightly modified (players only needed 30 territories rather than 35) and we had to stop no later than 10:40 so Steve could make the train.  Whomever had the most territories once the timer went off would be the winner.  We all started with 17 territories.

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Gary, King Pirate (game session)

The Players:

  • Peter: a 5-time winner of the trophy; The Risk Master
  • Gary: the previous holder of the Risk Master trophy; The Atlantean Champion
  • Alan: hasn’t won the trophy, despite his love of nuclear booms; Proponent of “Peaceful Coexistence”

The Game: Pirate’s Cove

No one seemed safe tonight; there was much fighting in this game of Pirate’s Cove.  The compass mechanic is supposed to create a certain randomness to where each player sails and is part of the fun.  There is always a sense of relief when your opponent doesn’t sail to the same island as you, allowing you to either repair your ship from a previous round of cannon fire or to slowly build a stronger vessel.  However, we kept sailing to the same islands, and no one was man enough to sail away (flee!) to avoid the cannon fire. How likely is a mutiny anyway, right?

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