Tag Archives: Hive

Halesowen Board Gamers #17 (04/06/14)

On arrival, a couple of games already seemed to be out on tables indicating what people wanted to play. Neither Power Grid (Although I don’t know that it was actually played in the end) or Legendary really interest me (Tzol’kin…I’d probably enjoy actually playing but it just doesn’t stand out). There just seemed to be myself and Ian having not jumped into a game, so I suggested we play a game of Hive while waiting to see if anyone else turned up.

Hive

I didn’t notice however that James was also not in a game, so he came over to join us. As Hive is 2 player, I suggested Ian/James play against each other instead with myself being a spectator, as it’s quite a short one and I was interested in how others approach the game. In Hive, players have a number of hex tile ‘bugs’ with various movement styles. If they can surround the opposing players queen (With any combination of their opponents/their own tiles), that player wins. Each turn players either place or move (Although they can’t move until their queen is placed, which must be done by the 4th turn), with placement having to be next to their own colour (black/white) tile and not next to their opponents (So you have to start pieces away from the target and use their movement to get them in).

Being their first game, neither James nor Ian seemed to go for any particular strategy, although there was a lot of use of grasshoppers I wasn’t expecting (Grasshoppers jump over a line of pieces), with ants coming out quite late (Ants are one of the more versatile pieces, which can move almost anywhere, though not into tight gaps which beetles/grasshopppers can). Both their beetles (Moves 1 at a time, but can go up on top of the hive, which also allows for ‘disabling’ tiles when its’ on top of them) got placed opposite a gap in a sort of stand-off, as I think if either had moved their beetle the other would have jumped there’s on top (My fault for mentioning you could do that during explaining probably).

It wasn’t too long before players started getting their pieces around their opponents queen. James made use of his queens movement to escape getting trapped before it could happen, while Ian mostly ignored his (queen) bee, leaving almost none of his own pieces surrounding it (Which I think is a fair thing to do, but you probably need to be capturing the enemies quickly or reducing how many pieces the other player has available considerably to get away with it). As Ian left it to be trapped however, he quickly ran out of non-defensive moves he could make, and while he made some pretty cool blocks on movement was unable to stop the last grasshopper jump into the remaining space by his queen, leaving victory to James.

I think it’s a really interesting game (I picked it up at the UK Games Expo btw), which has more strategy than I was mentally giving it credit for whenever I’ve seen it in the past (I mean…it’s just a few tiles, it’s hardly the biggest footprint of game ^^). I’ve only played 4 times but look forward to playing it lots and hopefully inducing some healthy competition with others as I do so!

Boss Monster

Nobody extra turned up, so our next port of call was to jump into Boss Monster, the Dungeon Building Card Game. Boss Monster is a sort of ‘tower defense’ with players building up dungeons leading up to their boss creature, in a bid to kill the various heroes that are attracted to visit their dungeon. The game is played over a few phases – Spawn, Build, Bait & Adventure, and continues until all but one player are eliminated (Take 5+ wounds) or a player reaches 10 Souls (Tiebreak – Least Wounds).

Spawn just has #players heroes come out into town, letting players see what heroes they might attract. Build has each player construct one room in their dungeon (Built to the left to a max of 5, or possibly over another room), hopefully adding enough damage to kill heroes, as well as the right treasure type (Each room has a symbol to denote that it has say, weapons, as treasure) to attract them. The bait phase has heroes in the town move to the dungeon with the most treasure symbols of the type they prefer (So a Fighter goes to a 3 sword dungeon over a 2 sword dungeon), with ties having them stay in town till next turn getting drunk in the bar. Finally, the adventure phase is where the heroes at the entrance to each players dungeon move through – If they aren’t killed they go face up to the side of the players boss as a ‘wound (There’s a symbol on the bottom right so they’re easily stacked and the wounds visible), if they are they are placed face down as a Soul (On the bottom again for neat stacking/splaying).

Players have a number of rooms & spells in their hand, which drives what options they have available to them over the course of the game. One room is drawn at the start of each build phase to hopefully provide options to players.

In our game, everyone got the hang of things very quickly (One of the best things about the game is it’s simplicity to teach). I got a couple of holy relics and a ridiculous amount of spell tomes (Come to me Clerics & Mages), Ian got plenty of Weapons to attract fighters, and James matched my holy relics as well as getting a spread of a bit of everything, but not enough for majority to attract monsters. After a few rounds, James had an unfortunate few rounds where he got no rooms he could place (Only advanced rooms – Advanced rooms must be placed atop a normal room with the same treasure type, replacing it such that there’d be no reason to stack them up or anything). I got a ton of Souls from attacting and taking out Mages, as well as a few of the clerics (Although they mostly just stayed in town as we kept tying with 2 relics each). Ian was doing well and had a powerful dungeon, but just wasn’t attracting quite so many heroes.

When we got to the Epic Heroes, James had a rather epic round where he was able to attract 4 heroes (4!), wiping them all out and jumping from 1 to 9 souls. I played a ‘Zombie Attack’ spell, which sent one back to the start with extra health to try and slow him down (And I think it made him change his building plans and potentially stopped him nabbing a sudden win, although he killed the now Zombified hero without issue). I found myself unable to attract any heroes in the last round, as I’d covered up some of my spellbook symbols and lost the mages interest (I was a bit unsure when I could use ‘destroy this room’ effects which could have changes how things happened. Ian was able to attract 2 heroes (On 8 souls), and while I feared one neither me nor James had what we needed to stop him, even past a jeopardy spell (Which forces a full hand discard and makes everyone draw 2 rooms and 1 spell, to try and find another useful spell). Win for Ian!

I like this game, and I think the art style is very cool, but I think it has a number of flaws. Most of all, its’ very random as to whether you have the right cards to build – rather than player interaction for who has the most of various symbols, it’s pretty much at the decks whim – in addition, its’ possible to draw exclusively cards you can’t even build, screwing you over for 1 or more rounds of the game. In addition, the ‘normal’ heroes range from 4 to 8 in health, but while that’s easy to deal with by about turn 4/5, they spawn from round 2, so some of the players end up taking really early wounds for well…no good reason. A ‘Novice Heroes’ deck with a round or two’s worth of 2/3 health heroes would be a small but much appreciated addition to the game. I think next time I play I’ll have to try a house-rule such as ‘draw 2 keep 1’ or have a few cards out each round to draft from (As I don’t like players missing turns), or use the in-rulebook variant of ‘If a player gains no souls on a turn, he may draw an additional room card’ which should also counter the issue. I really hope future expansions might improve either or both of these problems I have as I do thing its’ an awesome theme and cool game to play otherwise ^^ (Oh, I have the first expansion which we didn’t use – It puts items out for heroes to carry, which give the heroes a special ability making them more interesting than a pile of hit points, as well as a special ability for the player that kills said hero to provide more options ^^).

San Juan

When it came to suggestions for after Boss Monster, we were a bit unsure what to go for, as we’d already played 2 of my games and neither James or Ian had bought anything along with them. I had Among the Stars with me which would have fit in the time, but James saw a copy of San Juan (Dave D’s copy I think) and suggested we play that which we agreed to.

San Juan is a role-selection game, with each turn consisting of players taking one of 5 available roles, which provide a benefit to everyone (Well…except prospector, which is weak but gives no benefit to the other players) but a more powerful benefit to the player. Over the course of the game, players construct various buildings which produce goods or provide special abilities, with the aim being to get the most points by the end of the game.

In our game, as I haven’t played before, I just went for whatever seemed to work so that I could get a feel for the game. An early card let me keep an extra card when the ‘councillor’ role was taken (Doubling it’s benefit as far as I’m concerned), as well as another one I built that produced a good every time the same role was taken (So I pretty much just spammed  Councillor and relied on the other players picks to do everything else). I only built one resource location, which was a silver mine, so every time someone traded I could get a ton of cards despite not really paying attention to that side of the game. James’ strategy seemed to rely on cards where when certain things happened, a card was stacked under the building and was worth 1VP at the games end, and Ian I don’t know so much but he did play an annoying card that made for a 6 card hand limit instead of 7. I also built a crane, which allowed me to build atop other buildings (So I could replace my starting indigo mine) as well as making a Park, which let me built the 7 cost ‘Cathedral’ card…but wasn’t really worth bothering with, as between the other 2 players only 1 ‘6’ cost card got built. I lost, 24-28-32, but I think I’d have got ~27-30 points if I’d not consistently forgotten about my Chapel among other things ^^.

I think it was a very interesting game, and certainly quite different in style to anything else I’ve tried, as well as being quite elegant in style. I don’t quite get the seeming emphasis on goods production/sale, as I’d get 4-5 cards each time even though I’d barely paid it any attention, and with a 6/7 card hand limit any more would be pointless (By emphasis I mean that most things I spent to make buildings were more production things…I feel like the game expected more than just 1 silver mine from me). I did see a ‘tower’ card at the end of the game (Although I never picked one up personally) which allowed a 12 card hand limit, and I could see that being impactful, but only if you had it right from the start. Guess I’ll just have to play again sometime and see how repeated play changes things.

Cheers for reading, was a fun night ^^. Shame I didn’t get to bring out Space Cadets: Dice Duel (I got it via a trade at the Expo), as I think it’d be a great use of 30 minutes, but I don’t know that I convince 4-8 people at halesowen that a real-time dice-rolling game is a good idea ^^ (Particularly as I’ve read it’s better with 6 or 8).

Halesowen Board Gamers #16, Games Days, UK Games Expo, Catchup Post!

Hey, so I went quiet for a little while, sorry about that! I just lacked motivation for a little while to write up on gaming nights. As it is I’m still going to breeze over things somewhat as I just don’t remember some of the games played particularly clearly at the moment.

The good news is that part of the reason I’m hazy on details of games is I’ve just played so many in the past couple of weeks! As I’ll mention below ^^.

 

Halesowen – Wednesday 21st May

On the 21st I attended Halesowen as with most Wednesdays for games, where I played Belfort, with Mike getting a first shot at the game & a (I think) repeat play for Stan. Belfort is a worker-placement game with a couple of ‘majority’ mechanics that give players cause to go different directions or to stock up on resources a few rounds ahead in order to get bonuses or greater points in a round.

In our game, I opted to try and rush for workers, going for the extra-worker spot when I could, and building 2 extra-worker buildings to further the method. This gave me a nice chance at the majorities when getting resources, but meant I was lacking in income compared to the other players, and I got very few points in the earlier half of their game due to minimal amount of buildings. I don’t remember exactly what Mike/Stan went for, but certainly by the end of the game they had enough buildings between them that I was pretty scuppered and couldn’t catch up – Didn’t stop Mike from screwing me with his last building though, mean! Mikes Win!

Following this, Mike left for the evening due to travel plans early the next day, so we merged with a few others for a game of Heckmeck. This game has players competing to get as many worms as possible, through a push-your-luck dice-rolling mechanic where players try to get high numbers in order to take or steal tiles with worms upon them – If you don’t manage to go high enough with your roll, you return a tile to the middle and the highest-value one remaining is flipped and becomes unavailable. The game ends when no tiles remain.

In our first game, Steve, with his unholy high rolling, which was apparently due to the sacrifice of innocents or some-such evil machinations in the game of Cosmic Encounter the others at the table player beforehand, managed to net a tied victory with Mark. This is past an amusing amount of passing of the tile ’23’ between players, which naturally made it the ‘curse’ tile, ^^.

In our second game, things went differently, with Steve’s luck having worn off and no longer giving him crazy rolls. After more silliness and the stepping in of Dave pointing out that we were playing with a significant rule error (Although we carried on the same) where we were taking a failed roll to not immediately end the turn, I took a valiant victory, woohoo!

Apologies that this is a very glossed over account, onto the random days of gaming I’ve been having! ^^

Games Day with Friends – Saturday 24th May

On the 24th, myself, Grace & some of my friends (Emma, Ken, Kimberley, Charlie) met up for something of a games day (Not everyone was in every game but still ^^).

First up we bought out the Resistance. In this game one team play the resistance, fighting against the oppressive evil government of the future, while the other team are government spies, infiltrating the resistance and sabotaging their attempts to fight the system. Players were Myself, Emma, Ken & Kimberley

In the first game, which we played vanilla, myself & Emma were spies, and while I think Emma got copped fairly easily (First game it’s hard to keep it secret!) I lasted only a little longer, with the game falling to the good guys after I voted against a success mission in a way that was probably a bit too obvious.

For the second game, I introduced every to plot cards. This is an expansion where each round the leader gives one player a ‘plot’ card that might make them vote publicly, or let them steal leadership, etc, either helping a good guy get information or letting a spy deceive the group smartly. Unfortunately for the dastardly spies, Grace was a bit obvious, with a few too many ‘I don’t get its’ (Which is a bit of a meta-gamey way to notice someone’s a spy, but people seem to grasp ‘good guy’ easier than ‘bad guy’ for some reason), and Kimberley just had a downright evil glint to her eyes, win for the good guys again! ^^. I think we’re all just a bit bad at being bad…^^.

Next up we broke out Galaxy Trucker, a hectic real-time spaceship building game where players rush to grab tiles from a shared lot to build a ship that hopefully survives the race/flight phase. I don’t really know what to specifically mention about our game, asides from it was a lot of fun, and really great to see how the new players ships formed after each build (As particularly in the first game or few games, players respond heavily to the last flight and get gradually better at filling the space on their board). I had a really quite unfair advantage as I’ve played the most (I think, Grace has played a lot too and her ships were closer to mine than the rest of the groups) – I should have had a handicap, and we gave me a rough-road in the 3rd round, which actually turned out to have almost no effect by plenty luck on my behalf (On open space, a random component from my ship would fall off, only 1 open space happened, which was my first and only piece lost all game). I won, but more importantly I got to introduce people to this fantastic game and I really hope everyone had a blast – Next time I’ll do rough roads right from the start for me!

Next up we headed to the pub for a while, dropping Kimberley who was going out somewhere (I forget where, oops) and meeting up with Charlie. Emma had pointed out Love Letter as a game she recognized before we left so we’d taken it along, and I introduced the table to the game. Love Letter is a little deduction game, which while it soon feels like an ‘automatic’ playing game, is a fantastic introductory thing to play, and a convenient game to carry to a pub with its’ tiny size. I think there was 4/5 of us up to 2 out of the 3 cubes needed to win before a rather foolish error on my behalf gave the game away to <redacted> (And by redacted, I mean my memory sucks).

After a couple of drinks, we headed back to my house and got out the last game of the day – Ticket to Ride: Europe (Also losing Grace who had other commitments to go and get on with). It was the first time for all 3 I think (Ken, Emma, Charlie) so things went by mostly friendly (Though I’m pretty sure Ken dropped a couple of deliberate blocking-moves in there). Thanks to a block that Ken did against me however, my circuitous route also let me complete a ton of extra short routes which I picked up over the game (I had and completed 10 in total!) which I figured was a fairly easy win – Not so, as Charlie also managed to complain a hefty chunk of extra routes to his starting ones, but still giving me victory, with a mere 2 points difference – I hope we can sort out another game sometime as that was scarily close for someone’s first run at a game. Ken/Emma were a bit further back, but both completed their starting routes which is what I tend to expect new-players to work on ^^.

It was a fantastic day, and I’m very happy to have been able to get friends from Uni involved with some of my games. I hope the opportunity to play with them comes up again!

Games in Bristol – 28th-30th May

I had the last week of May off as holiday, which was thanks to planning to do things on Thursday/Friday (Which I didn’t actually end up doing ^^) and figuring I may as well have the whole week. An old friend of mine, Simon, has his ‘weekend’ on Tuesdays/Wednesdays so by suggestion of my lovely girlfriend I gave him a ring (Well, his girlfriend Nat a ring anyway, seeing as his phone was being lame :P) and sorted out driving down to stay over on the Tuesday night. Last time I visited I threatened to bring some of my board games along, as they both enjoy games but have only the more mainstream/traditional affair, naturally I had to follow through and took a nice selection ^^.

I arrived in Tuesday around 4ish, meeting up with Simon after a brief hiatus of wondering how the hell to find the farm they live on. After a catchup Simon suggested Forbidden Desert sounded like an interesting game to try which I promptly fetched and set up. We did random roles, giving me the navigator & Simon the climber (Yay mobility!), and went with novice as the difficulty. The first few rounds were pretty much learning rounds, and he’d gotten the hang of it before long, with us absolutely kicking the games ass as we went. I think we finished with only 1 oasis having been flipped and enough water to last another couple of rounds – I think that the 2P game may be a bit easy on novice, particularly as it’s hard to get excited to play a coop again when you win it without issue the first time around, still, a victories a victory!

The next game we got out to play (I think) was Ticket To Ride: Europe. I bought this along as it’s just such a fantastic ‘gateway’ game, and seemed like a good choice for playing with Nat now joining us to play, who didn’t want to go for anything too complex. The game went by pretty smoothly, and I was able to get a very healthy amount of extra routes completed over the game with the power of stations, netting me a win, this time.

The final game of the day was Voluspa, which Nat bowed out from leaving it as me vs Simon. I was pretty impressed at how quickly he picked the game up, with the kind of ‘suboptimal’ moves most people fall into a lot in their first few games being few and far between, although I was still able to eke out a victory by the end, just certainly not without having to try ^^. The Jotunn tile was blamed I think, as it is in many games, as people seem to prefer the dragon (Dragon places atop another tile, Jotunn does the same, but pushes that tile to the end of the row/column), presumably as you don’t have to think so hard about placing it ^^.

The next day, with Nat having gone to work, Simon suggested Caverna, one I’d bought along a whim not really expecting any interest. I’m glad that the interest was there though as I think it’s a brilliant game. Simon went for his cave as a priority, using spaces that directly give food in order to feed his dwarves, while I focused on building up my farm – we each also had a single adventurer (I got mine to block him for an extra round, bit mean but meh =P). I came out on 61 points while Simon came out around 20ish give or take a few, but I think most importantly we both had a great time with it and wanted to play again ^^. We were supposed to meet Nat at 1pm as she had a break for a few hours before more work, but we kind of overshot a little with Caverna and didn’t make it to nearly 2pm, where we had lunch in a terrifyingly expensive chip shop/restaurant in Western Super-Mare & had a look in a miniatures/guns/lego/misc shop as Simon & Nat figured I’d enjoy it (Correctly, although tempting the wallet like that is cruel!).

When we came back, Simon suggested a game of Ticket To Ride, but I countered with Smash Up as I knew Nat would probably want to play later (I’m sure he wouldn’t have minded an extra game, but I don’t want to over-play it too much ^^). I think we had Steampunk Bears (His Factions) vs Time Travelling Spies (My factions) – I ultimately won, but I think this was the least enjoyed game we played, possibly due to our factions/player-count but partly as Simon seems to have a vendetta against card games ^^.

With Nat returned later on, we jumped into another game of Ticket To Ride: Europe. This went very differently from last time, as while before I was able to work on some extra short routes, this game I barely had my starting routes done before Nat had run out of trains, ridiculously quickly in fact, such that both me & Simon were stuck with something like 15 train pieces left each. I did get an extra couple of short ones done, but Nat dominated on points thanks to completing all her 3 starting ones and having used the 8-piece long track which gave a ton of points – We could have blocked her fairly easily but just didnt’ realise we needed to! Well played!

The last game of the evening didn’t actually involve me. I decided to get Nat & Simon to face-off over a game of Jaipur, a set-collection game where players are trading goods to try and impress the maharaja. The game plays quick, and as such such is done over 3 rounds in a best of 3. Simon won twice in a row for a swift victory, but they both had fun and I heard murmurings of wanting to buy it from Nat (Buahaha, I’ll get them addicted to ‘designer’ games yet! ^^).

The last thing we played was on Thursday (I stayed an extra day after we played late enough into Wednesday that I didn’t fancy driving back ^^), which was Qwirkle, as it was the only game I’d bought that hadn’t been tried yet. Not much to say about it but I had a considerably score lead over Simon (Nat was at work since before we woke) taking the win, before he went to work and I headed home. Absolutely fantastic few days, great to see an old friend & his lovely girlfriend, and get to introduce them to some of the games I’ve gotten to try & own over the last couple of years!

UK Games Expo – 31st May to 1st June

So I originally planned to go to the expo on the Friday, but as I’m lazy, and as Starbound is obscenely addictive once you have strong weapons and drills I got slightly distracted until it was too late in the day. Hopefully next year I can get my ass into gear and do the whole 3 days ^^. I spent most of the time there just wandering around & sorting out passing on Archon & getting Space Cadets: Dice Duel (Yay Math Trade), as well as picking up Village which I’d agreed to on boardgamegeek.

On the Saturday I headed in at an ungodly early hour with a friend I met via my girlfriend, Adam. On arrival we also met with one of Adams’ friends Victor that I’ve met once before, although even though it got bought up I forget where, oops :P. In any case, they were eager to jump into some random game and Frankenstein’s Bodies was the first stall we happened upon after that thought.

In this game, each player has a board (Well, 2 laminated sheets, I presume it’s a single board each in the final version, which is being kickstarted now) with 2 operating tables, and a set of cards. Each round has players take turns to take a random card from the deck and 1 card from a set of face-up ones available, then play 2 cards. Cards are either body parts (In 4 Colours & 2 Genders), master-surgeons that block part-stealing and make stealing better for you or ‘take-that’ style action cards which let you steal parts from other players. This carries on until someone has 2 complete bodies in front of them. (Or the deck runs out twice, but there didn’t seem to be enough things resulting in a trashed card for that to happen). It was ok, but ‘take-that’ style gameplay where players screw each other over constantly is really not something I’m a huge fan of. In any case, I had to run off for a pre-arranged meet to buy Village from a bgg’er before the end, with Adam apparently winning the game in my absense (out of 5, 2 were random people that joined us). The gameplay is quite simple though, so maybe cool for a younger generation (Still…it’s also 50-70 minutes for what I was expecting to be 20-30 when I sat down, based on the compenents and style of play).

I met back up with Adam & Victor at Lunch Time, as well as 1 extra guy they’d picked up who they know…who’s name probably begins with a J but which I maybe slightly promptly forgot. I was the only one with any games on me, so we got Euphoria out (The only Stonemaier Game I got played while there sadly, as I was struggling a bit with confidence to go and introduce random people to them despite having bought them along to show off, a shame really but hey…maybe next time). In any case, I took home the win, having managed to maneuvre favourable trades to myself a few times while building markets, as people are suddenly more willing to do that 3:1 trade when they want to avoid the negative consequences ^^ (I should also note, this is the first time I’ve ever had people trade in a game! It was a nice addition so I hope I can convince other groups to do the same). After Lunch we split as I had to go find another BGG’er to give him Archon =)

Later on, when I decided to go find people again, I ran into a significant hitch that my phone went flat. I spent a considerable while wandering trying to find enough people I knew for games (If I’d just gone and stopped somewhere that wasn’t mind-numbingly hot then I’d have realised I could have just gone to the game-hall and set up Viticulture with a flag for players…duh), past which I came across various individual people I know but never finding a few together (And the individuals were generally on their way somewhere or leaving etc :S). After coming across my friend Greg and finding he was headed to the playtest hall to playtest his upcoming game Wizard Academy, I had one last look around then went to try and join, to find him leaving the hall for some reason while I got distracted by coming across Tim, who I know from a Birmingham games group ‘Bread and Games’.

This turned out to be great opportunity, as he mentioned that there was a copy of Dead of Winter in the trade hall *squeels excitedly* which I was definitely up for giving a shot. We got there right as a game finished, and after a while of looking for someone to show us how to actually play, were able to get started on the game. My survivors were both comically silly, being Sparky the (Wonder) Dog & Iforgothisname the Mall Santa. Unfortunately, we only got one round into the game (Albeit that was enough to get a feel for the core mechanics, and my god has that left my excited about this game!), although we did manage to complete the rounds objective and get a 3rd of the way to the main objective with some lucky rolls on picking up Zombie samples (Plus, my personal objective was 2/3rd complete as I needed 3 survivors to be removed by the time the main one was completed…Although sadly Sparky was one of those 2 that perished, after running around town and killing 3 Zombies in different locations in rapid succession. VERY excited, and very happy I pre-ordered! I went home not long after, as I just wasn’t feeling up to continuing to try and find people for games.

The next day I went in with my girlfriend Grace to have another quick look around. We weren’t there as long, only going in for around lunchtime, but had time to go around all the halls, and for me to pick up money from games sold and finish up sorting the math trade by grabbing Space Cadets: Dice Duel (Can’t wait to play, looks like a lot of fun, but eep 4-8 is a hard count to get ^^). Having sorted that, we headed to the halls to see if we could find a demo or something to get into and play, with the first thing that interested both of us being Hive (Although Grace had a demo of a sort of colour-based chess-style game from ‘Burley Games’, I forget the name, started with a K I think). Hive was a lot of fun, and interested me more than most abstracts, so we picked up a copy of our own (The beautiful tiles helped with the decision ^^). We then headed to the Monarch Suite to see if we could sort out a game of something there.

After a while of looking, we found noone with a ‘looking for players’ flag thing, so we sat on our own and found one to put out to see if we could get a game of Dice Duel in (We wanted to play something I didn’t own really, but as there was noone after players…). No such luck, but while I was putting away the components that I’d had out to look at (And for reading the rules) a guy next to us said hi and I played a quick game of Hive against him (Winning, buaha…I’m sure it won’t last but I’ve won all 3 games so far ^^), before he suggested we could play a game of his. Despite the fact I have my own copy sitting at the post office to be picked up, we were for Boss Monster.

In Boss Monster, players are the head-honcho’s of fantasy dungeons, and work to build up a deadly set of dangerous rooms before attracting adventurers to their doom. Each room has treasure symbols, which make theirs more attractive for specific things (So if you have the most weapons treasure, then a warrior/fighter will probably come to your dungeon). If your dungeon kills the adventurer you get their soul, if they get to the boss…to you, then you take a wound. 5 Wounds and you’re eliminated, 10 Souls and you win. The game seemed to be going fairly evenly, albeit I had more wounds than the others from some early beatings, but I was able to nab a whole slew of adventurers one round by destroying a ‘jackpot’ room which doubled the treasure value of my rooms temporarily. This got me to 8/10 souls, and despite the others catching up over the next couple or roudns (The guy having enough damage to take out any contender and Grace having better things to attract the heroes to her dungeon than me, I was able to eke out a win. Hooray…Seriously though…did we move to another universe, I’ve said ‘I Win’ a scary amount in talking about expo games…the one I didn’t win was one I left early in Oo.

In any case, the expo was a lot of fun, and while I’d have loved to have played many more games, and right into the evening on the Saturday, I struggling to find the confidence this time around, next time I’ll take less stuff or buy a back-pack so I don’t feel quite so demoralised from the heat/exhaustion of carrying stuff all day (Plus I’ll actually eat…My first bite of food was subway when I was leaving on the Saturday). I do hope the Bring + Buy is bigger next time though, as it was particularly cramped, but I sold the last couple of games I have that I don’t want so I can be happy about that!

If anyone gets to this paragraph, thanks for reading! Apologies that I went quiet for a while, but this post should catch me up and I’ll hopefully be back to writing about Halesowen each week now!