Star Trek Fleet Captains


DSCF3775Sticking with my theme of Star Trek games from my last post a couple of weeks ago I thought I’d talk about the latest addition to my gaming collection; Star Trek Fleet Captains by Wizkids.  I came across this game a few weeks ago whilst sailing around aimlessly on the internet, it grabbed my like a well placed tractor beam and I duly sent the appropriate subspace communique and latinum deposit to purchase it.  It came last weekend and like a kid a Christmas I very quickly unwrapped it and started making “pew-pew” phaser noises with my new little ships.

So what’s in the box?  You get everything you need to up to a 4 player game.  You have two fleets; Federation & Klingon, each containing 12 ships.  The Federation come in a grey plastic, the Klingons green.  I have since started painting the miniatures, and so they no longer look like they do in the box, but here’s some pictures.

DSCF3759DSCF3772The Federation fleet consists of a wide variety of vessels all of which should be familiar to fans of the show and are named; Enterprise E, Enterprise A, Excelsior, Voyager, Defiant, Venture, Yosemite, Prometheus, Yeager, Sutherland, Reliant & Equinox.

The Klingon fleet has less variety in the models (as Klingons seem somehow unable to come up with as many ship designs as Humans & Vulcans – must be something to do with all that bloodwine).  But they’re all from the shows; 1 Negh’var, 2 Vor’cha, 4 K’tinga, 3 Birds-of-Prey and 2 Raptors, and are also named from ships in the show – the Negh’var, the Rotarran, the Bortas etc.  Each ship in the game is unique and has its own stats on both a ship card and on its base.  The ship’s stats are Weapons, Sensors, Engines and Shields.  In each case the number is the bonus to a D6 roll that the ship gets, with engines also being how far it moves in game.  The wonderful little Heroclix bases allow you to alter where you allocate power by twisting the bottom of the base around.  Each ship has 12 different power settings with different numbers on each of the 4 stats.  They are also colour coded (blue, white, yellow & red).  Blue is used when cloaked, white for undamaged, yellow when your ship has taken 1 damage and red when your ship has taken 2 damage.  After 3 damage your ship is destroyed.

DSCF3766Each ship also has a stats card with all of the power settings on it.  The card will also have any special rules the ship has (e.g. both the Enterprises have the Nine Lives special rule – when ever it was going to be destroyed roll 2D6 and if you roll a 12 its not destroyed and placed at your command post [deployment zone])  which adds some nice flavour to the game.  The ships also have a Size Stat, and 3 mission stats – Science, Influence and Combat that are used to determine the number & types of missions you get in the game.

In addition to the ships you also get 50 location tiles, 200 command cards, 50 encounter cards, 76 mission cards and a whole bunch of tokens.

So how does the game play?  Well after reading through the rules I have managed to play (and lose) a game.  Your victory goal is to collect victory points (VP) and all players decide before the game starts to the limit from 6-38.  The first player (or team if playing a 4 player game) to reach that number wins. The rules recommend starting off with 10 VP as a standard game.  Once the VP is decided, you then lay out the ‘board’.  This uses the location tiles and are placed out in a hex-board like fashion.  DSCF3776Again the rules recommend a 5×5 pattern for the board.  The tiles are placed face down and are only revealed if when a ship moves to it or scans it from an adjacent tile.  Some tiles have a ‘types’ such as star & planet classes as well as special effects.  They all have a size showing how much movement it takes to cross the tile and an encounter number which is the chance of having an encounter when you first move into the tile.  The encounters are a mix of god and bad events that can happen to your ship.  Some grant you VP if you survive/succeed, others are just one-off events.  Once you’ve placed the tiles you shuffle the Ship Cards and draw ships equal to the VP of the game based upon their Size.  For example the Enterprise E has a Size of 6, whilst the Equinox has a Size of 1.  If you exceed the VP, you replace the card and draw again until you get to the VP.  As said each ship has 3 mission stats; Science, Influence and Combat, and once your fleet is selected you add up all of these to give you a total number of mission cards, then you draw the appropriate number of mission cards to create your mission deck.  You then draw the top 3 mission cards and place them at your command post as your current missions.

DSCF3779Whenever you complete a mission or discard one, draw another.  Completing missions gains you VP (unsurprisingly).  You also gain VP from some encounters and, for the more aggressive players amongst you, you gain 1 VP for each enemy ship you destroy.

Once you’ve sorted out the mission cards you organise your Command Deck.  This deck contains cards that provide your ships with bonuses, or your enemy’s with negatives and can be played as the situation dictates.  This deck contains 40 cards chosen from 10 sub-decks available to each faction.  These sub-decks each contain 10 cards and are themed (Captain Kirk Deck, Klingon High Council Deck, Science of War Deck etc.), so you get to choose 4 sub-decks to make your Command Deck.  You always have 4 cards in your hand, replacing each card when you use one.DSCF3782

Now that that’s the set up out of the way, its game time.  The game uses an ‘I go, you go’ system in which each player can move all of their ships, adjust power once on each of their ships, play command cards and use up to 3 action points.  Actions include cloaking, combat, influence, reinforcement, repair, scan & transporter actions.  The game has a very strategic theme to it.  Due to the size of the board you cannot make a line of ships that your opponent cannot push through, so you really need to think about where your ships go, what power settings you put them on and where to gain influence and build colonies.  Many missions (especially science ones) require you to pass Sensor checks which means you need to put more power in the sensors, but this reduces your shields & weapons, making you move vulnerable to attack.  So you have to think about where you’re going and what you’re doing.  The ships can be grouped into fleets so you can put science vessels with a combat vessel to protect them.  In short, once the game gets going there are a lot of ways to win depending upon your fleet; building starbases, completing missions, turning your opponent’s ships into space dust.  And if you’re annoyed you didn’t get your favourite ship out, when one or yours is destroyed you can replace it with reinforcements.  Cloaking is fun with your ships being replaced by tokens and allowing you to place echoes to fool your opponent.  With the missions being tailored to your ships, each player is going to be after different things and with the abilities of your ships being different, it requires you to take on different gaming styles to win.  This all combines to give the game a lot of replay-ability so you’re not going to get board with it any time soon.

My thoughts on the game…9.5 out of 10.  A fantastic miniatures-board game.  The miniatures are nicely made, with a decent amount of detail and are good reproductions of the ships from Star Trek.  The cards are thick and of a good quality.  The images used on them are taken from all 5 TV series (not including the animated OS) as well as all the films from the Motion Picture to Nemesis.  The game play is fun and creative, not overly complicated yet allowing you to play out different styles & strategies, as well as forcing you to think tactically.  The rule book is nicely made, and the rules themselves are very comprehensive and full of examples, leaving little for uncertainty about what it means.

To be honest this game ticks all of the boxes; its classic sci-fi theme, miniatures that can be painted for those miniature gamers, a changeable board for the board gamers, plenty of strategy, uncertainty as to what your opponent is doing and multiple ways to win.  A game I’d recommend to fans of the show as well as miniature and board gamers alike.  What would I improve upon or like to see different? . . . urm . . . just trying to think of something . . . well for some reason there’s no Captain Sisko card, despite there being Kirk, Picard & Janeway (no Archer I can understand as the game is set more in the NG time), and with Odo & Quark in there.  More expansions.  They’ve done a Romulan one (which I’ll probably get next month), and Wizkids Heroclix already do Cardassian and Dominion ships so it shouldn’t be too difficult to come up with a Cardi/Dom expansion.  My only real disappointment is no Borg . . . guess you can’t have everything. . . that and how they’d work in game I have no idea.  All-in-all worth getting.

6 Inch Move Review: Super Dungeon Explore


As you can probably tell from the dearth of things on the blog recently, the good folks at 6 Inch Move have been rather busy doing lots of things other than gaming. Yes there have things that could be blogged about, however, in the interest of keeping things civil I’ve refrained a lot from posting about how I’ve had to sell my wife and daughter to African organ farmers to afford the latest stuff from “Plastic-crack Peddlers of Nottingham” (TM).

Despite the excitement building up to the release of Dropzone Commander and then 6th edition 40k landing as well things have been very quiet in the gaming halls of the floating citadel. This is a situation that we all would like to correct as gaming is what we do and it’s nice to get together and throw down with some dice from time to time. With that in mind and the rather obvious title of the post here, one can no doubt work out what happened. Due to some rather fantastic aligning of planetary bodies, not to mention sacrificing many delicious virgins, we managed to put together two evenings of gaming over this past weekend.

Super Dungeon Explore has been on my radar for a while now, it’s certainly not the cheapest of boxes which is the primary reason why I’ve not tossed some cash at Soda Pop and grabbed a copy myself. Luckily for me though, nBreaker grabbed the box and its first expansion a while ago and I’ve been itching to try it out and see it it’s as good as it looks.

For those unaware of this particular dungeon-delving delight it’s offered by Soda Pop Miniatures authors of the recent Relic Knights Kickstarter (which due to shortage of funds I couldn’t support myself) and manufacturer of some really nice anime inspired models. Super Dungeon Explore (hereafter shortened to SDE) is a game inspired by Japanese RPGs of old. You can play with up to 5 players and a 6th plays the various dungeon denizens. There are various game boards that you use to construct the dungeon according to how many heroes there are in your party. Between the first expansion and the core game there is a hero for everyone. I’ve managed to play through the game three times over the weekend, trying a different hero each time and I have to say that I love the Rogue. Each hero has their own abilities and stat card and you really benefit off creating a varied party. We tried an all melee party once and it didn’t go so well, but I mainly put that down to Servitob playing as the dungeon and his dice never run cold so we were up against it from the start.

The purpose of the game is to kill the spawn points that allow the dungeon denizens to enter the dungeon and then try to kill you. There is one spawn point per board with the number of boards in play equal to the number of heroes you’re using. As the heroes make kills and get wounded by the bad guys there is a power track that allows the dungeon controller to bring in more stuff per turn or, at certain pre-determined points, spawn a mini-boss and then the main dungeon boss. In the core set, this would be Starfire the Dragon. There are treasure chests to plunder and loot that can be claimed by defeating the nasties assaulting you. Whether playing as a hero or the dungeon there’s stuff for you to get and chances for you to win the game. The dungeon player isn’t just a drone scripted into what he’s doing but a fully functioning player hellbent on the heroes destruction.

Each hero and dungeon nasty has a card that gives it a movement and action value. Movement determines how many squares you can move and action points are there for you to activate abilities or lay the smack down depending on your preference and situation. At the start of each turn one hero rolls off against the dungeon to see who gets to go first, if the hero wins then that hero has to go first, if he loses the dungeon inevitably brings the pain. The dungeon can only activate so much stuff at once before the next hero in line gets to go so you’ve got plenty of opportunity try to clear some trash out before you get swamped. What we did notice is that with a couple of heroes having area-of-effect abilities, these are very nice to have. There are natural choke points that happen in the game and while this quickly accelerates the power metre to spawn the boss it also provides a good way to quickly remove threats, we found them well worth taking if you like those heroes that have it.

In our first game we messed up some of the rules and this left everyone feeling a bit “meh” about it. However, after another read through and some forum trawling our second and third games went much better and everyone enjoyed it with our concerns banished. It takes a couple of hours to get through a 3 player game and it doesn’t take long before your heroes are going back and forth with Kobolds and Dragonlings, kitting themselves out in extra armour and weapons that boost their abilities before daring to try and get rid of the nasty Dragon.

The dice mechanics are nice and simple, providing the chance to heal yourself and others as well as crumping the enemies you face. Each hero has a potion (or two) that they can use either on themselves or others to increase their prowess. It really is worth noting that you want to communicate and act as a team. If people get greedy or selfish, going after treasure chests or over-extending, then the dungeon can really hurt you. In our last game I looted a Resurrection Charm on my Ember Mage. I kept it myself (loot can be handed out around the party) to resurrect another character should they die (we had all died in the previous game). However, what this meant was that the dungeon player *shakes fist at Servitob* sent everything my way as I was, rather stupidly, at the front of things as well. If the heroes play together then they can be really powerful and tough to take down, they are not invincible however.

There are three colours of dice that are used for making attacks or defending from them, as well as being used for various skills. Loot and treasure can boost the number of them you roll as well as giving you extra action points or straight up bonuses to rolls. The mechanics of this are wonderfully simple and very easily picked up. Because you don’t use the same tiles from game to game (you can if you want) and the heroes you use are likely to change (there are no must-take heroes) there is a lot of replayability, especially with someone taking the role of the bad guys, you can rotate that around as you want. The Dragon boss is suitably nasty but can be taken down with co-ordination and planning. It might take a few rounds too. While things seem really simple on the surface when you actually play it and start to think about the game there is a lot of veiled strategy involved with how you do things. Do you wade in and AOE all the bad guys, getting loot quickly but also accelerating the power gauge to bring in bigger and nastier monsters, or clear a path for others of your party to come in and do their thing?

The models for the monsters and heroes themselves are fantastic. Everything is done is a super-deformed chibi style which I really like. nBreaker is doing a good job of getting them painted too so we’ll end up with something that looks as good as it plays by the time they’re finished. If you’re looking for a fun game that doesn’t take itself too seriously and be played in an evening then you could do a lot worse than take a look at SDE, it certainly got a big thumbs up from all of us!

 

Monte Carlo Grand Prix In Miniature – Formula D


The smell of fuel, burning rubber and smoke, the sound of tire squeal and roaring engines, the glamorous semi naked women. But enough about Gribblin’s new place, we were there for some gaming.

Formula D was first to be played. We have played this a few times before and it never fails to bring some excitement to proceedings. This time was no different. ZombiePirate successfully led from pole position for most of the race, with Gribblin and servitob fighting a continued battle for second place. Meanwhile nBreaker cruised along, seeing the sights in last place. ZombiePirate was pushing hard to extend his lead, and exiting Loews on the final lap his tires gave up, lost grip and he spun out. Two corners later after exiting the famous tunnel Gribblin managed to push his car beyond it’s limit and also lost control. nBreaker made his move and by the final corner was in first place. Unluckily for him servitob still had the racing line and clinched a last moment victory in a battle right to the finish line.

Gaming wise it was very close, coming right down to the last throw of the dice which is always a good thing. Formula D is an enjoyable game. It’s pretty simple and straightforward and gets you to make calculated risks within the guise of a racing game. Personally I enjoy it because it requires no metagaming – all the cars are the same, there are no killer lists to devise and no opportunity to win by cheese. In addition it is competitive but not confrontational. By this I mean there are opportunities to win and lose and appropriate gambles to be made but the outcomes rarely affect other gamers in a negative way. Overtaking someone is exciting but doesn’t destroy their car and they have the opportunity to make a comeback. It’s a subtle difference from regular miniatures gaming and one I enjoy. The speed of game setup and tidy-up is an added bonus.

Formula D leagues are not uncommon. Personally I would like to acquire a few more circuits and make something akin to a racing season out of it. I am sure there are opportunities for introducing RPG type elements to tie the races together. Perhaps driver skill, car specifics, pit crew quality and the like. It would depend upon the willingness of other gamers, plus whatever advice can be sought from the internet regarding previous leagues.

Overall, a good game. Any advice? Comments below!

EYES-CREAM! EYES-CREAM!


Today’s post title is a blatant rip-off from one of my favourite blogs Fighting Fantasist; it made me laugh so I thought I’d steal it for my own nefarious purposes. Coop’s blog is great and I hope he doesn’t mind! It is of course a tangential reference to the The Other Nottingham Gaming Company’s upcoming release of Dreadball.

I’ve done some looking about and it seems like it could be quite a bit of fun. Obviously my first port of call was coop’s post mentioned above. Secondly I found some interesting tidbits over at Quirkworthy. I presume that this blogger has something to do with Mantic by the content of posts. From there you can link to some other decent sites at Boardgamegeek and then you can go pre-order it at Kickstarter.

So what’s my ever so non-influential opinion on these wispy morsels of facts and opinions expressed as facts? I think they could be on to something good here. The obvious comparisons with BloodBowl will abound but heck the big BB is one of the Sheriff’s best games full stop. More of the same without the need to buy hundreds of models and then the need to paint hundreds of models is no bad thing. In addition, a game like this is easy to transport and set up. The real selling point for me of games like this such as BloodBowl and Space Hulk and Formula D and the like is that they are played on grids so there’s no abiguity over measuring and distances. The whole experience is so much more precise; and I like that!

Blood Bowl Orcs – Who needs subtlety?


For the second week in a row our popular Wednesday Night Gaming slot resounded to the cheers and jeers of Blood Bowl. We only managed to get in one half’s play due to spending an hour bashing the new Wardex for 40k despite the fact that none of us have seen it yet. Good times!

Once again it was left to Servitob and I to throw down and with the flip of a cardboard token I ended up with the Orcs again, although, in a change from last week, I’d also be kicking off. We used the teams that came with the starter set and at the end of the half Servitob was left with a dugout full of knocked out linemen and blitzers while I had a knocked out thrower, a sent off for fouling Black Orc and a touchdown.

After having spent two weeks now playing with the Orcs I thought I’d offer my insights into the team. If we do get around to running a league the Orcs are what we will see Servitob fielding. In general the Orc lineup isn’t the fastest nor the most agile, however, they have an average strength and above average armour. When you can set up overlapping tackle zones and block assists then they become really good.

Normally Orcs work because they are cheap and you get more of them than your enemy does of his own troops, unfortunately this doesn’t carry over to Blood Bowl as each team can have a max of 11 players on the field at any one time. What will keep you going is that armour, having an average of AV8 across the team means that it will take a roll of 9 or more to get an injury roll and as any of you know, that is greater than the average. In two games I have only had one Lineman get knocked to the dugout through injury and only one Stunned Orc beyond that. In contrast I can almost guarantee at least one stunned result when I block or foul the Humans (my dice seem less cursed too) which takes them out of the game for at least two turns.

You’re not that fast as Orcs although Blitzers are good ball carriers, they have a MA of 6 so are your fastest players and the addition of the Block skill also makes them tough to knock down. If you can get the ball in their hands them can stomp up the field (this is what got me my touchdown last night). In fact, in a league or self-created team you can take up to 4 Blitzers and these would be the first things that I include in a team. They are the most expensive players outside of Trolls and are the same price as Black Orcs. While the Blorcs have better Strength they are slower and have no Skills to start with. While Black Orcs are more likely to hurt their opponent the fact you are missing the Block skill means that you have to settle for push backs when you could get knockdowns and I find this really limits their usefulness when put against the Blitzers. Sure you are pretty much guaranteed to be getting two dice and picking the one you want even on defensive blocks but most teams will just try to dodge out the way and ignore his tackle zone. With a lowly MA of 4 he’s not going to be running players down either. Ideally they’d need some skills before becoming useful at all hence why I’d be more likely going for Blitzers.

Linemen are obviously the bread and butter of any team. They have an average stat line with decent armour, they are best used in pairs to assist blocks against the opponent or as rush protection for a ball carrier. Even if they do get knocked down their AV8 should save them from getting injured more often than not. They are cheap too and will fill out a list after you’ve taken the various positional players you want to start your team with to get the tasty skill rolls. Orc Linemen can do some damage, especially against low Strength or lightly armoured opponents. I’d make sure at least one of them is putting the boot in on a downed opponent on a turn as the loss of one won’t really hurt you all that much and the potential to take an opposing team member out of the game or impact them in a league can be more beneficial in the long run.

Throwers are the last of the team players I will talk about as we’ve not used Goblins nor Trolls as of yet. To be honest, in the two games so far they haven’t really done a lot. On receiving a kick off they can be quite useful as you can grab the ball and then move into a decent position to hopefully get the ball to one of your Blitzers who can charge through the line of your opponent and make a run for the end zone. There are two in the starting teams but I’d be tempted to drop this to one. Generally he’s not going to be holding the ball for that long so if your defence is solid he shouldn’t be taking too many hits. If he doesn’t have the ball then there is no sense blitzing or blocking him as you want to position your own players to receive the football in the half of the field likely to include the thrower. The Pass skill is really what you are paying for here as that re-roll is going to be useful for helping your average AG Blitzers to make the catch (and also saving the team re-roll to make sure you do catch it!).

So, there you have it, a brief rundown about how I feel about the Orc lineup. I’m not a Blood Bowl expert but these are my thoughts after running with them and seeing what they can do.

Blood Bowl & Wednesday Night Gaming


IN what has now become a firm fixture in the 6 Inch Move gaming calendar we descended upon the Servitob wing of the floating citadel (recently upgraded with a spiffy new conservatory) for some Wednesday night gaming action.

As you can see from the cunningly placed image and post title last night was a foray into the Warhammer Fantasy world with one of GW’s stand out games from the mid nineties. Blood Bowl, for those too young to remember it, was a game encompassing most of the Fantasy races and took the form of a corrupted American Football game. The rules replicate passing, rushing and ferocious, bone-crunching tackles, that, in true Warhammer style, may mean more than a quick exit to the showers, where morticians are in greater demand that physicians.

We played with all the rules from the Core box, although I do have the Death Zone expansion waiting for later. We also used the plastic teams that came with this set. The usual suspects for the night’s entertainment were myself, our host Servitob and “no longer really qualifies as a gaming noob” nBreaker. I played referee for the first half and let the other two have at it. Servitob took the Humans while nBreaker took the Orcs.

The first half was actually rather tame as the two teams squared off, Servitob kicked off the half and the ball landed deep in the Orcs backfield where it was retrieved by a Lineman. The Humans blitzed, the ball came loose and they ran it into the end zone to open the scoring. The Humans then kicked off, this time the ball was picked up by an Orc Thrower, the Orcs on the line of scrimmage then did an awesome job of beating down their Human opponents to open up a rushing lane and the Thrower basically ran the length of the field and into the end zone. All square at the half!

In the second half nBreaker relinquished control of the Orcs to me. I stacked the line of scrimmage with as many Orcs as I could and left the secondary as purely the two Orc Throwers. Servitob used some nice positional play to open up one of his catchers to receive a throw at max range. Being the flukey bugger that he is he rolled the hard six needed for the pass to be accurate, The catcher grabbed the ball deftly out of the air.

What the poor catcher didn’t count on was a blitzing Orc Thrower that pushed the Human off the field and straight into the dugout. In following turns the Thrower picked up the ball while a Lineman made his way into the opponents half of the field. At this point my Offensive line of Blitzers and Black Orcs was pummeling Humans into the ground with a massive rate of success, this allowed me to get my thrower in position who chucked a pass to the Lineman who ran it into the end zone for the Orcs second touchdown. With only two turns left to go we finished the game as there was no chance for the Humans to get the ball and run it, not even if they’d have tried something similar to an on-side kick.

All in all a fun time was had and the league rules might come out in the future.

What is good about Blood Bowl is that the rules are very simple but leave a lot open to player strategy. You have one of four actions that each player can take in a turn, Move, Block, Pass and Blitz. Only one player per team turn can make a Pass or a Blitz (blitz combines a move and a block) which means you really have to think about what each member of your team is going to do and what impact that will have when the game goes to your opponents turn. Each half is a maximum of 8 turns and while that may seem like a lot there are many actions which cause a turnover so you might find that if you start off the turn with a Block that goes badly all of a sudden your opponent is having his go and you are out of position, so planning your turn is paramount.

Even with the fact we were checking on a lot of the rules (I’d read them through but as anyone knows that’s no substitute for actually playing) the game was pretty swift. It’s great that something that is almost 20 years old still plays so well and with no disputes about how things work. I know it has a huge following online and there are a number of companies who produce models for the same kind of games elsewhere. It’s certainly a solid game and I look forward to getting Gribblin and Carabus into a game soon. For our regular mid-week session this game seems solid to fill those few hours.

It gets a big Two Thumbs Fresh from this undead buccaneer!

Formula D


Do you suffer from army list writing fatigue? Does game imbalance bother you? Are your wrists tired from rolling bucketloads of dice to shoot, stab and wound your opponent? Are those elves starting to get on your nerves?

Then what you need is Formula D – The game of manly motorsport! What could be more studly than pretending to drive a little plastic car around maps of world famous racetracks? Impress your friends as you manage to stop the required number of times in the corners without making your little car spin out and catch fire! Pick up babes as you hit maximum speed and actually roll an entire D30! Watch the girls swoon as you make a pretend pit stop and move your damage markers about!

Seriously though, Formula D is a good fun little game when you just want to have a non-confrontational, balanced and easy pick up and play gaming session. Strategy and luck both play a part, but the races seem to be pretty close with our experience so far being that the race comes down to the last die roll every time. If you like the sound of it then go check it out!

WARNING: Attempting to drive a real car with dice can be hazardous. The publisher accepts no responsibility for involuntary vroom vroom noises made during play. Buying a sports car and driving fast will not solve your midlife crisis. Always wear a seat belt.

Exit Planet Dust


You know, we here at 6 Inch Move don’t just play 40k. Honest. And as if to disprove spurious allegations ZombiePirate attended our last gaming session clutching a brand new box of Dust. Not of the fairy type, but the Fantasy Flight board game type.

Soon enough we had opened the box, perused the instructions then ZombiePirate, nBreaker and servitob got down to some serious cake eating, as is becoming the norm now at all gaming sessions. Wiping away crumbs and chocolate we set up our inaugral game.

Dust is essentially a sci-fi world wide strategy game set around the time of the second world war. You build units and conquer the globe, capturing the all important alien power reserves on the way. For those of you who have played the much venerated Axis & Allies board game this will be familiar territory (except the alien bits), it’s essentially Axis & Allies in an alternate dimension.

Unlike the great Axis & Allies however, Dust does not require that five people sit around a table for two weeks to reach a conclusion. Every game’s startup is different, and points are scored for territory, cities and power sources in your possesion. Score enough points and you win the game. It’s pedal to the metal strategy combat stuff, sitting on your empire’s resources for any length of time is a sure way to invite defeat. Turns are brisk, with cards deciding how many actions you can perform in your turn. You’ve got to build, move and fight fast with vast armies to conquer the resources, or at least knock your opponents into submission to lower their score.

Overall, Dust is a good game. Risk for speed freaks. Axis & Allies for people with short attention spans.

More Dice Voodoo At The Church Of Gaming


Thursday evening saw the 6InchMove team head to their latest addition of the floating citadel to talk more smack, throw more dice and drink more DPZ. Fortunately, the Co-op had a buy one get one free offer on DPZ. Unfortunately that meant that they had sold out, so we were reduced to drinking Pepsi of the Max variety.

The gaming commenced with War Of The Ring, the much mocked yet well dressed elvish handbag collectors of Gribblin taking on the might of ZombiePirate’s Fallen Realms.

Cunning use of mobile fortifications

It was a close match that went down to pretty much the last throw of the dice, but as Dark Helmet carefully noted in Spaceballs: “Evil will always triumph because good is dumb.”, the lads from the Fallen Realms won the day. To be fair though, there was no dumbness here as both players are getting their tactics for playing this excellent game correct.

Start Of The Final Turn

Death Angel

Following War Of The Ring, we all settled down for a game of Death Angel, the card game based on Space Hulk. Personally, I really enjoy this game, almost to the extent that I enjoy Space Hulk. Honestly! Yes, they are two different beasts but Death Angel is far more straightforward at least from a logistical point of view and still retains the edge of tension and the much cliched “a moment to learn, a lifetime to master” type feeling of the original.