When I finish this column, I have two remaining columns of 2014. Of course, there will be a wrap up one (or two) in 2015 since there could be a last minute game or two if things don’t go as planned. I sadly talked about Magic and Car Wars in the previous column, but did not get either of those games completed. The first, Magic: the Gathering, will probably not be played until the following week so that won’t be until the final column in 2014. The second, Car Wars, didn’t get played since I have that ready for an arena combat per my friends and due to sickness only had two players for game night. If I would have made the scenario be a convoy attack or a raid a two-player game of Car Wars would have worked, but an arena battle with two players would be a bit on the boring side. I hope to get that one done this week, but since we might have a complete group, there are other games that might and even should take the forefront!
As I noted before, an illness had us down to two people for our gaming this week. As such, the first game played was Killball. My friend had bought this game at Gencon for around 15 dollars. It is a pretty simple game involving a simple percentile system in order to hit your opponents, dodge an attack or throw the ball. The weird thing about this game is that your player’s turn order is set when you set up your figures on the first turn. That order lasts through the entire game, which is definitely an interesting mechanic. I will say that if a player gets a decapitated, you can score with the head (odd, but certainly funny). It reminds me of a video game that I played when I was a kid called Cyberball 2020 where you played a game of American football with robots.
The second game of the week and the only game from the list was Heroscape. This game was created by Hasbro back in 2004 and was a non-collectable miniature game. It even came complete with plastic interlocking, stacking hex terrain tiles. There were at least two base games and a number of expansions. Game play was fairly straight forward, but with all the characters and their special abilities could make for a fairly complex game. Character cards were either units (with multiple figures) or solo/heroes.
A round consisted of the following phases: each player places their 4 action tokens (numbered 1 to 3 and one that is a fake action – the ‘X’) on their character cards – more than one active token can be placed on a card if desired. Next, a d20 is rolled for initiative for each player. The winner of the die roll, takes the first turn with the action token 1 getting to move the hero/unit a number of spaces equal to their movement value followed by an attack. Movement up hills costs additional movement and a water hex stops your movement. An attack is an opposed die roll with the attacker rolling a number of dice equal to their attack looking for skulls where the defender rolls dice equal to their defense (shocking, I admit) looking for shields. The difference is the amount of damage the defender takes. Most heroes have multiple hit point where most units have a single hit point. Game continues until the final turn in a scenario or one side has no remaining characters on the board.
My plastic terrain is a bit brittle in places, but the game itself is pretty cool (we had a great time playing it honestly). I wished I had bought more into the actual game then just wanting the game for the hex terrain.
I must admit that I am really flying through this column tonight since I headed to a friend’s house to play a couple of games of Sons of Anarchy tonight. We played the unleaded (the basic game) twice, but both games were really close (between 1 and 3 dollars). It was a great game night even though I didn’t win either of them.
Until next time – Play a Game!