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    RPGs and the best of the rest, has to be interesting though these days to get a look in.
    Board games - dungeon crawlers or anything good for solo play.
    Reading history, fiction in translation, science fiction or more or less anything if stuck on the proverbial Desert Island.
    Tennis for 2 weeks a year.
    Football and in particular supporting Arsenal & Sutton Utd.

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  1. I dunno, I reckon it was well paced and the crafting was at least semi realistic. Admittedly highly visible crafting benches break immersion. Also I usually hate bosses but these are puzzle based and pretty easy once you grock the answer.
  2. Anno Domini 1666 - this is a really interesting game, very chewy and reminding me in places of Sword & Sorcery, despite not really having anything at all in common with that. It’s set in an alternate Vienna of that era with (I imagine) accurate clothing and weaponry, albeit also with supernatural elements, particularly with some of the non-core factions. It’s largely a 2 player game, although there are 4 longer scenarios included for One versus 2-3 players. Each player picks a Faction to start with and is assigned the colour red or blue; they then draft additional non faction specific characters such as mercenaries and civilians to complete their Band according to the scenario. Below follows details of the mechanics with no true spoilers, but, warning, the post is lengthy! Suffice to say the randomness and depth of characterisation in this will keep me engaged for ages. There are also 4 larger scenarios where the full drafting mechanism comes into play as you play with bigger Bands and will have cash available to spend for more gear etc - unfortunately these seem to include a secret objective on one side so may not be suitable for solo play. Finally there is also a campaign element which links together a number of the simple scenarios and I will certainly be up for that. Photos - toward the end of scenario 1 where Porthos is attempting to escape with a letter Details of the characters chosen for one try at Scenario 2 The conclusion of Scenario 3 - scavenging for a diamond ring. The red team thief had retrieved the ring but was exposed and later backstabbed by the blue scoundral. Wolodyjowski however retrieved the ring and that was that ended up being that because so many characters were shooting in this run.
  3. Just pleased this is getting more exposure whether via Game pass or the Edge 8 (Eight) review.
  4. Maybe I've been too harsh on Arkham Horror on a more casual level. It's probably worth a punt on the starter pack for 2 players bearing in mind you can always sell if it doesn't appeal.
  5. No, I don't like this one. It's not terrible, lots of other folk here really enjoy it, and it will feature on most recommended game lists for solo play, but the pricing model is egregious, particularly given how many individual episodes contribute to each adventure. Also the packaging is poor which means you either tip everything into a bigger box and can't separate it out easily later on, or you have to buy or make some alternative storage solution (this is cynically exploited by the "return to" series of releases which offer card storage solutions). I've also also come to realise that basic deck builders just don't appeal to me. Of this general type of game I prefer Adventuria which is RPG based and thus offers levelling up of characters, and for which even small expansions are housed in sturdy German boxes (you get a bit obsessed with boxes if you get seriously addicted to this hobby because good ones can always be repurposed). I was going to come on here and say that anyone thinking of picking up the King's Dilemma might want to move fast because SUASD are in the process of creating a very positive review, but it already seems sold out in the UK . I also need to post about Anno Domino 1666 which is extraordinary.
  6. In what sense disappointing? I thought it added another dimension to the universe in relation to the moths in particular, although probably book 2 is the best of the bunch. The coda in the short story collection is also worth a read.
  7. One of my very long outstanding KS has arrived - Anno Domini 1666. This is well outside my normal "comfort zone" for games since it is a fantastically detailed card driven period (sort of, not strictly because of fantastical elements) 2P war-game with incredibly detailed character sheets and miniatures. The Polish team responsible have taken some stick for fulfilling Polish orders first and selling units at conventions but there isn't the same bad taste as with Unbroken. Also, they have taken on the whole packing and distribution task which is immense with something this size - I have no idea if this has would have proved cost effective for them compared to using one of the usual distribution agents. Speaking of cost effectiveness, I'm compiling a spreadsheet of KS costs since I got the bug big time in April 2018 . Not co-incidentally, I'll be looking to move some games on shortly.
  8. It does throw you immediately into the deep end admittedly, but then again so does the likes of Dune.
  9. Are there no Yoon Ha Lee fans here?. I've just finished his trilogy and the short story collection (don't read beforehand since it includes a post script novella). Highly recommended for space opera buffs who don't usually go for military sci-fi. Initially you think its going to be all really high concept and unintelligible stuff but it isn't really like that despite concepts like calendrical warfare and so on - like all stories it focuses on individual characters and their development, even if one of the key players is an indestructible non human revenant by the end. A bit like a more camp version of Iain Banks too in places. Cordwainer Smith is also cited as a reference point and I'll add a re-read of The Rediscovery of Man to my long list.
  10. Been playing this all weekend, it's brilliant and exactly what I was looking for - a way to breathe new life into the game. It's fairly short as a campaign goes, but once done you can jump straight into a one-off game with whatever modules from the campaign you enjoy most. It also really highlights the strength and flexibiity of the scoring system - the winner of the greatest number of games (Nordic Kingdoms) was by no means the overall campaign winner . I really liked [mid strength spoilers] Finally, the content just about fits into the main box, always a bonus here (I don't have the other two expansions although they would be more tempting now if on sale).
  11. Brilliant result for you. Seems to happen quite often in this league - an unfancied side getting a surprisingly good away result.
  12. Yes they are, so thats something. Poor 0-0 draw v a nasty fouling time wasting Solihull side with a weak referee. Resulted in 3 rucks at the end of the game. We created no real goal chances and they blasted at least 4 balls over the stand behind the goal. Only 10 points required now to stay up.
  13. We haven't had a home match for 3 weeks and now another gap is opening up in February owing to FAT fixture arrangements. Our bizarre but hugely enjoyable purple patch over the holiday period - 4 wins on the trot with an aggregate score of 14-5, including some absolutely scintillating stuff ("South London Brazil"), has clearly come to an end with zero goals for in the last 2 away fixtures. Hopefully we can keep a little distance now from the bottom clubs - Chorley and Ebbsfleet do indeed begin to look detached and others have been sucked into the quagmire, so all being well my pre season prediction will turn out to have been stunningly prescient. We have signed a new centre half, Coby Rowe, from Haringey to fill the gap in the squad left by skipperJamie Collin's retirement. I hope our 2 loan signings - Louis John and Nik Tzanev - are here for the rest of the season since they have really helped steady the ship defensively.
  14. I'm playing two puzzles after the Gloomhaven marathon. More on Isle of Cats (KS) later. For now, let's talk Sanctum. Superficially known as the Diablo board game, on account of the big fiery demon on the box cover, but that's a little misleading. It isn't really a hash and slash game at all, rather a puzzle to be solved. You pick one of 4 character classes (as a soloist play any 2), and the aim is to get your dude(s) levelled up and equipped to face a big boss battle at the end of the game. To do this you have to move along a number of boards (depending on player count), laying out and picking up demons onto your board to fight when you feel strong enough to do - you defeat them through dice rolls. Once defeated they yield an item of gear which may be equipped on resting, provided you have the necessary gems to do so. Where do the gems come from? From your skill table - defeating a L2 green demon will allow you to move 2 green gems up one space each, or 1 green gem two spaces. Once the gems reach the top of the skill table they are available to use. If any skill card or tile is cleared of gems it is removed and used to improve your character. In any one game you won't be able to obtain all of your skills - maybe 6 or 7 out of 9 would be good going. Unfortunately you don't have complete discretion as to which demons to fight - other players moving ahead of you could select ones you have an eye on. Equally, for those of the preferred colour, some might yield items you already have. All gear will either give you one or more of blocking capability, attack dice manipulation (both utilised by placing stamina or manna tokens on the item) and stamina / manna enhancements. After a number of these fights and rest actions, one player will arrive at the walls of the cathedral and lay out a final bunch of lesser demon cards. Once his selection of these have been defeated a player will advance to precipitate the final boss battle and others have only 1 more turn before they must catch up. The demon then does the jaws opening and fire blowing thing which is represented here by each player facing a choice of one out of two bad things happening 2-4 times, (depending on how long players took to advance), and then it's (largely*) down to the individual battles - 9 demon cards must be defeated in sequence with all the undefeated cards attacking each turn (hence the need for blocking capability). The demon's attacks are represented by the face down cards which again require an either/or decision, one of those resulting in a loss of health, and their attack power varies from 1-3 but they don't come into play until you progress onto them. Anyone who survives this succeeds, and if multiple characters do, the overall winner is the one with the highest remaining health. There is no co-opearative element whatsoever. If there is a higher player count the number of journey boards increases but that is the only difference, but there is definitely a speed element at work - fastest to achieve certain steps results in a "blessing" - an item which may be used in the final battle. * the demon attacks each player in-between battle rounds, the number of times dependent on the difficulty level, starting with just the first two breaks - these attacks force players to give up some advantage or to lose a point of health The fascinating thing is working out which skills to go for and which gear to equip - whether to specialise in one's main colour or diversify. I won my first game today playing as the rogue (and the mage was a single throw away from success too). The rogue has a greater number of white gems, which are wild, he can equip an additional potion and he can steal a L3 gear item early on -> possibly the most straightforward class to play. First photo is an earlier game in play whilst skills are still being developed, the second just before the individual final battles when the miniatures will move onto the demon cards and move L to R.
  15. U wot mate? There is a dedicated thread with lots of rats in the title thereof...... Seriously, brilliant news, don't expect revelatory game play, just a great story and a really satisfying mechanical progression.
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