Category: Uncategorized

28mm Rural Shack Terrain

Picked up a copy of County Road Z (CRZ) on a whim and now full of piss and vinegar to do some zombie games. Much of my terrain for 28mm is urban buildings and such for Zona Alfa. While a few ruins look ok, thought I’d need some intact structures for my table too. I ran across Atomic Laser Cut Designs and really liked some of the stuff they have for zombie games. Their shotgun shack looked perfect for CRZ.

The kit comes flat packed. And the MDF sections were pretty easy to pop out from the sheets.

The doors are a pretty clever design. There is a hole in the main floor, and top sections that fit into the door frame. Since the doors have tabs on them, this makes a kind of anchor point for the doors so that they swing freely, but stay firmly in place.

I will grumble some. While there are no instructions, the kit is still pretty intuitive to assemble. However I found the foundation section was a bit of a puzzle. There are protruding parts of the foundation that stick out for the front porch and back deck. Make sure you place the foundation section that has a tab cut out facing the rear of the building. This allows a smaller section that fits in that slot, serving as a base for the rear deck.

The structure walls are easy to drop in. Mind you the upper door sections can be a tight wiggle to place, but doable. Overall the pieces fit well and didn’t need any sanding. Pretty much fit into slots with no fuss.

The roof is designed to fit in two sections. One for the main building and another that fits over the porch. It’s nice to be able to take off the porch roof, but the main roof design has a little overhang. Found it best to remove the main roof first and then pull off the porch roof if needed.

Overall the scale looks right on target for 28mm. I’ve plopped down a Reaper Miniature to give some idea of scale. The building also has window frames that add more texture to the outer walls. I was just so excited to take pics, I started doing so and forgot to put them on when I snapped some photos. Overall, happy to have picked this up and having a playable interior is just icing on the terrain cake. Great kit for 28mm wargaming.

Review: Final Girl

From Van Ryder Games, Final Girl is a solo board game that plays out your typical slasher horror movie. Pursued by a relentless killer, you try to save others, scramble to find weapons, and prepare for the eventual showdown against your murderous hunter. From my understanding the original game design was released as Hostage Negotiator, where you played a law enforcement agent trying to match wits against an unhinged criminal. The design was tweaked and updated to fit within the slasher flick theme and functions as a deck builder game with task resolution using dice. The overall objective is to win by killing the murderer before they kill you.

Each game revolves around a specific scenario with a small board of several linked locations and numerous tokens representing victims, the murderer, and you as the final girl. The different pieces are all assigned to specific spots based on the scenario setup. You have a semi-circular sectioned player board that marks time for each round, and includes a separate track to indicate the horror level. A set of initial cards for various actions form your starting deck, with other, more powerful cards in a pool you can draft from. Card actions range from allowing to move between board locations, search areas for items to help, a weak attack against the killer, or a means to heal or manage time for your turn.

As a general turn overview, you start in the action phase playing cards to attempt doing something, and continue playing cards until you run out the time track (or decide to stop). You then may purchase cards using any remaining time from the action phase up to a maximum hand size of 10. Then the scenario will potentially have some random event followed up by the killer moving and attacking victims or trying to kill the final girl.

To play a card requires time. The initial cards you start with will always cost zero time (and are essentially free actions). In order to succeed at an action you roll dice dependent on the current horror level ranging from a terrifying situation using only 1 die, to a more prepared and focused situation allowing you to roll 3 dice. A die result can either be a success, a failure, or a success if the player discards 2 cards. So generally you’ve got a 1 in 3 chance of rolling successfully with better odds if discarding cards, and obviously, the more dice you roll, the better your chances. Each action card ranges from obtaining 2 or more successes resulting in doing the action with no penalties, a partial success (one) allowing you to do the action but hindered in some way, or failing outright which will use up time, increase the horror level, take damage, or possibly allow the killer to move and/or attack.

You as the final girl are trying to move from one section of the board to another, biding your time. When moving you can take up to two victim tokens along with you. Get to specific exit areas, you can save them, getting them to escape the crazed killer. Each victim you save gives you a small boost like increasing time, raising the horror level, getting a free action card, etc. Conversely as the killer slays victims their bloodlust increases and they will get more powerful, moving farther with each action, and doing more damage with each attack. So a key strategy is to try and rescue as many people as you can before trying to slay the killer. 

Additionally you can hold and carry a certain number of equipment cards. These can replenish health, act as weapons to bolster your attacks, or other effects which can help you manage time/horror during your turn. You’ll need those cards as combat can be brutal. In order to attack you must play specific action cards that will do a variable amount of damage. On the flip side the killer will do a varying number of attacks and damage depending on their state of bloodlust. Each attack will kill a victim, while attacks against the final girl remove counters from your health pool. Lose all your health from your pool, typically you’ll die outright and lose. The final girl is trying to do the same against the killer, but unfortunately their health pools are typically twice the amount of yours.

That’s generally the game. However, the nuances with managing time and the decisions on how to choose cards for the following turn, as well as what cards to play in your hand, is what makes the game. At the heart of it you are trying to manage time and act efficiently during your turn. Cards used during your turn cannot be available to replenish your deck until the following turn (effectively they go into a separate discard pile). So if you plow through all of your cheap zero action cards, as you acquire cards for the following turn those can’t be purchased. 

There are actions that will provide stunningly powerful attacks, or really alter the horror/time level to give you a breather but the cost in time to purchase and play them is high. Additionally you can mitigate the randomness of the dice by discarding cards from your hand. Those cards thrown away can allow you to do a critical action, but they won’t be available next turn, creating delicious conundrums on effective choices for what cards to play or discard. All while you are trying to balance out how much time to use doing actions or instead spend buying cards for your next turn.

Further, you can plan out your next turn only so much. Each turn there is a random game event that might allow the killer to do an extra move or alter the time and/or horror tracks. Additionally your victim tokens aren’t in static positions. If they end up in the same space as a killer and a victim is slain, they will scatter randomly to different locations. It can be like herding cats at times for the final girl to get them to safety. 

Layered onto this is a surprising amount of scenario variability adding to replay. While the board locations are static, setup can be one of many random options. There are more item cards than locations available. Only a limited number of cards for terror effects from a larger set are used each game, resulting in different events and a varied overall tempo with each play. Lastly the game has several modular elements which can be mixed freely. Most scenarios have particular rules and specific events associated with them. Each killer will have some random powers and event cards that are also thrown into the scenario deck. Further, each final girl has a special ability once they save a particular number of victims. This part of the game design is immensely enjoyable as you can end up with some wild combinations of locations, killers, and final girls to play. 

The Good – Final Girl is a challenging solo game. It has some randomness that can lead to unpredictable results but can be mitigated some. Managing time to allocate enough resources to obtain effective cards, while balancing what cards to use in order to be effective turn after turn is also an enjoyable challenge. It does offer an engaging experience. Additionally the product design is wonderful. Some of the game bits like the tokens are rather bare bones, but the overall design of the player boards, icons, and art adds to the game immensely.

The Bad – The game can run into a wall of randomness that can result in wildly different play experiences. Sometimes you get a chain of random events and die rolls that spiral into a quick game loss. And rarely, there will be a few games with a series of fortunate events that allow you to comfortably cruise to victory. The later part of the game can have the tension drift somewhat towards more mechanical play as you just try to whittle down a killer’s health, playing the numbers game to ward off enough attacks to survive their assault. The buy in is rather odd as you need a core set, and then an additional setting expansion to actually play the game, and it seems that not all expansions fit everyone’s tastes with some feeling a little more fleshed out that others.

The Verdict – Final Girl is a wonderful solo game. The balance of managing time, and deciding what cards to play or retain in order to plan out future turns, while being effective for the current turn is a fun challenge. It also does capture that feeling of dread and tension. Each hapless victim results in the killer becoming more and more an unstoppable force. And the pressure of keeping the horror level low enough to be relatively successful at actions adds to this feeling of dread, as there is this steady push to ramp up the horror level. Throw in those occasional highs of a wildly successful action, stumbling across some needed weapon to take the fight to the killer, it all just makes for a great experience that hits the right notes of those slasher films.

Attached to the game play is stellar design and art. The game boxes are cleverly designed to serve as scenario maps and killer boards with the overall product looking like a video cassette box. And this is what takes it over the top for me, every expansion dips heavily into horror movie tropes. Some take place in a remote summer camp with an unstoppable killer. Another is your typical suburban neighborhood, with an elusive hunter that can only be killed in the final girl’s dreams. While a different expansion is at a remote Antarctic outpost, with the final girl having to first determine which victim is secretly a doppelganger monster hiding among them.  

Even better is that every scenario, killer, and final girl can be cobbled together with other expansions to make your own customized game. Got a scenario down enough able to figure out the tempo of horror events making overall play predictable? Throw in a different killer and it scrambles that experience for you. It’s an immensely clever design resulting in a lot of replayability. 

I would say one slight is Final Girl does lean towards making a few purchases to get the most out of it. You’ll probably get a fair amount of play out of the core set and a single expansion, but having 2 or 3 more on hand will likely allow for more interesting options. Another ding is that not all expansions are created equal. Just about all of them draw from a particular horror movie theme, with some being more successful than others. Camp Happy trails is serviceable, but there are no special rules making it as generic of a slasher film setting as there is. While events, gear, and setups are certainly something you’ve seen in those type of horror movies before, you might find it more enjoyable to delve into other expansions with unique rules. 

Regardless, as a solo game Final Girl is great. And certainly a must buy if horror movies are in your wheelhouse. 

Turn 3: 5 Leagues from the Borderlands

After several days of rest and small excursions to explore the area, the Torchbearers heard of a foul camp nearby that looked to be the jumping off point for raids from a warring enemy. As they crept towards the camp, it appeared to be an old ruined temple. Dark energies emanated from within and gibbering fiends, crazed with bloodlust, sat nearby. The humans seemed to have been driven mad, more animal than man. The Torchbearers worked their way to the edge of dense woods but a stick cracked under the foot of Zane, warning the raiders of intruders and they scrambled towards the party.

Unnerved by the relentless speed and screeching of the madmen, both Zane and Teller shot wide. Takari and her companions waded in and managed to slay one, while the others rapidly filled their ranks.

Zane managed to severely wound one as Teller failed to land any arrows. Druuna fended off another while more babbling fiends drew closer. Takari, Karl, and Corben made quick work of others, and the slain men weakened the resolve of one, which routed from the field.

The Torchbearers continued their melee killing more of the madmen. Corben suffered a wound but kept to his feet. Teller landed an arrow through the thigh of another, but it only brought it into a frenzy, staying in the fight.

Zane and Teller peppered the last few remaining enemies, while Karl the Inquisitor landed a fatal blow on a wounded fiend. The Torchbearers stood breathing heavily taking stock of the slain around them. The company held the field victorious.

Photo Frame Dice Tray

I decided to bling out my wargaming some and spare the surface of my gaming table by getting a dice tray. I avoided the pre-made options out there and thought about making my own. Granted my woodworking skills are horrible, so I considered photo frames. Sadly many out there are beveled but don’t quite have the depth I was looking for, that is until I went to my local Ikea.

It seems that Ikea now offers some recessed photo frames that would work perfect for dice trays. There are two in particular that seemed to be ideal, the SANNAHED and VÄSTANHED. I picked up the SANNAHED as I liked the square shape. Both are pretty cheap, about $6.

I carefully pulled off the hanging frame tab and folding stand, both of which came off the MDF base quite easily. There is a matt board along with a thin acrylic sheet. I tried using it without changing out the acrylic sheet but found the surface almost too slick. Using D6s with rounded edges, some would spin a while before rolling to a side. I ended up pulling that out and went a step further putting some felt on the backboard.

Attaching the felt was an easy affair. I used a copious amount of PVA glue on the backboard and placed it flat on a piece of oversized felt. With several heavy books stacked on the backboard, after leaving it overnight I got the felt adhered securely with a nice even surface. A simple trim of the excess felt, putting the backboard into the frame, I got my new dice tray. All it took was a swing by Ikea, a trip to the craft shop, and about $7 for a great little dice tray.

11 years is a long time.

Blogging was all the rage and jumping into 4E DnD certainly got me excited enough to share my experience. I had stopped playing RPGs for a long while. I drifted to board games and miniature wargames over the years in college (something I still play pretty regularly today). So a new edition of the RPG that got me into the hobby in the early 80s was certainly something to spark that interest again.

It seems that the gaming social media environment has moved on though. I’ve particularly noticed that podcasts and videos are what really captures folks. Gaming blogs of the written word are sort of old fashioned. I’m certainly one following the trend, as I just don’t seem to scroll through my blog feeds as much.

Where does that leave me? Likely not blogging much at all. For the past year it’s been pretty much on autopilot. I’ve enjoyed throwing together Saturday Gaming Spark, an inspirational image with some accompanying text to offer ideas of an adventure or fluff to fill out a GM’s world. That’s pretty much what’s been the content I’ve been regularly putting out.

The blog will still be around. I will once in a blue moon post something. But I expect that this blog will go silent for long spurts. It’s been fun. Time to think about other stuff to throw my creative efforts into.

Boardgaming in Korea: First Alleyway

Over the years I’ve covered a lot of board game shops and board game cafes in Seoul but I’d be remiss to not mention my hometown, Gwangju. For several years now there has been a local haunt for tabletop folks at an eatery, The First Alleyway. This isn’t a place that sells any games or gaming supplies. It’s a full up restaurant. However you’ll find it’s a place open to folks playing games at the establishment.

AlleywayA

The place is well lit with several tables that can handle 4 people spaciously, or smaller tables for couples that can be shifted around to accommodate larger groups. While it doesn’t sell board games, there is a decent selection of games on hand. The choices lean towards lighter fare like King of Tokyo, Smallworld, Settlers of Catan, and Ticket to Ride, but a few meaty games like Dominion can be found too.

Just one of the various game shelves throughout the place.

Just one of the various game shelves throughout the place.

The policy of the place for playing games is relaxed. As long as people are buying food and drinks, the owner is open to people playing games at the tables. However on some packed nights during the early evening rush, they might gently ask some folks to move over to tables by the bar if people are more inclined to be just drinking coffee and water.

The interesting news for the place is that the second floor of the building will be open soon exclusively for gaming. A handful of tables will be set up, along with a more extensive game library including RPGs and classic hex and counter wargames (the owner has a soft spot for ASL). There is also a larger table set up for miniature wargaming along with another room that will be host for workbenches if people need some dedicated space for painting.

Now I’ve focused on the gaming potential of First Alleyway which is possible here, but understand you are playing at a public restaurant, so expect all the limitations and issues that come with that. But there are also some major plusses in the manner of craft beers and great western food. A staple selection of hamburgers, (real) pizza, sandwiches, and salads can be found on the menu. Not to mention a variety of offerings for the classic Canadian comfort food, poutine. The place also has a full bar with staff more learned in the art of pouring cocktails than some other places in the city. And their selection of beer is top notch.

AlleywayB

Its location and more info can be found on their facebook page. Gwangju is known for its Korean food. If you ever visit Korea, you are doing a disservice to yourself not to eat local. Yet if spending some time in Korea you might eventually have a hankering for something a little closer to home, and this restaurant certainly fits the bill. However if you are keen on checking out the local gaming scene, the First Alleyway is a must stop. A great place to play board games and at the very least have a drink or two.