Archive for the ‘Session Reports’ Category
And not much boardgaming. I actually took the TaoLing to game night this week and played …. one game of Jump Drive. Just wasn’t in the mood to play much. It happens. On the Factorio front I’m building a mega-ish-base (ish because once 0.15 drops I’ll probably upgrade and restart). An interesting learning experience (quite different from speed runs). Also learning how to deal with big alien bases. (I do hope they do something interesting with Laser Turrets in the new expansion, because there are lots of inferior weapon types, and Laser Turrets.
A large up front cost to build, but no ammo cost (assuming your power is fine).
I’ve actually just been watching a lot of Factorio as well. Watching the TaoLing play, and some youtube channels.
Wraith (female Batman), Dark Watch Expatriette (female punisher), Legacy (superman) and Absolute Zero (thermal Iron Man) were battling Citizen Dawn in the Dok’thrath capital. The game looked to be going along swimmingly, Wraith got off to an absolutely stunning start with a few improvised inventions (which really speed up the card flow, as not only do you get to search your deck for a card and play it, you get to play another card) and was quickly able to use two powers a turn, including a large projectile attack and a small projectile attack that reduced damage … and the microtargeting computer (which boosts projectile damage).
On the other hand, Expatriette was as bad as she normally is. Seriously, there needs to be an Expatriette that makes ammo cards good, they are about 1/2 her deck and terrible. I’m not really sure who Citizen Dawn is supposed to be. Somewhere between brainwashing zombie master and … something else. But her schtick is that at some point she becomes invulnerable for a few turns, until there are enough citizens (zombies) in play, at which point she tires out. So you have to either kill her without killing any citizens (so she doesn’t become invulnerable) or kill them, then wait a few turns without killing citizens.
It’s typically not too hard. When she’s invulnerable, she pumps out cards.
Anyway, we quickly trounced enough zombies, she went all starburst-y, and then … just powerful hit/healing cards. We’d finally got a string of citizens, but were then faced with a choice … do nothing to let her revert, but take a huge hit from all the citizens we didn’t kill, or wound them (to reduce their damage) and risk that one faction in the Dok’thrath civil war might finish them off. We wounded them, and then the civil war killed them all.
Alongside with Wraith and Expatriette.
Suddenly down two heroes and meanwhile Citizen Dawn has healed about 20% of her hit points and we still had several turns of invulnerability. And Citizen Dawn wiped the board, destroying all of Absolute Zero’s toys. But the Wraith does have a good ‘dead’ power (either destroying an ongoing card or letting a hero play a card) so she helped Absolute Zero get off his Brett Easton Ellis streak while Expatratiette laid down some covering fire to keep legacy alive (she lets heroes reduce damage a bit. Even dead, she’s not that useful).
And somehow the heroes won.
Probably my closest victory in a few dozen games.
Update — A few hours later we won with a single hit point remaining on all the heroes! The Dreamer (the psychic kid you must avoid killing as her nightmares ravage us) looked to be going down easily, but a sudden burst of projections killed everyone except Tachyon. Still, Tachyon had a large number of defensive constructs protecting her, so she managed to take out a few nightmares in one round. The dreamer almost totalled Tachyon’s defenses and then nearly killed her, but was able to play a card that let her play two cards and draw two (at the cost of going down to a single point of damage) and then killed the final nightmare necessary to win. But we had to survive until the start of the villain turn, and that required a nervous draw of the environment deck. When it turned out to be neutral, we won.
I’ve added another entry in my “Fifty by Fifty” Geeklist. No points for guessing the game.
Played a poker session where I won a small and big blind on the first hand, then went down to 40% of my buy in for most of the night, and then went back to 110% right before the game ended. Then I came home and wasn’t quite sleepy enough to go to sleep despite the hour, so I played “just a bit more” of my factorio (air quote) speed run (air quote). I had a fair amount of of rocket units and low density structures built before I finished my silo so I quickly got up to 40% ready to launch within a few minutes of the silo’s completion, but the remainder took two hours, so I didn’t get to bed until … just before dawn. Still, under twelve hours.
Played a game of Magic Realm with the TaoLing. Actually, I mainly let him play, I was sketching out some player aids (literally sketching/drafting. I’m taking a drawing course and since I couldn’t find the graphics I wanted I figured I’d just hand make them for practice). Had a relatively safe, boring game of -6 (elf) and -9 (dwarf) game. Jr’s, Witch found the Altar right away, Absorb Essence’d the Demon, and then used that to a) defeat a bunch of creatures with little/no risk and b) read runes and search the Enchanted Toadstool with no chance of a curse. Actually, the latter part may be wrong. I should check.
Then finished the day spending a few hours exploring the post-launch part of the game. Aidan enjoys managing this (although he mainly just sits and offers advice), and had been asking to continue past the launch. I’m personally more fond of the mid game (the first 10% of the game is pretty much hand-crafting). I’d already built a logistics network (in my first, 35 hour launch game), but now I’m going to try the blueprint system and modular armor and possibly start a mega-base. For a while. I actually took a screen shot of my launch at the five hour mark (T-7H) and then another screen shot at the T+2H mark. They are remarkably similar.
They are remarkably similar.The main addition was the intermediate + advanced circuit production (and speed modules) that were added in the gap above the copper smelting. A lot of expansion happened outside the main base — improved steel production to the north east, a new oil field to the south west (plastic production was my bottleneck and I probably lost an hour before I realized that) and a giant (post launch) solar field to the north west that you can somewhat see. I’m going to test my blueprints out on that and deforestation (to get to more oil).
I mainly put these pictures in to see if anyone else thinks they look like circuits.
I also managed to knock a few games off my “Games you should play soon” list, including my first game of Phoenecia in over a thousand days. It turns out that the GYSPSTYO list is a Top 20 list, so I guess there will always be twenty games on it. But I’ll just try to get the number of games with 1000+ days to zero.
And after a week’s respite, I’ll probably get in a few games of Jump Drive soon.
The Witch, Pilgrim and Captain had teamed up to go into the Borderlands to the Vault. There was a Demon and two vipers lurked in the Vault, and also the rotting corpse of the Sorcerer. The Witch had been cursed by the Imp to Ill Health, so she couldn’t rest. For a spell caster, this was devastating, so she’d offered her services to any group that could get her to the Chapel, but that required going through the Borderlands.
And the Borderlands contained the Lost City, which meant that (in addition to the aforementioned monsters), there were already Dragons present, and possibly other things.
The Pilgrim had the cloak of mist so he had an extra hide. The Captain had gotten the Living Sword, so while he couldn’t deal with tremendous (or heavy and armored monsters) by himself, the vipers were slow enough to pose no threat. At least, not a single viper.
It was a good plan. Certainly better than the original Druid’s plan, which involved risking his life on a single hide roll.
A 1/6 chance of death in Magic Realm is closer to 50/50. That Druid died on day 3.
But this plan was good, The Witch and Captain recorded “Follow Pilgrim” and the Pilgrim recorded.
Hide — Hide — Hide — Move — Move. We’d end on the Shrine hidden. If nothing untoward happened, the Witch would absorb the demon’s essence and the pilgram and captain would each ambush a viper.
No risk combat. If another monster appeared we could decide to risk it or just leave on the next turn. But that wasn’t a massive risk, because the Pilgrim had cast Peace with Nature. Most of the chits would not trigger.
The monster roll meant the Shrine’s guardian (the Troll) would appear. The Vault and Shrine were on the same space. That put a wrinkle into things. Failing all three hide rolls put a massive wrinkle on them.
New plan — panic!
Second plan — The Witch lured the Tremendous Troll. It was slow, so she could cast her spell and absorb it. The Captain lured a snake and the Demon and the Pilgrim lured a snake. The Demon’s curse thankfully only hit the Captain, rusting all his armor (ugh), so the Witch was free to absorb the troll. The captain and Pilgrim killed their vipers (as planned) and then the Captain had to dodge the Demon which was on him, hoping the Troll could grab the Demon.
Nope. The demon killed the captain and next turn grabbed hold of the troll, which meant that the result was a forgone conclusion. The Pilgrim ran away to avoid seeing the horrific final death.
Chance of failing three hide rolls = 11/36 ** 3 = 2.9%
Chance of failing three hide rolls and having a monster appear = 3% * 1/3 = 1%
So, it was about fifty-fifty.
One of the faster games of Magic Realm (for me, anyway).
As the Magician spent the last day of the month meditating to prepare his Remedy spell (which would be used to lift the disgusting curse he’d gotten the prior day), the sounds of Dragons — plural — announced a problem.
He was hidden, but casting a spell would alert the Dragons to his presence. On a normal day, he’d just run away. But today wasn’t normal. Tonight he needed to cast a spell to finish his triumphant month in the Realm.
It was time for a risk. The Magician snapped the Withered Claw in half and asked for a wish, despite knowing a twinned curse would come. There was a risk since he could lose all his magic, but he Wished for Strength and the curse had no effect — he couldn’t be more disgusting than he already was. That was why he needed to cast Remedy in the first place.
The Magician quietly Transformed one Dragon, using his final purple essence in the process. If he transformed it into a squirrel (say), then he could quickly stab the other Dragon and kill it — thanks to his wish. Then the magician would finish off the squirrel (or not) and cast Remedy in peace. A triumphant end.
Sadly, the transformation turned the Dragon into … a lion.
(Lions are basically faster Dragons).
The Magician did kill the (untransformed) Dragon but that used up the wish and he did not escape from the Lion.
In hindsight, I should have cast Remedy on Round 1 to remove the curse. I would have become unhidden, but I could have used my purple magic (which I spent on the Transformation) to power the flying carpet and escape before melee in Round 2.
I missed that option. And honestly, once the wish roll worked I had something like a 75% chance to kill both Dragons and then remove a curse in the final night of a combat.
On a side note — I’m watching The Magicians on Netflix and (apart from being totally unrelated to Magic Realm) its pretty good. I liked the first book by Lev Grossman, but haven’t really gotten into the second. Probably read it during my beach trip later this year.
That seems to be standard for the TaoLing and I during a long weekend (he has Monday off of school, and some appointments, so I’m taking Monday off, too. My arm was twisted).
It was an interesting setup: Wood’s Girl, Druid, Elf and Wizard. The Girl and the Elf both took Peace with Nature as their starting spell, and the first turn the Druid enchanted a wood and both characters cast their spell, so suddenly 3/4 of the characters did not summon monsters (except from treasure chits).
But the treasure chits were brutal. The Wood’s Girl died to the Demon (she could have run away, but we had a mental error and didn’t notice until later). (Since it was early, the TaoLing took the White Knight as a replacement). The Druid should have had an easy time with the Imp, but he got hit with a Wither curse, which fatigued something like eight or nine of his chits, including his auto-kill. He managed to kill the Imp, but multiple Dragon’s had shown up so he had to regroup. The Wizard took a risk going for the Alter in a Cavern and got murdered by a Demon for his trouble. (No replacement).
The Elf had a slow start, he went to the Cairns but left after the Spider showed up, then went to the Altar and worked around the Demon, but for little gain). Eventually he sold the White Knight some information for gold, and then went off and cast Persuasion (his other spell) to befriend the King’s Guards, whom he hired in the last week.
This let him go back to the Cairns (since the Guardsmen could lure Tremendous Spider and actually kill it, which they did), and I got a few more treasure, then raced to the Wizard’s resting spot and killed the Winged Demon and managed to loot a treasure right as the game ended. The combined gain from the final kill and treasure meant I eked out a score of +1 VP. The White Knight wound up with zero, but then realized that not selling a few things would mean losing 1-2 gold VP but gaining more fame/notoriety. Since he’d looted a ton of stuff, he ended up with around 5 VP.
The Druid had managed to learn 5 spells, because he had to (he’d put Spells as VP condition) and lucked out because he got the Good Book, which had Exorcise, and he had a source of White Magic. The net result meant that the 3-4 curses the Druid took could be easily removed. We’ve started to realize that reading runes is something non-spell casters should probably do a bit more of, at least if they have a source of the right color magic. The Druid really missed his gold requirement, and ended with -20 points in Gold, so finished negative (but not as much as you might expect).
We may very well play another game this weekend (since the set is out).