Tuesday, 6 February 2024

Friday Night Fantasy

 My original title was "Zombicide: Black Plague with Julian and John" but then I thought of this one and imagine how many extra "views" I will get with this phrase!

Here is an AI generated image I got using the terms female fantasy adventurer nun!


Now - on to the games!

Zombicide: Black Plague is a standalone cooperative board game for 1 to 6 players that brings the relentless zombie-killing action of Zombicide into a brand-new fantasy setting, featuring different Survivors from all walks of medieval life and even some fantasy races like dwarves and elves!


Box Artwork


Some of the 70 odd plastic figures that come with the game - Julian has painted them all up, using the speed paints method again.


One of the survivor characters

I arrived quite early at Julians, having sloped off from work after a midafternoon meeting with a customer, so I was able to get THREE games in. The first two were practice/training exercises, just to get us used to the rules.

Julian, of course, in pre-game emailing, had already type cast me - here are my two character figures!



And as painted up by Julian below.



The various character cards for the game character card


Each character has different abilities - Nelly the barmaid gets an extra move action right from the off. You get experience by killing zombies and retrieving articles during room searches and you keep track of those along the bottom of the character tracker - when you go from blue to yellow, you go up a level and get some extra ability. 


The "training area"


There are various types of Zombies - Brute (I think) on the left and standard Walker on the right.


This is a Runner and can move two squares per turn rather than the standard one.

Every time a character enters a room for the first time, they may generate Zombies. This is done by taking a card from the Zombie generation pile. Zombies also have Spawn positions where they are generated at the end of each turn - the Zombie phase - this is when Zombies move too.



Here is a card - note the coloured flames to the left, as characters gain more experience, Zombie generation changes to match the highest experience level of any character on the board. (also note, amusingly, that Brutes used to be called Fatty, but as about 70% of prospective players of the game are probably fatties themselves, the producers changed the name in later editions - LOL!)


If Zombies are in the same square as any character at the end of the Zombie turn, they automatically inflict one "bite" - it takes three bites to kill a character.




Searching rooms can reveal all sorts of items that may assist your characters - there is a "Search" card pile and after entering a room for the first time, the player simply draws a card - there is no test to see if the search was successful - you find something in every room - but it can be something lame like apples - which add one strength point - or worse, a Zombie Ambush!


Here are a few images of the first practice game - Nelly the barmaid and Julians dwarf whose name I think was Samson, take on a bunch of zombies.


Zombies pursuing our heroic band through the small house.


An Abomination was generated at the exit point - these are a problem as they take three hits to kill and almost no one can do that - and hits are NOT cumulative..... we managed to escape however by sprinting past the lumbering beast - mission accomplished and Endex!

John arrived about 5pm and we played the same training mission again but with six characters - I did not take any images of that game.



The main event - here are the six figures (above) we had. John, the Actoooaar, took to calling his figures (the two on the right) after the Hemsworth brothers, Liam and Luke (or possibly Chris, I can't recall!)


A Hemsworth!


All the character cards for the game we played.


The game area expanded from three to six boards. Our mission was to search for a Necromancer, kill him, and also kill the Abomination he had summoned from the Underworld, as well as searching every room that had a red X marker in it - no doubt generating a horde of Zombies in doing so!


The Hemsworth's got lucky and accidentally stumbled upon the Necromancer in a room search early in the game. Against the expectations of the game play design, the Necromancer was caught cold and unable to summon up an army of Zombies to protect him - and without them, he was just a standard figure who could be killed with a 4+ on a D6 sword cut - easy!


Despite the death of the Necromancer, the Zombies were multiplying all over the board.


We had originally planned to split into three groups of two and search one row of rooms each, but that plan was quickly abandoned as we realised we would be wiped out that way. Nelly the sword wielding barmaid covered our left flank.


While Julian and the Hemsworth's tried to move down the right-hand side of the board.


The Abomination moved at one square per turn towards John and Julians crews. Fortunately, Julians wizard (Baldric perhaps?) found a "push back" spell in one of the room searches, so he was able to constantly hold the abomination off, as the rest of us searched high and low for something to take out the monster!



Both Julian and I had discovered Dragon Bile in earlier searches. This could potentially take out the Abomination - BUT, we needed to also find an ignition source, namely a torch - the hunt was on!


Nelly had located this little beauty in a search of the basement - very useful in dealing with the ever-increasing numbers of Zombies our frantic room searching was generating! It meant she had to get close to the enemy, but once she did, her "napalm" was deadly!


A Hemsworth used his enormous weapon to smash down the door to the main block of rooms, causing a swarm of Zombies to appear. Being a true gentleman, (he is Australian, you see) he then stepped aside....


..... and let Nelly with her four actions plus one extra movement action, rush in and destroy the first batch with her napalm grenade spell!


Oh dear - there are A LOT of Zombies between us and our objectives!


Meanwhile, on the other side of the table, the Dwarf Samson was scything through the Zombies, keeping the Wizard safe to carry on containing the Abomination and a large group of other Zombies with his Push Back spell.


After keeping out of the way for most of the game (well, Nelly didn't really need a lot of help before) Ann the Blue Nun (like the wine we all remember from the Seventies!) moved from the cellar via a tunnel and appeared behind some of the Zombies. Her special attribute was "Bloodlust melee", which allowed her a free move into any area occupied by a Zombie, then an extra turn of combat!





Girl Power - Nelly and Ann united after taking out half the Zombies! Now, all they have to do is find a torch!


Meanwhile, back at the front door, the Hemsworth had three attempts with two dice to score a four or better to kill off a few Zombies.....bloody men, sigh!

However ..... the two girls quickly dispatched the rest of the Zombies and searched every remaining room - to no avail! The number of extra bloody crossbows and long bows they found was getting a bit annoying .......


Julian as GM had to fudge the rules, and let characters research a room, because we had no options available to get three kills on the Abomination as things stood - and one of the bloody Hemsworth's found a torch, didn't they?!

A quick RV with Nelly and her Dragon Bile, then the door leading to the passage behind the Abomination and his mates was breached, Nelly ran up behind the Zombies, still held in check by Julians Wizards Push Back spell and hurled the vile of Dragon Bile and the flaming torch into the adjacent square - job done, game over!



Great fun was had by all - John got a bit upset when my girls took the piss out of the Hemsworth's poor fighting skills - but it has to be said, in addition to their rugged good looks, they did in fact kill the Necromancer and find the torch that enabled Nelly to kill the Abomination - so if they had not been there, things might have ended quite differently - and what was that you said about "having a boy look", ladies - you searched that room too and didn't find the torch!

Saturday, 3 February 2024

Two Recent Dungeon Crawler games

 I have taken the description from my friend Andrew, who hosted these games recently at his place. Again, we used a variation of his AS9 rules, and tiles/scenery collected from various Fantasy box games and Kick Starters backed by Andrew over the years. 

In both games, the basic aim was the same - two groups enter an underground crypt/dungeon via separate sets of stairs, traverse the netherworld, picking up VP's, defending themselves from marauding demons and monsters, and potentially engaging in combat with each other, prior to exiting again via the other set of stairs.

We had a value of 22 points and were able to select our own warbands up to this value, with sorcerers etc costing 4 points, apprentices or skilled warriors 3 points, professionals 2 and "grunts" 1 point each. Virtually every roll succeeds on a 9 or better on 2 x D6 and the figures add their skill value to the die roll - so sorcerer adds 3, apprentice 2, professional 1 and grunt 0.

Activation was by a full pack of standard playing cards - all red cards were my group, all black Andrews - and in this game, there was no limit on how many turns one side could have in a row. All court cards had the chance of generating a beast/monster.

Let's see how we got on!

Game One


Table layout



My group - 2 x sorceresses, 2 x apprentices, three (professional) armed nuns plus two bow armed "grunts!"


And here is Andrews group descending the other set of stairs.



Both groups advanced slowly, searching for VP's



Here is the first monster that was generated:



The Spectre appeared to Andrews right, and a group of his characters went off to deal with it. The cards are repurposed from Frostgrave (I think), and the stars indicate how many points the monster adds to die rolls and how many hits it takes to kill them.



As the other half of Andrews force successfully unlocked a magic door, they generated another monster!


My team advanced as one group, led by a Frostgrave Sigilist Sorceress!


Andrews guys successfully dispatched monster number 2.


On the other flank, the Spectre was doing a bit of damage....


.... but was eventually taken out by a combination of Andrews players. Killing a grade 3 monster gained his group 3 VP.


In my sector, the third monster of the day appeared!


Apparently, this figure is 40-50 years old and was a free toy in the bottom of a packet of breakfast cereal! (remember collecting those?!)


Sadly, the beast killed the nun - but was in turn killed by a spell from the apprentice Sigilist!


Whilst I was tied up monster killing, Andrews team was getting ahead of me in the race to the stairs!


They unlocked another magic gate - and generated a giant wolf!



The wolf charged forwards, but I think was dispatched without loss by Andrew's force.


My band spent some time gaining a few extra points in the centre of the table.


Andrews band has the exit in sight!


But they were moving extremely slowly and running low on activation cards .....


My group now had a number of turns one after the other, as the cards fell in my favour, finally!



Both groups close in on their escape route.




My group reaches the stairs with several activation cards to spare - but Andrew only had one card left...


.... and he rolled a double 1 for movement - so near - and yet so far! Technically, a victory for my force, as Andrew failed to exit the dungeon but, in the points, count up, we had 37 VP each.


I had the "coins" to the left, plus 3 for killing the White Ape, plus the combined score of all my original group members who made it off the table, minus two for the dead nun.


Andrew killed more monsters but also lost more team members - so our scores were tied - except, of course, his entire band failed to escape the nether regions!

The game had only taken about 90 minutes, so after a Chinese take away dinner, we reset, starting at the opposite ends of the table. 

Game Two


I took the opportunity to select a different band - this time, from my Pulp collection - nasty Nazis!I had 2 grade 3 officers, 2 grade 2 Unterofficiers (the pointing figures) three professionals, and two DAK grunts this time.


The Nazis advance through the labyrinth, in search of mystical objects to add to Reichsfuhrer Himmler's collection of artifacts. 




The two groups converged on the centre of the table from opposite directions!



At the far end of the table (adjacent to my exit route) a Lich Lord appeared - GREAT!


Andrew had gained a couple of Chaos Warriors at one point, and he threw these against my group - fortunately, female nazis are more evil than these part timers, and my team prevailed!


As Ilsa and Elsa battled the chaos warriors, Andrews characters slipped away towards the exit stairs.



Having taken a couple of detours en route to gain some extra VP's. the nazi band still had some distance to travel to escape from the underworld.


This monster was generated but its location was too far removed from where my band were located to be of any concern.


Fraulein Doktor Elsa Von Helsing, having dallied just a little too long to gain that last extra VP, was cut off and killed by the Lich Lord, but the remainder of the Nazi group made good their escape with a couple of cards to spare!

And this time, there was a definite winner, with my SS-Verband coming out ahead, 33 points to 27.

As always, these games were great fun and had the added bonus of being my first games of 2024, albeit they were played in the last week of January.

Last night, John and I partook of several games of Zombie killing at Julians gaff, but the AAR of those will have to wait a few days.

Thanks for dropping by and taking the time to read my ramblings and I hope it was of some passing interest!