Thursday, November 11, 2021

The Return of HeroQuest


Back in the 1980's, Milton Bradley teamed up with the UK's Games Workshop to create HeroQuest, a board game which mimicked the experience of Dungeons & Dragons, but in a simplified and much more limited form, at least as far as role playing was concerned.

The game involved a single map board divided into static rooms and corridors, but the whole board wasn't used in any one game. Instead, the path of available rooms and how they connected with each other was determined by set scenarios, meaning that each game would be different in play. The players took on either the roles of the heroes-- always a Barbarian, a Dwarf, an Elf, and a Wizard-- or the "evil wizard" Zargon, who acted as their opposition, controlling the various monsters, traps and tricks the heroes would encounter on the adventure. If was very much a "rules lite" copy of D&D (though not a clone by any means). In addition to the figures for the heroes and the monsters, the game included plastic items representing the various furnishings of the ruined "dungeon" the heroes would explore.

At the time it came out, I was a teenager, and looked down on it as a "kiddie" version of D&D, clearly inferior to "the Real Thing." It was also pricey, so I passed it by. The game had some success, but eventually went out of production.

It wasn't much after that when I began hearing how much fun the game actually was as just a quick-and-goofy dungeon crawl. Suddenly, I wanted the game. But it was gone forever, and by the time copies began to appear on eBay, the prices were sky high-- $300 or more for used and battered sets! I wrote it off as not-to-be...

And then in spring of 2020, I learned that Hasbro, who now owned Milton Bradley, had decided to bring the game back through their Avalon Hill line... but only as a crowd-funded product via HasbroPulse. But it was enough to convince me. I leapt in full bore, and backed the game for the full "Mythic tier" level, which would include reproductions of the original expansion sets from back in the day, as well as extra goodies if sales went well.

Sales went great. I had hit the motherlode, and all I had to do was wait a year. (Yes, I actually managed to wait patiently for a whole year. No, really.)

This past week my waiting paid off and the box full of goodies arrived from Hasbro... and I'm sharing my treasures with you-- feast your eyes!


The New HeroQuest: ALL the boxes! (Mythic, ain't it?)



Figures from the main game (also cards & character sheet pad)

The board, with Zargon's screen (still in paper band wraps).

Inside of Zargon's screen, rule books, and punch out tiles and markers.

Zargon's screen, from the heroes players' view.

Expansion quests contents-- more minis!

The "Mythic Tier" original expansion quests.
Mythic Tier unboxed-- even more awesome minis.
(Yes, that's a dragon.)

The Ladies of the Mythic Tier (plus "Lord Ragnar")



The heroes, both male and female in pairs.
Left to right: Barbarians, Dwarfs, Elves, Wizards.


The Mythic tier additional heroes, plus "Lord Ragnar."
Left to right: Warlock, Wizard ("Mentor"), Bard, Druid, "Lord Ragnar."

And there you have 'em! Aside from a few slightly bent weapons (easily correctable with hot water, a quick reshape, and a cold water shock), everything was in great shape.

Note that the sculpts and artwork are all new to the game-- homages to the original product, but not actually copies. (I suspect exact duplicates would not be possible for copyright reasons, not to mention probable destruction of the original molds.)

I'm looking forward to trying this out-- the whole thing should be a hoot!

--- Howard Shirley, aka Parzival

UPDATE

First, a minor correction: The core game has a female Elf hero and figure; the male Elf  hero is part of the Mythic tier upgrade.

Secondly, HasbroPulse/Avalon Hill has announced the game will be released for retail-- so it's available even if you didn't back the crowdfunding project.

Thirdly, and more importantly, HasbroPulse has released the HeroQuest Companion app, available for free, which can play as the evil Zargon, allowing all players to be heroes and experience the mysteries of the quests themselves. The app also supports solo play, so if you're by your lonesome, you can run all four heroes and try to defeat the dread forces of Zargon yourself! I'll be reviewing this app and the overall gameplay very soon... and in the meantime, I'm gonna have some fun!


Monday, August 23, 2021

Bilbo Comes to Nashcon (Along with a Few Friends & Enemies)

 The quest was epic, the journey was (almost) short, and the results were... a fun time.

Or to put it another way, this weekend I traveled about 40 minute north to Nashcon, the annual Nashville wargaming convention put on by the grand people of the Historical Miniatures Game Society Midsouth. There I was proud to present The Battle of Five Armies, Games Workshop's 10mm masterpiece based on the final epic battle of Tolkien's classic novel, The Hobbit.

I've discussed this battle and game before here, so I won't repeat that (but feel free to read at your leisure).

In a twist, I allowed some additional units to enter the game (one the principle that while the good professor did not mention such forces, they "could" have been present in small numbers unlikely to have been discerned by our diminutive narrator). These forces included:

A unit of elf cavalry (ithe Elfking travelled to Erebor on horseback, so a relatively small guard is fitting)

A unit of dwarven archers (implied in the battle's description and the behavior of Thorin & Co. throughout the book), a unit of giant bats (actually mentioned, at least as carrion creatures)

And a unit of hill trolls (okay, a stretch... but the sun was hidden by the massive cloud of bats, so why not?).

As it turned out, all four did next to nothing in the battle, and all but one were wiped out early on rather handily.

This battle took an early dark turn for the Armies of the Free Folk, with the Men of the Long Lake being obliterated by a charge of wargs and goblin warg-riders on the eastern side of the ford, and the elves stalling while the warg-riders seized the ford and crossed to charge the suspiciously combat-averse elves.

As the battle progressed the Free Folk struggled to make headway. Thorin attempted to rally the elves, but after initial success was overwhelmed and killed by the foe (as in the book, or close enough).

At that point, with a roll of a die, Beorn entered the fray, doing damage but not turning the tide.

The Free Folk were close to the point of breaking— one unit more lost, and they would be done.

And at that point, in true Tolkien fashion, the eagles arrived, and the battle turned. The goblins were scattered and the Free Folk had won a costly victory.

Behold the aftermath below:

The fields before Erebor, as the battle ended.

A grand fight and a fun time.

A note on my Lonely Mountain. I had carved a large piece of styrofoam, suitably painted, to be my backdrop mountain, but alas the heat and humidity of August does not allow for the spraying of even suitably foam-safe primer! 90°+F, 75%+ humidity = No foam mountain.

So inspiration hit— I would mimic Tolkien's illustrations of the Lonely Mountain. One piece of black poster board, rolled into a cone, one suitably "snowscaped" piece of white felt, some glue, and a silver Sharpie marker, et voila— Erebor, the Lonely Mountain, in the style of the master himself. (I felt that black would be more dramatic than white, and better suited for the daytime scene of the battle.)

My inspiration: Tolkien's illustration of the Lonely Mountain.

The rest of the convention I spent as a player (and shopper). But the above was my contribution this year— and who knows; this battle (or another) may well appear again.

— Howard Shirley, aka Parzival

Monday, April 12, 2021

The Return of the Hobbit-- A Good Friend Fights the Battle of Five Armies

Winter is done, the sun is up, and what could be better than having a friend in for a little gaming?
I can't think of anything!

So my friend Lon over for an evening of food and gaming, and surprised him by setting up Games Workshop's The Battle of Five Armies, one of my absolute favorite miniatures games.

Published back in 2004, this boxed set game is a variant of the company's Warmaster rules system, designed for 10mm scale figures. The set included the eponymous armies in plastic, plus two very nice hill quarters, terrain (the "Ruins of Dale") and a printed cardboard river set. Additional metal figures could be purchased separately. At the time the game value was high-- one of GW's best efforts, hands down. But the game was almost abruptly discontinued. As a result, I was able to score two copies before anyone caught on as to how great this thing was-- today's prices are in the "lost limbs" category.

Oh, you big, beautiful box (plus a few extras Not Appearing In This Battle).


But enough of that, and on with the play.

Lon's familiar with miniatures from his D&D days, but the Warmaster system was entirely new to him. He knows of Warhammer, and immediately realized they shared an ancestry (though the games themselves are very different). But for this game, he was entirely a newbie.

The set up should be familiar-- Smaug the Terrible is dead, and the news has brought plunderers to the Lonely Mountain, eager to claim his treasure, some for generally good purposes (the Elves and Men, seeking to recover from the destruction of Laketown), some to protect ancestral rights (the Dwarves), and some just because it's there for the taking (the goblin). And so, between the arms of the Lonely Mountain, beside the River Running and through the ruins of Dale, the foes encounter each other-- with the Dwarves, Elves, and Men realizing that their legal disputes can't be resolved if they're all dead.
So while the name is "Five Armies", in effect it's just two-- the Good Guys vs. the Bad Guys.

The Bad Guys, with some other Extras Not Appearing In This Battle
(Especially Smaug, who's technically dead. Or mostly dead.)


Lon chose command of the Goblin Horde, which is a good choice for the novice-- they're a straightforward army with not a lot of details to recall, but with some nifty advantages. It consists largely of a whole lot of (weak) infantry ("Goblins"), a single unit of heavier infantry ("Goblin Guard"), and cavalry in the form of Wargs and Warg Riders, the former of which hit harder, the latter of which have armor and 360° shooting ability. Added to this are a boatload of "heroes"/"officers" to issue orders, a single goblin shaman (to cast helpful spells), and the general, Bolg of the North. The goblins begin with all the cavalry on the field, though constricted to the narrow strip east of the River Running. The bulk of their army will arrive piece-meal, based on a die roll at the start of each turn. They will enter on the western side of the river, from the south edge of the battle field, with the ruins of Dale between them and the opposing forces.

I took the ad hoc Alliance of Free Folk, and placed my armies first, restricted to arranging them on the mountain spurs, elves on the western spur, men and dwarves on the east, pretty much by the book. The spurs are a defended position by the rules, making the forces on them harder to hit in combat, but it's a trade-off, as the goblins, following the novel, are able to secretly scale the heights and toss rocks, spears and other nasty stuff on the defenders below, and get to keep doing so until (and if) the eagles arrive.

The Battle Begins... With a Yawn.


The battle is played in 8 turns maximum, of each side going in order, Goblins first. Lon quickly got a good portion of his infantry on the field, and tried to send his cavalry forward, but his officers were inept, and their advance (such as it was) stalled.

I ordered my forces off the spurs, and to some extent the elves responded. I maneuvered to link across the ford with the men and dwarves. However, the latter forces (especially the men) were quite comfortable on their rocky heights, and refused to believe any rumors that the goblins could possibly claim even higher ground. For some, this refusal continued later in the game, even as stuff whacked 'em on their heads.
Quoth the Dark Lord: "Why won't you move?"

Turn the Second: Errybody 'Ere? Charge! Or, er, Mebbe Not.

The Dark Lord Lon started off the second round with a remarkable die roll, introducing his entire remaining force to the battle (and thus getting to drop stuff on those foolish Lakemen's heads).
But with his forces assembled, apparently assembling was all the goblins thought they were required to do. He was able to advance his infantry a bit on his left, but the cavalry pretty much sat there and blinked.
Some fancy maneuverin'!

The Long View


Turn the Third: Hey, I Think That's the Enemy Just Yonder.

Not much happened here for either side. The goblins were able to achieve a moderate advance, though the bulk of the cavalry still held back. The elves realized that a withdrawal across the ford wasn't going to be possible, so opted to extend themselves into a long (thin) line to prevent a flanking maneuver from the oncoming goblin horde, covering the ford as well. And the two forces stared at each other across the countryside, exchange insults and little else.
The Dark Lord; "Well, at least I can drop some rocks."

Hmm... looks like a half-time show...

Slowly... slowly... really slowly...

Turn the Fourth: Let's You and Him Fight.

Finally! Some contact!
Giving up on their recalcitrant allies, the wargs surged forward on their own initiative to strike the line of elven archers who had crossed the ford. Wolf bites can be mighty nasty, and these were. One entire unit of elves was destroyed, and another barely survived with a third of its members, being forced to retreat back to the safety of the dwarves (certainly of much amusement to Durin's folk).
Across the ford, the goblins maneuvered to threaten the elven flanks, if they could, but this time the infantry faltered and failed to press the attack...
Elves down! Elves down! We need backup!

The horror! Oh, the... uh... elvenity!

Turn the Fifth: The Elves Call the Shots

With a goblin forlorn hope over extended on the Elven center (near the ford), and another looking to flank their right, the elves advanced into battle. The goblins in the lead were quickly overwhelmed, though not without elven losses, and the elven line extended on the far right to prevent the flanking. What would happen next?
The Elves find an answer!

Turn the Sixth: Thar's a Bar! Whar? Ova Thar! 

And then the dice fell the Good Guy's way— Beorn entered the fray! Charging in on the goblin left, he tore through the would-be flankers like... like... well, like a ginormous bear through a pack of goblins. Goblin corpses flew left and right,  their blood slaking the thirsty ground, their bodies lying about like... okay, many many stands were removed, and the advancing goblin line was thoroughly whacked, confused and forced back before the bear retired a bit to rest and reconnect with the now advancing elves.

Meanwhile, on the Good Guy's left, the dwarves decided it was time to smack some wolves about, and stormed off the mountain slopes, backed by the men of the Long Lake, and aided by the remaining elves. The fur flew, and the wargs fell— four entire units wiped out by the swirling axes of Dain's people. "Baruk Khazâd! Khazâd Ai-mênu!" "Yipe! Yipe! Yipe! Whimper..."

Bear grills goblin. What a mess!

Turn the Seventh: Thorin! Thorin!

And with that, the Gate of Erebor crashed down, and Thorin, in his gleaming armor, joined the battle. Even the elves were impressed with his kingly bearing, and he took command of a unit of spearmen, eager to follow the bearded one into combat. The Elfking also took command of another unit, and once again the mighty Beorn surged forward as well. The goblins rallied to surround the bear, hoping that slaying the beast would turn the tide... they succeeded in the former, but not the latter.
Elves and Dwarves and Bear, Oh... no we are NOT making that lame joke.


Another view of the big Bear, Elf, Dwarf and Goblin fight.

The Final Chapter: The Death of Bolg

In a bold move, Bolg himself joined the fight, sending his Goblin Guard forward in a risky fight— but they were not enough to withstand the fury of Thorin. Down fell the goblins, and down went Bolg— perishing upon the spears of the elves and the bloody axe of Thorin Oakenshield.
And thus falls the big ugly orc.

Their commander dead, their forces in disarray, the goblins panicked, and fled the field.
The King Under the Mountain had won the day.

The Eagles' View... having arrived too late to do anything but take beauty shots of the aftermath, those fickle-feathered flappers.

Conclusion: A Fun Fight and a Promise
So we had a terrific time. Lon loved his first exposure to the Warmaster system, and we made promises to return to fight again. In the end, it's not the outcome of the game that matters— it's time with friends that makes the difference. My prayer for all of you in this time of separation and anxiety that you can find ways to overcome these, in person if possible, or via the many online opportunities.

So, thanks to Lon for a great fight, and hope for all for many more battles (of the fun kind) in the future!

Sincerely,

Howard, aka Parzival





































Tuesday, March 9, 2021

A Delve Into Memory Lane-- or the Dungeon of Nostalgia

 Long ago in days of yore,

when dragons slept on golden hoards,

some bold young lads took swords in hand

to slay great beasts and save the land.

With goblins, ghouls and orcs their foes,

'gainst vampires vile, and evil toads,

(and some times both at once, 'tis true)

they fought them all for gold and glory,

heroes of their own grand story—

warriors, wizards, priests and knaves,

elves and dwarves and halflings brave,

Adventurers all, a fearless lot!

(But ready to run if things got hot.)

Within their minds great realms unfurled

bold conquerors of a new-made world

a land of dreams and dreamer's hearts,

a place that lives forever part

of boyhood joys that never end--

the memories of the best of friends.


-- To James, Brook, Mark, Paul, Bill, Frank, Jimmy, Mike, Bert and David.

And the only illustration possible:

Dungeons & Dragons Basic Set, 1979, box and rulebook.
Delving into my memories, a recently acquired copy of the edition that started it all for me— the famous "Holmes Blue Book" Dungeons & Dragons Basic Set (3rd printing, 1979). It even has the remnants of the original chit sheet and a sales flyer! Cue memories of chasing chits in the wind when we played at the picnic table in my backyard, before finally acquiring honest-to-Gygax polyhedral dice.


Thanks for the memories, all! May our deeds of glory remain forever in our hearts.

-- Howard, aka "Dunjie"

Thursday, December 24, 2020

Pandemic Painting

Greetings fellow lockdown-cabin-fever sufferers! 

Well, I finally realized that I could use all this externally imposed downtime to tackle the lead pile. Painting is not my favorite element of this hobby— I like to have painted more than I like to paint. But it can pass the time, especially when watching this bizarre sports season, where I only half-pay attention to which NFL/College team which I don't root for beat up some other NFL/College team I don't root for either. Great for painting, or at least getting hobby stuff done.

So far, this is what's happened before my brushes surrendered to chaos:


These are all 10mm scale, mostly Copplestone Castings' fantasy line, with one Games Workshop 10mm Dwarf Archer unit from their OOP Battle of Five Armies line on the far right, between the cavalry and a unit of spearmen.

The units are, from left to right, starting with the front row:

Half-orcs (Uruk-hai) with Swords (three units), Half-orcs (Uruk-hai) with Spears (two units), Horse Tribe Horse Archers

Rangers (Dunedain or Ithilien, take your pick)

Horse Tribe Foot Archers (two units), Dwarf Archers (one unit)

Horse Tribe Infantry (three units)

The half-orcs currently have bare bases because I'm going to use sand for their "ground" rather than grass, and I don't have any sand in the house. Though I admit the basic black look is growing on me. Hey, they're Saruman's Army, so the whole black thing works for them.

I'll post more detailed closeups of each in the future, but for now not a bad little painting run (for me, anyway).

--- Parzival, the Wargamesmonger

Wednesday, June 24, 2020

The Sound of Stone

So I've gotten back into D&D again lately, and as I was looking back at some older stuff of mine, I turned up the following bit of short fiction, by yours truly. I hope you enjoy it!

--- Parzival, The Wargamesmonger

The Sound of Stone 
A Story of the Dwarves

by Howard Shirley

When you can’t hear your own breathing is when you realize you can miss it. I do not mean when you don’t hear your own breathing; that happens all the time. We are so used to it that we dull it out and think of it as silent, just as we don’t really notice the sound our skin makes brushing inside our clothes, or the way leather creaks as it twists against our movement. Thor knows, I’ve even ceased to notice the scrape and dull jangle of my own armor on a long march. I put it on and as far as my ears are concerned, I might as well be wearing spidercloth. Unless of course there’s an enemy nearby with ears that will pick up even the slightest scratch of my axebelt against my hauberk— then every sound I make might as well be the slam of a hammer against hot steel.

I’ve heard men like Brom say that even wrapped in breastplate on top of mail, we dwarves are quieter than cats. I don’t know whether that’s true or not— those Loki-cursed things creep up on you to yank your beard, even when your ears could hear the ring of gold in a clay cup twenty shafts away. No dwarf is that quiet or that sneaky.

Except me, right now. I glance down at the quarrel in my crossbow. It doesn’t look any different from the other bolts stuck in my belt. You’d think it would glow or even gleam, like a dwarf craftspell would. But it doesn’t look one bit different— just black, with only the faintest hint of a glimmer from the sharpened edges I honed yester-morning. The only thing that tells me Thalin’s spell is on the bolt is that I can’t hear anything— not my armor, not my leather, not even my own breathing or the pounding of blood in my temples. Even the vibrations of my feet against the floor are missing, sounds I’ve always felt with my body even if my ears have tuned them out. I can feel the rise and fall of my breath shoving my chest against my hauberk. I can feel the weight of armor and pack, the warmth of the crossbow’s stock against my hand, the tension in the trigger, even the pressure of my booted feet against the stone floor. I can smell my sweat and Brom’s strange human odor, and the hints of incense that drift from Thalin’s robes, even the tiniest tint of blood that lingers on Mada-Thor’s knife blade from this morning’s sacrifice. If I turned my head to look at them, I would see them all, stepping behind me, instinctively trying to be silent themselves, though with the magicked quarrel there is no need. In this shell of silence, I can’t hear them any more than they can hear me, or even their own breathing.

It is a . . . disquieting feeling, which seems an odd word to use given that silence surrounds us utterly. But there it is. And for an old dwarf like me, used to gauging the soundness of stone and shaft by the echoes and creaks no one but my own kind can hear, it begins to approach terrifying. “May you hear no stone,” is an old dwarven curse, a wish for disaster to befall another. Deafness among my people is like a death, for it means one can never travel alone again into the mountain ways, but must be guided as if blind, or spend the remainder of ones long years above our sacred delvings, forever an outcast amidst our kind. It is not a curse said lightly.

Yet here I am, under just such a curse by my own agreement, if however temporary. And the thought comes to my mind, What if Thalin erred? What if the spell lies not upon my quarrel, but upon my hand that held it up? I know that man’s magic is not always permanent without great labor by a mage, but dwarf and magic goes not well together, save for our own craftspells. I once heard of a dwarf who had permitted a human mage to give him wings, and instead his beard turned into feathers. If this magic of silence dwells now forever upon my person, I am cursed beyond all dwarfdom. It had seemed like a clever, even crafty idea at the time Thalin suggested it, but now with not even my own thoughts entering my ears, my fear arises that we may have mined into loose shale, as the saying goes.

Even though the pressure comes through hauberk and jerkin, the hand upon my shoulder makes me jump— I almost pull the trigger on the bow on the spot. I turn to look; it is Mada-Thor who has touched me. The look in her eyes says she understands my discomfort, she who has been my friend since before Brom held his first sword. In the overwhelming silence she can only gesture upwards. I follow her eyes, beholding the black scrawl against the ceiling, a crude sigil of a misshapen skull, cloven in two. The Damned Ones must have stood upon each other’s twisted backs to scribe it there. I am ashamed that I, a dwarf within my native realm of stone, did not see the khohbhauluth sign first— but then, Mada-Thor is guided by a god. I see Brom and Thalin turn their eyes upwards as well, and Brom mouth out the man-word “Kobold!” though not even he can hear his exclamation. Just as well— I hate hearing our sacred tongue corrupted in another’s mouth, and his cry might have alerted our quarry. For once I bless Thalin’s ploy— in one respect, it is serving us now. Brom starts at not hearing his own words, then I can see it break upon him that his outburst would have proved dangerous. He throws his head back in mirth and slaps Thalin upon his back. The mage startles at the blow, then his mouth splits into a sly grin. I like a mage with a sense of humor about themselves— all too many laugh only at the discomfort they can cause to others.

Brom shares Thalin’s grin and nods to me to advance. I’ll say this for the man, he may not be as cautious as need be, but he doesn’t swagger forth into the lead like those fools who think their bulk is proof against all comers. Brom has an inkling for tactics and a respect for where others’ abilities may be more useful than his own. In my case, I’m familiar with the nature of these passages. And I’m the best shot in the Twin Kingdoms, Above and Below, if I say so myself— even in silence.

I glance at Thalin. He needs no explanation, and waves his hand in an odd caress across the rough-hewn crystal atop his staff. The glow from it fades to a dull glimmer. My eyes adapt quickly to my native dark; yet I worry that perhaps even those faint beams may be too much and reach the khohbhauluth with warning. But no, even the sigil cannot be seen. I turn back to my companions. Brom has his sword out now, fine make for man-work, held cautiously wide to avoid the rest of us. Mada has her hammer ready, mouthing silent blessings over it— I wonder if Thor can sense her prayer, devoid of sound? I think one of my own for that, not much considering the irony. Thalin merely places one hand on Mada’s shoulder for guidance, she does the same for Brom, who moves forward and places his free hand on mine. We move off, the deaf leading the blind through halls of stone— how my clan folk would shudder at the thought!

The way is windy and slopes downwards. My eyes and feet pick out signs of loose rock, the faintest pebbles, and my fear rises at not being able to hear the faint shift of stone that warns every dwarf of a coming cave-in. This movement with half my awareness lost is almost beyond bearing.

I feel the faint change in the air current on the edges of my beard before I see the light. It is not the strange whiteness of Thalin’s staff, nor the warm yellow of dwarven fire— it is orange and sputtery, barely giving glow where it licks against the stone far ahead. But the air moves towards it, drawn towards some thin shaft that must serve as a flue. The kobolds are burning bhakhumen. It gives poor heat and poorer light, but for Those Who Chose The Blackness it is the light of ritual. It is the light by which they take blood.
The odor reaches my nose now, despite that the air moves away from me. Instinctively my voice tries to growl in disgust, but I feel only the rough movement in my throat. I tap Brom’s hand on my shoulder quickly, to tell him we are there, then move my hand back to the trigger.

We step forward slowly, only because the others cannot see to move faster. The dull glow from the bhakhumen fire grows more, and I can see that it comes from a side chamber along our way. Strange shadows move across the glow where it hits the wall opposite the chamber— the kobolds have begun their rite. My beard prickles at the thought we may have come too late.

I race forward, crossbow at the ready, no longer concerned for my companions— even their Above eyes can see the light from the chamber. Stepping into the opening, I see the scene. A score of khohbauluth are dancing before a crude altar of jumbled stone. My sister Kima is stretched across it, her chest bared below her beard, her garments ripped and stained with blood— not hers, I know— the kohbauluth send their sacrifices on unsullied. Her eyes stare upwards at the jagged obsidian blade held aloft over her breasts. She does not blink or show tears— she is a dwarf. All this I see in the instant, just as I see the khohbaulutavak, the priestess who holds the blade.

I shoot, the bolt racing across the room, and suddenly a cacophony bursts upon my straining ears— Brom in mid war cry, Mada calling upon her god, the kobolds’ chanting, the latter suddenly growing less as the bolt appears in the priestess’s shoulder. She lurches back, the knife falling from her hand to shatter silently against the floor. I drop the bow and reach for my axe. The foul creature recovers and reaches up to clasp her wound, her mouth moving to call upon her demon magic for healing— and then her eyes flair wide when she realizes her dark spell makes no sound. She grabs desperately at the bolt, but the flared head is stuck fast in both mail and flesh.

I grin, letting her see the teeth behind my beard. “May you hear no stone,” I growl, and rush to battle, my axe singing gloriously to my ears.

Monday, April 13, 2020

Saxon Violence! And Viking Violence, Too! (878 • Vikings: Invasion of England-- a review)

In the height of the Dark Ages, the bulk of the island of Britain had pretty much become the domain of the Anglo-Saxons, and was divided into multiple smaller kingdoms with names like Wessex, Mercia, Cumbria, and more. And while the region itself was known as “England,” there was no one English nation, and no one English king. Despite this political disunity, the Saxons were enjoying a time of relative prosperity and peace— and then the Vikings came. Racing across the North Sea in their dragon-headed longships, Scandinavian raiders launched a series of bloody invasions, bent largely on plunder. For over two hundred years, they preyed upon the coast (at first) and then surged into the mainland (not unlike the Saxons themselves had done to the hapless Britons some three centuries before). Eventually these Scandinavian intruders set up their own kingdoms, or forced nominal Saxon kings to be puppet rulers for their new Danish masters. Despite being essentially out-numbered by the locals, the Vikings were able to run wild because the Saxon kingdoms largely fought them piece-meal, and frequently failed to team-up to stand against the hordes. Finally, a lone Saxon king, Alfred of Wessex, rose up against the “Danes” (as the Saxons called them), and defeated their greatest army in a grand battle. Using this victory, Alfred was able to force the Treaty of Wedmore upon the interlopers— and thereby created the Kingdom of England.

878•Vikings: Invasion of England from Academy Games seeks to recreate the strategic situation of the times, when sizable Viking armies landed on the coast of England and raided, plundered, and eventually settled the countryside, while being resisted by the scattered Saxon leaders. “878” is not a reference to the number of Vikings invading England, but the year in which the Anglo Saxon Chronicles record the raids beginning— 878 A.D.. Personally, I think the title may be the most uninspiring case of board game naming I’ve encountered. But despite this, the game itself is quite the opposite— challenging, engaging, and most of all a lot of fun.

Don't mind Sven. He's just a friendly sailor looking for loot.


IT’S TRUE- ENGLAND IS A LAND OF TREASURE— OR AT LEAST NIFTY STUFF

Speaking of loot! This hoard includes a horde!
There’s a lot in the box:
A nicely sized (but not too large) game board featuring a map of 9th Century England.
Six full color card decks
21 Blue plastic miniatures of armored Saxon warriors (representing the “Huscarl” or “Housecarl” faction)
41 Green plastic miniatures miniatures of armored Saxon warriors with spears (representing “Thegn” faction)
10 Yellow plastic miniatures of Saxon peasants with spears (representing the “Fyrd,” or local levies, which are not a faction)
43 Black plastic miniatures of armored Viking warriors (representing the “Norsemen” faction)
21 Red plastic miniatures of unarmored Viking warriors with axes (representing the “Berserker” faction)
A single wood pawn as a “round” marker (basically the game clock).
15 thick cardboard “Viking Victory” tokens
6 thick cardboard Leader markers (mostly Vikings, but there is one of King Alfred the Great as well)
6 clear plastic stands to hold the Leader markers as standup pieces.
5 sets of different colored dice: Black (3), Red (2), Blue (2), Green (3), and Yellow (2)
4 colored cubes (basically dice without any markings): Black, Red, Blue and Green
A black cloth drawstring bag

As my set was from a Kickstarter set (purchased second-hand, yet still unplayed and unpunched), I also had four thick cardboard card holders, six “Saxon Navy” tokens, and several “Leader Movement” tokens (which we didn’t figure out what to do with), not to mention an expansion set with more rules and cards, Leader miniatures, and miniature Saxon churches, Viking forts and Viking settlements. Since these are not elements of the standard board game, I will hold off on reviewing these until we’ve had a chance to try them out.

VIKINGS, SIRE! THOUSANDS OF ‘EM!

Put on the Led Zeppelin track... "A-A-A-AAAA!"
The game can be played by either two players, or by four players divided into opposing alliances. My gaming buddy Will and I gathered for an initial run through with the two-player version, but we agreed at the end that the game felt more like a four-player game, even with the fact that there are only two “sides” in the game.

The two sides to the game are the Saxons, who inhabit England, and the Vikings, who want to raid, plunder, and maybe inhabit England too. These sides are further divided into two “factions”each — for the Saxons, the Huscarls (the elite forces of the various kings, also called “Housecarls” in the game) and the Thegns (the forces of more localized rulers). For the Vikings, the factions are the Norsemen (“ordinary” viking warriors) and Berserkers (blood-thirsty fanatics with a death wish).
All factions essentially play the same and can even temporarily control forces of the other allied faction, but each have their own deck of command cards, and each have different combat probabilities based on their unique dice.

The object of the game is fairly straightforward: The Vikings seek to capture as many Saxon city territories as possible, tracking these conquests using the Viking Victory Track at the bottom of the map. The Saxons seek to stop the Vikings, at the very least by limiting the number of cities the Vikings capture, or if possible, eliminating all the Vikings from England. The game also includes four special “Treaty of Wedmore” cards, one for each faction; if at least two of these cards have been played, the treaty takes effect, the game ends and the victory conditions are checked.

The game starts with the two Saxon factions’ forces spread about the board in groups of 1, 2, 3, 4 or 5 figures of mixed color (Green and/or Blue). The Viking player will move first (though the movement order will change), and begins with a large force of Norsemen and Berserkers on a Leader card, which immediately “lands” on a coastal territory of his choice (early in the game, this can only be on the North Sea— later it can be any sea). Looking at this force, it will seem enormous— well over two dozen or more figures landing and moving from a single territory. (Recall those Saxon groupings of at most five figures? They’re doomed.) Viking invasion, indeed! Yikes!

ROUND AND ROUND WE GO

Round marker, King Alfred waiting to arrive, turn order cubes, and "fled" units waiting as reserves. Plus a Beserker faction movement card over to the side.
The game is played in 7 “rounds” (though it can end sooner) consisting of 4 “turns” each. All factions have one turn per round, but the order of these turns is random, determined by a blind draw from the velvet bag containing the four colored cubes. Whichever color is drawn indicates the faction who has the current turn. That faction completes its actions, and a new cube is drawn. Once all four cubes have been drawn and the factions have acted, the game advances to the next round and the cubes are returned to the bag.
The rounds are tracked, because on the 5th round, Alfred the Great enters the fight as a Saxon leader, and the possibility of an end to the game goes up. (It’s also possible for the game to end earlier, but not likely.)

When the first Viking faction is drawn in a round, that faction draws a Viking Leader card, which triggers an invasion. (This is in addition to any invasion already going on from the previous round.) On that card are placed an entirely new army of Vikings of mixed factions. For the Saxon player, this is a case of “They. Just. Keep. Coming!”

MOVE ‘EM OUT! OR WHATEVER THEY YELLED IN OLD ENGLISH!

The thrust of a turn is simple: The faction player choose one Movement command card from a hand of three potential commands and plays it. (If he doesn’t have a Movement card in his hand, he must discard the hand and draw three new cards, continuing to discard and draw in this manner until he has at least one Movement card in his hand— which might also be a Treaty card). When the card has been played, the player then carries out the movement the card allows. For example, a Movement card may state that the faction my move 2 armies 4 spaces each. An “army” is any collection of any number of allied pieces which are all in the same territory, or on a Leader’s card— but the army must include at least one figure of the active faction’s color in order to be moved. For example, if it is the Thegn (Green) player’s turn, this card would allow him to move any two armies containing at least one green piece, each army moving up to four adjacent territories. If an army enters a territory occupied by an enemy, the moving army must stop, and combat will occur. 

Leaders with armies have the ability to continue moving their specific army if they eliminate the enemy forces in one roll of the dice.

Other cards may be played as well that offer other effects to either aid the card’s faction or hamper the enemy. These cards can sometimes be played out of turn. It should also be noted that the Treaty cards are also Movement cards, which means that if a faction’s only Movement card on a turn is a Treaty card, it must be played, even if the player would rather not do so.

KILL, RETREAT, OR FLEE

Once a player has moved all his forces, if any share a territory with an enemy, these must engage in battle. Each force has dice that match the force’s color, and only the dice which match a force’s color will be rolled. The number of dice also may not exceed the number of matching figures in the battle. The dice are rolled simultaneously for all forces in the battle. Results are straightforward: Each roll result of swords (or axes for Viking dice) is a hit against the enemy, removing a figure for each hit. Results of a running man means that a matching colored figure is forced to flee (being placed in a “Fled” space on the map). Each horn rolled indicates that a matching colored figure may instead withdraw to an adjacent territory containing only friendly forces. A blank result means no effect occurs. All dice results of a roll are applied immediately for both sides. If neither side is eliminated (whether due to hits, withdrawals or flight), the dice are rolled again, repeating until only one side has forces remaining in the territory. Player should pay attention to the number of symbols on each die, as different factions and forces are better at combat than others (for example, Berserkers never flee!).

Once all movement and any combat is completed, the active faction draws cards to restore its hand to three, and that faction’s turn ends.

WE NEED A FEW GOOD PLASTIC MEN

Reinforcements are indeed a part of the game. The Saxon factions can potentially gain new forces on their respective turns, provided forces are available in their reserves. These are placed according to symbols on the map, and are restricted to one or two figures being added to any given city. However, the Saxon player may also regain any Fled figures, placing these in other available locations as chosen by the player. The Viking factions only gain forces through the function of drawing a Leader card, or restoring Fled units to coastal regions controlled by other Viking figures.

EVEN THE YELLOW-BELLIED ONES

The Saxon player also has the (dubious) advantage of raising the Fyrd, which represent the peasant farmers of the day taking up arms when their lands are threatened. If a Viking force attacks a Saxon army on a city territory, the Saxon player draws a card from a special Fyrd deck, and places the indicated number of yellow Fyrd figures in the territory. The Fyrd cannot be ordered to move, and exist only to aid in battle, for which they are ill equipped (they are more likely to flee than fight, or even do nothing at all). They’re not great troops, but they can take hits— preserving the better Huscarls and Thegns— and occasionally even manage to strike an enemy.

Thegn faction cards, attack dice and men. If you're the Saxon player, you'll want more of these. But there aren't any...

SIMPLE PLAY, COMPLEX STRATEGY

And that’s about it for the rules. There are a few special conditions here and there, and the unique faction cards can throw in twists, but there’s little more to it. Though the game at first glance looks complex, it’s actually quite easy to grasp— if you can play Risk, you can definitely play this. However, the strategy is far richer and deeper than one might expect. The alternating flow of faction turns, with uncertainty as to who moves when, calls for careful planning. It may seem to be better to be first in a round, but if you’re not careful, all your gains can be wiped out by the last faction to take its turn!

YOU LOOK GOOD IN HORNS, WILL

The Great Heathen Host (says so, right on the card). The Viking side starts with this... and keeps adding more.
It didn’t take too long for Will and I to leap into the game. He opted for the Viking invaders, and on his first turn I was wondering about the viability of my Saxon forces— there were a boatload of Vikings on his Leader card, and I couldn’t see how my puny, scattered troops could stand up to the onslaught of The Great Heathen Host (as the Saxon chroniclers dubbed the Viking invaders).
But that’s where the movement restrictions come in; the Viking faction has a lot of men, but they’re not going far at first. As he divides them up to attack the city territories which he must have to win, the Host begins to dwindle— and if he’s gone inland, he’s not getting reinforcements quickly. Meanwhile, the Saxons are often in a good distance to converge on the Vikings, while gaining inland reinforcements on each faction’s turn.

Pretty soon we were knocking each other back and forth across the map, and I was feeling good about my position. Will was gaining cities, but I kept hitting him back below his necessary victory number (9), while I managed to get out an early Treaty card.

Alas, my second needed Treaty card just refused to turn up. And Will started claiming my important reinforcement locations, reducing the forces I could bring to bear. But even up to the 7th round, I thought I had him beat. I had lost Alfred the Great, but I had pummeled Will down to 6 Victory cities claimed, out of a necessary 9. And that’s when I discovered I had failed to consider the chance that one of Will’s Viking factions would move last. Yet another horde descended upon my hapless defenders, and whack, whack, whack, he reconquered the cities he needed and claimed the crown. Alas, despite all advantages and positive omens (I mean, “Howard” is a good Anglo-Saxon name— “Heoward,” for “Royal Guardian”— I should win this fight, right?), my defense proved less than great.

HOY, SVEN— WANNA INVADE ENGLAND AGAIN?

The answer to that question is a hearty “Yes!” 878•Vikings: Invasions of England proved to be one of the best light wargames I have added to my collection. The look is gorgeous and thematically perfect (I especially love the Old English names on the map), and the components are of solid quality, and spot on in appearance. But even better, the rules are simple without being simplistic— players aren’t bogged down in complexity, though the game still feels like the historical situation it intends to represent, and the strategic challenges are rich and varied. “Elegant” truly is the operative word here. Plus, the game is just plain fun. Our conflict was a thing of constant triumphs and reversals, with just enough luck introduced by the dice and cards, yet never the feeling that we were at the whims of fortune. And the faction structure is well done— though we only tried the two-player approach, it was clear that an allied game would have enough independent action and decision making that no one would wind up feeling like a second fiddle. I expect that we will be returning to this game again and again— rather like the Vikings eyeing England across the North Sea.

— Parzival, the Wargamesmonger.