Sep 262016
 

Hello there. It’s blog time so yeah.

So yesterday, I started sneezing like crazy. This is not all that unusual. I just sneeze a lot. However, combined with my VERY runny nose, it quickly became apparent to me that I’ve caught a cold. I feel like it’s been a while since I caught one. On Friday, one of my coworkers asked me if I was catching a cold and I assured her my sneezing was just due to allergies. Now I think she was being prophetic. So really, Karine, this is all your fault. You won’t be reading this, but yeah, I blame you. 😉 I spent last night coughing in fits. If I lie down, it’s much worse, so I’ve been trying to sleep while sitting, which isn’t a winning proposition. I’m feeling kinda wiped.

La Crique O Jeux started up last Tuesday and I got to play one of my new games, Parade, as well as Five Tribes, which is a game I’ve been wanting to try for a while now. I enjoyed both.

Parade is a card game with an Alice in Wonderland theme. The goal is to have the lowest score at the end of the game. You play cards, numbered 0 to 10 in six different colours into the parade and count a number of cards from the end of the line equal to the number you just played. Those cards are safe. You look at the unprotected cards and have to take all the cards that are equal to or lower than the card you just played AS WELL AS all cards that are of the same colour as the card you just played. The last thing is, if at the end of the game, you have the most cards of a given colour, those cards are only worth 1 point each instead of their printed value. So the strategy is to avoid picking up cards as much as you can with the idea that if you have to pick some up, you might as well have the most of that colour so that it hurts less. The final round begins when one player has acquired at least one card in each of the six colours. After the final round, you choose two cards from your hand to add to your tableau and discard the other two. Again, you’re trying to see if you can get the most cards in a colour OR deny a majority to another player so that they’ll have to count the printed numbers on their cards. I played again with my mom on Friday, and outside of the introductory games where we were figuring out the rules, I only managed to win once, so I guess I’m missing something in the finer strategy of the game.

Five Tribes is a mancala style game. You lay out tiles in a 5X5 grid and seed each with three random meeples. Each tile has a special ability and is worth points. Each turn starts with each player bidding to see which position they’ll play that round. If you want to go first, you may have to spend a considerable amount of money and money is worth points at the end of the game, so you have to be sure that your move will generate enough points to cover the cost. On your turn, you pick up the meeples from one tile and seed them in a line from that starting tile with the condition that the last meeple must match the colour of a meeple on the tile you place it on. You get to keep those meeples and activate a special ability based on their colour and you have the option to use the special ability on the tile. If after picking up the meeples on the last tile there are no meeples left, you claim the tile by setting a camel token on it and will score the points on the tile at the end of the game. The meat of the game is in trying to seed the meeples to get the best move possible without leaving a good move for the other players on their turns. The game ends when one player has placed all of their camel tokens or there are no legal moves left. There’s a lot to consider here and it’s easy to get overwhelmed while trying to balance all the different ways of scoring in the game. I didn’t do all that well in the game I played as I was too conservative in my bidding and had the moves I wanted to do scooped out from under me. It’s a game I’d want to play again, but I’m not sure I want to buy it.

Last night on the WWE Network, they aired an episode of Ride Along, where they film wrestlers on their road trip traveling from one show to the next town they’ll be performing in. Last night’s episode featured JBL, Michael Cole and Byron Saxton and I found it rather appalling. Michael and JBL spent the entire trip berating Byron, who admittedly is a little goofy and more than a little square. Then at a rest stop, they sent him in to get food and drove off while he was inside. Really classy. Now, obviously, Byron wasn’t really stranded as there was a cameraman filming him and that cameraman got there SOMEHOW so he was going to be able to get a ride with the cameraman, but the bullying on display was just horrible, especially since WWE prides itself on its anti-bullying campaign. I guess they thought people would find the episode funny, but it really struck a sour note with me.

Okay, my coughing fits have returned. I think that’s all I have in me today. Peace out folks. Have a good seven and we’ll do this all again next Monday. Carja V.

Sep 202016
 

B is for the Best I can do. L is for the Lines of text I’m writing. O is for the Open discussion that has yet to follow one of these. And finally, G is for Gawd! is this awful intro done yet? This is what my blog is to me. So yeah. Blog time.

In last week’s blog post, I mentioned–or at least, I THINK I mentioned–that last week was going to be my first week back on a full-time work schedule. That was only one day in. Now, I’m writing having survived that full work week and I can say without any reservation…that I miss my reduced schedule. No, no. It wasn’t really all that bad. I got through the week just fine, but it sure was weird being in the office on Friday.

One of the impacts of the schedule change is that I didn’t draw as much as I had in previous weeks. I completed one flashback and started work on a second, but that’s it (and boy did that second one give me trouble). With the fall TV schedule about to begin and more importantly, the fall season of board gaming at La Crique o Jeux starting tomorrow, I suspect I’ll have to tighten back up from the easy-going way of doing things I had going on over the summer.

Speaking of games, I tried out two new games on Friday: Potion Explosion and Bill & Ted’s Excellent Board Game. One was great while the other was only okay. Any guesses as to which was which? You have until the next paragraph to think about it. Okay. Time’s up.

Potion Explosion is a game which I think will hold some appeal to fans of those gem-matching game apps that are all the rage these days. There’s a dispenser of ingredients (marbles) and players take turns choosing one marble from one of the columns. The fun part is that if taking your marble causes two marbles of the same colour to clack together (referred to in the game as an explosion) you get to take those marbles and any adjacent marbles of the same colour as well. And if taking THOSE marbles causes two marbles of the same colour to clack together you get to take those marbles also. So picking the right marble might net you many marbles. What do you need these marbles for? Well, each of the four colours represents an ingredient you need to complete magic potions. Each player can work on two potions at a time. The potion cards will tell you which colours you need to complete them and have little holes in them to set the marbles on. Completed potions are worth points at the end of the game and give you special abilities you can use on your turn. You can also ask the Professor for some help which allows you to pick another marble on your turn with the caveat that the marble you take using the Professor’s help does not generate any extra marbles even if you cause marbles of the same colour to clack together. You can ask for the Professor’s help, drink potions and make your regular pick in any order you want, so generally you’ll use the help and potions to set up the best possible regular pick. There are bonus tokens for completing three potions of the same type and completing five different types of potions. The game ends at the end of the round where the last bonus token was claimed.

Bill & Ted’s Excellent Board Game is a programmable movement game. Each player starts with five cards and on every turn, they’ll play two of them and at the end of the turn draw two more to bring their hand size back to five. These cards will determine your movement for the turn. The first box on the card tells you whether or not your phone booth token will turn and if so in which direction. The second box tells you whether your phone booth token moves forward or backwards. Finally, each card has an initiative number. The player who’s played the lowest initiative number that turn will go first. Looking at the board, you’ll try to figure out which cards will best move you around to pick up tokens representing the personages of historical significance you need for your oral history report (just like the movie dude!). These tokens you pick up will also add to your movement line in subsequent turns always from the first token you picked up to the last. The final twist is that there are two villains, a Far West Dude and a Medieval Knight Dude who are out to stop you and the cards you play will also determine which villain moves and how (the same direction you moved with that card). If you land on one of their squares or they land on yours, you drop a historical figure token. The game ends when there are no more cards left in the deck. The player who has the most historical figures at the end of the game wins.

So both of these games are a little more “thinky” than I thought they’d be. In Potion Explosion, you’re trying to set yourself up to get the most marbles in the colours you need. In Bill & Ted, you have to try to figure out how best to use your cards to get to the historical figures tokens, but also keep the evil dudes away. This said, I enjoyed Potion Explosion a lot more than I did Bill & Ted’s Excellent Board Game (and not just because I lost both games of Bill & Ted).

In Potion Explosion, it’s just very satisfying to parcel out a plan and wind up with a handful of marbles, even more than you can use or save up. It’s clever and doesn’t overstay its welcome.

In Bill & Ted, the more historical figures you pick up, the more moves your token will make on your turn, which just gets too chaotic to follow without taking way too much time for how light the game is. My mom and I only bothered mapping out the movements from our cards and just let the historical figures take us wherever we ended up and even then it could take a while as you have to rotate the cards to figure out how your phone booth will turn and move. I’d hate to play with someone who actually mapped out all those moves because the turns would end up taking forever. You’re also at the mercy of the card draw. In our second game, my card draws always seemed to turn the wrong way or go backwards when I really needed to go forwards. And then when I’d finally figure out the safest move possible, my mom would get to go first and her cards would move one of the bad guys right where I was going. It’s definitely a game you can’t take seriously or you’ll end up frustrated. Really, I only bought the game because it was Bill & Ted and I’ll keep it in my collection for that same reason, but it’s not a game I’m going to reach for very often and definitely I have to have the right people at the table.

Okay, those reviews went a little longer than expected so I think I’ll end things for this week. Have a good seven and we’ll do this all again next Monday. Carja V.

Sep 122016
 

Hello there reader. Yes, I mean you. You’re reading this, aren’t you? If you’re not reading this, we wouldn’t be having this simulated conversation right now.

I was biking home from work today and suddenly my back tire started to wobble. It felt like it was going to come off. I stopped and got off my bike to check out what was wrong and heard a telltale hiss. I was losing air pressure fast. Doh! Fortunately, I was close to home, but more fortunately, I was even closer to the bike repair shop. I’d been having trouble with my chain so I figured this would be a two-for. I also figured I’d have to leave my bike there and be stuck on the bus for tomorrow at least while the shop owner fixed whatever was wrong. Lucky me he was able to fix it on the spot and change the inner tube in less than twenty minutes. Kaloo kalay!

My last extended weekend was a pretty nice one. I went up to Trois-Rivieres on Friday, saw my good friend Steve, bought a mess of games* with some money I was gifted with for no particular reason whatsoever 😉 and got home in time for lunch. Then I spent the afternoon gaming with my mom. There were the usual games of Lords of Waterdeep, Takenoko and Star Wars Carcassonne, but also one of my newer acquisitions, Favor of the Pharaoh.

In Favor of the Pharaoh, players start with three dice and roll them Yahtzee-style, trying to obtain specific results which will net them tiles with special abilities, mostly more dice. This continues until one player manages to roll at least seven of a kind which will net them the Queen tile and the Pharaoh meeple. Each other player gets one chance to beat that player’s roll (either with a higher seven of a kind or more than seven of a kind). If this happens, players continue taking turns going round the table until a whole rotation occurs without someone managing to better the new top result. So if I rolled seven threes, everybody would have a chance to either roll seven fours (or higher) or eight (or more) of a kind. If it gets back to me without anyone rolling better, I win. If someone does roll better, I still have a chance to beat their result (and I have the Queen tile that nets me the power to change any one die to any face I want. It plays really quickly and as has been the case with a lot of new games lately, I’m terrible at it. I lost all four games we played of it. In a two player game there are less copies of each tile to be won so once a player starts getting tiles they have an easier and easier time to keep winning new tiles, leaving even less tiles to be won by the other. My mom kept getting great rolls and winning tiles. Nonetheless, I still think the game is a lot of fun. I’m looking forward to trying it with a full complement of four players.

I went on a flashback tear over the course of the four days off and completed three flashbacks. So that’s thirteen out of eighteen done already (I also plan on four all new Masters of the Universe mash-ups to bring the total up to twenty-two). On top of that, I went back and reworked the Skeletor flashback, which is something I rarely do with a finished piece (much less one that’s already been published on the site). I was really unsatisfied with the shoulder fringes of Skeletor’s armor so I went back to lengthen them. You can go back to the original post to check out the revised picture. I left the original flashback to compare.

That’s about all for this week. Have a good seven and we’ll do this all again next Monday. Carja V.

* New games: Star Wars: Rebellion, Potion Explosion, Parade, The Game, Odd World and the JSA Crossover pack for the DC Deckbuilder game.

 

Sep 052016
 

…but not really. I’m too busy blogging, right? Let’s get to it.

My summer schedule is coming to a close. This is my last shortened week. I’m back to 5-day work weeks starting next Monday. That is going to be rough. I wasn’t nearly as productive as I was hoping to be, site-wise. I felt for sure I’d be able to close out Bandit Baby and I didn’t work on it at all. I’ve got a HUGE lead on Flashbacks though, so when I finish the Masters of the Universe set, I’ll really have to dedicate myself to finishing Bandit Baby and/or possibly work on another project. This should be the last time I mention this for a while.

L’Imaginaire had a huge anniversary blowout to celebrate 30 years of being in business. Every day in August they had a different 30% off special. Last Monday was board game day and well, I had to take advantage of it. 30% of a $20 game is nice and all, but 30% of a $60 or $90 game is even better. It made some games and expansions on my want list MUCH more interesting. I picked up the last expansion for Mice and Mystics (until they come up with a new one) and Favor of the Pharaoh at big discounts. Bill and Ted’s Excellent Board Game and the Tokaido Matsuri expansions were more modest savings, but savings nonetheless. I rounded the order out with Takamachi, which is a cute little observation dice game that I’m apparently terrible at.

Matsuri is the second expansion to Tokaido. This is important, because for the first time I’ve come across a game expansion that requires the purchase of previous expansions to be able to play. Crossroads wasn’t in stock, but I thought I’d be able to play with Matsuri anyway. Guess I should have read up on that. Now I have to track down Crossroads so I can use Matsuri (and Crossroads itself of course).

I’ve been playing a lot of the Pokemon trading card game on my computer lately. It’s a pretty good port. I played the physical card game when around the time of the very first expansion MANY years ago. The cards are…somewhere. I actually only got to use them a couple of times since the one friend I knew who played the game lived in Montreal. I did play through the Gameboy port and had a really good time with it. The game has evolved a lot since those days as one would expect from a CCG. The digital version manages to make it relatively easy to acquire new cards without spending any money (big plus), though as one would expect, you can be at a pretty big disadvantage when paired up against players who’ve been playing longer or who HAVE spent money on the game and therefore have access to the bigger and better cards.

My greatest accomplishment in the game so far came last night when I was paired up against a guy who asked if he could record the game for his YouTube channel. I said sure and the game started. Not surprisingly, he had a pretty solid deck, while I was playing my trickster fairy deck, because Jigglypuff. Honestly I felt like I should have been destroyed and about the midway point, he said “Well played” which is either a sign that someone is about to give up or is about to unleash the full force of their deck on you. In this case, I think it was the latter as he started getting his big guns working and took out the Wigglytuff that had been my one hope of victory.

Since he said he was recording the game for his channel, I decided I’d be a good sport and play through to the end instead of conceding. Or maybe I was just being stubborn and making him earn the victory. At any rate, that’s when something funny happened. I drew a couple of key cards and was able to field my Clefable which had an attack that allowed me to choose which enemy Pokemon I’d have to face. I then kept switching out his Pokemon for those who had no energy attached. About the fourth time I did so, he said he was starting to get annoyed with the power, as though I were being a poor sport and just delaying the inevitable. I didn’t respond and just continued playing.

Weird as it was, I was actually managing to whittle down his forces and keeping alive to see if I might be able to draw into something good. Then he made the mistake of fielding a Pokemon that had an item equipped that drew him two cards every time I hit it. He had no energy attached, so he couldn’t attack me. Instead of letting the Pokemon die, he kept healing it so I kept hitting him and making him draw cards. Then, instead of attaching the energy which would allow him to switch it out or attack me, he kept building up the rest of his forces (maybe to show me all the ways he could beat me). I guess he was really upset by this point because he made another comment about how all I was doing was wasting time. Not so.

If at the beginning of a turn, a player cannot draw a card from his deck, he automatically loses. Maybe he didn’t know that or maybe he wasn’t keeping track of the number of cards left in his deck, but ultimately I just wanted to see how long I could stall before he was able to crush me. And it WAS coming. He did finally take out the Clefable and none of my other Pokemon had any powers that would keep me going. I just put my highest HP Pokemon out to withstand as many hits as possible and hoped he didn’t have the card that would allow him to put his hand back into his deck, which he didn’t. So I won. After his “well played” comment that I actually think came off as a little patronizing given the situation, it felt really good to beat him. I sorta regret not taking the name of his Youtube channel down to see if he posted the game.

Well that’s all for this week. Have a good seven and we’ll do this all again next Monday. Carja V.

 

Aug 292016
 

Blog time.

I’ve been using lyrics as blog titles for a while now, but I wanted to write about Masters of the Universe today and there are no words to the cartoon’s theme song beyond repeating “He-Man!” in different octaves, so I took a snippet from the intro instead.

In the days of my youth, I flitted from toy line to toy line but really there were three lines that emerged as predominant forces: Star Wars, G.I.Joe and Masters of the Universe. The action figures from Masters of the Universe were colourful with fun designs, they had great play features that set them apart from many other toy lines and best of all, they had terribly punny names. The master of disguise was named Man-E Faces. The bee guy was named Buzz Off. The guy with the cybernetically elongated neck was named Mekaneck. You get the picture.

In those days, we lived in an apartment that had a large alley that served as something of a backyard for the kids on the block. On this block, there was a girl named Fannie who was also very big on Masters of the Universe. When we would play together, we would pool all our figures and then take turns drafting our favorites for our respective teams, regardless of their canonical faction. Surprisingly, while both of us had sizeable collections, there was very little overlap, so this gave us an opportunity to play with characters we couldn’t play with on our own. As I remember it, the draft was the fun part as then we’d then go to opposite sides of the porch and play out our own separate adventures, which I guess means that we didn’t really play TOGETHER all that much, but we still had fun.

I never got Castle Greyskull or Snake Mountain (Fannie had both). I got the Fright Zone, which was Hordak’s lair. It wasn’t the most elaborate playset. It was a mountain-side with a prison, a tree that could grab figures and a hole from which emerged this giant lizard creature (a rubber hand puppet). It was the most sturdy of the playsets though (Greyskull’s walls were quite thin). While doing some research for the mash-ups, I discovered that there was an Eternia playset which was enormous. It must have come out after I got out of the line because I had no recollection of it whatsoever. Amazing.

For some reason I only got the villain vehicles (they were probably more affordable). The Land Shark and the Roton were great. I would have liked to have several Sky Sleds as those were the vehicles most often used in the cartoon, but they were only sold as a part of the Battle Ram (which you never saw in the cartoon).

Because I like Top Ten lists, here are my 10 Favorite Masters of the Universe action figures:

10 – Roboto
9 – Battle Armor Skeletor
8 – Mer-Man*
7 – Mekaneck
6 – Beast Man
5 – Trap-Jaw*
4 – Man-E Faces (My first figure from the line!)
3 – Webstor
2 – Kobra Khan
1 – Sy-Klone

* Figures I never had, but Fannie did. She almost always drafted Trap-Jaw first, so I didn’t get to play with him very much, but I always picked Mer-Man which she thought was weird.

This trip down memory lane is brought to you by the flashback line of mash-ups that will be beginning on the site this Friday. Be sure to come by for the next 22 weeks to see how much better the mash-ups look this time around.

That’s all for this week. Have a good seven and we’ll do this all again next Monday. Carja V.