Central Texas Board Game and MiniaturesPosted on by Richard
SPECTRE: The Board Game, you take on the role of one of the many iconic villains from the James Bond film franchise, competing with one another to become Number One of the Special Executive for Counter-intelligence, Terrorism, Revenge, and Extortion, a.k.a., SPECTRE.
Are you simply in the game to acquire gold bullion, or are your aspirations more philosophical, safe in the knowledge that the world would be better off with you running it? Each villain has their own plot inspired by films such as Dr. No (1962) and Diamonds Are Forever (1971) driving them along the path to becoming SPECTRE’s Number One. No matter how hard you try, though, 007 is always there, waiting to disrupt your plans and reveal your secrets.
SPECTRE: The Board Game features iconic weapons, locations, and characters from the James Bond films. You will be able to assemble devices, spy on your opponents, blackmail your rivals in order to build your own criminal empire, and strategically deploy your agents around the globe to infiltrate key installations. You need to work behind the scenes to develop your nefarious plots and become 007’s biggest threat, so grab your Persian cat and call your favorite henchman as you prepare your newest monologue — it’s time to get down to business and start building that moon base and world-destroying megalaser!
Central Texas Board Game and MiniaturesPosted on by Richard
At the beginning of the 21st century the economic crisis, caused by water and fossil fuels shortages, as well as the ruthless speculation of the main economic powers, became pandemic. Although at first general population trusted that at the end things would go back to the good old times and (afraid in part to end up with nothing at all) accepted without resistance one measure after another to strip them from all the rights they had achieved through the last decades, at the end the general unrest was so high that ignited the spark of rebellion.
At first they were few, but in time millions of citizens all around the world took the streets with nothing to lose, blaming all the economical and political powers for their situation, those who have remained at the top of the pyramid as an untouchable oligarchy. There was war, carnage, anarchy… whole countries were nearly wiped out. The entire world was being torn apart.
Big companies, governments and the upper class in general realized for the first time that the tame flock they had been shepherding for centuries had gone wild, and that things would never be the same again. They also realized that they couldn’t afford the luxury to spend years reaching agreements between them, so they created a leading counsel with the power to take immediate executive actions, which they called the Compass. This counsel established that the problem was not the System, but the excess of people in it. This way they developed a way to keep the status quo as it was, the Babylon Project.
Thus the creation of the Megalopoli was planned, seven huge autonomous walled cities (two in North America, one in Oceania, two in Europe, one in Asia and one in South America), where only the right people would be accepted. They had to build reality but one step further, in their own image. Only 5% of the global population, enough to sustain the perfect social balance of economy and consume, would be accepted inside the cities with plenty of luxuries, pure water and food. Outside them laid the rest of the population, a burden, source of problems and troubles.
But these enormous cities must be built and that was something they couldn’t do in secrecy, so the Babylon Project was presented to the general public as a new dawn for the world, a place to begin from scratch with a more balanced society, where everybody would count. And the plan worked, because people was so anxious to believe in something, to dare to hope, that a measure of peace was reached and millions of people set to work in the founding of these dreamed cities, in exchange for a place to live and a decent job after their completion. The official message was that these seven Megalopoli were the first of many more that would populate the Earth. A feeling of being building a better future was born, casting away past errors. Then, when all the cities were finished, the real truth was unveiled: there would be no more places like them, and these would be the Eden of a selected few.
Obviously peopled rebelled and took arms immediately. The fighting for the Megalopoli was vicious, as there was no easy way to build Paradises up but tell most people they were to live in Hell. But contrary to almost all citizens, who discovered the lie by surprise, the Compass was ready for this moment: it has been carefully planned and its members were perfectly fitted tactical and militarily. Their course of action was ruthless: those who didn’t accept to live outside the mega-cities would die. They didn’t hesitate to use all the weapons they have been developing for years, whether nuclear, chemical, electromagnetic or worst. The world outside the Megalopoli became a stark land, a huge battlefield. And lastly the seven cities were sealed.
For if the war wasn’t punishment enough, the next years brought a terrible nuclear winter followed by a global warming worsened by all the last years’ events. Everything except the Megalopoli, which were perfectly fit for these “inconveniences”, became a barren land of shattered old cities, wasted forests and grasslands and dried rivers. The population forced to dwell on these areas was decimated to the point of representing less than 1% of the original inhabitants of old Earth.
To make the Megalopoli even more secure, minefields, automatic weapons turrets and anything technology could afford kept away every living being who wandered near any city by a hundred miles.
The world outside these Paradise cities became the Wasteland, now home to the outcasts of the ideal society.
Dave All Nuts came to visit from North Carolina, so Mike Decameron to Waco from Dallas and Lance drove up from Temple with Jim and Richard just making it locally.
Mike and Richard were given the Mutants with no ranged weapons while Dave and Jim were the Gangers and Lance had some powered Fractions.
Since the mutards seemed like a lost cause, Mike can up with the brillant tactical plan of just swarm them. Richard discovere the rules that gave the mutards special psychic power and other abilities now the game was over surprisingly not how the others imaged.
Central Texas Board Game and MiniaturesPosted on by Richard
Destinies is a competitive, story-driven, game of adventure and exploration, mixing an app and a board game.
The first in a series of games using a brand-new system called Destinies. This game is set in a dark medieval-fantasy universe.
The Destinies system offers a fully story-driven, app-supported, RPG-like board game experience, without the need for a game master. Each scenario depicts a part of a vivid world, full of dark stories, epic NPCs and mysteries to solve. Each player takes the role of a hero on a quest to fulfill their destiny. Each destiny is a final goal of the character and has at least two, completely different paths to victory, composed of branching series of quests. Players compete with each other to push the world towards their own destiny.
The game uses an app and the Scan&Play technology to offer players a unique story-driven experience full of dynamic events, epic adventures, and an ever-changing game world. Each turn players discover new parts of the world presented on tiles, explore them and pick one point of interest to visit. There they learn more about the story and make crucial choices of how they want to interact with people, creatures or situations faced there. The consequences of each choice are meaningful and often change the state of the world forever.
We played and nothing seemed to work.. upon checking it was discovered there is a bug in the scenario making it not possible for two of the three players.
Central Texas Board Game and MiniaturesPosted on by Richard
The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.
Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion.
Only a handful of investigators stand against the Arkham Horror. Will they prevail?
Arkham Horror (Third Edition) is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality.