Played another scenario of Liberty or Death – American Resurrection. Richard (British), Jack (Native Americans), Jim (Occupiers) and Lee (French). Had about 1/4 of the deck remaining when we ran out of time.
Liberty or Death: The American Insurrection
Liberty or Death: The American Insurrection features the same card-assisted counterinsurgency game system as GMT’s Andean Abyss, Cuba Libre, A Distant Plain, Fire in the Lake, and Gallic War, with a set of twists that take the COIN Series to the 18th Century, including:
- Brilliant Strokes that trump initiative (Led by leaders like Washington, Rochambeau, Clinton and Joseph Brant)
- Irregular troops (Patriot Militia and Indian War Parties)
- Regular troops (British and French Regulars and Patriot Continentals) for battles and skirmishes with line infantry
- Rabble-rousing, Skirmishing, Tories, variable French entry, and Indian Raids
- Variable impact of naval commitments between the British and French
- French blockades to confound British plans
- French financing options to feed the Patriot’s war effort
- A large deck of 110 + cards for great play variety
- Short, medium, and long-length scenarios with period-event or random options.


Dungeons & Dragons: The Legend of Drizzt
Players take the roles of famous heroes who explore dangerous underground caverns, fight monsters, overcome traps, and complete story-driven missions. Rather than competing against one another, everyone works together to survive and accomplish the scenario’s objective.
The story and setting
Drizzt Do’Urden is a dark elf, or drow, who rejects the cruel society of his underground homeland. He escapes the Underdark and becomes an unlikely hero, fighting monsters and defending people despite the prejudice he faces because of his ancestry.
The board game draws on adventures from the novels, particularly those involving the subterranean city of Menzoberranzan, the caverns of the Underdark, and Drizzt’s companions.
Main heroes
Drizzt Do’Urden
A skilled drow ranger and swordsman who fights against the evil of his own people. He is the central hero and a master of dual-wielding scimitars.
Bruenor Battlehammer
A stubborn, courageous dwarf warrior who leads from the front and fights to reclaim his ancestral home.
Catti-brie
A skilled human archer whose ranged attacks help the party defeat dangerous enemies.
Wulfgar
A powerful human barbarian who relies on strength and devastating melee attacks.
Regis
A clever halfling who contributes cunning, resourcefulness, and a different approach to danger.
These five are the core companions known as the Companions of the Hall. Other characters also appear in the game’s adventures.
How the board game works
1. Explore the dungeon
Players reveal and connect cavern tiles as they explore, gradually building the map.
2. Fight monsters
Players move their heroes, use character powers, and roll a 20-sided die to resolve attacks and other challenges.
3. Handle encounters and collect treasure
Cards introduce enemies, hazards, and other surprises. Treasure and special abilities help heroes survive.
4. Complete the mission
Each scenario has its own objective, such as defeating a major enemy, escaping danger, or stopping an attack.
Game at a glance
Overall: The Legend of Drizzt is a miniature-based adventure game with a fantasy story, tactical combat, random dungeon exploration, and replayable missions. It is particularly appealing if you enjoy collecting and painting miniatures or want a D&D-style dungeon adventure without needing a dedicated Dungeon Master.
The Bad Karmas and The Curse of Cthulhu – Shub – Niggurath
The Bad Karmas and The Curse of Cthulhu is the first standalone expansion for The Bad Karmas and The Curse of The Zodiac. Once again the fate of humanity is at stake but this time the fight is against Cthulhu and many other Great Old Ones.
In this new chapter, our beloved heroes find themselves in the 1920s, a world where obscure cults and cosmic horrors are spreading, and ancient, otherworldly powers are awakening. The Bad Karmas must face huge monsters as usual but with an additional challenge this time. The Great Old Ones are monsters so powerful and terrifying that they can drive people crazy with just a look. Will The Bad Karmas defeat these monsters before falling into madness?
The Heroes reach its temple deep in the heart of the woods, after an hours-long trek under a dark moonless night.
There is a chilling breeze in the air, and for a moment they can see Shub-Niggurath’s imposing figure, standing in all its dark magnificence between the carved stone columns of the moss-covered temple. Then, with a chorus of inhuman screams, all hell breaks loose.

Each Great Old One has different strategies and weapons at its disposal to thwart the heroic efforts of the Bad Karmas. Some, like Hastur’s, are cerebral and rely on complex schemes and indirect action.
Shub-Niggurath’s game plan is instead much more direct: violently smash the Heroes until they lie broken on the ground, and feed them to its young. Fighting Shub-Niggurath is like facing an endless tide of kicking hooves, grabbing tentacles and sharp maws. The Heroes are relentlessly attacked from all sides by its horrendous spawn, while Shub-Niggurath itself charges furiously, trampling everything in its path.
What’s worse, all of the Heroes’ efforts seem to be in vain: for each spawn killed, ten more are birthed every moment to take its place; all wounds inflicted on the Great Old One regenerate instantly, quickly disappearing under the amorphous mass of undulating flesh.
The Karmas will need to find the source of Shub-Niggurath’s power, and find a way to destroy it, if they want to kill this horrendous abomination and live to tell the tale.
Viking 878
We’ve been playing a lot of board games and preparing for our MillenniumCon Convention games for November over the last few months, and we’ve been neglect in keeping up with the website. So, it is catch up time.
The year is 865. For the past 72 years, Viking raiding parties from Norway and Denmark have been terrorizing the coasts of England with ‘hit and run’ attacks. The treasures and stories gained from these attacks have allowed the Norsemen to raise huge hosts of eager men seeking glory and riches. These armies now stand poised to thunder across England where they will settle and farm the fertile land they conquer. The divided English kingdoms are unprepared for this impending onslaught. The Vikings are coming!
In 878: Vikings – Invasions of England, players control the invading Vikings or the English nobles who are trying to withstand the invasion. Viking players either play as Norsemen Viking freeman or as the fearless Viking shock troops known as Berserkers. The English play as the Housecarl, the Kings’ household troops, or as the Thegns who were regional noble Leaders. The English players will also be able to call up the peasant levies, called the Fyrd, to defend their cities.
Players for each side strategize together in order to coordinate their strategies. Each side attempts to control Cities on the map to win. The English start the game controlling all of England but a Viking Leader will invade from the sea each Turn. The English players raise reinforcements from cities they control, while the Vikings must wait for a new invasion for reinforcements. The game ends when the Treaty of Wedmore is called and the side controlling the most cities wins the game.












