Central Texas Board Game and MiniaturesPosted on by Richard
Lee and Richard decided to brave freezing weather to,learn to play Wings of Glory. The first game was a solo game to learn the basics. Then we decided to play one on one using the Standard Rules. Lt Brown in a Sopwith Camel biplane (Lee) versus The Red Baron in a Fokker triplane (Richard). After circling each other like dogs, Lt Brown scored the first hit. The Baron did an Immelmann and surprised the Rookie. The two pilots continued to dogfight with the Baron repeatedly scoring hit after hit but seemingly to no effect even though Brown was even on fire for 3 turns (Lee had almost half the damage deck). The Baron took a few hits but with most of the high level cards. In the end, it came down to the Baron having one point until history repeated itself. But with a surprise 180 turn, Lt Brown went down in flames
Central Texas Board Game and MiniaturesPosted on by Richard
In the skies above the Atlantic, a dirigible’s peaceful journey is interrupted by a bloody act of revenge and an oncoming storm. On the sea far below, a treacherous saboteur plants the explosives that will sink a ship. In the New England countryside, a train billows black smoke, desperately fleeing an unimaginable threat.
Horrific Journeys is a deluxe expansion for Mansions of Madnesswhich unlocks three thrilling scenarios that take four new investigators far from Arkham, solving mysteries aboard a bustling transatlantic airship, a luxury ocean liner, and a scenic countryside train. With new map tiles, puzzles, monsters, and mythos events, these brave men and women must contend with hideous amphibian monstrocities and interdimensional creatures tearing holes in the fabric of reality all with the knowledge that one wrong move can destroy the very vessels they are trying to protect! In order to arrive at their destinations, the investigator of Arkham must first survive their journey!
Central Texas Board Game and MiniaturesPosted on by Richard
In Pax Pamir, each player assumes the role of a nineteenth-century Afghan leader attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period “The Great Game” because of the role played by the Europeans who attempted to use Central Asia as a theater for their own rivalries. In this game, those empires are viewed strictly from the perspective of the Afghans who sought to manipulate the interloping ferengi (foreigners) for their own purposes. In terms of gameplay, Pax Pamir is a pretty straightforward tableau builder. Players will spend most of their turns purchasing cards from a central market and then playing those cards in front of them in a single row called a court. Playing cards adds units to the game’s map and grants access to additional actions that can be taken to disrupt other players and influence the course of the game. That last point is worth emphasizing. T hough everyone is building their own row of cards, the game offers many ways for players to interfere with each other, both directly and indirectly. To survive, players will organize into coalitions. In the game, thesecoalitions are identified chiefly by their sponsors. Two of the coalitions (British and Russian) are supported by European powers. The third coalition (Afghan) is backed by nativist elements who want to end European involvement in the region. T hroughout the game, the different coalitions will be evaluated when a special event card, called a Dominance Check, is resolved. If a single coalition has a commanding lead during one of these checks, players loyal to that coalition will receive victory points based on their influence in that coalition. However, if Afghanistan remains fragmented during one of these checks, players instead will receive victory points based on their personal power base.
Central Texas Board Game and MiniaturesPosted on by Richard
Wings of Glory is a game system that allows players to recreate aerial combat during World War I and II, using cards and miniatures to represent the airplanes and their maneuvers. In Wings of Glory players will control one or more airplanes, taking to the skies to engage their opponents in aerial duels, or trying to accomplish a specific mission, such as recon, escort, or bombing.
The Wings of Glory: WW1 Rules and Accessories Pack is a complete game system that includes all the rules and accessories necessary to play the WW1 version of the game system. Players will find the core WW1 rules system presented in a beautiful forty-page color booklet with Basic, Standard, Advanced, and a wealth of Optional rules. Also included are all the rules and counters necessary to use special models (such as multi-engine bombers and balloons) and special weapons (anti-aircraft, rockets and incendiary bullets).
The pack also features four decks of Damage Cards (A, B, C, D); Target, Trench, Machine Gun, Anti Aircraft Guns and Bomb cards; four airplane consoles; two rulers; and counters.
Airplane miniatures are not included; the pack must be combined with two or more WW1 Airplane Packs or Special Packs (each featuring a miniature and its maneuver deck), or with a WW1 Duel Pack.
Central Texas Board Game and MiniaturesPosted on by Richard
The year is 1913. The steamship SS Atlantica is two days out from port on its voyage across the Atlantic Ocean. Its unsuspecting passengers fully anticipated a calm journey to Boston, Massachusetts, with nothing out of the ordinary to look forward to. However, strange nightmares plague the minds of the people aboard the ship every night; rumors circulate of dark shapes following closely behind the ship just beneath the waves; and tensions rise when a body is discovered in the ship’s chapel, signs of a strange ritual littered around the corpse.
Lurking within the depths of the Atlantic Ocean are a swarm of vicious, unspeakable horrors: the Deep Ones, led by Mother Hydra and Father Dagon. For reasons unknown, they have set their sights on the Atlantica, and their minions, taking the form of human-Deep One hybrids, have infiltrated the steamship to help sink it from within. Each game of Unfathomable has one or more players assuming the role of one of these hybrids, and how well they can secretly sabotage the efforts of the other players might mean the difference between a successful voyage and a sunken ship.
If you’re a human, you need to fend off Deep Ones, prevent the Atlantica from taking too much damage, and carefully manage the ship’s four crucial resources if you want any hope of making it to Boston, all while trying to figure out which of your fellow players are friends and which are foes. Everyone shares the same resource pool, but humans will try to preserve them while traitors will strive to subtly deplete them. Being able to tell when someone is purposefully draining the group’s resources is harder than you think, especially when you take crises into account!
At the end of each player’s turn, that player must draw a mythos card. Each of these cards represents a crisis that the whole group must try to resolve together. Some of these crises, such as “Food Rationing”, call for a choice that could potentially put the ship’s passengers or resources at risk, while others, such as “Hull Leak”, call for a skill test in which failure could have disastrous consequences.
During a skill test, each player contributes skill cards from their hand to a face-down pile shared by the group. Once everyone has contributed (or chosen not to), the cards are shuffled, then revealed. If enough of the correct skills were contributed, then the group passes the test! But if the wrong skills were contributed, they can actually hinder the results, leading to failure. Thus, skill tests are dangerous opportunities for traitors to sabotage the humans’ efforts, so you have to stay on your toes at all times.
The game is actually a retooling of the previous Battlestar Galactica board game. There was a problem with licensing agreements so Battlestar was abandoned and a new game retoolsed.