Thoughts On A Very Simple RPG System

I have been thinking far too much about this lately (RPG mechanics etc), but lets suppose I really wanted a very simple, generic rolling system that could be applied to nearly any situation, even one where a game develops itself, what direction would I go?

The minimum requirements of said system would be;

  • Ease of math

  • Open ended, or relatively so

  • scale-ability

  • story telling components

  • accessibility (no weird dice, no weird mechanics)

There are plenty to pick from, but here are the likely contenders;

D6 dice pool.

The multi d6, 4+ to pass pool has become popular in more recent times. Many RPG’s and more than a few wargames have adopted this for it’s natural “squishiness” and flexibility. Based on a simple 50/50 chance, there are a few novel ways to apply it;

  • A total of successes (4+), easy at a glance and special dice are available. This is compared to a required number, with excess or a short fall used to indicate complications.

  • A total value of success/fail values (4-5 =1, 6 = 2, 1 = -1 or fumble). Harder to add up quickly without painting out dice spots, it does add story telling aspects. Help can be applied as each 6 = +1.

2d6 + stat and skill mods (basically any two).

The venerable bell curve solution favoured by early d20 haters (me included) found in most of the Traveller and the new Iron Kingdoms games, but surprisingly few others.

The spread of 2d6 is a little thin, making 3d6 enticing for higher powered games (and an option for higher powered elements of normal games), but adds math again and the 2d6 range mirrors realism. If super level powers were needed then the addition of more dice (as well as skills and abilities for stability), then scaling would be relatively easy, but weak vs strong opponent upsets not so likely.

So;

  • 2d6 as a base. 36 discreet combinations with a strong curve and two ends that will come up often enough to be considered a real possibility.

  • Natural 2 fails always, natural 12 passes with conditions if at all possible (i.e. test-able).

  • 8+ to pass an unmodified test or vs an opposed roll.

  • -/+ mods for abilities or skills (and help?) that max out at 5 for normals.

  • -/+ opponents ability also possible

  • -/+ mod for task difficulty usually in 1-6 range (up to 20 with supers). Most will be +/- 1-3.

  • The 11 number spread, heavily curved, likely limits the useful range of very high power, so no Supermen here, not that system, but maybe Batman or Captain America?

  • More d6 or higher mods for super or non human creatures (Gorilla strength)

  • Doubles are critical successes/failures, (triples etc even more so). This is 1 in 6, but a simple chart assigns actual effects scaled to likelihood.

  • Doubling/halving the task value with the roll changes advantage, time etc.

Basic % system

An old friend, never fully realised, using a simple d100 system. This one can be used to simply lift what ever is needed from my many d100 books. Most use the 2x stat system, many have crit systems etc, this is just a simplification of the mechanics, using the rules from the systems as needed.

  • Base is 2 x stats + skill level for a 0 (untrained) to 99% range.

  • Increasing skills is easy early, getting increasing hard further up.

  • Double values are crit pass/fails with a sliding scale of severity.

  • Coloured dice assigned for task difficulty (3 blue, 2 blue, blue/red, 2 red, 3 red etc). Blue dice are assigned as wanted (easier), red assigned worst way possible (harder), with red+blue (average) set as 10’s and 1’s.

DoT System

This one is already a favourite from my home grown Supers game (table top miniatures, not RPG).

The basics are;

  • The number of dice = the strength/resilience/power of the test roll

  • The type of dice = the skill/accuracy/speed (d4, 6, 8, 10, 12, 16 & 20 used).

  • The test (unless a set value and number of successes, is opposed with the winner (highest roll and/or highest quantity of the highest rolled value) wins by the number of successful dice (effect).

So 3d12 is more skilful, but weaker than 6d10. If the d12 test wins it will likely have less effect, while the d10 potentially has more strength of effect, but cannot roll as high, so may be outmanoeuvred. This allowed me to have fast, skilled supers (Antman small 2d20) take on strong, less adroit ones (The Hulk 10d8) with similar effect. It can also be applied when anything with variation is tested such as movement (resilience/speed) or even groups of mooks, who are treated as one figure, losing one figure/dice per “hit”.

Big issue is breaking one of the main rules, accessibility (lots of weird dice), but things can be worked out.

Any of the above can work and i will likely use all of them at one time or another.

Next time, characteristics.

Seven Wonders, Where To Next?

As much as Meg and I have taken to 7WD, there will be an inevitable drop off in interest. There has to be eventually, even though Meg has stated she still feels there is so much more to discover (and we have not even tried the Agora expansion).

Last night for example, I won a science victory as events all pushed me that way (2 options to raid the discards,The Great Library, that did offer up the Law token and The Gate in my first Pantheon space, allowing me a chance at Ishtar-but not to be). The second was a semi military win to Meg, who put so much pressure on me fighting her off, I ended up with only 28 points to her 55 and that was with the Economy, Masonry and Engineering tokens coming into the Third Age.

With eventual restlessness in mind, I have been looking at some more games to spice things up.

It’s tough.

Meg has limited experience in games, but has developed some trends I can work with, even work towards.

Star Trek Catan was a firm favourite. It was tight, concise, logical and played well, so Meg took to it even with the Trek theme tacked on. We tried it again recently, but after Wonders, it was seen as too light, too random. So, she has grown out of over loose, light weight and random games.

Wingspan is well respected, but lacks the fast play, clear goal feel of Wonders. We play it with little urgency, which is quite the opposite to Wonders, where the planning starts from minute one. This one is saved for occasional long nights where some gentle immersion is desired over a more decisive and competitive 30 mins.

Ticket To Ride London is a nice light game. We have house ruled it for better 2 person play (I re-painted some buses to make 2 larger sets (24) and we draw 2 cards blind each turn). Still a filler, still fun, but light.

Tides of Time/Madness, clever and beautiful as they are, they did not take. Too little and too much going on at the same time. We did try a “first card of each round is hidden” variant with some more success, but it looks like a hard no on that one.

KIngdomino has gone the way of Catan, being too light now for anything but a nostalgic filler or party game.

Cthulhu Pandemic is still in the frame. Meg admits that she feels like it is more a leader/follower game, not a true team game as she still does not get the tactical options. Quarterbacking, no matter how much you try to avoid it, does happen with co-op games, whenever one player is more experienced or aggressive than another.

Pandemic Fall Of Rome has not been given a run yet, but I am hoping that the different dynamic to regular Pandemic/Cthulhu (very limited movement, semi predictable barbarian “pandemics”, random combat results), so it will make for a better 2 person team vibe. The reality is with this one, two players will often have play effectively their own game.

TE Galaxies Blastoff is liked. Similar in depth and scope to a Catan/7WD love child it has faster to set up than either and deeper, more logical in game play than Catan. This one seems to be “filler A” at the moment, but may potentially strengthen. I also have TE Defenders/The Dark War, so maybe some light there, but I have been told TE Zombies is not on the table (literally). Good thing both of these can play solo fine. We have also twigged that this one is deeper than we first thought.

Carcassonne is also a good filler for a low stress night of time killing.

My big hope is for Everdell (the base game, Legends and Extra, Extra mini expansions are coming). This looks to be a good progression from 7WD in several ways;

  • It plays a little longer than 7WD, but not all night (roughly as long as our normal 3 games of 7WD or bit longer than a game of Wingspan).

  • It has a similar draw-to-build feel as 7WD and Wingspan, but with a different application.

  • It may add some more flexibility and variety compared with 7WD.

  • It may add more focussed compared to Wingspan.

  • It uses familiar processes like meeple placement (TE and Carcassonne), city building (7WD), 4 seasons (7WD), resource collecting (Catan), but all together in one apparently smooth mechanical soup.

  • It is as beautiful as Wingspan, but more accessible (cute) with a stronger story focus.

  • It sets up faster than most.

  • It has several expansions for fresheners as needed, with more in the works.

  • Plays solo as a deal breaker.

Well, we shall see.

Mini Me

As it started, so shall it end.

The last part of my Armada collection arrived recently, placed gingerly on a shelf next to, coincidentally, it’s bigger, small game version.

Like a shark and it’s young, the X Wing Raider looks more to scale than the Armada Star Destroyers. The big one above monsters the Victory and Imperial classes. The X Wing ship is actually undersized for that game, the Armada one oversized, but that is the reality of gaming, always forcing reality into a practical simulation space, which is why 20mm WW2 tanks don’t shoot 10 actual metres in wargames.

Like a shark and it’s young, the X Wing Raider looks more to scale than the Armada Star Destroyers. The big one above monsters the Victory and Imperial classes. The X Wing ship is actually undersized for that game, the Armada one oversized, but that is the reality of gaming, always forcing reality into a practical simulation space, which is why 20mm WW2 tanks don’t shoot 10 actual metres in wargames.

Personally, I think the Raider and CR-90 Corvettes (and Hammerheads etc) should be flotillas in the game, but I am not going to send this little shark back.

Seriously cool little ship.

Seriously cool little ship.

Notoriously hard to play well, being a bit of a contradiction in role and play style, this little ship (all 40+ points of her) will balance out my Imperial Rebellion in the Rim fleets perfectly.

As a flak platform and a pursuit/striker, it will escort the Victory class, doing basically everything that SD can’t (flak, go fast, respond, look cool), while the Victory adds the squadron control, raw toughness and ranged firepower the little ship lacks. This fleet (The Dominator) will be the simple work horse, along with my Imperial class (Intimidator) , double Gladiator (Hunter) and Onager (Destroyer) 200 pt fleets.

The X Wing Raider was my first Huge ship, launching me into phase 2 (of sooo many phases) of my X Wing collecting, the Armada version is my last*.

So it ends,

how it began.

*Armada, especially the Clone Wars is not done with yet, but with no announcements, it is hard to plan and X Wing, especially new TFA era ships will be auto-buys.

Ways Of Winning Seven Wonders Duel pt1

I am no expert, but I do have a reasonable grasp on 7WD duel and have had enough experience to have done or have had done to me most of the ways of winning the game.

I am not talking about the 3 winning pathways, but the ways of getting there.

Civil Builds

It is possible to get a winning horde of points without many Gods or Wonders.

For this, Blue cards are the easiest path.

All those wreaths.

All those wreaths.

Victory points are the core of the game*, but looking at the cards on offer, almost all are a pathway to points, not points straight up.

Blue cards however, are effectively “minor” wonders and the best continuous supply of points in the game.

They offer;

  • A total of 67 points (if my quick math is correct), more than any other single resource type.

  • The 3 First Age builds are free or nearly so, and all are linked.

  • Remember that 3 coin = 1 VP, so even the First Age ones are effectively worth 9 coin, some later ones are equal to 21.

  • 4 builds are equal to or better than many Gods, progress tokens or wonders in VP .

So, lets look at ways of getting them.

Age I

In the First Age, taking the free or near free, 3 point cards is never a bad idea. All 3 are linked and on balance are the most points you will likely milk out of the First Age, unless you manage an early wonder.

Age II

The Second Age brings the possibility of the linked cards from the First Age bearing fruit and maybe acquiring some progress tokens if you have made good early choices.

Masonry is the obvious one, reducing the cost of all blue cards by 2 resources. This is especially good in the Third Age where the unlinked 7 pointers come up, but it will also make some cheaper blue’s free to even a resource poor player. If you get this early in the Second Age it can be used on potentially 11 cards.

Engineering has the potential of making the 4-6 point linked cards cost 1 coin for each investment (also good for reds and greens). My favourite token at the moment, it can be a little disappointing if you take it late in the game and luck runs against you, but with some cards falling your way, it can be brutal. To be honest I cannot see a scenario where it does not at least pay it’s way.

Urbanism is an ideal mate to Engineering, effectively making building blues (or reds, or greens) a money making venture.

Age III

The Third Age offers a game winning 36 points in blues (still equal to or greater then any other points resource), but unless you have made some sound investments before hand, it can be the “Age of the Blues” in a bad way.

Both unlinked 7 point cards are as expensive as wonders to build and the 5 and 6 point cards are linked, but if bought unlinked, are similarly expensive. Points are better than coin, so even a 10 coin, a 5-7 pointer is probably worth it (unless your opponent has the Economy token), but it is still surprising how many of these get burned in the last Age.

If you are using the just the base game, the Third Age may cough up the Magistrates Guild. This is more a reward for chasing blue cards than a winner in it’s own right. 1 VP and 1 coin each blue for this guild card may seem a little tame (as most are to be honest), but if you are already chasing blue’s it might realistically net you up to 7-10 of each.

*

Can you win with just Civil builds?

Probably not, but you can come close and ignoring them is often worse and more insidious than ignoring a war savvy enemy. A solid base of blue cards can take the urgency out of building wonders, winning wars and chasing Gods, allowing you to pick your best and easiest builds.

Meg regularly and effortlessly seems to amasses 30+ points in blue cards, starting off the scoring tally with a consistently depressing thud. I often blame card sleeves for my losses. The glare have under lights sometimes hides Meg’s cards from me across the table. Not convinced? Me neither ;).

*In the basic game military and science victories are very hard to get. Like Tic-Tac-Toe, with a little experience the 7WD core game makes it pretty easy to see both coming and kill them off easily enough, but with the Pantheon expansion, this is harder to do by possibly up to half as much.

Coming Of Age

Meg and I have played 7WD duel now, pretty much exclusively or the last 2 months. In that time we have established a few things;

  • Meg wins most of the military victories

  • I win all the science victories

  • The Gods have balanced things out and opened up new opportunities

  • On points, Meg is the most consistent and wins just over half the games

  • I play more experimentally, for better or worse, but I will possibly have an edge long term*

  • By experimenting and (over) analysing, I have discovered a few tricks*

  • Catan is dead to us except as a party game

Last night Meg had as she put it, a “coming of age” moment. Our first game came down to a 1 point win to me 68-67. Meg had the distinction of, we think, the highest losing score outside of a science or military win (often accomplished by relinquishing points and resources to your opponent).

The second game had a twist, one Meg and I will remember for a while.

Late in the Second Age, I managed to get the Strategy token (+1 shield every war card). Starting from +1 I think, I quickly pushed up to the last space before victory, in part thanks to a re-draw of a 3 shield (thanks Hades).

I also had The Divine Theatre wonder, that I had used, but now my clever gambit was to un-build it using Anubis and re-build it to get Mars, known to be in the unused deck. There were other war cards in the deck, but no guarantee I would get them.

I broke it to Meg that the writing was on the wall. To abandon all hope. Treat it as a teachable moment.

Oh the arrogance!

Loaded as usual, she played an even cannier gambit, grabbing The Gate, then Ra and taking (stealing!!!) my un-built wonder out from under me! I eventually won the game on points, but it was a hollow and uncertain victory.

The illustrious cast of characters.

The illustrious cast of characters.

From here I can only see Meg getting more adventurous, so 7WD will be clicking up a notch.

She has also started taking progress tokens :I.

Possibly my best tactic now will be to introduce new games. You know, muddy the waters a bit.


*I also have more time, a greater tactical interest and less on my mind.

Really Great Game Of Seven Wonders Duel

Epic game tonight, well 3 actually, but one, the first, really stood out.

End of the Third Age and 6 Gods, The Gate and 6 Progress Tokens are in play.

The War Track is on the last space (on my doorstep). 4 more shields came up after that, but no Mars or Wonder to access, and I scraped through.

I have 0 resources (2 gold cards, but no brown, no grey), Meg was plenty, but I still have 4 Wonders built (thanks to Architecture) and a wealth of blue cards (thanks to Masonry), Meg has 3 Wonders built.

I am sitting on 4 Science icons (with all 8 of the Age I & II science cards thanks to Hades) and Ishtar. Three more came into play, but Meg managed to deny me, while I denied her War cards.

Unusually, but not surprisingly, we were both near broke at the end.

No military victory, no science victory, only a reasonably strong points victory (to me surprisingly) 68 to 57 thanks to 2 Temple cards (sacrificed by Meg to deny me science cards and the win).

Meg won the next 64 to 61 despite me having my new favourite Engineering Card early and then I pulled off my second military win ever using The Mausoleum for a sneaky 3 shield card re-draw, early in the Third Age.

In comparison to the first game these seemed tame.

Our play has definitely stepped up.

The Process Of Choosing A New Game

7WD has been our firm favourite over the last few weeks. I honestly cannot see a time when we will tire of it and subsequently retire it (as we have Catan), but I would like to spice up the choices, offering a couple of similar options with other qualities, such as a slightly different feel, faster set-up, a smaller footprint or box size.

So, Tiny Epic Galaxies Blastoff was given a run last night.

Glare compliments of cards sleeves :). Great art, great feel, but icon heavy.

Glare compliments of cards sleeves :). Great art, great feel, but icon heavy.

Meg is open to new games, but I really need to pick my nights better. Tired and stating up front she was not keen, I pushed. I had the advantage of reading the rules, reading some reviews and watching some videos (as well as 30+ years of gaming). She did not.

This game should fit the bill of “like 7WD but different enough to make a difference”. It has depth, tactics, multiple paths to victory and a little messing with the opponent. It also has the bonus of playing with 3-4 so we can share.

Something I also like is the quick set-up and pull down. The only thing that will kill (slightly temper) 7WD in the long run is setup time.

The icon based cards are stunning and fun, but a lot to take in on the first go. Even with some familiarity, I found the difference between the 2 resources and 2 planet build elements a bit subtle.

However, all obstacles considered, Meg won.

I did not give her the game, I just let what was rolled play out, although we did skip the “follow” rules for now as that was something I played towards and clearly had a better handle on.

On the last turn, she had nearly 30 points and picked a card out from her hand I had not even seen giving her a 5 and 7 point planet sweep (I was helping a little).

Hopeful signs.

The most useful thing I find with a game like this is a cheat sheet, especially one that explains the iconography to new players. The back of the rule book has one for the planet actions, but not the basics of the game.

Hoping this will smooth out any doubts.

Hoping this will smooth out any doubts.

I have only failed once so far to find a good game and that was with King of Tokyo Dark Edition. That game is not great (read; pointless) with 2, but I am working on a fix*. Most games need at least a go or two to click, but some are just not a good fit.

ed. Next night, cheat sheet aside, Meg was on top of this game and “can see a future for it”.

*Mixing up the roles of the different monsters in different environments, using the whole map (Tokyo City, Tokyo suburbs, Tokyo Harbour, the Ocean), possibly limiting cards to set monsters and starting with a random 1-3 (or built to theme) and changing the combat rules to more a direct confrontation tactic and less a “happens regardless” theme. This is likely going to be an all claws count, winner (with most) takes the space. Some cards are problematic, but I will work on ways rounds that.

I am also exploring the idea of energy being needed to active a card each time, not just buy it. This would allow for a fixed pre-build style game.

Pandora's Box(es)

Tiny Epic Games are a series of games well known by some, but a mystery to many.

I discovered them recently while looking for I remember not what, but anyhoo, they are now a mild obsession with me.

It seems, they get under some people’s skin and they have mine, although I will be keeping a lid on too much spending, because as good as they are, it is important to remember that sometimes there is a full sized game as good or better and often not a whole lot more expensive and diversity is always good.

Stick to the ones that play your song.

I recently received my kick starter extras for TEDefenders & The Dark War. These took a while (lost somewhere in the U.S. before turning up on the system three weeks later (the same day Auspost emailed me to abandon all hope). These are available through the Board Game Geek store (who were amazing through this whole saga offering refunds etc) for most of the Tiny Epic series and many other games also.

I must admit to being in a bit of a funk waiting for these (I managed to build my entire Armada collection in the time between ordering and receiving these last TeD bits), so I had lost some interest, but on arrival, I cracked the two diminutive boxes open again, sleeved everything, annoyingly before I photographed them, and lay it all out. It covered an entire 3x3 X Wing mat.

The two boxes are really tiny, but what they hold is not. Curiously, many who complain about the games cite their table size being too big, which I find a bit crazy. As they say on the box, tiny but epic. Do you really want an actually tiny game?

The game is played on a board made of separate mats, basically the size of the box, that spread out to about the same size a many full boards. TETactics actually uses the box as a 3d map element. TeD has 7 mats, provided a second time, but differently in the TDW expansion.

Please excuse the photos, I sleeved all of the cards, making them harder to de-glare, but there is enough info to get the idea. They are about paperback size each, so the game’s footprint is about the same size or bigger than Ticket To Ride London or Catan.

Please excuse the photos, I sleeved all of the cards, making them harder to de-glare, but there is enough info to get the idea. They are about paperback size each, so the game’s footprint is about the same size or bigger than Ticket To Ride London or Catan.

To make a tiny game epic requires a few factors.

Each element need to have multiple options and in TeD/TDW there are many.

The board in TeD is set, but in TDW each area has two sides (friendly/unfriendly).

Player characters, the people you will be in the game, total 23. Keep in mind you can play with 1 to 4 a game only, so it may be many games before you see some at all and the combinations are next to endless. There are multiples of the base races (Elves etc) and one each of the more obscure races of the Augmore setting. Everyone of them is interesting and they fit their back story consistently with gorgeous art. These are on the same size cards as the mat panels (huge).

EmptyName 7.jpg

The enemies of these heroes are as diverse. All of the expected nasties are represented, along with a Ghost ship! These all play (very) differently, meaning there is no one true way of winning the game and you have no clue what is coming.

18 “big bad” epic monsters and 6 lesser generals for the campaign version of the game. The big cards are the huge Gamelyn big ones (double standard), the generals are standard size.

18 “big bad” epic monsters and 6 lesser generals for the campaign version of the game. The big cards are the huge Gamelyn big ones (double standard), the generals are standard size.

Before you meet these, you must face some Dire enemies. These are also pretty mean and a test of any character. They do come with a reward though in the form of one of the 20 Artefacts, that empower the player characters (below).

3 for each region, all sporting something extra.

3 for each region, all sporting something extra.

But before you get to these there are even more obstacles, the minor nasties, that usually take the form of plagues of nuisance creatures.

Each card has a first and second region effect. Not all regions are treated equally here, with the less civilised areas copping a worse go of things first up.

Each card has a first and second region effect. Not all regions are treated equally here, with the less civilised areas copping a worse go of things first up.

Not everything is an enemy though.

When defeated, the Dire enemies reveal an Artefact.

20 of these, each with a matching ITEMeeple plastic equivalent to stick on your meeple. These physical parts are optional, but cool.

20 of these, each with a matching ITEMeeple plastic equivalent to stick on your meeple. These physical parts are optional, but cool.

In the TDW, experience points are added to the mechanic, addressing the one play issue from the base game, dead turns.

XP allow the characters to do more things or do them differently and to buy skills. Skills unlike Artefacts are easier to come by, are generally more applicable and nearly as powerful. Almost endless synergies here between characters, skills, artefacts and their effect on various enemies.

Pick your option from 16.

Pick your option from 16.

TDW adds the cards above for the campaign and experience options.

TDW adds the cards above for the campaign and experience options.

There are also plenty of 3D elements to the game.

The manticore is a recycled HeroClix I got in a job lot (oddly it never looked right in the clix range, too small, but is a decent copy size wise of the cardboard one in the game and spot on to the card art. There is also a tree that I intend to replace with something more impressive and sturdy, but the wagons are fine. All 20 Artefacts have a plastic model, the dice and little ships are for the raider fleets (TDW), as are the storms. Most of what you see comes from The Dark War expansion.The reality is, once sleeved it does not all fit back in the boxes (the cards alone only just fit). The plastic boxes I use are actually nearly the same dimensions as the original boxes, so all three fit in another shoebox sized container with my full TE/UTE collection (another box this size holds both UTE games).

The manticore is a recycled HeroClix I got in a job lot (oddly it never looked right in the clix range, too small, but is a decent copy size wise of the cardboard one in the game and spot on to the card art. There is also a tree that I intend to replace with something more impressive and sturdy, but the wagons are fine.

All 20 Artefacts have a plastic model, the dice and little ships are for the raider fleets (TDW), as are the storms. Most of what you see comes from The Dark War expansion.

The reality is, once sleeved it does not all fit back in the boxes (the cards alone only just fit). The plastic boxes I use are actually nearly the same dimensions as the original boxes, so all three fit in another shoebox sized container with my full TE/UTE collection (another box this size holds both UTE games).

Now, time to try this puppy out.

I already have Ultra Tiny Epic Kingdoms and Galaxies, Blastoff and now Deluxe Zombies coming, so probably time to call it done….., but there are Pirates and Dinosaurs and Cowboys and Dungeons and Quests. So many, so small :).

Gaming Fulfilment Using A Bare Bones Approach

BB 1e is my unabashed obsession and consequently most people in my gaming circle have either embraced it, or at least come into contact with it superficially.

I feel the need to explore it fully, more deeply in some way before the inevitable end point comes.

The object; To allow the full range of Bare Bones X Wing 1e ships to get a run, over a reasonable period of time with some applied order to the proceedings. Preferably I would also like to be able to recount stories of the fights in some relevant form, keeping the legend alive so to speak. I came late to this, so some catching up is needed.

The method: A loose campaign system with minor but fixed squad building controls and a desire to stick to that process.

The Commandments that shall be followed:

  • Squads will be formed in a logical and StarWars storyline acceptable fashion in 30 or 60 point limited builds (either depending on composition) which may also contain a “bid” value for initiative.

  • All squads will contain at least 1 named, unique Pilot.

  • These will be employed in 60, 120 or 180 point forces as desired on the day.

  • Squads will be limited to the ships available to us/me (no triple U-boats).

  • Lost unique Pilots and upgrades will be respectfully “Removed In Perpetuity” (RIP) from the build roster, with a brief description of their combat record and final battle.

  • The Empire and Rebel player may take up to 60pts in a Scum ally and/or mercenary faction in a 120 or 180 point force (Empire picks first).

  • Scum may be fielded as a 2 faction alliance or 1 faction with/without mercenary forces.

  • Upgrades are limited to only what is allowed in BB (no Titles, Mods or EPT’s). Some upgrades are allowed to specific ship/pilot combos in lieu of Titles and some upgrades are faction limited.

  • All Pilots are allowed as available considering the above restrictions.

The idea, which should be pretty obvious, is to allow a pair or several players to play a series of games over some extended time (maybe months, likely years), exploring all of the pilots available in BB in a “storyline” fashion. These will be recorded and go into “legend”. If a pilot is flown well, their part in the overall tableau will be secured. If not, their story will end abruptly.

Losses will be felt, champions celebrated.

A soft landing early on would likely be generic heavy squads, with the gradual addition of the better pilots as confidence (and losses) mount.

Magic looking, but easily lost for the duration.

Magic looking, but easily lost for the duration.

I hope this has the desired effect. I would like my hero pilots to have some success, but really want to avoid those same-same squads, giving each and every ship and Pilot a go.

My fervent hope is that X Wing 1e will get a decent send off and some cool memories before time and apathy takes it off the gaming table. I feel a good campaign is always the best way to accomplish this.

*

*Imperial; Tie, Interceptor, Adv Prototype, Advanced, Defender, Phantom, Aggressor, Bomber, Punisher, Lambda, Decimator.

Rebel; A/X/E/B/Y Wing, ARC-170, Z95, VCX 100, Attack Shuttle, HWK-290, YT 2400/1300, Sabines Tie.

Black Sun; Viper, Z95, Kihraxz, Y Wing, HWK

Tansarii; Scyk

Binayre Pirate; Firespray, Z95.

Protectorate; Fang, Firespray

LOK Revenant; Scurrg

Assorted Merc and Cartel; Scyk, Z95, Kihraxz, Viper, Y Wing, Scurrg, GA-1, HWK, YV-666, JM 5000, Aggressor, Firespray. Some are shared with above.

**This could be added to with BBx (expanded), which includes;

Huge ship; Cargo, Hard-point, Crew and Team (still no Mods), optional Titles (in Lieu of Pilots).

Rebel; K Wing, Sheathipede, GR-75 Transport, Auzituck and U Wing (Rebel not Renegade).

Imperial; Striker, Reaper, Gozanti.

Scum; Kimogila, Lancer, C-Roc.

Upgrade; Harpoon Missiles, Tractor beams/Ketsu Onyo, Krennic and select other upgrades/effects left out of BB for simplification.




Practice What You Preach

Funny story…..

Last night Meg beat me twice out of 3 games in 7WD, both military victories.

The words I had committed to only the same week came back to haunt me.

Ignore warfare at your peril.

I lost one game mid Second Age. Quite a feat. She said it was like I was in a world of my own and she just pushed and pushed with no response. I even had a chance to save things last moment, but was so wrapped up in my own plans I failed to notice the problem. One thing I did well/badly was to buy Neptune, hopefully dissuading her in her militant quest, but what it actually did was switch me off from watching her.

Game 2 saw me getting it together, winning a decently tight game that looked closer than it was (about 60 vs 50 points).

The last game and second military win was even crueller.

I was on top in every way. I had progress tokens (one of the ideal synergies of Engineering and Urbanism) netting me a fortune (we had to break out the spare coin), plenty of points of all types, a host of “A” grade Gods (including Aphrodite, The Pyramids and both 7 point civil cards) and a general feeling of wellbeing (smug superiority). I had so much going on I was running out of table space!

What I was not ready for was a multi hit of a 3 shield build (revealed), a Wonder with money and a repeat turn leading to Mars and another 3 shield build (also a reveal) all in the space of 3 turns! There were only 4 cards left on the table. So close.

What was even dumber was the unbuilt and free to build wonder (Colossus) sitting in front of me :0.

In Meg’s own words, a military victory was not even in her thoughts at the start of the Age.

Moral of the story;

Read what you write, practice what you preach and remember, 7WD is a game of balance.

Finally Finished Armada

I have finally finished my Armada fleets.

After resisting a Profundity expansion, because it does not fit with my sharks vs whales dynamic, the Rebellion in the Rift expansion arrived, vindicating my decision.

This campaign will bring stability to the galaxy, but not peace to all.

Today, out of the blue, I googled “Raider Expansion Pack” and one turned up at normal shelf price, in country and with reasonable freight.

The Raider was seen as an optional ship*, but on purchasing it and adding it to my fleet lists I realise it does several things for the Imperials that they likely need, hopefully without unbalancing the feel of the two fleets.

The Imperial “Rim Fleet” consists of;

  • Imperial Class (commander of the region and flagship for the Intimidator fleet)

  • Onager Class (commander and reason for the experimental Devastator fleet)

  • Victory Class (command ship of the Enforcer fleet)

  • 2x Gladiator Class (one works with the Victory above, the other commands the Hunter fleet)

  • 2x Assault cruiser/carrier flotillas, escorting the Intimidator and Devastator fleets.

  • Several smaller ship/squadrons (Decimators, Shuttles and various Scum mercenaries)

  • 26 squadrons

What they lack is;

  • A speed 4 pursuit ship to support faster squadrons. It may fit in with the Hunter fleet or possibly the Enforcer fleet (switching the second Gladiator to the Hunter fleet), adding much needed flak and speed to a Victory class core.

  • A points balancer (the Imperials are a soft 50 points behind the Rebels)

  • Some Flak* (although squadrons are the Imperial edge here)

  • A decent evader* (again squadrons)

The Raider fits like a glove. I will get one only citing the issues below* and the reality is only one turned up.

*The issues with the Raider are it’s “balancing” effect and application.

The difference in feel between the two factions is to be nurtured, even championed. The Assault Frigate, Profundity and Raider could all rob their opponents of some of their uniqueness (big vs small dynamic), but in the AF and Raider’s cases, it will be stretched equally in opposite directions, but hopefully not broken. The Profundity however is still on the back burner and will again unbalance things.

The other issue with the ship is it’s twitchiness, being notoriously hard to use well. One ship amongst 1000 odd points is not going to make a mountain of tactical or mechanical difference and conversely may make the difference occasionally.

Plus, it is a gorgeous model!

A Beginners Tactical Guide To Playing Seven Wonders Duel; Part 4

Money

Money in 7WD, like life in general will not win the game, but a lack of it can really hamper your chances.

Age I

The starting pool of 6 coin is enough to get some things done, but other than burning cards, there is only The Tavern for 4 coin which is also a linked build to the Lighthouse in the Third Age. The tension between buying, hoarding in the First Age is a tough one to address. You need resources and/or science builds and/or you need to wage war and your starting cache only goes so far.

The only things that are free, are a set of 3 single brown resources, 2 blue civic cards, the Guard Tower and the Tavern. Everything else will cost or needs an existing, built resource. A little luck helps, but the reality is, you will likely need to choose what you will favour and what you will discard for coin within the first few turns.

Age II

Things open up here quite a lot.

The Gods may provide up to 19 coin, Wonders even more (but spread wider) and The Brewery with 6 coin can also appear. Things do of course start to get dearer and with fewer freebies on offer (1 each of the grey resource builds, The Brewery and anything you can already build), it is still possible to come out of this age well balanced and cashed up.

The Progress tokens become a genuine possibility in the Second Age. Urbanism, Economy, Poliorcetics and Engineering all offer ongoing income or build savings, some even make building and waging war profitable. These are best taken earlier rather than later. Agriculture is a mediocre choice as it is a one-off (weaker in the long run than an ongoing source), so is often best left for the Third Age.

Do not ignore warfare here either. The easiest way to bleed your opponent of money is with aggression. Defensively paying 1-2 coin to avoid a 5 coin hit is a wise economy or take Neptune and cut off the option.

Age III

Depending on the path(s) you have chosen, money may or may not be vital for victory in this Age, but a lack of it can cripple your plans. The reality is though as the Age goes on, money will likely head off an enemies quick victory and stem the flow of easy points. The best civil builds, the remaining Gods and science cards can all turn the game here, made super frustrating if you cannot afford them.

Forward, ever forward, takes your opponent further from victory.

Forward, ever forward, takes your opponent further from victory.

The Gods

The Gods have changed the balance of 7WD, in our opinion for the better.

They offer several new features to the game, even changing the core turn structure.

Purchasing a God allows you to in effect skip a turn. This means if you look ahead, you can avoid a poor build or burn by buying a God even if the God’s effect is negligible.

Gods have added effectively double the options to gaining 12 coin, a re-draw of a discarded card, 9 VP, or replace a science token with a “wild” icon. They also offer new features like messing with the war track, changing the Age deck, stealing builds and science icons and even taking or un-building Wonders.

Ishtar. My personal favourite. If Ishtar is in play, a science victory or a pairing is more likely. She has single handedly opened up the science path as she can be taken outside of the progress token path.

Nisaba. A slow one to “get”, Nisaba is equally a good thief of a needed science icon or a spoiler of sets.

Enki. Probably the weakest of the three, Enki provides another path to progress tokens, weaker than the Great Library, but often easier to get.

Mars. Having 2 shields in the Pantheon can make bursts of aggression easier. If you see one or two good Third Age war cards looming, have a Wonder in the wings and Mars to buy or the Strategy token, a run of 6+ shields over a couple of turns is on the cards. War is now much less predictable or controllable than the Godless pathways of the base game. Ideally you could also play him to guarantee one of those looming warfare cards.

Minerva. Minerva offers a potential 2 shield defensive hit (three shield card spent to take her space), which is weaker than Mars who guarantees 2 shields. She is wasted early on a 1 or 2 shield card, but at game end she can save the day (and has). We almost house ruled that she stay on the board making a “dead” space for your enemy who is forced to use a 2 or 3 shield card to pass over her and has to “jump” back over her if repulsed into her space. We may still revert to this as it makes her immune to 1 shield cards and it makes 1 shield cards are effectively 2 shields for the defender in reverse and the pretty counter stays on the board.

Neptune. Quickly becoming a favourite of the defensively minded. The ability to hit your (winning) opponent for 5 coin and save you 5 coin you may be likely to lose if not winning the war is a great tactic. It can take the wind out of a warlike opponent’s sails.

Aphrodite. Pretty straight forward, 9 VP which only the Pyramids can match and she may be free with offerings. This is one of the most thieved cards in our games. Even at 7 coin she is worth it, because you just swung the game 18 points in your favour.

Zeus. Still a puzzler, Zeus has in theory a very powerful ability, but in reality we have used him only once and for mediocre effect (Meg trashed a Temple card, denying me a possible 7 points). Really only of value in the last Age, being forced to use Gods when taken makes you sweat on the timing for their best use. We would probably prefer if this one was “remove any card from the game, be it discarded, in play or in a players city" (but not from an unplayed Age), but maybe we are missing something.

Hades. This one is a better option. The ability to re-draw war or science cards can be part of a clever master plan, and he can also be a cheap way of re-claiming a un-buyable discarded (I once used him to buy the Arsenal for free using a sacrifice token the turn after I discarded it).

Astarte. Astarte is better than you might think. Money or VP, she is good value either way. Almost as good as Aphrodite or The Pyramids in VP and more coin than all but two other sources, with the option of being spent somewhere more lucrative.

Tanit. 12 coin! One of only two sources.

Baal. Baal can be the one who breaks that build deadlock or can be just a bit of a spoiler. Suddenly you are one up, your opponent one down. Used with Economics and Anubis would be fun. Break your opponents Wonder, then take the 2 brown needed to make it, then charge for the privilege.

Anubis. Likely the most self inflicted effect in the game. Destroy your own Wonder just to build it again? Why not if you have the resources for a free or cheap build you can re-gain shields, coin, repeats or other one off features (making 3 re-draws, 2 God deck choices and an extra progress token possible). Some effects are pointless, like VP and resource allowances so be careful. If the opportunity comes to tear down an opponent’s hard to build Wonder, or even better take it out last turn so there can be no re-build, then go ahead, but I will wager most uses for Anubis will be self inflicted.

Isis. This one is a game flipper. In one of our games, she built the one unbuildable Wonder that caused a domino effect, single handedly building 4 wonders in a turn! Sure other factors may have had a similar effect, but each time she comes up only Aphrodite is more coveted.

Ra. Only played once and in a losing game, Ra will likely have a great game some day soon. The chance of building 5 Wonders and leaving your opponent only 2 left to build seems pretty inviting. He can be especially useful if your resource pool is at odds with your Wonders, which can easily happen.

The Gate. At double cost, this one tends to be a filler, but think about it’s power. If you have placed the bulk of the Gods, then you are likely aware of the front God on several decks. Ishtar and Nisaba double play? Minerva or Neptune and Mars to ruin someone’s war plan or Baal, Zeus or Hades at the right time. You have effectively a surprise God card to play when needed. If it is on your side of the track, it will almost always be too dear for your opponent. If the Gods have opened up the game, The Gate has opened up the Gods.

Desirable; We feel Ishtar, Aphrodite, Isis, Tanit, Mars, Astarte and Hades are the stronger and less situational options, but are also the most predictable.

Situational; Zeus, Ra, Nisaba, Baal, Minerva, Neptune, Enki, Anubis and The Gate can all turn a game, but are less of an automatic choice.

The situational Gods can be the dangerous ones. There is a lot to watch in 7WD, so it is often the less commonly used elements that turn games out of the blue and I feel that getting to grips with these less common ones can be the key to consistent success.



Learning From Teaching Seven Wonders Duel

After writing, then reading my own basic and relatively in-experienced thoughts on 7WD, I had a chance to put some of my thought into practice, for what became a surprising and interesting night of play.

We (Meg and I) played 4 games on the trot.

The first was an experiment and one I felt was a little mean, because I intended to try some tactics that I had formulated while researching the game, and they were highly dependent on Meg’s known habits.

Knowing that any science cards Meg came across would likely be scrapped, I kept a look out for the two re-draw options available (Hades and The Mausoleum). Hades came up. I was then also on the hunt for Ishtar or the Law token. Ishtar also came up.

Game on.

I am known to fiddle around with science builds and even try some Progress tokens, so grabbing the first two green cards was no big surprise, but it cost me. By the end of the first age I had 1 resource build, but I had already decided to ignore my Wonders or pretty much any other game winning distraction. Long story short, I won the game with the first reveal of the Third Age (sweet revenge for the same happening militarily a few weeks ago).

It felt a little unfair at first, but then I considered it, I had no other chance of winning and the whole thing came down to having two of the four God/Wonder options I needed being available and then getting them. I would have changed tactics if the options were not there and I doubt it will be this easy again, but the Stars (Gods) aligned.

Games 2 and 3 were the two closest games we have had, with victory to Meg twice by 3 points in each.

In the second game I ignored greens totally, partly from fear of over playing them and partly due to limited options. My stash of Civil builds, monied up Gods and decent spread of resources was pipped at the post by a strong military effort and a similar spread. My only mini victory was some tricky play on my last turn, buying my last Wonder, repeating my turn and burning a 3 shield build that would have sunk me. I was confident going into the points tally but fell short 48-51.

Game 3 was higher scoring. I went strongly military, a by-product of buying the Strategy and Engineering Progress tokens, not able to pull out a win, mostly due to Aphrodite and Pyramids, I did put a lot of pressure on 57-60.

Game 4 is the interesting one. Another science victory, much like the first, but with a different dynamic. This time I actually got out all the symbols I needed with Ishtar and no other help.

*

Science victories are hard to pull off and can lead to certain defeat if you chase useless tokens, have no help from Gods or Wonders or telegraph your intent (it only takes a couple of burned cards and game over), but with the Pantheon expansion, there are now a decent number of ways there.

Ishtar and the Law token duplicate the “wild card” dynamic. This is really powerful. It is not possible for your opponent to deny you of all the science cards, but highly probably they can strip you of the one or two you need to make a full set. The ability to fill the gap(s) with these two make it far more likely.

The Mausoleum and Hades allow for re-draws of discards, which are often (in our games) science cards and easily remembered. Re-draws can be brutal especially late in the game, making both science and military victories a real threat. Having two ways to get them almost guarantees one per game.

Nisaba allows you to “steal” the icon on your opponents science card (but not take it), which means there is no where for them to hide and of course she can also be used too break up a set in the making. Not at first a seen as a great option by me as Meg almost never takes green builds, Nisaba is the safety net the game needs when just discarding science cards becomes common. She will have her day.

EmptyName 2.jpg

There are also ways of getting Progress tokens and Gods other than the normal routes, using The Gate, Library, Theatre or Enki. With only three Gods per suit, it is easy enough to work out who is where, but Progress tokens have less than a fifty-fifty chance to get in play.

I feel I have woken the bear now with Meg. She will now be on the lookout for this tactic and will likely take more of an interest in the wonders of playing green. I am expecting some Progress tokens to come into play, especially the good early build options like Urbanism, Engineering, Architecture, Strategy or Masonry and some surprising re-draws and these will inevitably lead to a Science victory opportunity or two.

The thing that brings us back to this game is the depth. This is not just depth of options, but depth of perspective. I am sure we have not even started to tap the options available and I will bet that in the months or years to come our play styles will evolve regularly, but I also have no doubt that the game will retain its balance and enjoyability.



A Beginners Tactical Guide To Playing Seven Wonders Duel; Part 3

Building Wonders and Civil buildings and going to War are the most common and easiest paths to winning 7WD. But each of these can benefit from or be totally replaced by another path to victory if you employ a “progressive” frame of mind.

Progress Tokens

I will look at the progress tokens specifically, not by Age, because they need to be looked at from a different perspective.

EmptyName 81.jpg

To be honest, the green science cards have usually been burned for the easy coin, as much from ignorance as apathy. They seem expensive in the first Age, patchy to find and almost always at odds with more urgent war, victory points, money or resource demands. The First Age is the enemy of greens to new players, the following Ages are where they show their true power, but often the horse has bolted. Play the long game with science cards and by extension progress tokens and you can reap enormous rewards.

I like the greens, but have been disappointed by them often, which I put down to lack of commitment and understanding. Learn how powerful these combinations can be when employed in the right context and at the right time. Meg has not bothered with them yet, so I may have a small window of advantage.

The biggest point of confusion here is do you go for the science victory (6 different cards, but there are two “wilds” available) or the benefit of the progress tokens (pairs of the same token)? I would advise, if tempted to look at these at all, to go for the tokens (they really are powerful), depending on what is on offer and keep one eye out for the science win, which will get easier to achieve the more science cards you have. A victory is also a lot more likely if the two “wilds” of the Law token and Ishtar in play, but this is also be an obvious move to your opponent.

Getting progress tokens.

Progress tokens are gained by pairing any two science cards (also using a “wild” token Law or God Ishtar to make a pair), building The Great Library Wonder, getting a re-draw from the discards or through the Green God cards (Enki lets you pick from 2 and Nisaba lets you “borrow” a symbol from your opponent).

Science Cards (I will ignore the cost and VP on the cards as they are incidental)

  • Mechanics/Engineering Age I and Age II then linked to Astronomy/Science Age III

  • Transport/Herbalism Age I and Age II then linked to Astronomy/Science Age III

  • Writing/Knowledge Age I linked to Age II

  • Chemistry/Alchemy Age I linked to Age II

  • Education/Academics 2x Age III

Pairing any two gets you a progress token, collecting all 6 gets a win.

The patterns are tricky. Early on, I got frustrated by the missing cards each round until I checked out the card layout in the back of the book. Some cards are only available early, some later, some only in one Age. Some are linked, some not, but most are not too expensive. They do still to get ignored, but the power of the tokens is awakening (A new, green Age?).

More advanced players look at all elements equally, choosing their path as opportunity presents, so my tip here is don’t railroad yourself down one path. Be open to other ways and look for sympathetic combinations from all sources. The strongest civilisations favoured all areas of endeavour, the ones that were masters of one, soon perished.

With the Pantheon expansion there are 13 progress tokens on offer. We have made up little quick reference cards to help us with the array of symbols. We both feel this is important because the power of these cannot be underestimated, so one player getting an edge here will sway the game until the other player gets on board with them. Can you win without them? Absolutely, in fact the jury is still out on them with us, but like Gods, Wonders and all other elements of the game, in the right place at the right time, they can swing the game.

Strategy. An extra shield every warfare card or effect played. If you get this early, a military victory is always a threat especially if you are ahead at the start of the Third Age. Playing a three shield card and Mars in the last Age can net 7 shields in 2 turns!

Poliorcetics. Your opponent loses a coin for every war track space lost. Already a drain, warfare now becomes a coffer killer. The cost of war normally is a one off, but now it becomes a constant drain (how would it feel to lose 8 coin in one turn?). If Meg employs this against my play style I am usually dead, or as often I don’t care because I am already broke! If I try it against her, it is a minor annoyance.

Architecture. Building Wonders costs you 2 resources less of your choice. A really powerful card if taken early, this one makes up for a lot of missed resources (the ones you likely missed while taking science cards!) and may even net you some.

Masonry. Building blue civil cards costs two resources less. A bit of a sleeper, this one makes grabbing those 7 point Civil builds in the last Age much easier and makes many of the cheaper ones free, possibly opening up linking chains for even more free points. Like the Architecture token above it is best taken early, but unlike that token, it has more chances of coming off.

Urbanism. Gain 6 coin and 4 more for every linked cost build. Again a great one to have earlier, the number of linked builds (18) can drain the coin reserve! Add this to Engineering below and linked builds become a game breaker.

Engineering. Any card with a linked symbol can be built for 1 coin. Again 18 chances in the game if you get this early! There is a reason some the better cards are not linked. Most civil, war and science builds are linked. Match this with Urbanism and you are being paid to build these cards.

Economy. Your opponent pays you for purchased resources when building. Particularly nasty if you have cornered the market on a needed resource. If taken early enough it could net you a lazy dozen or more coin, or as importantly, make your opponent cash in desired cards rather than pay you.

Theology. All future Wonders built have the “repeat turn” symbol. You can see a pattern here of taking some of these early, but this one can be a good late starter also. The Wonders all come in at about 9 VP or the equivalent, some with t repeat turn as part of their offer. With this you could have 4 of the more powerful ones and the repeat ability, chaining several of your builds in one turn. If taken for only one Wonder it is not great value, unless that Wonder opens up others or pushes a win. Use this with Architecture to potentially build 4 in a row (with RA, maybe even 5!).

Mysticism. Gain 2 VP for all unused Offering or Mythology tokens. Sometimes you end up with most of the offering and mysticism tokens, but do not get to them, or chose not to spend them. I have personally had all 5 mythology tokens and not been able to afford one useful God. Getting a full 16 points is highly unlikely (pointlessly wasteful), but a handy 8-10 can be some reward for missing out on Aphrodite :) and these are always in play.

Philosophy. 7 VP. Cannot get much simpler (or philosophical?) than that. Only 2 Civil builds, 1 Wonder and 2 Gods can match it.

Agriculture. 6 coin and 4 VP. Less game winning than Philosophy, Agriculture can be a welcome boon. There are few other ways short of a Wonder to get this much return in one place. These last two tend to be the ones new players grab and on balance they are two of the better options late game.

Mathematics. Gain 3 VP for each progress token you have. The bonus prize for hoarding all those green tokens regardless of their effect. I recently got a lazy 15 VP out of this token and only bothered with it because it was the best option Enki coughed up.

Law. This is a “wild” Icon used for making a science card pair or a winning set. Identical to and doubly powerful because of Ishtar, you now have 2 “jokers” in the game. If this comes up on the starting track, a science win instantly comes to mind. If Ishtar is also in play, (for me) it goes front and centre. You may not pull off the win, but you do get free pairs for more tokens regardless.

Getting too many progress tokens in their own right without any plan is often a waste of resources, because most work in concert with other possibly under developed elements.

The (unlikely) Science Victory

A science victory (I have had 5, Meg 0) is now vastly more probable thanks to the Pantheon expansion. Before this the chances of getting 1 of each of the 6 science cards was too easy to predict and never guaranteed, which often resulted in a waste of 4-5 builds for little return. The Law token helped, but again taking it often telegraphed your intent. It is also reasonably easy, even automatic for your opponent to “burn” your hopes right in front of you.

Switching late in the game to chasing tokens could help mitigate your pain, but not often by much and many progress tokens are better taken early, not later. The card spread is interesting with 2 chances at 2 different symbols in the Third Age, 1 of each of the others in the First and Second Ages, chasing pairs early, then a science win later is actually built in.

With Ishtar adding a second “wild”, Nisaba allowing you to take an opponent’s card icon for your own set and Enki adding a third token dispenser, science has opened up a lot more. Remember also the two re-draw options (Hades and the Mausoleum), which let you trawl through those long forgotten discards.

If you have a couple of science builds mid to early Second Age, 1 or 2 green Gods available, Law is in play, you have the Great Library Wonder or a possible re-draw you are in a reasonable position to gain some tokens and regardless, you are getting closer to a possible science victory.

To be honest chasing a science victory from the get-go rarely works out (far less often even than a military victory). It is something that may present itself and then you can go for it, but more likely you will end up with a decent progress token, which is usually worth while and maybe another couple of middling value or a sympathetic pairing.

Like all things in 7WD, balance and flexibility are the key.

Our experience with science cards and tokens is a bit one sided. I am the only one who really gives them a go, often to my cost and have only pulled off 5 science wins (4 since the Pantheon expansion and 2 in one night). If Meg decides to chase a certain few when they appear, she may be a scary powerhouse in her preferred fields of endeavour (war, civil builds and finance), while I may be able to reverse my predictable short comings. I hope we both get more confident with the green wonders sooner rather than later.



A Beginners Tactical Guide To Playing Seven Wonders Duel; Part 2

Civilisation

Building is the core concept of 7WD, but the easiest route to victory points, especially in the first Age is through the blue Civil build cards.

EmptyName 82.jpg

Age I

In the first Age there are 9 VP up for grabs over three cards, costing a grand total of 1 resource and all of them are linked to future builds (2 linked again to even better builds). To put this into perspective, the Pyramids and Aphrodite at 9 VP are the single highest points sources in the game and cost considerably more with no flow on effect.

I have a habit of letting these little ones get away, much to Meg’s delight and future benefit.

Age II

In Age II there are 22 VP on offer over 5 cards. All but one of these are linked from, or to other cards so prudent building in the First Age and some luck can really snowball here. Again for context, 50 points for us can often win a game (top tier players likely hit 80+ regularly?), so just sticking to blue cards can get us a fair way there.

If you can get any of the Urbanism, Masonry or Engineering Progress tokens, blue card accumulation can be an even easier road to victory and put a lot of pressure on your opponent.

Age III

In Age III blue cards total no fewer than 36 points! Half of these are linked, so they are potentially free, but the better ones (7 points each) are resource reliant only, nearly as hard to build as many Wonders unless you have a good Progress token.

It is not uncommon for Meg to hit me with a game winning 30+ points from blue cards. This is a habit I have to break and to be honest and if I win on points it is often because I pay more attention here. Gaining is also denying in 7WD so 5 points taken is a 10 point swing. Even 5 points “burned” is better than nothing.

*

War

Warfare (red cards and Gods) was and is part of civilisation (contradictions abound) and it plays no less a role in 7WD. The War track gives each player 10 spaces of “life” to preserve or conquer and wars cost coin to fight even if you don’t take a pro-active role. This can seem daunting and a grind (the Pantheon mixes it up a little more), but even the first move to war has an effect.

Most of our half dozen military victories have been Megs (2 in one night!). You can try to ignore it, but it does not go away, believe me.

The two counters don’t come painted and plenty have been done better.

The two counters don’t come painted and plenty have been done better.

Age I

Age I offers 4 single shield tokens. If they are all played, the lucky war minded player can actually strip their opponent of 7 coin and gain a potential 5 VP (for the cost of 0 to 6 coin), while also shaking their opponents confidence a little. Of these, 3 are linked, one to a third age build.

Meg often starts out with a single attack as soon as she can, just to strip me of 2 coin. One of my habits is to“burn” war cards, especially in the first Age. This rarely works out for me. The best deterrent for a war minded opponent is a little counter attack.

Age II

The second Age gets more aggressive, especially with the Pantheon expansion. Wonders can supply 4 shields over 3 cards, the Gods 2 on 1 (Mars) with Neptune hurting & helping financially, Minerva defending and the Age build deck has potentially 8 shields on offer. It is possible, but unlikely that you could win a military victory, or be close to it, in the Second Age.

Even if you are not war minded, you may need to fight back just a little. Remember each push back denies your opponent a potential push forward so 1 shield back is technically worth 2 to your attacker. Even “burning” the odd card has some benefit, but warfare unlike any other element of 7WD is an ongoing effect, so fighting back is stronger than discarding.

Sleepers here for us were the war oriented progress tokens. Strategy adds 1 shield to all attacks, potentially adding 10 or more to the game (enough to win on their own) and Poliorcetics strips even more coin from your opponent and keeps doing so unlike the initial arming costs, maybe up to 7-10 if taken early. These cards make warfare more than an annoyance to the unlucky defender. Employing both tokens early in the game could potentially cripple an opponent.

I have a long history of war gaming, but in 7WD, my record is poor. Meg is often pushing hard by now, not always with the win in mind, but knowing there are points, coin losses and psychological benefits. Recently I lost a game on the first card taken in the last Age. Ouch.

Age III

The third Age can be telling on the war track. 12 shields are on offer over 3 linked, 2 shield cards and 2 expensive and unlinked 3 shield cards. Wonders and Gods may still also be in play for potentially no fewer than 18 total shields (26 with Strategy).

If you want to go to war, even from scratch or if slightly behind, it is still possible to win or at least distract your opponent greatly in this Age.

If you are defence minded, placing Minerva on your side of the God track can save the day in the Third Age and is best played later in the game as she nullifies any single war card regardless of shields.

A tip here is getting the Engineering progress token, which allows you to buy any linked cost (white symbol) card for 1 coin. That could potentially be 8 shields for 5 coin! Add in Urbanism and Poliorcetics and you can also earn coin while taking it from your opponent!

Just mean really.

Recently Meg won a military victory starting from nothing at the start of the third Age. Being broke and chasing Temple points (I was a little in front there already), I gave her enough space to creep within striking distance, then clever buying of Gods (a good way of turn skipping and adding other effects) and a little luck got her over the line.

A Beginners Tactical Guide To Playing Seven Wonders Duel; Part 1

My wife and I are not experts at 7WD, but we have played enough to help out those just starting on this intriguing journey, so assuming I am talking to the 7WD curious or a recent adventurer, here is a very rough guide of what to expect, what to avoid or some things to ponder. I

will base this on the standard game with the Pantheon expansion, but most of the content is relevant without it. Italicised references are mine and my wife’s personal tactics or thoughts.

Building

First up, the game is about building.

Building leads to money, control and other benefits that, more often than not lead to victory points, and game victory or loss. Normally buildings are bought, but Wonders and the favour of the Gods are also important and while the paths of science and war are also relevant, they are reliant to some degree on the ability to build.

To build you need at least some of 3 brown card resources (stone/clay/wood) and or 2 grey card (papyrus/glass) resources. There is also the “reserve” or “trade” card option of the gold commerce cards for all of these resources which allows you to purchase them at a set 1 point each or for free.

EmptyName 83.jpg

Age I

In the first age, there are 2 of each base brown resource card on offer (1 free and one 1 coin) 1 of each gold “reserve” card and 1 of each grey. What does this mean? It means be quick and sure about your approach. Missing out on too many of these means you are not only going into the second age resource poor, but in all likelihood your opponent is not. It is possible to build some wonders with just these, so be mindful of your and your opponents options. If you are lucky enough to corner the market for your needs, then “burning” any others you come across is an option.

Meg tends to hoard the browns and greys, I have had a habit of chasing the reserve cards, but more recently I have been more mindful of the trap of relying on them (their ongoing cost and the reality that they have no effect on her purchasing costs make her life doubly easy). A middle road seems best. Buy the reserve card or cards for the builds that take 2 or 3 of a resource you missed out on, then actual resources for the builds that require 1 at a time at most.

Age II

The second age offers the three double brown core resources and one each of the grey cards. It also offers three commerce gold cards that fatten up the papyrus and glass options (2 of each) and the “wild” base resource card Caravansery, which is ideal for those mixed/complicated build headaches.

This is the Age of Wonders and Gods, a defining, but not terminal Age to lose. The Pantheon has vastly changed to role of this Age, adding in the Gods, which in turn opens up various other paths.

If by the end of the second age you are still resource poor you had better have a plan. A military victory is a possibility, but hard to pull off without the ability to build and a science victory even harder unless you grabbed what was on offer early. All things in 7WD are linked, which becomes more apparent the more you play.

Your only other source of resources now comes from building Wonders which is obviously a double edged sword. A lucky game might have you building a good source of money with a repeat turn (Hanging Gardens), or a Wonder that grants access to missing resources (Pireus, The Lighthouse) or even a look at the discards (Mausoleum), which gets more powerful the later you use it.

With the Pantheon available, there is also another lifeline. Baal stealing a card (no points for being nasty in 7WD, but some feeling of satisfaction), Astarte or Tanit gifting funds, Isis granting a free Wonder or Hades with a discard draw, but these can cost you.

The second Age tends to galvanise your tactics, so have something in mind, but also be flexible. It is not uncommon for a possible science or military victory to raise it’s head here with the variety of options coming into play, but it is also a time to ponder a strong points win.

By this time Meg usually has a well funded bank and plenty of resources. I have previously gone for the “bottomless well” of commerce cards, but then often lack the funds to use them.

Age III

Resources dry up in the third age. This is the age of progress and civil development, not base resource building. The resource poor better be well funded, on the war path or gunning for a science win because there is little hope otherwise. Progress tokens can offer a little help like reducing build costs or giving good returns like Urbanism, Engineering, Architecture or Masonry, but by this stage their benefit may be too little too late.

This Age has become more vibrant with the Pantheon for us. Several times, unlikely victories have been executed early in this Age and the feeling of pressure coming into the last stages is palpable. For example I have been sitting on a science win with 1 card needed and half the Age to play, but to no avail and once I kept Meg from winning a military victory with her in the end zone for most of the Age, but then still lost on points.

Age III previously had a feeling of pre-determination, but it has opened up a lot more with the Pantheon expansion, which has the ability to swing some elements of the game just enough to empower the cunning player. The Gods Zeus, Mars, Minerva, Ishtar, Nisaba and Anubis and the Law, Mathematics, and Mysticism progress tokens especially become quite powerful now, so I recommend you take a pause occasionally and look at your options.

Note; there are no “linked” resource cards, which means each has to be bought outright with no flow on effect.


How Would I Have Done It?

X Wing is a passion of mine, but like a lot of passions, it brings forth strong emotions and equally strong opinions.

Luke and Biggs on a secret mission in K Wings………..

Luke and Biggs on a secret mission in K Wings………..

What would I have done, if hypothetically, I was involved in the design space for the game, especially the second edition game, especially after sampling Armada?

Pilots would be separate from ships. The pilot ability would be transferrable with the pilot as fits to theme and ship type. Luke in a Y Wing, E Wing or A Wing, Vader in a Defender, Tie Fighter, Prototype, or Punisher? Why not, it actually happened. Pilots, especially generic or personalised ones could have unique skills and higher PS they earn over time or you could use the pre-made Legends from the films. This adds growth, greater flexibility, more options and raises legendary characters up to a bar to aim for. Pilot building would be a game in itself. It does not necessarily make for a more complicated game.

The bare ship would come as a basic package, with mods allowed up to a point. Basically, you could take as many mods as you spend points on that can be fitted to that ship, even by degrees, with the built in limit of points bloat. This also does away with Titles, Illicit, Tech and System upgrades, as modifying would be essentially the same. All the issues of limited slots, like the mess the X Wing became late game (“Renegade Refit” magicked up to take 2 mods to allow S-Foils etc., but losing Torps), could have easily been avoided by simply allowing another mod option available in a less limited space.

The 2e fix of absorbing many of these into the core ship has fixed the problem short term, but what happens after another couple of years of releases?. My main issue with Mods is not that they exist, but that they are limited, which makes no sense thematically.

One fix that came to mind was to make mods unlimited for any eligible ship, with a max of one of each per ship, effectively making the above happen and making more sense. All ships would effectively be “Vaksai” Titled, but why would they not be in reality? A whole squadron of Engine Upgrade and Vectored Thruster X Wings? Sure, but at what cost? Maybe Luke or Wedge get the better ships, but the Rookie has to make do.

EPT’s would be replaced by Squadron Tactics. These would cost per ship on the same or a compatible type (such as Vader’s Advanced mixed with Tie Fighter wingmen) as a pre-planned and practiced signature tactic or tactics available for that unit. They could be supplemented by cheaper wingman only talents, limited to a pair or three pilots in concert and can be faction specific, mimicking the tactics of the faction adding flavour.

This fixes a couple of things. The contradiction of a unique pilot talent then elite pilot talent would be replaced with the more logical “shared tactical doctrine”, which would also make building squads off the same type of ship more logical. It could even be possible to have a “make your own veteran squad tactic” mechanic.

Combined, the above changes would make buying ships and pilots separate exercises. Players of small games could expand their pilot range, with a mix of ships, while players of massed battles could buy just the ships with generic (base) pilot profiles.

Ordnance would be more lethal and accurate when a Lock is made, but the Lock is contested, not automatic (like every fighter scene in every movie I have seen). It seems odd that Missiles in 1980 are more likely to hit than ones in a sci-fi universe after a lock has been achieved.

Droids would be like pilots, with a suite of uses (repair, manoeuvre, targeting etc).

Crew would be more powerful and repeatable.

Repairs would be possible (especially with crew/droids), rather than just specific actions from specific pilots at odds with the game as a whole. Repairs would be subject to a test roll and could even go pear shaped, but should always be possible. Repairs are one of a Droid’s or Crew members main functions, but only a couple have any ability there and it is limited.

Initiative and pilot based actions like Locks/Rolls/Evades would be pilot skill contested, not fixed.

This looks on the surface to be more complicated, but shouldn’t it be? The core concepts are there for simple play, just as now, but a lot more options are available for advanced gamers, without the power creep and oddness of some combinations and the many contradictions introduced.

The game attracts thousands of competitive and non competitive players flaws and all. Would it not be better to open that space to a more malleable and logical game, while keeping the core concepts the same. I do not play video games, but even I can see some merit in adopting a more realistic “tool box” layering approach that these often take. Tournaments could have a set PS starting point with more points and better skills with wins, casual games can wheel out the Legends of the game/stories.

The simplicity of X Wing, I feel actually creates it’s own complications. Often artificial limits are used to regulate, control or herd players in certain directions, which in turn create more “painted in corners” problems for the designers, that need further “fixes” in a more limited space. Imagine if a similar idea to 2e’s app or points list system was applied to upgrades specific to ship type from day one.

The game is brilliant in concept, but in application, it is limited, sometimes frustrating and short sighted (but I still play it!). I think the draw for me to a more basic Bare Bones form is to glorify what works, which is the elegance of the core design, but to mitigate the problems that came after.

What would you have after the dust settled?

Wedge with high skill, a good Droid, Rolls and Boosts available, in Red squadron with a couple of bolted on tactics, some mods on some X Wings, some not. he could then switch to an E Wing or even fly something bigger (where some of his skills would not fit).

Just a thought ;)



Bare Bones Armada?

So I guess it had to come to this.

Armada.

Bare Bones.

The problem of illogical and over powered upgrades seems less of a game breaker in this space and there seems to be a concerted effort to keep it that way (1.5 upgrades, often employed campaign limits etc), but I am still tempted to take out the “big one”, Titles.

Titles make and/or break many of the ships in the game, but do they really do any harm. Hammerhead Corvettes for example are not considered that useful, unless you have a a few and a Title and some Titles seem stapled on to some ships (Gladiator=Devastator, Nebulon=Yavaris etc), but overall, most upgrades in Armada including Titles, seem well proportioned and are often replaceable with something similar. They also do not seem to define all the ships, many are fine as they are in one of their offered forms.

Upgrades are simply not as “twitchy” as they can be in the smaller scale game.

Possibly the perfect balancer is on the way. The Rebellion in the Rim campaign pack has some strict limits. Limits that seem to put the game in the right place for me.

Small 200 point fleets on 3x3 mats (optional), a single upgrade per ship and no squadron limit, but a limit on Aces per fleet.

Perfecto!

Added to these highly desired restrictions is a campaign feel that gives a lot of relevance to your games.

My collection, small as it is, has just the right feel for these small battle games.

The Empire has allocated;

  • 1 Imperial class Star Destroyer to tower over all others, rueing it’s exile to the fringe of civilisation, which it intends to “pay forward”.

  • 1 Onager, likely used in early iteration Testbed form, cruising the Rim testing out it’s usefulness on the unsuspecting. It’s upgrade points will be used promoting it to full Star Destroyer.

  • 1 Victory class Star Destroyer, relegated to edge of the Empire peace keeping where it becomes a relatively big fish.

  • 2 Gladiators, each capable of anchoring a small fleet or supporting a big gun. One will be the flag for my Hunter fleet, the other will support the Victory.

  • 2 Gozanti flotillas. These will add much needed fighter control and support to the Onager and Hunters.

  • 2 Decimators.

  • 2 Lambdas.

  • 4 Villains

  • 24 Squadrons.

The Rebels have cobbled together;

  • 1 Pelta as fleet command and fighter support.

  • 1 Assault Frigate as the “big gun” of the fleet, used too extricate the hopelessly engaged. Roughly equal to the Victory class, it’s Whale like presence is reassuring.

  • 1 MC-30 angry little attack fish. The finisher and basically the opposite of the Assault Frigate.

  • 2 Nebulon-B’s for support and sniping.

  • 2 CR-90’s. You’ve gotta have your icons zipping around causing problems!

  • 2 Hammerheads, split between brawler and sniper duties.

  • 3 GR-75 Transport flotillas to get from here to there and control those fighters.

  • 6 Rogues. Powerful in small fleets, these will fill in each fleet’s role perfectly.

  • 16 mixed Squadrons.

Points wise, with campaign limitations taken into account, they make up roughly 4x 200 point fleets per side, with a distinct feel to each.

The Empire has the Enforcer (VSD), Dominator (ISD), Destroyer (OSD) and Hunter fleets (2x GSD), the Rebels have the Striker (MC-30/CR-90/HH), Defender (Pelta/Neb), Raider (Neb/CR-90) and Marauder (AF2/HH) based fleets.

Enough for a solid fleet, but possibly not enough room for those awesome squadrons (not painted yet).

Enough for a solid fleet, but possibly not enough room for those awesome squadrons (not painted yet).


Funny thing about Armada;

Many are put off by it’s high entry cost, but I have reached gaming completion within a month*, while X Wing has cost 10x as much over a much longer time. Sure I may add some more ships (Raider?), but nothing that will break the bank. With relatively little effort, I have most of the Pilots I like, most of the ships they flew, almost 2000 pts of ships in one period, 1200 in another, 2 campaign packs and a card pack coming that covers every upgrade.

Maybe if TFA era ships appear (I hope), things will get ugly, but still, I spent almost as much on the three new squadron packs for X Wing as I did on my entire Clone Wars fleet.

* with excess as the Clone Wars fleet, purchased rationally, but was then overtaken has been side lined.


Is Bare Bones X Wing Enough?

Hi again. This old pearl.

Bare Bones has to justify itself to many old hands, but I feel it does.

Most first encounters start with some dismay regarding EPT’s and to a lesser extent Mods, then Titles. Using them is fine, because they are fun to play, especially when you know how to milk the synergy out of them.

What is not so much fun is the predictability that comes with having the ideal EPT/Pilot/Mod/Title forced on an opponent.

Of equal frustration to me is the railroading of winning builds over those weaker or less “on trend”. With FFG withdrawing support for 1e, the die is cast, leaving us with a dead space for future fixes and tweaks. Lets face it, there are ships we want to like but cannot and there are a few we want to hate, but use regularly, because no one likes to lose all the time!

Balance is the key, but it comes in layers and in those layers of detail (needed for top tier pay-in) comes the Devil. Each added layer needs a counter balance (I would argue it does not, but the tourney circuit needs them). Each counter balance adds it’s own issues, the next fix adds more etc.

Lost somewhere in here is story, identity with source and for some, enjoyment.

Sentimental favourite. Sentimental, but not solid starter.

Sentimental favourite. Sentimental, but not solid starter.

How do we make BB more involved?

Taking EPT’s as the prime example of where the fun is, but it all went wrong.

Each named pilot has a special ability. This is usually, pretty much always, a solid support of their “legend” as seen by the developers. With few exceptions, they feel right and define the preconceived pilot’s role in the game term for Star Wars cannon.

Then there are EPT’s. These are added special traits that can double down, contradict or simply nullify a pilot’s inherent ability. A unique story element and squad member now has several clones, many with stronger other abilities or a cheaper points cost, making the original, the zero point irrelevant.

Mods and Titles are similar but often less justifiable. These are more often than not designed to add to a ship a feature it does not natively have it or to fix a perceived balance issue. These are often just made up excuses for points changes, ability increases and upgrade exceptions and a response to the growing game. They become semi-mandatory, effectively changing the ship permanently (as seen in 2e where many have been built in, which is better), so the whole “build to preference” thing goes out the window in favour of a “build right or die” feel. The dual kicker of having near mandatory upgrades and effectively spoken-for upgrade slots just jars with me.

The balance/counter balance/counter-counter balance build is a game in itself. In fact it is effectively the game, but to me, it is not Star Wars.

So why not just give up on X Wing, especially 1e?

I still love the elegance of the base system, the beautiful ships and the “feel” of 1e.

As a late-comer, or rather an extremely occasional fringe player*, I have a lot of catching up to do. Fully diving in led me on a sorry path of min/maxing, opportunities lost to try things now out of use and much rail roading, so to enjoy it for myself, I looked for ways to diffuse the grind.

Stripping away these “disruptors” left me with a simpler game, one with it’s own simple balance and reduced action bloat**. Suddenly the pilot’s, all of them, had a place in the greater game, especially with 120 point squads*** and cheaper ships. Instead of individual build tricks, squadron play has floated to the surface again and most ships/pilots have found their place. We fixed the couple of EPT linked abilities to simply meaning Pilot Abilities.

True some ships are a bit crap, even boring to fly. This has two benefits though. They are flown to their strengths, not modified to fit a different role and secondly, the better ships stand out for what they do well, which is often balanced out by points cost and what they do not do as well.

X Wings are tough brawlers with synergic pilot/droid combo’s flown in squads together for support, Kihraxz have tricky pilot and Illicit combo’s and the Interceptor is the only ship able to Evade/Boost/Roll without a (rare) pilot ability but no TL and sure the E Wing is dear, but it is the only fighter with a Droid and Systems slot making it exactly what it should be, an advanced, expensive development test bed.

It is not so much about what is missing, but more about what is special, unique and defining and how it is used in a group dynamic. It is definitely not about filling mechanic holes or satisfying tournament players.

:)

*I went Attack Wing instead, keeping in touch with the concepts, but not the game itself.

**Sometimes I think the core concepts are developed in a vacuum, balance retained naturally, then the tournament biased upgrades in another space entirely.

***The points increase fixed the point cost issue for the Defender, E Wing, Fang and Viper, allowing for decent squads of these with Aces.

Seven Wonders Duel The Giving Gift

We will know when we are over 7WD. It will be when the minor inconvenience of set up outweighs the depth and involvement of the play.

That will be a ways off.

Last night, I was a little behind in points and Meg had the war token literally on my door step.

The next two cards available were a three shield sitting on top of a two shield, both well within her purchasing range, but not mine (loaded as usual) and a science card that she would not be interested in usually.

Game over normally*.

I had just played Anubis, deactivating my own Wonder (12 coin and a repeat turn), so I rebuilt it using the war card, giving me another 12 coin to fill my depleted coffers and a repeat turn.

Then I built another wonder (Great Library) entirely with coin, drew the Law Progress Token (bringing me to 5 Science symbols) and then had another turn.

I looked longingly at the last needed Progress card, which I would have to buy as well**, but I was a single coin short!

Looking desperately for an answer, I remembered I had Astarte and her seven coin/VP sitting off to one side (with Aphrodite, my only hoarded VP assets of any consequence), so I was fully costed out, buying the last card to win a Science victory with only five cards to play and the enemy “at the gates”!

That is the power of the Gods and highlights the added options available to you!

Other games have come down to Mars pushing the war token the last step, the Gate card allowing another Science victory or Minerva holding off the enemy just in time etc.

This expansion has really made the game more open and balanced.

Meg still does not take Progress cards/tokens nor look for Science victories, but in her own words, “If it falls that way, I will follow”, something that was never going to be the case before.

It would be an exaggeration to say we use the Gods more often than not to win games, but it would be a total lie to say they do not have a small influence at least on most games.

*Of note is how she got there. Mars, Piraeus and a free to her two shield card coming from near nothing in the third age. As she said later, without Mars her Wonder and a couple of lucky cards, there was little chance of a military victory so late in the game, but without Mars, it was very unlikely as the turn sequence was in my favour. Again the Gods come into play.

**My habit of taking commerce cards biting me again without funds.