The original Munchkin card game came out in 2001, and it's inexplicably taken them eighteen years to get around to doing Munchkin Warhammer 40,000. We never got into Munchkin back in the day, but I bought the July 2019 issue of White Dwarf to get the Blood Ravens rules, and it came with a card for Munchkin 40k. Now, since it would be silly to own just one Munchkin card, we decided this would be a good time to take the plunge and get Munchkin 40k.
**
As you can see from the example card above, Munchkin 40k gets it: this is Munchkin humor in 40k grimdark, and it just works. Below is the beginning of our first game, in the prosaic surroundings of our kitchen table. The Munchkin Warhammer 40,000 box comes with 168 cards, which makes entirely adequate door and treasure decks, and a board and little cardboard standies for everyone. The board is used purely to mark which level everyone is on and where to put the cards, so it's theoretically totally unnecessary, but we liked it.
In case you don't know how Munchkin works, it's very simple: each player represents a tabletop role-playing game player who is, well, a munchkin; someone who completely ignores the plot and role-playing aspects of the game in order to make the best character possible and "win". Hence, the objective in Munchkin is to be the first to reach level 10 by killing monsters. To get there, you amass equipment of all kinds to help kill monsters - and stop other people from winning first! It's not particularly well balanced, and often devolves into an intense king-killing exercise where everyone piles onto the leader; and all that is exactly the point. It's why it's called Munchkin. It's a bit too heavy to be a party game, but not nearly heavy enough to be a Very Serious Game either - and far too tongue-in-cheek for that as well. In my opinion, Munchkin has a very particular niche of its own, and a lot of the criticism it gets comes from people who seem to think it should be something other than what it is.
To get back to Munchkin 40,000, this iteration switches things up a bit: we're no longer role-playing a dungeon crawl, but rather we're tabletop wargaming. Classes and races are out in favor of armies and vehicles, and some of the cards reference miniature gaming rather than role-playing; for instance, you can drop an enemy's level by playing Unpainted on it, or even worse, Proxied.
Below is the end of our first game. I won playing an Ork with a Lychguard Wraithscythe, Radium Pistol and Chosen Helmet, riding the Auric Aquilas. I won by playing both Purge Yourself from Imperial Records and Pilgrimage to Holy Terra, and defeating a C'tan while defeating my opponent's attempt to make me lose a level with Left Your Terrain at Home.
For our second game, we all somewhat hilariously started as Necrons, but later, erm, evolved; thanks to the Alliance card, I found myself playing both Necrons and Tyranids. The amount of grenades being thrown into the fight below demonstrates, I think, that we were getting the hang of this Munchkin thing.
After a long while spent with all of us at level 9, eventually my fellow Necron managed to find a monster in the door deck and, despite our best efforts, defeat it to win the game.
We had a great time playing Munchkin Warhammer 40,000. Thematically, it's a perfect match: 40k "grimdark" has always been a bit silly, and the writing and John Kovalic's art capture that silliness wonderfully. Our second game got a bit intense, and yeah, I can kinda see how people who played waaay too much Munchkin back in the day got burned out on it, but we very much enjoyed ourselves.
**
The really scary thing about Munchkin is that it appeals to the collector in me. Ordinarily, I wouldn't be interested in owning multiple versions of the same game, but with Munchkin, the thing is that you can combine them. All of them, that is. So once we'd tried 40k Munchkin, clearly the thing to do was get another set. Seeing as how we've all been pretty diehard Marvel fans since the previous millenium, the obvious choice was Munchkin Marvel.
As you may be able to tell, we also got a blister pack. It is excellent.
Also, we found a copy of Fairy Dust Dice at our friendly local gaming store, and my partner loved them, so now we're also playing with a four-card Fairy deck.
The first thing you notice with Munchkin Marvel is that it takes itself a lot more seriously than 40k Munchkin. Here, everyone starts with a Role card that tells you what kind of SHIELD agent you are; each even comes with a little bonus applicable in certain situations. In addition to equipment, we can also have allies and be affiliated to a Marvel universe organization like the Avengers. Below is a picture toward the end of our first game, when I got Cryogenically Frozen and had to miss a turn, so I had plenty of time to get the camera out!
As you can see, even the art is much more serious! The cards are pretty succesful thematically; we did get a kick out of having stuff like different Iron Man armors and Captain America's shield, and even Infinity Gems, flying around, and fighting various Marvel bad guys. The presentation seems to be mostly geared toward the current Marvel cinematic universe, but the art is from the comics.
Below is the end of our game: our fellow operative, definitely a Hydra double agent, deployed a Life Model Decoy to defeat the Kingpin and make it to level 10.
Overall, Munchkin Marvel is fun to play, but thematically it's in a slightly awkward spot between being a serious Marvel game and proper Munchkin comedy. Crucially, Marvel lacks the meta level that's so important to Munchkin; you just can't have a card like Left Your Terrain at Home in Marvel! Also, I don't really think the Role cards add much to the experience, and I've come to dislike making players pick from a strict gender binary. Even in a household of fairly hardcore Marvel fans, we thought Munchkin 40k was just much more fun, and more Munchkin.
**
Later, we got the opportunity to try a five-player game with the Faith and Firepower expansion. I started out as a Necron with a power sword and a Fairy Duster, as you do. One particular complaint I have with Munchkin 40k is that although I regard the Necrons as an innovation, I've now played as one so many times that I'm about this close to buying the codex and a Start Collecting Necrons box.
Faith and Firepower adds a little over a hundred cards; you can see the size of the door and treasure decks in the picture above. Most importantly, there are two new armies, the Sisters of Battle and the Tau, both of which we felt were good additions to the game, and a whlle bunch of stuff for everyone to use.
Five-player Munchkin turned out to be pleasantly chaotic. We had a bit of a moment when a player threatened to get too far ahead by fighting a Snotling. The Snotling, however, turned out to be a holographic projection, and what they actually ended up fighting was a Fairy Scary Heretical Grimdark Undead Mean Machine Angel, with his dial set all the way to 4.
The chaos lasted for something like three hours, until everyone's joint efforts were no longer enough to stop a Tyranid-Sisters of Battle alliance storming to victory in their Leman Russ.
If Munchkin 40k was good with three players, it's absolutely excellent with five.
**
We're definitely going to try the Cosmic Chaos expansion and see if that makes Muchkin Marvel a bit more interesting, but what I think seems to be the best bet at this point is to keep playing Munchkin 40k, but add the Marvel cards to it. It's worth noting that the Marvel set is a particularly good candidate for this since none of the cards have any use restrictions! And since we've got kind of a comic book vibe going, there's also Munchkin Turtles. Mixing multiple sets of course means we'll also be interested in Cheat with Both Hands... You see where this is going. We're going to need some kind of card holders.
Our introduction to Munchkin has been great fun so far, and I would very much recommend Munchkin Warhammer 40,000 to anybody who's even a little bit into 40k and interested in Munchkin. So far, it seems like a perfect match. Also get the Judge Dredd expansion while you're at it, it's easily worth the price and, seeing as how Games Workshop stole most of Warhammer 40,000 from 2000 AD in the first place, very thematically appropriate. Another expansion that goes nicely with 40k is Space Ships. But just the base game itself is excellent fun. If you missed the Munchkin craze the first time around like we did, give Munchkin Warhammer 40,000 a shot. I think you'll find it's worth it.
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Aug 26, 2019
Aug 19, 2019
Fallout: Let's Play New California
Rhonda: Utobitha, I'm here with Best Friend Tabitha, who has a message for all the dumb-dumbs out there!
Tabitha: It has come to my attention that some of you dumb-dumbs took me a little too seriously in the past, when I warned you about the battle cattle! While battle cattle are indeed a dangerous foe, they are one that should be fought ferociously! Recently, I've heard about several incidents where some of you have been running away from a fight where battle cattle were involved! THIS IS NOT ACCEPTABLE! No self-respecting soldier of Utobitha should EVER be seen running like a scared little human! GRRAAH! I don't even know why I try! It's not like the dumb-dumbs are even going to understand this!
Rhonda: You heard her, Utobitha! Beware the battle cattle — but don't fear the battle cattle! More after this.
- Black Mountain Radio, Fallout: New Vegas
We loved Fantasy Flight's Fallout boardgame, and were delighted when the New California expansion was announced last summer. Obviously we got it, and have now tried it.
Mary Agnes Yerkes: Early in the Day in Desert Quiet (1965)
**
New California comes with five new survivors, who are introduced in detail here. Of the five, two featured in our first game: the wasteland merchant, who starts with extra caps, has automatic access to the shop and can trade with other survivors over a distance; and a rogue Mr. Handy.
We got started with the co-op scenario in New California. Unlike a regular game, where players have secret agendas and everyone's trying to win the game for themselves, here the faction tracker is the only win condition: either we win, or the Enclave wins and we all lose.
That's one big map, by the way. New California comes with a pile of new map hexes (twelve, to be exact), and six scenarios: expanded versions of the four scenarios from the base game, and two new ones. The new scenarios are Rise of the Master, which is pretty much Fallout 1, and the co-operative scenario New California, which covers Fallout 2. The new tiles are only used in the new scenarios, but all the loot, assets and new survivors can be used with the original scenarios as well.
Early on, our ghoul player picked up Cait as a companion. She stays with you when she unexhausts if you've got drugs, but by a quirk of the loot deck, only the Mr. Handy had any drugs - which it couldn't use. Mr. Handy first traded some drugs to the wasteland merchant, and later direct to the ghoul; combined with the Mr. Handy player's penchant for charging into combat, we found we had a memorable drug-dealing murder robot in our party.
While the murderbot rampaged over the desert, I was playing as my favorite character, the Wastelander, and early on, I drew some kind of weird vision quest that let me travel all the way to the NCR. That's great, we thought: the next stage of the main quest can be finished with a difficulty 4 quest at NCR, and I even had a re-roll for it! I then proceeded to spend half the game at NCR, chronically unable to muster up four hits, and getting addicted in the process from an encounter card.
The trouble was, while all this was going on the Enclave were getting stronger, to the point where none of us had the weapons to stand much of a chance fighting them! We would have to advance our agenda by questing. Luckily New California comes with several nifty cards for getting rid of enemies, like the frag grenade and bear trap, both of which our ghoul used to great effect, and this beauty:
As it was, we spent several turns on a knife-edge where one single Security activation at the end of the turn, or any player character getting killed, would have cost us the game immediately. But we won; barely, but still! And we very much enjoyed ourselves.
**
For our next game, I painted up the Mr. Handy and tried to paint the Wastelander and NCR Ranger, but the July heat wave destroyed that plan; hence the two undercoated but unpainted models in the pictures.
This time, we tried the expanded version of the Capital Wasteland scenario from the base game. Again, the map is pretty big, but that doesn't seem to make the game much longer. Above, you can see the NCR Ranger's special ability in use: she gets to flip over two unexplored hexes next to the starting hex and deploy in them. This, together with her getting three move points per action, makes her a really strong character, especially on the bigger maps. Below, we've opened up quite a bit of the map already.
My Wastelander is at Megaton, trying to beat up a Protectron to score an agenda card from the Brotherhood. I gambled and lost, getting killed by a super mutant; that worked out okay, though, because I then ended up back at Crossroads Camp, where the Brotherhood of Steel airship had just arrived. I snuck on board and stole a suit of power armor, which prompted a change of figure:
Because the Brotherhood airship sticks around, I'm genuinely considering getting a Squat airship from Space Marine and painting it up in Brotherhood colours.
Soon enough, the NCR Ranger won with three Freedom agendas. The rest of us were never really in it with much of a shot; I recognized early on that the ranger player probably had a freedom agenda, but the security quests were tough to reach, especially after I got killed. Luck does play a large role in the game, but to be honest, I don't think it really matters, because the game is simply fun to play.
**
So, should you buy New California? If you liked the base game, then yes, absolutely. New California makes everything better: the new survivors are fun, the new loot and asset cards and so on all make the game better and deeper without introducing too much complexity. I can't think of a reason to not play the expanded versions of the base game scenarios once you've got them.
I think the bigger map actually makes the game objectively better; there seems to be more for everybody to do, and the game is a little less competitive and more fun.
Anyway I definitely recommend New California, and I hope Fantasy Flight make more expansions for Fallout! I'd be perfectly happy to pay money for an expansion kit that only came with a couple of scenario sheets and some new cards, because this is a really good game and it could really do with just a bunch more content. New California is an excellent step forward, but I want more scenarios!
Tabitha: It has come to my attention that some of you dumb-dumbs took me a little too seriously in the past, when I warned you about the battle cattle! While battle cattle are indeed a dangerous foe, they are one that should be fought ferociously! Recently, I've heard about several incidents where some of you have been running away from a fight where battle cattle were involved! THIS IS NOT ACCEPTABLE! No self-respecting soldier of Utobitha should EVER be seen running like a scared little human! GRRAAH! I don't even know why I try! It's not like the dumb-dumbs are even going to understand this!
Rhonda: You heard her, Utobitha! Beware the battle cattle — but don't fear the battle cattle! More after this.
- Black Mountain Radio, Fallout: New Vegas
We loved Fantasy Flight's Fallout boardgame, and were delighted when the New California expansion was announced last summer. Obviously we got it, and have now tried it.
Mary Agnes Yerkes: Early in the Day in Desert Quiet (1965)
**
New California comes with five new survivors, who are introduced in detail here. Of the five, two featured in our first game: the wasteland merchant, who starts with extra caps, has automatic access to the shop and can trade with other survivors over a distance; and a rogue Mr. Handy.
We got started with the co-op scenario in New California. Unlike a regular game, where players have secret agendas and everyone's trying to win the game for themselves, here the faction tracker is the only win condition: either we win, or the Enclave wins and we all lose.
That's one big map, by the way. New California comes with a pile of new map hexes (twelve, to be exact), and six scenarios: expanded versions of the four scenarios from the base game, and two new ones. The new scenarios are Rise of the Master, which is pretty much Fallout 1, and the co-operative scenario New California, which covers Fallout 2. The new tiles are only used in the new scenarios, but all the loot, assets and new survivors can be used with the original scenarios as well.
Early on, our ghoul player picked up Cait as a companion. She stays with you when she unexhausts if you've got drugs, but by a quirk of the loot deck, only the Mr. Handy had any drugs - which it couldn't use. Mr. Handy first traded some drugs to the wasteland merchant, and later direct to the ghoul; combined with the Mr. Handy player's penchant for charging into combat, we found we had a memorable drug-dealing murder robot in our party.
While the murderbot rampaged over the desert, I was playing as my favorite character, the Wastelander, and early on, I drew some kind of weird vision quest that let me travel all the way to the NCR. That's great, we thought: the next stage of the main quest can be finished with a difficulty 4 quest at NCR, and I even had a re-roll for it! I then proceeded to spend half the game at NCR, chronically unable to muster up four hits, and getting addicted in the process from an encounter card.
The trouble was, while all this was going on the Enclave were getting stronger, to the point where none of us had the weapons to stand much of a chance fighting them! We would have to advance our agenda by questing. Luckily New California comes with several nifty cards for getting rid of enemies, like the frag grenade and bear trap, both of which our ghoul used to great effect, and this beauty:
As it was, we spent several turns on a knife-edge where one single Security activation at the end of the turn, or any player character getting killed, would have cost us the game immediately. But we won; barely, but still! And we very much enjoyed ourselves.
**
For our next game, I painted up the Mr. Handy and tried to paint the Wastelander and NCR Ranger, but the July heat wave destroyed that plan; hence the two undercoated but unpainted models in the pictures.
This time, we tried the expanded version of the Capital Wasteland scenario from the base game. Again, the map is pretty big, but that doesn't seem to make the game much longer. Above, you can see the NCR Ranger's special ability in use: she gets to flip over two unexplored hexes next to the starting hex and deploy in them. This, together with her getting three move points per action, makes her a really strong character, especially on the bigger maps. Below, we've opened up quite a bit of the map already.
My Wastelander is at Megaton, trying to beat up a Protectron to score an agenda card from the Brotherhood. I gambled and lost, getting killed by a super mutant; that worked out okay, though, because I then ended up back at Crossroads Camp, where the Brotherhood of Steel airship had just arrived. I snuck on board and stole a suit of power armor, which prompted a change of figure:
Because the Brotherhood airship sticks around, I'm genuinely considering getting a Squat airship from Space Marine and painting it up in Brotherhood colours.
Soon enough, the NCR Ranger won with three Freedom agendas. The rest of us were never really in it with much of a shot; I recognized early on that the ranger player probably had a freedom agenda, but the security quests were tough to reach, especially after I got killed. Luck does play a large role in the game, but to be honest, I don't think it really matters, because the game is simply fun to play.
**
So, should you buy New California? If you liked the base game, then yes, absolutely. New California makes everything better: the new survivors are fun, the new loot and asset cards and so on all make the game better and deeper without introducing too much complexity. I can't think of a reason to not play the expanded versions of the base game scenarios once you've got them.
I think the bigger map actually makes the game objectively better; there seems to be more for everybody to do, and the game is a little less competitive and more fun.
Anyway I definitely recommend New California, and I hope Fantasy Flight make more expansions for Fallout! I'd be perfectly happy to pay money for an expansion kit that only came with a couple of scenario sheets and some new cards, because this is a really good game and it could really do with just a bunch more content. New California is an excellent step forward, but I want more scenarios!
Aug 12, 2019
Let's Play Warhammer Underworlds: Nightvault
Games Workshop is really into publishing lots of small games recently. I was most interested in Kill Team, but reviews I read online kept saying that it's no Shadespire, but it's still pretty good. As it happens, Shadespire had then just been superseded by Warhammer Underworlds: Nightvault, which is half the price of Kill Team and combines miniatures and deck-building. Clearly we had to try it.
**
Even before playing the game, I was happy with my purchase. The box contains two warbands, and the Nighthaunt warband is made up of absolutely beautiful figures. Now, I know nothing whatsoever about Warhammer Fantasy any more; the last time I was even remotely up to date was 6th edition, so I'm just going to say that it's an Undead warband and be done with it. But the models are very nice.
The other warband is made up of three Stormcast Eternals, which from the looks of things are some kind of fantasy Space Woofs? Incredibly boring. With a little help from Eureka Miniatures, we tried to make them a bit more interesting. Meet the Stormbun Eternals.
**
The game itself, I'm happy to report, was great fun. Unlike most other Games Workshop products, the warbands are preset. There's no customization whatsoever; each model comes with its own fighter card that has all the relevant info, and each warband is a set collection of models. So in our case, my partner had the three Stormbun Eternals, and I had my Briar Queen, her two named attendants, and a bunch of ghosts called chainrasps.
Where you make decisions is in building your decks. Each player has two decks of cards: exactly twelve objective cards, and at least 20 power cards, which are divided into gambit and upgrade cards. Gambit cards are used during play: they include spells and various bonuses to combat, movement and so forth. Objective cards each come with a condition, and when it's fulfilled, you can cash in the objective card for a variable amount of glory points. Glory can be used to buy upgrades for your fighters, but most importantly, the player with the most Glory at the end of the game wins!
We played our first game with the starter decks, which I had to go find on the boardgamegeek.com forums because inexplicably, the rulebook doesn't list them, and which I am therefore relisting here for future convenience.
Ghosts:
Annihilation
Denial
Hold objectives 1-5
Death sentence
Execution
Take the city
Treacherous foe
Swarming spirits
Confusion
Determined effort
Grinding earth
Sidestep
Drifting advance
Endless malice
Spectral parry
Rending scream
Spectral touch
Vengeful curse
Great fortitude
Great speed
Great strength
Escape artist
Creeping terror
Chill touch
Driven by hatred
Strangling coil
Sadistic strike
Curse of unbinding
Stormbuns:
Conquest
Hold objectives 1-5
Supremacy
Blessed banishment
Devastating blow
Fight as one
Harness the storm
Measured strike
Confusion
Determined effort
Sidestep
Vital surge
Aetherwing stance
Empathetic conduction
Cry of thunder
Gather the storm
Lightning assault
Stormstrike
Great fortitude
Great speed
Great strength
Lucky trinket
Corposant staff
Lightning whip
Hurricane step
Tempest's might
Unstoppable zeal
Warding blast
With these starting decks in hand, we set up the game. Even this is a competitive affair; players roll off to see who has to pick a game board and place it first, leaving the second player a great deal of choice in how the battlefield ends up looking like. The boards are divided into hexagons, and can have varying numbers of impassable or lethal hexes on them. We only had the two game boards that came with the Nightvault box, so we set them up boringly. There are also five objective hexes, which can earn you Glory if you have the appropriate objective cards for occupying them. Below is a scene from the first round: both warbands have occupied an objective, and a fight is getting started in the middle of the board.
Each game of Warhammer: Underworlds has a set length of three rounds. Each player has four activations per round, which can be used to move models, attack with them or draw cards. Following each activation, players can play power cards, and when all players have used all their activations, there's an end phase where objective cards are scored and the players replenish their hands.
Here's our situation at the end of our first game: two out of three Stormbuns are out of action, as are most of my ghosts. As it turned out, at the end of the game we had the same amount of Glory, and were holding the same number of objectives (one of the models is incorrectly placed in the picture): therefore the game was a tie!
We enjoyed our first game of Warhammer Underworlds, and found it very easy to pick up. No doubt we did all kinds of things wrong or at least very suboptimally, but we liked playing it and will be doing more of it in the future. All in all I think this is a very succesful product, especially seeing as how it's quite cheap for a whole boxed game!
I'm also quite interested in picking up some of the separately sold warbands, if only to paint them. An attractive aspect of games like this and Kill Team is that you can paint a fairly tiny amount of models, by Warhammer standards at least, and have a warband or Kill Team that you can play. Certainly Underworlds has the lowest model count of any Games Workshop game I've played. So I'll be taking the opportunity to paint up some more warbands in the future, and probably also try playing them. We may even experiment with three or four players...
**
Finally, here are the decks we ended up making out of the Nightvault core box.
Thorns of the Briar Queen: 10 gambits, 10 upgrades
Annihilation
Death sentence
Denial
Hold objectives 1-5
Supremacy
Swarming spirits
Take the city
Treacherous foe
Confusion
Determined effort
Drifting Advance
Endless malice
Maddening Cackle
Sidestep
Spectral Parry
Spectral Touch
Sudden Appearance
Vengeful Curse
Creeping Terror
Curse of Unbinding
Driven by Hatred
Escape Artist
Great Fortitude
Great Speed
Great Strength
Inescapable Vengeance
Sadistic Strike
Strangling Coil
Stormbun Eternals: 13 gambits, 13 upgrades
Blessed banishment
Conquest
Denial
Devastating Blow
Fight as One
Harness the Storm
Hold objectives 1-5
Measured Strike
Aetherwing Stance
Chain Lightning
Confusion
Cry of Thunder
Determined Effort
Empathic Conduction
Gather the Storm
Lightning Assault
Lightning Step
Sidestep
Stormstrike
Stormward
Vital Surge
Blessed Blade
Corposant Staff
Disarming Blow
Escape Artist
Great Fortitude
Great Speed
Great Strength
Hurricane Step
Lightning Whip
Stunning Blow
Tempest's Might
Unstoppable zeal
Warding Blast
**
Even before playing the game, I was happy with my purchase. The box contains two warbands, and the Nighthaunt warband is made up of absolutely beautiful figures. Now, I know nothing whatsoever about Warhammer Fantasy any more; the last time I was even remotely up to date was 6th edition, so I'm just going to say that it's an Undead warband and be done with it. But the models are very nice.
The other warband is made up of three Stormcast Eternals, which from the looks of things are some kind of fantasy Space Woofs? Incredibly boring. With a little help from Eureka Miniatures, we tried to make them a bit more interesting. Meet the Stormbun Eternals.
**
The game itself, I'm happy to report, was great fun. Unlike most other Games Workshop products, the warbands are preset. There's no customization whatsoever; each model comes with its own fighter card that has all the relevant info, and each warband is a set collection of models. So in our case, my partner had the three Stormbun Eternals, and I had my Briar Queen, her two named attendants, and a bunch of ghosts called chainrasps.
Where you make decisions is in building your decks. Each player has two decks of cards: exactly twelve objective cards, and at least 20 power cards, which are divided into gambit and upgrade cards. Gambit cards are used during play: they include spells and various bonuses to combat, movement and so forth. Objective cards each come with a condition, and when it's fulfilled, you can cash in the objective card for a variable amount of glory points. Glory can be used to buy upgrades for your fighters, but most importantly, the player with the most Glory at the end of the game wins!
We played our first game with the starter decks, which I had to go find on the boardgamegeek.com forums because inexplicably, the rulebook doesn't list them, and which I am therefore relisting here for future convenience.
Ghosts:
Annihilation
Denial
Hold objectives 1-5
Death sentence
Execution
Take the city
Treacherous foe
Swarming spirits
Confusion
Determined effort
Grinding earth
Sidestep
Drifting advance
Endless malice
Spectral parry
Rending scream
Spectral touch
Vengeful curse
Great fortitude
Great speed
Great strength
Escape artist
Creeping terror
Chill touch
Driven by hatred
Strangling coil
Sadistic strike
Curse of unbinding
Stormbuns:
Conquest
Hold objectives 1-5
Supremacy
Blessed banishment
Devastating blow
Fight as one
Harness the storm
Measured strike
Confusion
Determined effort
Sidestep
Vital surge
Aetherwing stance
Empathetic conduction
Cry of thunder
Gather the storm
Lightning assault
Stormstrike
Great fortitude
Great speed
Great strength
Lucky trinket
Corposant staff
Lightning whip
Hurricane step
Tempest's might
Unstoppable zeal
Warding blast
With these starting decks in hand, we set up the game. Even this is a competitive affair; players roll off to see who has to pick a game board and place it first, leaving the second player a great deal of choice in how the battlefield ends up looking like. The boards are divided into hexagons, and can have varying numbers of impassable or lethal hexes on them. We only had the two game boards that came with the Nightvault box, so we set them up boringly. There are also five objective hexes, which can earn you Glory if you have the appropriate objective cards for occupying them. Below is a scene from the first round: both warbands have occupied an objective, and a fight is getting started in the middle of the board.
Each game of Warhammer: Underworlds has a set length of three rounds. Each player has four activations per round, which can be used to move models, attack with them or draw cards. Following each activation, players can play power cards, and when all players have used all their activations, there's an end phase where objective cards are scored and the players replenish their hands.
Here's our situation at the end of our first game: two out of three Stormbuns are out of action, as are most of my ghosts. As it turned out, at the end of the game we had the same amount of Glory, and were holding the same number of objectives (one of the models is incorrectly placed in the picture): therefore the game was a tie!
We enjoyed our first game of Warhammer Underworlds, and found it very easy to pick up. No doubt we did all kinds of things wrong or at least very suboptimally, but we liked playing it and will be doing more of it in the future. All in all I think this is a very succesful product, especially seeing as how it's quite cheap for a whole boxed game!
I'm also quite interested in picking up some of the separately sold warbands, if only to paint them. An attractive aspect of games like this and Kill Team is that you can paint a fairly tiny amount of models, by Warhammer standards at least, and have a warband or Kill Team that you can play. Certainly Underworlds has the lowest model count of any Games Workshop game I've played. So I'll be taking the opportunity to paint up some more warbands in the future, and probably also try playing them. We may even experiment with three or four players...
**
Finally, here are the decks we ended up making out of the Nightvault core box.
Thorns of the Briar Queen: 10 gambits, 10 upgrades
Annihilation
Death sentence
Denial
Hold objectives 1-5
Supremacy
Swarming spirits
Take the city
Treacherous foe
Confusion
Determined effort
Drifting Advance
Endless malice
Maddening Cackle
Sidestep
Spectral Parry
Spectral Touch
Sudden Appearance
Vengeful Curse
Creeping Terror
Curse of Unbinding
Driven by Hatred
Escape Artist
Great Fortitude
Great Speed
Great Strength
Inescapable Vengeance
Sadistic Strike
Strangling Coil
Stormbun Eternals: 13 gambits, 13 upgrades
Blessed banishment
Conquest
Denial
Devastating Blow
Fight as One
Harness the Storm
Hold objectives 1-5
Measured Strike
Aetherwing Stance
Chain Lightning
Confusion
Cry of Thunder
Determined Effort
Empathic Conduction
Gather the Storm
Lightning Assault
Lightning Step
Sidestep
Stormstrike
Stormward
Vital Surge
Blessed Blade
Corposant Staff
Disarming Blow
Escape Artist
Great Fortitude
Great Speed
Great Strength
Hurricane Step
Lightning Whip
Stunning Blow
Tempest's Might
Unstoppable zeal
Warding Blast
Aug 5, 2019
Let's Read Tolkien 59: Journey to the Cross-roads
Frodo and Sam returned to their beds and lay there in silence resting for a little, while men bestirred themselves and the business of the day began.
The hobbits and Gollum take their leave of Faramir and his men. Faramir's scouts report no movement anywhere, and the hobbits travel by day, heading south, toward the Morgul Vale and Gollum's secret way into Mordor. Ithilien is quite lovely, but things get more ominous as the trio get further south: it gets darker, the earth shakes and rumbles, and Gollum is more and more nervous even though the place is deserted. Eventually, on a day when the sun doesn't seem to rise at all, they reach the crossroads where the road from Minas Morgul crosses the one that heads south from the Morannon. They cross it, and head into the Morgul valley.
**
There's another listing of the various plants found in Ithilien in this chapter, and it makes me wonder if anyone's looked into whether they have some symbolic meanings. Or maybe Tolkien just liked listing flowers and trees; I don't know.
Other than that, though, this is a fairly short and uneventful chapter; the hobbits walk through Ithilien, which becomes more sinister as they get closer to Minas Morgul, sleep, and walk some more. This isn't a criticism; I enjoyed reading it, but really, nothing much of note happens.
Next time: climbing climbing.
The hobbits and Gollum take their leave of Faramir and his men. Faramir's scouts report no movement anywhere, and the hobbits travel by day, heading south, toward the Morgul Vale and Gollum's secret way into Mordor. Ithilien is quite lovely, but things get more ominous as the trio get further south: it gets darker, the earth shakes and rumbles, and Gollum is more and more nervous even though the place is deserted. Eventually, on a day when the sun doesn't seem to rise at all, they reach the crossroads where the road from Minas Morgul crosses the one that heads south from the Morannon. They cross it, and head into the Morgul valley.
**
There's another listing of the various plants found in Ithilien in this chapter, and it makes me wonder if anyone's looked into whether they have some symbolic meanings. Or maybe Tolkien just liked listing flowers and trees; I don't know.
Other than that, though, this is a fairly short and uneventful chapter; the hobbits walk through Ithilien, which becomes more sinister as they get closer to Minas Morgul, sleep, and walk some more. This isn't a criticism; I enjoyed reading it, but really, nothing much of note happens.
Next time: climbing climbing.