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Kingdom Death:Monster – First Session

Kingdom Death: Monster ran two successful Kickstarters. The second has just completed delivery and the game is available in the KD:M store (https://shop.kingdomdeath.com). I thought that I would do detailed play throughs as I go through the game so you can see what $400 will get you. I will warn you, the game is somewhat of an RPG, and learning what is coming up is part of the fun of the game. The first encounter (this one) is the same for everyone and no big mystery, but the further you get into the game the more and more the “surprise” of what you encounter is part of the fun.

What is the game?

It is a horror/fantasy cooperative board game with RPG elements. It uses cards and the rulebook to reveal the story as you go. You start off as a survivor (4 is the standard number, you can play up to 6 in the game) without any backstory except for you are in a wasteland and a lion attacks you and your companions. The game is cooperative – the players against the game. In combat, the players take turns commanding the enemies and the enemies use an AI deck to control them. You roll dice to hit or to see if you are hit and you use dice to see where you get hit whereas you use cards to determine where the enemy gets hit. The monsters ramp up in power over time.
The game is very miniature heavy and the miniatures come unassembled on sprues. You need to clip the pieces off of the sprues and glue them together. Many people paint the miniatures, but it is not required.

Miniatures and supplies

To assemble the miniatures, you will need to cut them away from the sprues and glue them together. You can use an hobby knife to cut them off, or you can use a set of cutters. Something that cuts flush is best and the “God Hand” cutter is expensive but made for the job. They are available on Amazon.com (God Hand), but you might be able to find them cheaper on eBay or from a hobby shop. They are expensive, but work very well and cut very flush. It will save you a lot of time later on cleaning up the model pieces if you use a good tool in advance.
You also will want good quality glue. The best usually is the type designed to slightly melt the plastic and meld it together. I use Tamiya cement (Tamiya Cement). The green top is thinner and the white is a little thicker. The glue sets pretty quickly and you need to put bare plastic onto bare plastic because of the way it works.
Finally, if you want to paint your miniatures, you will need paints and brushes. There are various brands of paints made just for miniatures (this is one example Miniature Paints). The special paints work very well, but they can be expensive. Another option is acrylic craft paints that you can find at stores like Michaels or Hobby Lobby or even Walmart. They work well enough, but tend to be thicker than specially made paints and need more thinning and sometimes more coats of paint.

Cement and God Hand

Different Cement

This blog is not meant to be a painting tutorial, there are plenty on Youtube or other places on the Web. The basic process is to clean the models to wash off the chemicals used to help them release easily from the molds, prime them, typically with a spray primer, paint and then maybe use a protective coat. Painting can include using techniques like dry brushing and inks to bring out details and highlights.
I just use craft paints, but I have been painting for a while and know the consistency to aim at. I am also not aiming for public display of the models or to win an art contest. The miniatures in this blog were painted by me (White Lion) and my 15-year old daughter (the survivors). These were the first miniatures she had ever done. I did some touch up, but I think the pictures will show you what you can accomplish with just a little bit of effort, even if you are not experienced.
This is what what my starting group looks like:

The White Lion and his prey

Starting miniatures

To play the first game, you will need to build the first 4 survivors plus the white lion. The directions can be found here (and it is a good site to see previews of the included miniatures):
Building Instructions

Playing your first game – Session 1

The first comment I will make is that the game board and the space needed around it is very large. You cannot play it on a small coffee table, you will need a big surface. The picture below has a letter sized piece of paper on it to give an idea of the scale.

The Game Board

You will need 4 copies of the survivor statistics sheet. I used my printer to scan and copy the sheet as I can imagine you can churn right through the included pad. The rule book suggests that you use a pencil to record onto the sheet as wounds and statistics change over time.
The rule book steps you through set up and play in detail. First, you set up the 4 survivors and their boards. You place cloth and founding stone cards on the survivor grid and pick names for your survivors. My first 4 are named Myrdin, Neo Linhong and Imani. The rulebook also says you will need tokens to mark status during the fight. I found a 3D printer token holder and printed one up to help keep the tokens organized during the game.

Token Holder

The interesting facts that I picked up from the starting components was that the Founding Stone can be thrown to automatically hit with a critical wound and that the survivors move 5 as their base movement.
The next step to get ready to play is to create a custom AI deck for the White Lion. It starts with only 8 cards, and the “claw” action is placed on top. The different categories for the AI cards seem to be basic, advanced and legendary. The first session has 5 basic and 3 advanced cards and zero legendary ones.

Various Cards

The next deck to get ready is the Hit Location deck. The only special instructions is to place the Strange Hand on top. Then you place the basic action card down for the white lion. These all go onto the monster control panel which also has spaces for a wound stack 4 traits/mood/skull and space for 7 tokens.
I noticed that if you score a Critical Hit on Strange Hand (the starting hit location card) you can spend your one survival point and gain a permanent +1 Strength boost. Other than that hit location card, you can only spend survival to Dodge in the first session. Dodges negate damage from a hit. I do not know the game well enough yet to decide if it is worth fighting with tooth and nail (survivor base attacks with no weapons) just to gain that permanent bonus.
Finally, you place your 5 miniatures on the board. You start with the White Lion and then put the 4 survivors down and they can be up to 5 squares away from the White Lion. Considering that you need to attack and kill the lion and it can move 6 and you can move 5, I thought that being as close as possible made more sense.
The White Lion also has a blindspot in the two squares immediately behind it, which looked like a good place to get to if you are wounded.
Since I wanted to make sure I could approach the White Lion and attack not matter what, I placed all survivors within 2 squares of the White Lion. Again, this is my very first time playing, so I am not sure if that is the best play.

Starting Set-up

Starting Set-up (front view)

The first session alternates between the White Lion (control of the non-player characters alternates between however many players you have and you get a bonus if you attack yourself, well a bonus if increasing insanity can be considered a bonus) and the players. Each player (survivor) acts each turn. For the first session, you follow specific instructions in the rulebook for the first turn and then play on based on the cards you draw.

Game Ready to Play

First turn

Select the monster’s controller. Since I am running solo, it will be me throughout this example (my painting assistant Rachel did follow along). Since there is a bonus for targeting yourself, I kept the character sheets in order and assumed that I was running through 4 controllers.

Monster Controller

You start the actual turn by drawing the top card. I know it is Claw and I am playing Imani as the nominal character this turn.
Card says Pick Target and lists closest threat, facing, in range, closest threat, in field of view, and sniff if no target. Sniff means even if everyone is knocked down (not a threat) or hiding in the blindspot (the two squares immediately behind the White Lion), they are all considered threats until end end of the next turn.
As can be seen from the initial placement photo, Neo and Linhong are both equally placed in front as threats. I decided that the target was Linhong.
One the target is chosen, next up is to move and attack.

White Lion’s First Attack

Claw attack speed is 2 and accuracy is 2+. So I need to roll 2 dice and anything 2 or above is a hit. I rolled 2 4’s, which means 2 hit.


Since there are 2 hits, I need to roll 2 hit location dice to see where they hit. The dice roll result was legs and body. The only location with armor is the waist. I could use a survival point and avoid one hit, but neither hit dehabilitates the survivor, so I recorded a light wound onto each location.

Recording Wounds

It is now the survivors’ turn. Each one gains an action activation and a movement activation. It does not matter what order they are activated in. Attacks from blindspot have a better chance to hit (+1). Next up in my order is Myrdin and I will want to target him to gain the Insanity “benefit”, so I need to make sure Myrdin ends up in front.
I started with Linhong as she was wounded and I do not want her subject to attack next turn. I do not know what all the potential actions could be, but I am hoping most target survivors in front of the White Lion.
I move Linhong directly behind the White Lion and attacked with the Founding Stone. It has a speed of 2, so 2 dice are rolled and a base accuracy of 7, so with the +1 bonus it hits on a 6 or better. With a roll of an 8 and a 1, there is one hit.

First Attack Rolls

I draw a hit location card and get Strange Hand (this has already been placed on top). The back of the White Lion card says that it has a toughness of 6, so I roll another die to see if the hit wounds. I roll a 1, add 1 for the strength of the weapon, and the result is 2 which is a failure. The Strange Hand says perform a basic action and target the survivor.

White Lion

This is where I was confused a little. Basic Action is Pick Target, and I just moved Linhong into the Blindspot. I did a little online research and the ruling is that the card overrules the target rules. So the lion spins around and attacks again. I roll 2 9’s and two more wounds are applied. Hit locations are leg and head. Both result in Linhong being heavily wounded. I could use a survival point and avoid one wound, but not worth it as either results in her being knocked down.
Imani is next up and she hits with 1 of 2 attacks. Hit location is Fuzzy Groin. I roll a 3 in the attempt to wound which results in a 4 which is a failure.
Myrdin attacks from in front and rolls an 8 and a 3 for 1 hit. Hit location is Straining Neck and the wound attempt is successful with an 8 rolled which becomes a 9. An AI card is placed in the wound stack to represent the wound. This is placed face down so I do not know what it is.
Finally, Neo attacks and attacks from the blindspot. I roll 2 7’s, which become 2 eights and represent 2 hits. The hit location cards are Beast’s Maw and Beast’s Ribs. There is no downside to failing the Ribs wound attempt, so I pick it first, rolling a 4 which becomes a 5 and fails. The attempt to wound the Maw works with a 7 becoming an 8.


The White Lion has suffered 2 wounds this turn and needs a total of 9 to die (AI deck size plus one).

End of Turn 1

Turn 2

I draw an AI card for the White Lion and get Terrifying Roar. The targets are all non-deaf survivors. Usually Linhong would not be targeted as she is not a threat, but the target instructions do not mention threat. The White Lion is level 1. I go through each survivor and roll a d10. On a 2 or more the bad effect happens. Imani gets an 8, suffers 1 brain wound, and is knocked back 6. Myrdin gets a 9 and is knocked back 6. Linhong gets a 7 and is knocked back 6. Finally Neo gets a 9 and is knocked back 6.

Terrifying Roar

The lion then targets the furthest survivor in range. All are the same distance, so I pick Myrdin. Since it is his turn, I get +1 insanity. The lion then performs a basic action, moves next to Myrdin (movement is 6) and attacks. I roll a 1 and a 4, so one attack misses. The wound location is leg.

Widely Scattered Forces

Since it is the end of the monster’s turn, Linhong stands up.
Other than the roll of a 1 to hit, not the greatest of turns as my forces are scattered all over the board and the best I can do is attack twice. I also have a quandary as I want to move behind the monster but I need to make sure the monster does not turn around and move over my survivors as that will knock them down and I will lose an entire turn. So I need to move both the other survivors to force sideways movement.
I move Linhong directly behind the White Lion and attack. I roll a 6 and a 2 which becomes a 7 and a 3 and hit once. Location is Beast’s Ear. I roll a 6 which becomes a 7 and a wound, which is fortunate as a failure would have made the lion jump away and trample Myrdin.
I move Myrdin behind the White Lion and attack. My rolls are 6 and 4 which is 7 and 5, so one hit. Hit location is Clever Ploy, which means that Myrdin has fallen into the White Lion’s trap (it is a trap card).

Clever Ploy

Myrdin is also doomed and cannot use any survival points until the card is resolved.
The White Lions spins around and attacks, which negates my previous plans.
An 8 and a 3 is 2 hits. Hit location is waist and body. Waist armor absorbs 1 and the body hit results in a light wound.
I reshuffle the hit location deck.

Turn 3

I would say that the situation seems pretty bad to me. White Lion starts its next turn and the AI card is Grasp. It has only suffered three wounds so far and my survivors are pretty scattered. This is nominally Linghong’s turn.

Grasp

Since Myrdin and Linhong are both directly in front of the White Lion, I choose Linhong and get one insanity as it is her turn as Monster Controller.
Grasp is one attack and then a trigger after damage. I roll an 8 for the speed one attack and take a hit. Hit location die is a leg. That will result in a heavy wound, but she will be knocked down by the after damage trigger anyways, so I save the survival point.
Linhong is grabbed and suffers another hit as the White Lion is level 1. Body Hit Location, so heavy wound there but already knocked down.
White Lion makes a full move away. The rules are not super specific about facing but you turn the way you are moving as a general rule, so I turned the White Lion away from the rest of the survivors.

From Bad to Worse

Non of the survivors could get into range (except to throw their Founding Stones which would not kill the White Lion), so I moved as close as I could and it went to the next turn.

Turn 4

AI card chosen was Maul. The first target listed was victim of Grab last round, so Linhong was attacked again. Both attacks hit her, and each does 3. Plus a bleed token. Does not look good for Linhong. I roll arms and waist. Arms has no armor and only 2 hit locations. I expend my one survival point to dodge it. Linhong still takes another heavy wound, but was already knocked down so cannot be knocked down again.

Mauling Its Victim

Now Myrdin moves into the blindspot and attacks. I roll a 2 and a 1 and miss with both. Linhong stands up. She is limited by the board edge and cannot move behind the White Lion, so she attacks. She rolls a 6 and an 8 and hits once. Hit Location is Beast’s Ribs. Wound roll is a 5 which becomes a 6 and a wound.
The rest of the survivors move as close as they can and the turn ends.


Turn 5

AI deck is depleted, so I need to reshuffle the 4 cards in the discard pile. I draw Terrifying Roar, which again is bad news.
Imani takes a brain wound and is already wounded there so rolls on the brain trauma table (p. 89 of the rule book). She rolls a 6 and gets danger seizure as the result. She takes a damage to her arms (no other survivor is close), rolls a 9 and gains 5 insanity (3 and over is insane), and gains a disorder. I shuffled the disorder cards and drew Vestiphobia which prevents her from wearing armor at the body location. She is also knocked back 6 squares.

Phobia

Myrdin has insanity of 1, so that is reduced and no damage (roll was a 6).
Neo had a lantern roll (10) and no insanity. Rolls another lantern on the brain trauma table which is Frenzy. Gains 2 insanity, and a speed and a strength token.He cannot use weapon specialization or mastery, but that does not apply in this first session.
Linhong also rolls a lantern but has an insanity point and is just knocked back 6.
The White Lion then moves and attacks Myrdin, who is the furthest in range. Both rolls hit. One to the arms, one to the body. Myrdin spends a survival point to avoid the body damage and stays on his feet.
He attacks and gets a 7 and a lantern, both are hits. I draw Beast’s Maw and Beast’s Tricep. I choose tricep first and roll a 2 (becomes 3) and fail. The White Lion counter attacks and hits twice. Arms and head are the result, both are heavy wounds and Myrdin is knocked down. Under the knock down rules, any unresolved wound attempts are wasted.
Neo moves in, using 6 movement. Cannot get to the blindspot, but he attacks with a speed of 3. Rolls 9,8, and 5 and hits twice. Hit locations are Soft Belly and Beast’s Scapular Deltoid. No failure trigger for soft belly, so I try that first. I get an additional +1 from the Strength token and roll an 8, +2 is 10. One wound. Second roll is a 3 and the resulting 5 is a failure.
The White Lion now moves 6 straight forward and grabs both Myrdin and Neo. Myrdin takes a waist hit, Neo takes a waist hit which is expended on the armor (Myrdin had no more armor).
The White Lion moving forward allows Imani to attack from the blindspot. She rolls an 8 and a 9, hitting twice. Hit location cards are Fleshy Gut and Beast’s Brow. I go for the Gut first and roll a 1, failure. The White Lion attacks and hits twice. The hits are body and head. Spend a survival to get rid of the head wound. The second wound attempt fails as well.
Linhong throws her stone and autohits. When a Founding Stone is thrown, it auto-criticals as well (if applicable) for the wound. Beast’s Temple is drawn as the hit location, and the Critical Wound description has a persistent injury that potentially (roll of 1-2) negates the White Lion’s action on a turn. One interesting feature of the Founding Stone is that if you draw a hit location card without a Critical Wound text/rule, it does not cause a wound.

Beast’s Temple

So at the end of Turn 5, I have done 6 wounds and the White Lion is down to 2 AI cards. One is Tremendous Roar. One is unknown as of now. I need to do three more wounds to kill it.

Turn 6

AI card is grasp and the injury roll is over 2. That means that last wound was Claw. Both Neo and Myrdin are knocked down and same range. Myrdin is the nominal Monster Controller. I pick him as the target and he gains one Insanity.
Myrdin is hit with the first attack and takes 1 damage to body. That inflicts a heavy wound, but he is already knocked down. The second step of the card also creates a collision with Neo. However, he is already knocked down so nothing further happens to Neo. Myrdin takes one more damage to Body location. That exceeds the number of spaces, so I roll on the table on page 88 to see what happens. I roll a 10 (lantern) and the effect is that Myrdin knocked down. Since Myrdin is already knocked down, nothing happens.
At the end of the monster turn, Myrdin and Neo stand up.
Myrdin goes into the blindspot and and attacks, rolling a 1 and an 8. I draw Glorious Mane, which is Impervious and cannot be wounded. I do not do a critical wound. Neo then moves and his three speed gives three dice plus he is in the blindspot. He rolls a 4, 5 and 6. The +1 gives him one hit. Hit Location is Beasts Heel and the wound roll is a 2. The resulting 4 does not wound the White Lion.
The other 2 survivors move closer.

Turn 7

I draw Terrifying Roar for the AI card. I roll a 9, so the Temple persistent injury does not apply.
Imani reduces Insanity by 1 (to 4) and is knocked back. Myrdin reduces insanity by 1 (to zero) and is knocked back. Linhong takes a brain injury and I roll a 2 on the table on page 89. She dies. Neo reduces his insanity by 1 (to 1) and is knocked back. I choose Myrdin to be the target and he is hit twice. Both are to the waist and he is knocked down and suffers a roll on page 87. I roll a 5. His pelvis is warped, he gains -1 Luck permanently and a bleeding token.
Neo moves into the blindspot and attacks. I roll a 1, 4 and 9 giving 1 hit. Hit location is Beast’s Ear. I roll a 1 to wound, +2 is a 3 which fails. The White Lion moves one space forward, colliding with and ending in the space with Myrdin and knocking him back 5.
This allows Imani to get into the blindspot. I roll a 3 and 4 so the resulting 4 and 5 miss.

Turn 8

I draw Grasp as the AI card and roll a 6, so Temple persistent wound does not count. white Lion moves to Myrdin and attacks. One hit to the legs. Heavy wound, but Myrdin is already knocked down. Myrdin then takes a head hit from the Grab. Since the head is already wounded, I roll on the table on page 86. I roll a 4 and Myrdin is decapitated and dies.
During their turn, the survivors move toward the White Lion but cannot reach it. I make sure to be 8 spaces away.

Turn 9

I shuffle the AI deck again and draw Terrifying Roar. I roll a lantern 10, so the persistent injury does nothing. Imani and Neo get their insanity reduced to 3 and 1 and are knocked back. The White Lion moves up 6, but no target is in range for an attack. I am a little confused by the wording here as I am supposed to perform a basic action (which has a target in range) but there also is target furthest survivor in range, which there is none. I played it as the basic action card if none are in range.
As both the survivors are out of range, they do not move.

Turn 10

I draw grasp. According to the target choices, no knocked down, no closest in range, so it it sniffs.
I start edging the survivors to make a run for the blind spot.

Turn 11

Shuffle AI deck and draw terrifying roar. Roll a 3 on the injury check, so it roars. Reduce insanity (Neo now has none left).
Because of the interplay between the two cards and the knockback, I decide I need to close the distance.

Turn 12

Draw Grasp. Roll a 3 on the injury roll. Target Imani. Attack and hit. Damage location is legs. Grab location is body, which is a heavy wound, but grab knocks her down anyways.
Move Neo into blindspot (6 move). roll 3 dice to attack with 10, 10 and 4 (2 hits). Hit location is a trap – clever ploy. He is hit to waist and body, both do light wounds. I reshuffle hit location.

Turn 13

Reshuffle AI deck. Draw Grasp. Injury roll of 6. Imani is hit. Body location, so I roll on table on page 87 as it is full. I roll an 8. Broken rib, -1 speed (permanent) and bleed token.
Imani stands up. Neo rolls 3 dice in his attack and hits all three times. Locations are glorious mane and then Clever Ploy. I stop there as trap card’s stop all hits. Neo is hit twice to body. I use his survival and the heavy damage knocks him down.
Imani cannot make it to the blindspot and the roar is dangerous, so she throws the founding stone. Hit location is Beast’s Knee. Critical wound gives the White Lion a shattered knee and a -1 movement token.

Turn 14

Draw grasp. Targets Neo. Injury roll does nothing. Damage is to legs and arms (both light). Neo stands up.
Neo moves to blind spot. Hits once with 3 dice, hit location is Beast’s flank. Wounded. Neo now has priority target token. Imani moves closer.

Priority Target

Turn 15

Perform basic action as there are no more AI cards left in the deck, Neo is in blind spot, cannot be picked (I assume this is right, possible that Priority Target means you are picked no matter what, even if not a legal target), so White Lion goes after Imani. It collides with Neo and ends turn in his space, he is knocked back 5. White Lion hits arms twice.
Imani is knocked down and rolls on page 86. I roll a 7 and she suffers a broken arm and permanent -1 Strength and Accuracy.
Neo moves up and misses with all three attacks.

Turn 16

Perform basic action. Neo is chosen and loses priority target token. He is hit 2 times to the body and I roll a 10 on the table on page 86 and he is knocked over. Imani stands up.
Imani misses with Tooth and Claw (unarmed attack).

Turn 17

Imani is targeted and hit twice. I roll 2 on the arm table and she dies. Neo stands up and enters the blind spot. He hits twice. Hit Location is Straining Neck and Beast’s Elbow. Straining Neck is not wounded. elbow suffers a critical wound (rolled a Lantern). White Lion dies and Neo gains 3 Insanity.

Victory!

First encounter ends.

The Rewards

Basic Rewards

As a reward, you get 4 White Lion resources and 4 basic resources. the White Lion resources I drew were: 2 x Lion Claw, 1 x Shimmering Mane and 1 x Great Cat Bones. The Basic Resources were: Broken Lantern, Skull, Love Juice, and Monster Organ. None of these are explained in the first rule section.

White Lion Rewards

My Impressions

As you can tell from the session play through above, the game lasted quite a long time. I am not sure if it was just a combination of bad dice rolls and the card sequence, but I was quite tired of chasing down the White Lion by the end of the session. 3/4 of the survivors players died, and I can imagine that would have been disappointing in a live session.
The obvious strengths of the game are the detailed miniatures and the fairly straightforward rules. There were a few times when I was a little confused, but I did a google search each time and easily found what I was looking for. The general advice here is follow the cards or the rules as closely as they are written and don’t try and read too much into it. The game also drips atmosphere.
I also had some bad rolls and bad luck on card drawing, which extended the game. I think ending it around turn 10-12 would have made the experience more fun.
There are a lot of cards, hundreds and hundreds, and the rule book also extends the story, so there is a lot of game play ahead of me.
The only disappointment I had with the game components was the card stock used. The backs don’t seem to have any coating or lamination. That means they absorb oils from your fingers pretty easily and they do not shuffle very well as they do not glide across each other. They also scratch pretty easily and their edges are not strong. I am not sure why in such an expensive game put together with a very good insert and box, would not have used better card stock. I highly recommend using cards sleeves. Standard European Board Game sleeves should work for the AI and Hit Location cards, the gear cards are not a standard size. The Kingdom Death store carries sleeves.
The tokens are well printed on good stock and the cards are easy to read (important for an older gamer like me). The rule book is a hard cover and the pages are good quality glossy paper and in full color. The huge game board suffers a little from not having a protective coating and also picks up stains from your hands pretty easily. I also noticed a little warping after it had been on the table for a while.

Dungeons and Dragons:Temple of Elemental Evil Board Game Review

This is a review of the board game version of Temple of Elemental Evil. There is an old module version for AD&D, the older pencil and paper RPG version, but this review is on the board game. The board game was released in 2015 along with the module Princes of the Apocalypse, an updated and new 5e take on the original Temple of Elemental Evil module. In an earlier post about business travel I mentioned www.meetup.com as a way to find an activity to pass time and this is a typical style of board game you may find at a meet-up.

This review is based on my playing experience with my teen age daughters, several sessions at the local board games meet-up (via www.meetup.com) and some solo play. The tldnr version of the review is that the game is good and fun and I recommend buying it (handy link at the bottom of the review).

toee game being played

(game in full swing)

Dungeons and Dragons:Temple of Elemental Evil (ToEE for the rest of this review) is a tile and miniatures dungeon exploration game using a cut-down version of the full D&D rules set. You can have up to 5 players with each player controlling a hero in one of five classes. Each hero is represented by their own plastic miniature and comes with a cardboard tile that lists the base abilities of the hero. The five classes are Fighter, Ranger, Cleric, Wizard and Rogue. The Ranger and the Wizard are represented by female miniatures and the cleric is somewhat indeterminate. The sex of the hero makes no difference in the game and all heroes are fully clothed and should be appropriate for people who dislike the stereotype of scantily clad females in the fantasy genre.

The miniatures (about 40 different ones counting the 5 heroes and all the monsters) are well done and detailed, but they are made of fairly soft and bendable plastic and my game arrived with two of them broken. They were easy to fix with a dab of modeling glue (anything that works well on plastic will be fine). I have seen pictures online where they have been painted up and for the most part they are in the same scale as is generally used in tabletop RPG playing, so the game is a fairly cheap source of miniatures if that is something you are looking for. The soft plastic can result in them bending a little (the doppelgänger monster seems to suffer the most from the problem) but they can be softened and reset using boiling water if you are so inclined.

herosmonsters

special monstersettin

 

 

 

 

 

 

(Hero miniatures, monsters, special monsters, detail)

I would rank the quality of the components to be pretty high. The tiles and many of the counters and tokens are well printed and thick. The colors are vibrant and they are well printed. The cards are good as well, but since Wizards of the Coast also does Magic the Gathering I would hope so. I used clear card protectors (actually illegal in Magic as small differences in the card back might be seen) so I could see the different card backs.

The storage in the box is so-so. The cards all do not fit once you put protectors on them and the miniatures basically are all tossed into a heap. You can put them back into their plastic baggies but that does not provide much protection. I bought extra bags to hold all the tokens.

ToEE is meant to be run as a campaign where the adventures are run in sequence and the characters you use have an opportunity to improve, but it does not have to be. There are 13 premade adventures. 3 of these are town adventures and 10 are dungeon adventures. Typically you have to either retrieve an item or make it to a specific tile or kill a specific monster to win. The game is a cooperative game, players cannot attack each other (with the exception of the very last adventure that introduces a traitor mechanic). You either win as a group or lose as a group. You lose if someone dies and there are no more resources left in the game to bring you back.

The game mechanics are pretty straightforward. Each turn is three phases which are basically your move, explore, and then run any villains or monsters that showed up and play out any encounters. During your turn, you can move and do one action. The move can be split up before and after your action.

tile stack

The heroes all have the same statistic categories and these are shared with the monsters as well (not all of them, some like surge are heroes only). The base statistics are armor class or AC, Hit Points or HP, Speed, and Surge Value. Each hero card also has a special ability unique to that hero and lists what extra abilities the hero could have (represented by cards). Your AC is how hard you are to hit, the roll on a D20 (twenty sided die), including any modifiers, has to be greater than or equal to your AC for you to be hit or for you to hit a monster (monsters also have AC). Your HP (and monsters’ HP) are how much damage can be taken. When you go to zero you die. Speed is how many squares you can move each turn (each tile is divided up into a grid) and Surge Value is how many HP of damage you heal if you play a surge token (generally limited to 2 in total and used your next turn after you die).  Surge tokens are the resource that bring players back after they die.

hero cardwizard

Each hero is modified by a choice of cards that the hero is equipped with. These are at-will, daily and utility action cards. The cards contain the rules for them. A typical at will card is a weapon or spell attack that will have an attack modifier, damage done, and perhaps other special rules written on the card. Some actions, like daily actions, can only be done once per game.

The goal of ToEE is to keep exploring. If you do not explore, you get an automatic encounter and almost all of them are bad and could damage your entire party. If you kill monsters, you can trade in 5 experience points worth of them to negate an encounter, but encounters are the built in clock to keep you pushing forward.

When you turn over a new tile, there are several consequences that could happen. Each dungeon tile has either a white or a black triangle. The triangles are used to indicate which edge is joined to the tile you just explored from and if there is an encounter created by the new tile. White triangle means no encounter, and black means there is an encounter.

regular tilespecial tile

There are symbols and sometimes names and other features on tiles. Unless the adventure you are playing says otherwise, name and special symbols such as cult symbols mean nothing. Little horse heads indicate monsters (0-3 per tile), Red X means place an upside down trap token there.

traps

Monsters are chosen by drawing cards from the monster deck and the cards have the monster statistics and rules. Each monster also has a miniature to be placed on the game board. Most of the miniatures are well done with good detail and a few are quite large. They certainly add to the flavor and fun of playing the game. Each monster is played by the player that brought it into play and only activates during that player’s turn. The monster cards contain the rules on how to play the monster.

monster and weaponencounter plus treasure

(monster card, hero equipment, encounter and treasure)

There is a lot of dice rolling in the game and there is only one D20 included with the game so I suggest that you toss a few more into the box if you have 3 or more players to speed the game up and reduce searching for where the die has gotten to. Like any game that relies on dice, players can get hot or cold streaks and that can swing the outcome of the game.

Each adventure takes about 45 minutes to play if you have three or more players plus about 5 minutes to set the game up. I was able to explain the basics to new players in about 5 minutes. With. A group of 5 brand new players, several that did not really get the mechanics for a few turns, we played an adventure in about 1.25 hours, but that is the longest we have gone. I played it twice in the regular board game meetup I go to and we won the first adventure and lost the second and the loss mainly was due to bad dice rolls and several very unfortunate encounters that was drawn. The bad dice rolls meant that we did not kill monsters and generate experience points that could be used to negate the encounters.

There is a story that goes with each adventure and the objectives tie to the story, but other than that the story is more flavor than anything else. The game can go for stretches of just killing monsters and gathering treasure.

I would not call it a very deep game, but there are tactical choices to be made. Depending on how well you did, additional (and harder or better) cards are added to the decks and 13 different adventures and 5 heroes to choose from does give it reasonable replay value.

I recommend the game and I think you get pretty good value for the money and most people that like fantasy games and don’t mind dice rolling would enjoy it. If you have a regular group you could play an adventure each session and your characters will advance and improve as you successfully complete each adventure. Because it is a fully cooperative game, it may also help when you have a mixed group with some competitive players and others that don’t play just to win.

Buy the game at Amazon.com

 

Book review – Brandon Sanderson’s the Reckoners

As always on my Sunday review, these are books I recommend if you are about to go on a trip and are at the airport want to download something to read. I have tried to pick books that are entertaining and will help to pass the time, and all are books I have read myself.

This week, I am doing a mini-review of the Reckoners trilogy by Brandon Sanderson. These books are actually targeted at the young adult (YA) market, but the story and characters are interesting enough that I think that the YA target doesn’t detract from their appeal. Just be prepared for no swearing and where the lead character kissing one of the woman characters is a very big deal. At least if you like these books you can pass them onto your kids and not be concerned about what is in the books.

I actually prefer his Mistborn/Well of Ascension series more, but the Reckoners is less involved and very entertaining to read. The series is set in an alternate version of our world where an unexplained explosion in the sky which came to be called Calamity gave some people super powers. These people are called Epics. Unfortunately, using the superpowers causes emotional changes and a form of madness where they become amoral tyrants.

David Charleston, the main character, sees his dad shot down in front of him in a bank by a very powerful epic called Steelheart. The explosion in space that created the Epics happened when he was 6 years old and his father was killed when he was 8. Steelheart is one of the most powerful Epics (a High Epic) and rules Chicago. He is able to transmute other materials to steel and he is invulnerable. Most of the top Epics are immune to any regular way to kill them. All Epics have a vulnerability that shuts down their powers. The story really starts with David as a teenager burning with the desire to get his revenge on Steelheart. A shadowy group called The Reckonors hunts and kills Epics and David forces them to let them join them because he knows a secret about Steelheart. When his father was killed, David saw Steelheart bleed.

That is the basic set-up. The world is a dystopia with the calamity explosion causing a permanent twilight and with the super powered Epics being tyrants all over the world with the basic governments all shut down and the USA now being the Fractured States. David wants to kill Steelheart in revenge and the Reckoners want Steelheart dead too. The action ramps up quickly and the small band of heroes goes toe to toe with powerful Epics. There is teenage romance, drama, misunderstandings and heroism. Secrets of the world slowly get revealed. Cliffhangers and heartbreak follow.

The books are comic book action in written form. There is some character development, but I would call it more plot development that changes the characters. The story is fun and lots of twists and turns happen throughout the books that keep you locked in and interested. The books are very enjoyable and I stayed up too late finishing them. I actually listened to them via Audible.com instead of reading them, but I ended up buying them in book form because my youngest daughter (13 years old) loved them and wanted to read them faster than just listening to them.

If you want a fun read and like a good mystery that is revealed, I highly recommend trying the Reckoners series.

(And for people who have been reading SF for a long time, yes, the notional origin and then people gaining powers is similar to the Wildcards series.)

Steelheart (Reckoners Book 1)

Firefight (Reckoners Book 2)

Calamity (The Reckoners)

What is network attached storage and why should you use it?

I have had a keen interest in computers even since grade 9 when I started to have access to the Apple ][+ computers that my high school had purchased. This is not meant to be an article on the old history of personal computers, but Apple was one of the very first companies that got a few basic things right and that laid the foundation for their early success. One of these things was the introduction of floppy disk drives for their products and the leap in usefulness that happened when you moved from cassette tape to a floppy disk gave them a big advantage. The speed and storage gave them a big advantage.

Storage has always been a niche but crucial part of the experience of using a computer, even if a computer is disguised as a smart phone or tablet. With exception of terminals that were just a screen and a keyboard connecting to a remote computer that had the storage, most home users have relied on local storage, or storage located in the device or computer you use. The main reasons for this has been speed and ease of access. If you want to watch a movie or listen to a song, the huge drop in speed to download over slow connections compared to it just starting to play immediately.

The problem is that media files take up a lot of storage. So you either need to have larger and larger hard drives in your computer, pay for more storage memory in your mobile device, or rely on outside storage and download over the Internet which can be slow and hard to access. If you have a family with kids, everyone will want more and bigger hard drives and sharing files can be either a drop down to the “sneaker nets” that always seem to exist (copy onto a flash drive and walk over to the other computer) or opening up your computer hard drives to sharing and dealing with it computer by computer.

The first time a hard drive crashes and you do not have a back-up is all most always the motivation to make backing up something you want to do on a regular basis. The first solution many people try is a USB drive plugged into their computer and manually copying files. This also only covers the one computer it is plugged into. Multiple back-ups means either multiple back-up disks or moving the sub hard drive from one computer to another.

Another reason is because you want access to media files and you don’t want to have multiple local files. With many devices that can now play media files to TV’s or audio systems or some other playback device, it makes sense that you would want one access point and source within your house instead of keeping many copies that all take space.

Finally, you may want access to some files when you are traveling. You can again use a USB drive or make local copies, but you need to plan in advance then and know what file you want to bring with you.

Since this post is about NAS, I am sure that many readers might expect me to jump right to the different main companies out there, but there actually is an intermediate step. If it is just back-up and file access you need, your router may already have a built in solution. Many higher end home routers come with a USB port and the ability to share files if you plug a USB hard drive into it. Even if your current router doesn’t have that feature, that fact alone probably means that you have a lower end router. If you are moving a lot of data around, a higher end router that lets you plug in and share a hard drive might be all you need.

If you will have multiple people streaming or using files at the same time (or multiple devices), then a dedicated NAS unit may be better. There are two main companies that provide NAS and quite a few companies that are not the leaders but do sell dedicated devices. You can even build your own. The two main companies are Synology and QNAP. Some examples of smaller companies or companies that also provide NAS are Asustor (the company I chose), netgear, and the main hard drive companies like Western Digital and Seagate.

When you buy an NAS, you are essentially buying a small, dedicated server. Small as in size of the device compared to a normal computer, not small in storage area. Typical HD configuration is either 2 drives or 4 drives. I suggest 4 TB NAS drives which means 8TB or 16TB before the effects of RAID (is any). The main NAS on the market all have a modified version of Linux in their firmware. What they have done is add a “skin” or outer layer that you can access via the A web browser that allows,you to configure and use your NAS. They have tried to make configuring the files as easy as possible compared to straight Linus.

The basic function of serving files comes from SAMBA, a well developed service. The file services generally available are SMB (server message block) and CIFS (common internet file system) both based on protocols that Microsoft introduced. You don’t need to know all of this to use your NAS, but it should work fine with standard Windows and Mac computers. All of the mainstream NAS allow the NAS to be a Time Machine back-up target. That means that backing up your Mac should be easy and automatic. All of the major NAS allow you multiple accounts for different users and allow you to even determine how much disk space each gets.

One of the very first choices you need to make when first setting up your new NAS is what RAID you will use. RAID stands for redundant array of inexpensive/independent disks and is a technology that allows several disks to be seen as one logical unit and may also help in integrity of your data via mirroring of data across several disks. The most commonly used RAID is RAId 5 and it basically allows a 4 disk array to keep working even if one disk goes bad at then penalty of losing 25% of your storage (it actually is n-1 disks available so 3 disk means you can lose 1 disk but you lose 33% of your storage).

Before I get any further, let me state clearly that RAID is not back-up. Even if only one drive does fail, there is a reasonable chance that something else will go wrong when the drive is replaces and a new array is built. RAID can help partially protect your data depending on what type you choose. Some RAID like RAID 0 are very fast but one disk failure will result in data loss in all drives.

My general advice is this. RAID 5 or no RAID. I personally use RAID 5 and sacrifice the space for a little pice of mind. No matter what you choose, back up the files on your NAS. You need at least 3 disks to run RAID 5, so if you go with a 2 disk model for your NAS you need to make another choice. Let me assure you, what RAID to use is almost a religious decision. There are quite a few people that strongly dislike RAID 5 and they would disagree with my advice here.

You will want to connect the NAS via an Ethernet cable to your router. Most do not come with built in wifi capability, so you need to do that anyways. Since they do not need a screen or keyboard, they can be put just about anywhere that is handy for them to be connected to the router. Many come with 2 Ethernet connection ports. If you use both they will try and balance demand over both ports to keep throughput as good as possible.

Once the NAS is up and running, you should explore all the additional programs available over and above the basic file service. You may also have to forward a few ports in your router if you want to access the NAS from outside your home network.

Some example programs that are available: surveillance camera software (all that storage is good for something), iTunes server (unfortunately does not work with Apple TV), ERP, customer service ticket systems, media servers such as Plex, photo file servers, personal cloud software, Teamspeak servers, anti virus software and sophisticated back-up software and many more.

You can always use an online, cloud service to back-up and it might be the right way to make occasional offsite back-ups of your NAS.  However, this can be slow to do on a regular basis and you can serve files on your local network much faster from a local source than an external, internet based source.

I like using my NAS and I recommend that you consider getting one for your own home. I probably will return to this topic in a while with a lot more details on a few areas.

Some home or small office NAS I recommend

I personally picked the Asustor 5004T for my own use but I like all three I recommend here.  This was mainly because you get a little more hardware bang for the buck.  The user community for QNAP and Synology is much larger.  Each of these should be able to handle some media transcoding.

Asustor NAS 5004T

QNAP TS-451

Synology 415+

NAS Hard Drives

I recommend the WD Red 4 TB drives.

NAS hard drives

Hamilton – My Review

I was in NYC recently, traveling to attend an investor relations conference. My 18 year old daughter had one more week of winter break left so I took her along with me. She likes Broadway musicals and I was pretty sure she would want to go to at least one while we were there (I also took her to see a hockey game). I asked her what was the show she wanted to see the most and she told me Hamilton.

Everyone has blind spots. I am not that into musicals and plays, and I had not heard of it before. She explained that it was a hip-hop musical about Hamilton the Founding Father. I don’t get to spend as much time with my kids as I would like to and I could tell that she really wanted to go. She told me that it was sold out for months and that she would understand if we couldn’t go.

I checked with the hotel concierge and she confirmed that the show was truly special and that tickets were available from brokers. They would be expensive but she probably could get me one. (as an aside, they were also available via Stubhub and I am sure on other ticket platforms). The tickets were expensive but I decided that it would be a special birthday present for Sarah and I bought them.

So I went to the show with her and did not spend any time other than a quick read on the creator of the show (Lin-Manual Miranda). I was completely unprepared for what I was about to see.

The stage is plain. Bricks in the background. Simple wood beams making a loft in the background. The staging is simple through the whole show. Nothing more than chairs and tables to suggest the various rooms the musical is set in. There is one battlefield scene and several duels and the simple and open stage is well used to put you into each scene.

The opening number – Alexander Hamilton – introduces you to both the musical style of the show and to some of the main characters. No hiding the ending, Aaron Burr introduces himself as the one who shot Hamilton and there is more than one woman that introduces herself as loving him. The story is also clear – Hamilton rises from nothing and changes the world.

Two other things are also made clear. The first is that calling it a “hip-hop” musical is not really correct. The show starts off with rapping but even the opening number is a mixture of rap and traditional Broadway “big show” singing. There are a variety of musical styles in the show. I am nowhere near an expert and typically not even a huge fan of Broadway musicals, but I have been to enough to easily detect the foundation on which the music is based on. There certainly is a fair amount or rap, in particular “bragging” rap where different founding fathers claim superiority. Even the hip-hop ranges in years and there is older and newer styling for the songs.

The second is that the casting is completely color-blind. With the heavy leaning towards hip-hop, many of the cast are black but it is mixed. It actually helps to breakdown the traditional views of the Founding Fathers and helps immerse you in the musical. Even if you have better than average knowledge of the history of the time, no one looks that any real historical character (except maybe King George) which I found helped me concentrate on and enjoy the show.

The show itself is an unabashed love affair for both America and NYC and the opportunity you get while here. The very first line of the very first song makes it clear.

[Burr]
“How does a bastard, orphan, son of a whore and a Scotsman,
dropped in the middle of a forgotten spot in the Caribbean by providence
impoverished, in squalor
Grow up to be a hero and a scholar?”

There are references to Hamilton’s very humble upbringing throughout the show and that is historically accurate. Not so much was written about him because he died comparably young and his enemies outlived him. I knew the very basics (hard not to know who Hamilton was and what he did if your career is finance) and a little more from the John Adams mini-series, but the musical was actually quite historically informative.

The entire show is singing. I can’t recall that many if any truly spoken lines.

The lyrics for all the songs, with annotations and the creator’s blessing can be found here:

http://genius.com/albums/Lin-manuel-miranda/Hamilton-original-broadway-cast-recording

The songs in the show vary in tone with most characters getting their own special style. Washington sounds very different than Hamilton and Burr. Jefferson also has a distinctive style. Of course, King George has his very own and completely different musical style. As befits the British monarch, British invasion pop and he sings a song as if he is a jilted lover. There is even a few good rap battles between Jefferson and Hamilton in the cabinet meetings.

The musical is both inspirational and absolutely heartbreaking. Hamilton had several tragedies in his life and most were self inflicted. He pushed too hard on people and that comes through in the songs and events in the musical. Hamilton is the most directly insulting to others in his lyrics and his youth and brashness really comes through in the first act.

The choreography and costuming is spot on. The dancing is simple and energetic. The character in focus is the one that stands out in each scene. I have seen other musicals that get very carried away with overly intricate dancing that distracts from the story. Hamilton has good dancing but it blends seamlessly into the story and does not look like it is forced there because someone wanted a big dance number.

The costumes also are straightforward and invoke the period. As Hamilton becomes more successful his dress improves but it is easy to see that he is more brash and unsure of himself when you compare his dress to the older and more experienced characters.

The musical is mainly set in NYC (with a scene in Yorktown and a couple of duels just across the water in New Jersey). Many people forget that NYC was the original capital and Hamilton is a good reminder. There are quite a few nods to NYC being the place where immigrants arrive and make things happen. There is a reminder of how much Revolutionary USA owed to the French and France.

I want to pause a moment here and reflect on the fact that I am writing a review about a smash Broadway hit and I am discussing history in the review. The show is such a genius production that it actually presents a pretty accurate version of important history in a way that you are captivated and drawn in. Many of the basic questions that were argued then are there in the musical. Mercantile North vs. agrarian South. Centralizing credit and currency in a Federal Union vs. every state for themselves. Slavery (Hamilton was opposed to slavery and he calls out Jefferson on his status as a slaver). The fact that writing and getting the Constitution ratified and the USA actually established was not a forgone conclusion after the Revolution.

I was very impressed when they had a song where Washington had Hamilton write his fair well speech. For all that he did as the General that won the war and the early days as the first President, perhaps his greatest legacy is that he gave up power and let someone else get voted into power by the people. There could have been a new line of “Kings” established, but each of the original Presidents followed his lead and let the voters decide (term limits did not actually come into existence for a long time afterwards).

So if you American history is rusty or weak, you can justify going to see a Broadway musical as a history refresher.

I also enjoyed the nods to the banking system and the placement of New York City into the heart of it. Hamilton trades away NYC being the capital in order to get his first and foundation bill passed. In fact, “The Room Where it Happens” is one of my favorite songs in the show.

Again, a song about political deals being cut behind closed doors is one of the show stopper tunes in the musical. It fits right in. It is sophisticated – Burr laments the closed door approach but also shows that he is not just worried about the way it happened but also he does not like not being one of the people in the room making it happen. It also shows Hamilton’s genius. He trades something of small value to him (and probably actually of small value) in order to get what he really thought was important done. By giving up the location of the capital to the leaders of the Southern block that had stalled his Treasury bill out, he gains the actual bill and the power to mold the future economic strength of the country the way he sees fit. All in the form of a very engaging song. The song is even mainly sung by Burr who was not there and the people that were there only have bit parts.

The staging of “The Room Where it Happens” shows how deep and strong the production actually is. The happenings are presented by Burr and the three in question are in the background “behind closed doors”. The other actors are there and sing a few parts of the song, but they are in the background. The words that he is singing make it appear that he is complaining about the lack of openness and transparency but the inflection and timing of the words make it obvious that his real complaint is that he is not in the room.

“BURR
The immigrant emerges with unprecedented financial power
A system he can shape however he wants
The Virginians emerge with the nation’s capital”

My knowledge Broadway musicals is limited (I did catch the reference when Washington was introduced as a Modern Major General) and I like some hip-hop and rap but it certainly was not the music I grew up listening to. If you want to see some of the references and influences for each of the songs, the link I posted is a great source.

I also am not an expert on dancing, but I can tell when the motion is well choreographed. The stage is well used and the characters do not just stand there and sing, they move and the others in the cast also move. The movement is not overdone and distracting, it is movement of focussed energy.

I certainly highly recommend that you see the show. The Richard Rogers theatre is pretty small and as long as you on not on the very sides, even the seats pretty far back are good. It is very hard to get tickets now, so you probably will have to rely on ticket brokers or websites like Stubhub or Ticketmaster resale. I thought it was well worth the exaggerated price.

The stars were also very gracious about signing autographs and posing for pictures despite the huge crowd waiting at the stage door.

Hamilton (Original Broadway Cast Recording)(Explicit)(2CD)

Alexander Hamilton

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