Tuesday, January 13, 2026

Qugong

New and delightful game today: "Gùgōng. Exchange gifts, send servants, and visit the Emperor in a luscious 1570 China".  (That description is from here and is a good summary of what the game is about.)

Not even going to try and pronounce it,
I just hope I have the orientation right.

The game at start.
I am the red player.
Aim is to get an audience with the emperor (central track)
and amass Victory Points (outer track).

Thinking back red is a lucky colour for the Chinese I believe,
it certainly worked for me.


Thursday, January 8, 2026

Stalingrad - Practice

It has been my intention to at least play this scenario once a year around this time.  I know I missed last year, but it is rather embarrassing to find the last time I played was five years ago!  

This session was very much a practice game to get Karl up to speed with the rule's mechanics.  We played without hidden setup, and I think that takes all the magic out of the game.  

The setup.

Knowing where and where not the Soviets are enabled the Nazis to mop them up with some ease especially given some excellent die rolling on my part.

Wednesday, January 7, 2026

Great Western Trails - Argentina

New game built on Great Western Trails which I had enjoyed playing last year.

Beautiful game and the introduction of farmers makes it different from its predecessor and although they present hazards, they can become very valuable works.  Also new are ships and ports which offer additional and alternative ways of obtaining VPs.

Tuesday, January 6, 2026

Pax Pamir

A post lost during the chaos of the festive season.

Very attractive name.  The key is remembering that you are playing for yourself (family or tribe) not the nation (Afghanistan) or foreign power (England or Russia).

Played with Richard, Russell and Stefan.

You need to keep nimble with your allegiances as once a player gets ahead it can be hard to catch up.

Saturday, January 3, 2026

Nemesis

Perhaps more family friendly than Diplomacy, but not without its domestic challenges.  Karen and I played with our daughter and her boyfriend.  

Not sure this game is going to photograph well.
Play really tells a story and it will be hard to capture all the excitement.
There are fifteen turns in which to fulfil our individual objectives...

We awake and start exploring the ship.
I'm the captain (blue).
Karen is the mechanic (orange)
Zoe is the scout (purple)
Tom is the soldier (red)

I have gone off the check the engines are okay.
The others are searching rooms for gear and information as to function.

The supplied miniatures are exquisite, but crying out to be painted.

Four turns have now elapsed..
Fires have broken out in some rooms
and there is a lot of disturbing noise,
but no aliens.

The mechanic is keen to find where the ship is heading.  Earth, I hope.
All engines are functional.
But there are some extraterrestrial lifeforms in the hibernation chamber.

Nasty!

It's not easy to know what to do.
I'm just trying to keep my crew alive.

The aliens are attacking the crew in multiple locations
and fires are still out of control.

I've made it to the fire control room and trying to help the mechanic battle the alien

Time is running out.
At least the fires have been supressed.
The soldier should be able to deal with that alien in the door control room.

The soldier has trapped me in a room with an alien,
but karma sees an alien take a fancy to him.
The mechanic has been infected and is trying some self-medication
but is being hampered by another alien.
The scout is busy collecting samples.

In an exciting finish, the mechanic made it to hibernation.
The scout, after successfully researching some alien corpses (aided by the captain)
has also gone into hibernation.
The soldier tried to get to hibernation but triggered an alien.
The captain fought off the alien, but it was too late for them to go into hibernation.

So the captain and solider perished and the mechanic and scout escaped, but both had been infected.  In a dramatic bit of card drawing the infection proved to be nonfatal and they lived.

The ship returned to earth fulfilling the mechanic's objective.

The scout had researched the aliens thus fulfilling her objective.

In a Pyrrhic victory the soldier had made sure Player One did not survive.

And the poor old captain, me, Player One, died trying to save himself and at least one of his crew.

Lots of fun, which is important as it is a long game (took us six hours).

Each player starts with two possible objectives and has to choose one when the first alien appears.  I had a choice between eliminate Player 2 or save myself and at least one other crew member.  I went for the latter objective obviously as Karen was Player Two.  Tom on the other hand had a dilemma: eliminate Player One or Player Two.  He made the right move in selecting the former.  

Monday, December 29, 2025

Siege Rules

This was a project I set myself for 2025.  After playing the Pyrrhic campaign in 2024 (see posts under label "Pyrrhic Campaign") and also many DBA campaigns earlier this century the siege systems, often critical to the game, always seemed a bit simplistic, based on one or two die rolls.  After playing the boardgame Kingdom of Heaven I thought that it's siege mechanics could be easily adapted for Basic Impetus (or indeed many other rulesets I am sure).

The system worked well in the Kingdom of Heaven game and so I was sure it was sound.  I've run it through a number of recent Basic Impetus games with it as an adjunct, and it has provided varied and what I consider to be valid outcomes.  These games can be found in my recent posts that as also labelled "siege".

This is the link to the finished document:

https://drive.google.com/file/d/1lIl_kb3wXAXZSGRk4kpnnvRNYJz0V2rc/view?usp=sharing

Saturday, December 27, 2025

More Normans

I am continuing to work on a heap of mainly Tin Soldier Dark Ages figures that I've been gifted or rescued.  I have enough to keep me busy all next year.  They do paint up fairly easily though the challenge is getting enough variety.

First up five Norman Heavy Crossbowmen DNA3 (that's what the catalogue calls them).  I've done them as crossbow armed skirmishers that will suit a few Basic Impetus armies.




Next a figure I've always liked, these ones are Norman Unarmoured Infantry DNA4.  I've based them as generic Dark Age Light Foot (FLs in Basic Impetus parlance).