the first time we played i thought i had a solid strategy of snatching up all the churches i could. (cloisters or whatever they call them) not realizing how many gaps there would be in the board at game's end. i didn't get a single church "completed". my kids spend pretty much the whole game building tiny "insta-cities" and fighting over roads. they trounced me solidly. not so clever after all.
I had the mobile version before we got the actual game, so I'd had some practice. We've played four or five times and she's come close before, but never won. She was pretty happy tonight.
Originally shared by Jonathan Tweet Tonight, my "Lethal Damage" 13th Age campaign draws to a close. Meanwhile, the guys are work have talked me into running a couple D&D sessions for them. That was the day 13th Age was announced, and they're happy to play 13th Age instead. That will be my "Great Center" campaign, based in the imperial capital of Axis, the center of the world. It's my opportunity to explore the setting from yet another perspective.
From Voyageurs National Park on FB: Called “Catamaran” by locals, Bert Upton is among the strangest of historical characters on area waters. He lived in a hut built over a dug-out at Squirrel Narrows. Found frozen to death in the 1930s by Kettle Falls pioneer Oliver Knox; Upton was perched lifeless in the snow just a half-mile from his home. Shunning civilization, Upton defined the word hermit. First spotted rowing his crude log raft on Namakan, no one knows how he got there. Upton’s accent implied an English heritage but any personal inquiries brought a stony silence. Some suspected him a man fleeing the law; others saw a bizarre outcast; everyone knew he was peculiar. Just five feet tall and wildly unkempt, Catamaran wore hacked-off pants and walked barefoot with a stick. Winter demanded shoes but no socks, a cast-off Mackinaw, and a trailing cap made from the leg of old underwear. He was oddly religious, and suspicious of being poisoned. Surviving on snared rabbits and fish, he ofte...
Originally shared by Curt Thompson This is an interesting theory, but I notice the author has to omit one of the most important Heinlein novels to make it work. Time Enough For Love was written in the very early 70s and was a straight (heh) extrapolation of the chaotic and frenetic zeitgeist of that era. http://www.locusmag.com/Perspectives/2012/11/the-joke-is-on-us-the-two-careers-of-robert-a-heinlein/
surprisingly cool game. we got a copy for christmas.
ReplyDelete"Surprisingly cool" is a good way to put it.
ReplyDelete"You lay down tiles and make roads and towns and farms...why are you looking at me like that? It's fun!"
the first time we played i thought i had a solid strategy of snatching up all the churches i could. (cloisters or whatever they call them) not realizing how many gaps there would be in the board at game's end. i didn't get a single church "completed". my kids spend pretty much the whole game building tiny "insta-cities" and fighting over roads. they trounced me solidly. not so clever after all.
ReplyDeleteI had the mobile version before we got the actual game, so I'd had some practice. We've played four or five times and she's come close before, but never won. She was pretty happy tonight.
ReplyDeleteAww yeah. \m/
ReplyDeletestealing farms is the key to victory
ReplyDeleteFarms were my strategy last night and they didn't help.
ReplyDelete