The most notorious vampire of all rises again in this third edition of Fury of Dracula, a board game of deduction and gothic horror based on Bram Stoker’s classic novel. One player takes control of the legendary Count Dracula as he stealthily crosses Victorian-era Europe, spreading his diabolical vampirism everywhere he goes. Up to four other players govern Mina Harker and her determined companions as they try to locate and destroy the fiendish Count before he plunges Europe into horrific darkness. But in this heated game of cat and mouse, the hunted prey may also be preying on his hunters. Any day’s travel might bring the hunters to Dracula’s location. On any night the Count may attack.
This edition features all-new art and graphic design crafted to complement the game’s intuitive, thematic mechanics. Rounds are now broken into day and night: hunters take actions during both, but Dracula can only act at night. Combat is now more streamlined and decisive, and new rumor tokens allow Dracula to mislead hunters and extend the terrible reach of his influence. Count Dracula triumphs if he advances his influence track to thirteen; if the hunters can defeat him before then, they save the continent of Europe and win the game.
Fantasy Flight Games has announced an interesting-looking new game called Cave Troll. Not only do you control heroes seeking to gain treasure, but you also control monsters seeking to thwart your opponents’ heroes!
Your ultimate goal in Cave Troll is to claim more gold than any of your opponents, using the heroes and monsters at your command to control chambers throughout the dungeon. Each turn, you have four actions that you must use to strategically position your figures and claim control of crucial chambers.
Cave Troll is available for pre-order on Amazon.
You have to cut deals, trust, deceive, support, abandon, and (usually) beg, all in one turn. […] You’re moving about a room like a stock trader on meth-amphetamines and you’re loving it.
There is a fantastic free book available on Lulu called Quick Primer for Old School Gaming. It succinctly details the differences between modern and old-school roleplaying. It outlines four “Zen Moments:”
- Rulings, not Rules
- Player Skill, not Character Abilities
- Heroic, not Superhero
- Forget “Game Balance”
Numbers two and four, for me, best encapsulate what is meant by “old-school.” In modern play, players are likely to simply say, “I check the room for traps,” and the DM simply asks for a skill check of some sort. This doesn’t require any thinking or creativity. Furthermore, modern play implicitly assumes that a party has a reasonable chance of making through it any given combat encounter; the concept of retreating for fear of being overpowered or to conserve party resources, is foreign to many modern players.
Check it out; it is definitely worth the read.
Designers & Dragons – A History of the Roleplaying Game Industry ’70-’79 is a great read. It covers roleplaying’s humble beginnings—from Wesely’s Braunstein to Gygax and Perren’s Chainmail to Gygax and Arneson’s Don’t Give Up the Ship! to Dungeons & Dragons. The book also covers the history of companies such as Games Workshop, Judges Guild, Game Designers’ Workshop, and Chaosium.
More than simply covering the history of games and companies, the book also focuses on the individuals who created them—their triumphs as well as their failures. Designers & Dragons is a comprehensive and an entertaining history sure to delight roleplayers both old and new.
Turn 1: Teutonic Order
The Teutonic Order activates it foot sergeants, and they advance. Their attempt to activate their mounted men-at-arms fails; therefore, their turn is over.
Turn 1: Lithuanians
The Lithuanians activate their bidowers, and they advance. Their attempt to activate their mounted yeomen fails; therefore, their turn is over.
Turn 2: Teutonic Order
The Teutonic Order attempts to activate their crossbowmen but fails; their turn is over.
Turn 2: Lithuanians
The Lithuanians activate and move two of their fierce foot units, their bidowers, and their mounted yeomen.
Turn 3: Teutonic Order
The Teutonic Order attempts to activate their crossbowmen but fails.
Turn 3: Lithuanians
The Lithuanians attempt to activate their bidowers but fails.
Turn 4: Teutonic Order
The Teutonic Order activates their mounted sergeants with crossbows and fires at the Lithuanians’ mounted yeomen. The Lithuanians’ mounted yeomen take two casualties, fail their courage test, and must retreat. They are considered to be battered.
The Teutonic Order activates their crossbowmen and fires at the Lithuanians’ bidowers. The bidowers take six casualties and are destroyed.
I’m playing around with using Battle Chronicler in lieu of actual miniatures. I’ll be doing a battle pitting the Teutonic Order against the Grand Duchy of Lithuania. I’m not concerned with historical accuracy here; I’ll simply use the Teutonic Order and Baltic Pagan retinues listed in Lion Rampant Medieval Wargaming Rules. So far all I’ve done is deployment.