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Runewars Mega, Year 5: Scattering the Horde

Time for a plot twist!

After four years of preparing for war, the Latari elves direct their attentions northward.

The Uthuk chieftain was emboldened by the Year of the Drought. The Daqan Lords had been beaten to the verge of submission, the Latari apparently had no stomach for warfare, and Old Man Waiqar would surely be outmatched by the sheer numerical power that was now flowing east through the red corridor. The chieftain’s head was full of shifting plots, and his warlocks were powerful after years of access to the libraries of Forge, Vynelvale, and the Lost City.

Unfortunately for the chieftain, this is where my tale twists, and the people of Terrinoth find themselves trading their terror of one horde for terror of another.

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Runewars Mega, Year 4: Drought

If I were a berserker, and my demonic chieftain used me as a delaying force, I'd get even like Steven Seagal.

Destroyed Greyhaven, the tense border between Waiqar's undead legions and the Uthuk Y'llan barbarians.

In those days very few humans had any talent for the magical arts. Still, there were a few among the Daqan who fancied themselves privy to future events, whether by methods of scrying or reason. Their petition to their concerned lords was one of avoiding war: they claimed that with Old Man Waiqar now amassed on the borders of Uthuk holdings, the two dark threats to life in Terrinoth would soon enter into a bitter struggle, thus annulling any real danger to humanity.

The Daqan Lords were divided. Of course, to believe that the horde would halt their advance was a fool’s hope. Andira Runehand would have pointed this out had she been present at court, and it’s possible that her voice would have been enough to sway the more timid lords. However, she was still in the mountains observing the tides of Uthuk reinforcements that were now free to march straight from the baked lands to the Lost City, and so her counsel was never given. And so the Daqan Lords were unprepared for the fourth year of the War for the Dragon Throne, which has come to be called by historians the Year of the Drought.

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Runewars Mega, Year 3: Corridor of Red

If you could talk to the monsters, what would you say? Regardless, they would likely respond "Gwargulgaugh!"

Uthuk monstrosities gather for a march on the Dragon Throne.

News of the Uthuk defeat by a pack of dragons spread across Terrinoth faster than wildfire—much faster, since wildfire could have taken years. Now the Uthuk were the momentary laughingstock of the continent, owing to the natural desire that folks have whenever a world-ending threat appears on the fringes. People wanted to believe the Uthuk advance had been clipped short, but they were forgetting that the Uthuk Y’llan already held the ancient Dragon Throne and the city of Forge, and while reasonable men might have encountered their first great defeat and faltered, the Uthuk knew little of fear.

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Runewars Mega, Year 2: The Hunt

I was thinking about how little you can accomplish in a year, but then I realized that sieges aren't taking three-plus years. So really, the inhabitants of Terrinoth are all quite amazing.

The second year of the War for the Dragon Throne begins.

The winter was long—so long that some folks began to speculate that it was never to end. A few hedge-prophets declared it the end of the world, only to reverse their stories and preach deliverance when spring broke at last. The four nations, however, were cursing the winter long into spring…

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Runewars Mega, Year 1: Raising the Lost City

Many have questioned why Red Scorpion, being a smart and ambitious girl, would ally with the vicious Uthuk. The secret reason is that the Uthuk are the only race in Terrinoth to refrain from calling her by her old bandit name, "Hooty McBoobs."Scorpion

Red Scorpion, champion of the Uthuk tribes, journeys to the mysterious desert that lies at the center of Terrinoth.

As with most bad things in Terrinoth, the War for the Dragon Throne began with a horde of demon-worshipers pouring out of the baked lands like an overflowing skin of liquid sulfur. Their numbers were so many that centuries of scholars have debated how the deserts could bottle up such a host of restless souls. Some said that the Uthuk Y’llan tribesmen lived stacked beneath the sand; others that they marched out of an oily and steaming sea. A few maintained that the Uthuk simply appeared more numerous due to their vicious nature—that one Uthuk berserker was equal to fifteen of the freeshields who protected the Seven Cities. We may never know. The Uthuk are not as they once were. Neither are the Latari, nor the Daqan, nor Old Man Waiqar.

I get ahead of myself. This is the story of how the ancient Dragon Throne reemerged, and how one of the four great nations claimed it. It begins with Red Scorpion, a former bandit and current adventurer, her services sold to the Uthuk Y’llan and her mind piqued by the mysteries of the Crying Stones.

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Upcoming: Runewars Mega

The game also contains them, but those hugely tall pieces are heroes, not giants. It's possible to see one in the distance, in the mountains.

The human Daqan Lords face off against the Uthuk Y'llan barbarians.

Loyal Space-Biff! readers (both of you!) may have noticed that the number of articles has declined over the last pair of weeks. This is because I’ve been working with some friends on something extra special. Starting on Monday, I’ll be posting a miniseries covering an epic play of one of my favorite boardgames: Runewars. This is an excellent specimen of boardgaming at its best from Fantasy Flight Games and designer Corey Konieczka (whose games I’ve prattled about twice before). We’ll be using both the base game and the expansion, Banners of War (by designer Andrew Meredith). The series will be spread out over eight parts, and will be updated every Monday and Thursday. Should be fun.

That’s the bulk of my announcement. If you want details on the game, they’re posted below.

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Gears of War: The Board Game: The Review (Part 2)

It was on XBox too? Wait, there were sequels?

Our attempt at an over-the-shoulder shot, just like from the PC game. This is, incidentally, the one moment where weenie-man Damon Baird attempts something heroic. I'm sure he missed the shot.

“C’mon Baird! A little bit of this is good for you! Builds your immune system.”
—Augustus “Cole Train” Cole, Gears of War

In part 1, I outlined the three things that stand out to me as the advantages of Gears of War: The Board Game, the latest from Corey Konieczka and Fantasy Flight Games. I’d recommend reading that first, because this is the segment where I talk about the game’s three disadvantages. Now, before I get into that, I’d like to say that for some folks these might be totally negligible. I enjoyed the game, and thought a few of the mechanics were especially smart. However, I wouldn’t recommend a purchase without a prospective buyer knowing a few things.

So here we go!

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Gears of War: The Board Game: The Review (Part 1)

Fine, here they are: 1. Colby Dauch, 2. Corey Konieczka, 3. Vlaada Chvátil, 4. Milton Bradley

Dominic Santiago finds himself swarmed by wretches in Gears of War: The Board Game.

“Yeah! Wooo! Bring it on, sucka! This is my kinda shit!”
— Augustus “Cole Train” Cole, Gears of War

Corey Konieczka is one of only four board game designers whose names I’m capable of recognizing immediately. He’s designed some of my favorite games, such as Battlestar Galactica, Runewars, and Mansions of Madness—the last of which I’ve talked about at length here on Space-Biff! before. He’s also designed some other well-received games like Descent: Journeys in the Dark, Space Hulk: Death Angel, and Starcraft. As such, when one of my friends proposed Mr Konieczka’s recent Gears of War: The Board Game for our next game night, I didn’t require much convincing.

The verdict? Find the first half after the jump.

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Mansions of Madness: Blood Ties (Part 3)

... our favorite investigators found themselves in a tight spot. And now, the stunning conclusion...

Last time on Mansions of Madness: Blood Ties...

That is not dead which can eternal lie,
and with strange aeons even death may die.
H.P. Lovecraft, “The Call of Cthulhu”

When last we saw our investigators, things weren’t going well. You should read all about that before continuing on (Part 1, Part 2) . “Ashcan” Pete’s uncle Artimus has made some sort of black bargain, and now that he’s died it’s blowing back Ashcan’s way (“Just my luck,” he mutters repeatedly), who is now trapped between a mi-go and a zombie. Professor Harvey Walters has contracted an otherworldly case of kleptomania. Kate Winthrop and Sister Mary were ambushed by a very suspiciously quiet zombie, and now they’re hiding out in the house at the north of Artimus’ estate.

Is this the end for our ragged band?

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Mansions of Madness: Blood Ties (Part 2)

Kate looks uncannily like one of my cousins.

Our four investigators, searching the Artimus Estate for clues.

West of Arkham the hills rise wild, and there are valleys with deep woods that no axe has ever cut.
H.P. Lovecraft, “The Colour Out of Space”

When we last saw our intrepid investigators, they were about to begin their adventure. Such suspense! This time, we’ll definitely get to see some actual adventuring as they investigate the estate of “Ashcan” Pete’s deceased uncle, who was quite strange. Before continuing, you should probably read Part 1.

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