Showing posts with label Runebound. Show all posts
Showing posts with label Runebound. Show all posts

Friday, 16 October 2009

Bound Again


Another go at playing Runebound and this time it was a success! (nearly)

From Furness Wargamers


Poor old Mad Carthos didn't get off to a very good start, having to spend his gold on healing when he eventually got to town. Decided it was best to get some distance between poor Carthos and the rest so headed north and over the mountains to a nice secluded zone, where he started to fare a little better. When he finally got some more gold he had a choice when he visited town; heal his three wounds or buy something explosive. The Bomb won.

The game did drag out a bit with there being the full complement of six players. There's only so much interest you can take in someone elses fights, and the distance between players can even make following the combat that much more difficult. It really is a better game when only four are playing.



Eventually we ran out of time and as a last gasp effort I moved onto a red counter and, despite being underpowered, took on a bad guy just for the hell of it. Didn't do too bad managing to get them down to two health remaining before getting put down.

So we never managed to finish it, think at least a couple of people were in with a shout of knocking out one of the Red level beasties, especially Colin with his before combat hits and cannon fodder followers.

Wednesday, 7 October 2009

Runebounder


Attempted to play 2nd edition Runebound which Graeme had brought in. Played the 1st edition a couple of times a few years back with Ian and Co., but long enough ago to make the rules fuzzy, and the new edition changes were unknown to me.

Cock-Up with the dice as we were all rolling only the one; it was only after checking the combat example that it became apparent that both 10 sided dice should be used. In the original edition it was a single 20 sided die, other changes are on the FFG forum.

Have never played it with six players before and it did seem to slow down a bit as you wait for your turn.

Everyone sort of agreed to try it again next week, hopefully using the right rules this time.