So let’s talk about the 2013 Spiel Des Jahres nominees….

For those who aren’t in the know, the Spiel des Jahres are the Oscars of board gaming, only with a lot more credibility and less dresses. In Germany, winning is a big deal, because it really is a nod to being something above and beyond just a good game, to being a great game – and that can really drive up sales. Previous winners have been games which have changed how the industry and the hobby have functioned, like Carcassonne and Settlers of Catan. Recent winners include game-changing designs like Dominion and the genius of Seven Wonders.

Also, if you don’t know, we’re currently in a gaming golden age, so in 2011 the SdJ expanded from one category to three: kids games, general, and the Kennerspiel, which is like the board game geek’s games, the connoisseur’s game. That way they can include games that are brilliant in the general category, even though they might not bust your brain with their brilliant strategy of cube assembly. That said, Seven Wonders won the Kennerspiel in 2011, though some might call it quite light (the gorgeous describing fun of Dixit won the general). Both of those were highly deserved and I own both. 2012 it went to Village and Quirkle, respectively. Quirkle was noteworthy because again, like Dixit it was very family friendly – easy to teach, quick to play and full of symbol matching that was good for kids and brains.

Because they now have three categories, the jury can only nominate three games for each. The jury also recommends some games they think were of a high standard, because again: GOLDEN AGE, and because three is hard to get to. It’s a hell of a thing to get on that list. So let’s talk about them.

On the Kennerspiel list, we have some usual suspects: Brugge and The Palaces of Carara are both games about history, and about trade, and Brugge is an action-chosing game not unlike Puerto Rico and Race For the Galaxy, but with personalities and genius card matching. Carara has an insane spinny-thing in the middle but it is also familiar territory in that it is about balancing how much you benefit others to get what you need yourself, and multiple paths to victory in buying and selling. These games are probably great but I’m less interested in them then the third name on the list: The Legend of Andor. It’s important for two reasons: one, it’s co-operative, and two, it’s about telling a story.

From the blurb it seems not unlike Runescape or Descent, telling the tale of brave adventurers heading on a quest, but without a GM to foil them – instead they face a combination of the usual collaborative board game randomness and resource juggling, but also a story deck that builds a narrative. Exactly how that’s achieved I have yet to see but it’s interesting as hell. More and more storytelling games are coming out (look at Mice and Mystics, for example, which is effectively an RPG) and here is one not just on the SdJ list but on the KENNERSPIEL Des Jahres. A storytelling game that ranks with Settlers and Seven Wonders in elegance and design AND strategy? That’s amazing. It’s also, perhaps an indication of a trend: as the golden age grows, more and more of us are playing, and less and less of us like competition – and love stories.

Am I seeing what I want to see? Well, then consider this: two of the three general games are also collaborative. Quixx is a fast-paced dice game where you have to sort of get yahtzee, but all together, and other people can help you when it’s your turn. And Hanabi is a mind-bending card game where you can see everyone’s cards but your own, and you have to try and give limited clues to your friends so you all play your cards in the right order and on the right piles. Again, nothing against Augustus, the third entry, which is like super bingo: pulling random things out of a bag to match sets on cards, but you have to choose which cards to finish and which to abandon – it’s just not collaborative, so doesn’t prove my thesis.

I also want to mention La Boca, a game where two people work together to assemble blocks to fit the prescribed pattern – but they sit opposite each other and can only see their side of the object they are creating. It’s on the Recommended list from the judges, and like Hanabi is a game about communication: those who do it better, win more. And about teamwork, even if each team competes with others. I think this is a really interesting trend that looks at what we can use games to do – to not just teach maths or problem solving, but how to actually be better human beings, and celebrate those things.

Of course, this is just this year. Next year, it could be all cut-throat backstabbing Werewolf clones. But it’s definitely worthy of note that this year, half the games on the list are collaborative, and one of them is about telling a story. That has my attention. Oh yes.

Not all of these games are out in English yet, but you can read all about them on Board Game Geek. I also accept review copies.

(Marvel) Heroes of Science!

Lacking any roleplaying at the moment, I wander in random directions. Somehow I ended up statting up Robert Boyle, Robert Hooke and Isaac Newton using the wonderful Marvel Heroic Roleplay system.

The stats may appear quite vague because the system is not very descriptive. Whatever you imagine the powers to be in appearance I am sure is the correct conception. Enjoy, or at least, please, boggle at the places my mind goes, if only for a moment.

 

Smallville: The Exciting Conclusion!!

 

Darkness. Then, snow. A blizzard, eternal. This is The Cold. Where the Rimeblood rule. Ankar, Lady of Order, mother of the first peoples, makes a deal with someone unseen. Later, Zyz questions her judgement, but she says to trust her. She will see it through, because she wishes to have more children, and would not see them devoured as the Rimeblood ate her first children. But Zyz wonders, what could Ankar possibly give Ulyuq in return for him agreeing to free the world from Cold? Ankar stares into the sky knowingly. An aurora shimmers…in the sky….

CREDITS! 
PANTHEON: SERIES ONE, EPISODE SEVEN: AVALANCHE

Fade up on a desolate battlefield, thick with slaughtered dead. The carnage was terrible. The tracks of impossible beasts walk through it, into the distance – where their howls and feeding can still be heard. Inikaya, messenger of the gods, takes it all in. For this, ultimately, is mortal slaughter, and Gods are busy elsewhere….

Not far away, Korak, Ix and Smith are where we left them. Ix collapsed on his knees, downcast. Korak fuming, unable to speak. Smith victorious. Korak orders his brother to leave because he cannot stand to look at him. Smith objects, because he wants Ix to deal with the consequences for once. Ix sulks but will not leave for now. So Korak says, fine, wait here for justice.

At the Pit: Aristeia and Always both try to protect the other, which sums up their whole relationship – both sees the other as the little sister. Always, more and more sure of herself as Adelos, wins. But the world reacts. A frost runs across the earth,  and every flying thing feels Aristeia’s fear, and rushes to the pit. But Ulyuq is no wild beast, but always the bargainer. He is conciliatory, demuring.

Feeling the fear of the Sky, the boys realise something is up. Smith sends Inikaya to get Zyz from Toleken, the underworld, and Smith leaves to get Dorabus. Korak and Ix look at each other, remembering that moment last ep when they recalled past alliances. They both run to the pit. Ix, faster, wilder, gets there first.

Snow falls across the edge of the Pit. Ix moves to rescue Aristeia, but finds Anehute blocking him. Ix realises Anehute has gone off the reservation. Smith and Dorabus arrive and Smith starts telling everyone how he so knew this was going to happen. Always tells him to sit down and be quiet, and for once, he does. Korak arrives next and he and Ulyuq swap barbs about the last time they battled. Ulyuq says he is just here to talk  – to talk to Always.

Always says okay, everyone else clear out. Smith pretends to. Ix, trusting in his instincts, grabs Aristeia and runs. Korak refuses to budge and the two have a massive awesome domestic about who is in charge. Korak, as God of War, believes this is his domain, and she should respect that. He wins, but Always stays to help. A concession that only this new, wiser Korak could have made.  Ulyuq explains he is here to talk business: if Always or the Five is to become a new Balance, then Cold belongs within it, it is part of that nature.

Always leads the accusations against Anehute, but the mortal says he has only freed a few beasts and Ulyuq cannot leave. He thinks he’s a genius. Smith disagrees. Anehute says he’s better than Smith because he will become a God and wed a mortal without going through all those hoops and all he had to do was borrow some of Ulyuq’s strength. Always wonders if she could take some of Ulyuq’s strength herself. She is tempted by Ulyuq’s offer perhaps. Smith reminds her – as he knows so well – that it’s not about strength, but manipulation. Leverage. Ulyuq is up to something – but Smith has a plan….Korak says he’s going to get his armies to finish this, so keep him busy.

Meanwhile Ix thinks the only safe place for Aristeia is to go below, to Toleken. She agrees but will only go if Teyamaq accompanies her. The three go below – and with the sky and the moon gone, the whole world plunges into a solar eclipse.

Always thanks Smith for his council and tells Ulyuq neither she, the gods nor the world needs him any more. He is of the old world and does not belong. Ulyuq aquiesces but says he has another matter to discuss – he wants his property back. You see long ago, he was given the Sky in exchange for a truce, and then the Sky was taken from him by force, which hardly seems fair, does it? Always, shocked, runs to Ankar and Rokan to confront them about this revelation. Smith left behind at the Pit decides to work out Ulyuq’s game, using all his cunning.

In Toleken, Ix tells his father that the gig is up, and he is here to do a swap. He will take Zyz’s punishment and stay in Toleken, and Zyz can be free. Zyz says that firstly, it doesn’t matter if the gig is up, he’ll still take the punishment for his son’s sake, and anyway, nothing matters until Rokan forgives him – it is the anger of his brother Rokan that Zyz needs to see rescinded before he will leave. Ix nods and leaves. Aristeia, worried, follows.

Always tries to ask Rokan and Ankar about their daughter but doesn’t get far before Ix, mad with rage and furious speed, storms in. He confesses to Rokan and demands he release Zyz. Rokan refuses to believe it, and says it doesn’t matter anyway, Zyz is still a betrayer. Ix nods and moves on, he didn’t expect much else and already has another solution. He says Smith was right – we can’t move forward because we come from something broken. After he leaves, Aristeia arrives and begs for mercy for Zyz. At the tears of his oldest daughter Rokan relents – he will speak to Zyz and soften his heart. And so Aristeia runs after Ix, back to the Pit. Always, finally, can talk to her parents about everything – about Ulyuq, which really matters, about the deal. Ankar says she’ll talk to Ulyuq and Always says no, tell me NOW. Ankar and Rokan are taken aback.

“You raised me to lead,” she says, “Now WATCH ME”. Ankar smiles, and congratulates the new queen. But warns her, there is always a price to leading….

At the Pit, Korak arrives with his armies. Smith says he did everything he could to make Ulyuq leave and he didn’t so the big guy must be stuck – whatever he gave to Anehute has made him too weak to leave. No doubt Ulyuq is waiting for Korak or Ix to kill Anehute for his rebellion leaving Ulyuq free. Korak smiles and advances and demands Ulyuq return to the Pit. Ulyuq says he will leave when he has his property.  Ix arrives, storms to the edge of the Pit – but isn’t here to see Ulyuq, but his brother.

Ix demands of his brother: “Do you care about Rokan’s justice, or do you want to forge a new one?” Korak says he will forge a new one. Ix demands what that rule will be like  – has he sinned? Does he need to be punished? Korak says absolutely. Smith says no, dammit, no more punishment, but fixing things, dammit. The boys argue.

Back at the Rokan and Ankra’s yurt, Ankar confesses: that she gave Aristeia to the Rimeblood in exchange for ending the endless winter. Rokan can’t believe it. Always pauses, ruminates, and accepts it. It’s in the past, it’s something of Ankar, and, as she says: “You don’t matter any more”. Ankar smiles, her girl has come of age.  She takes off her crown and passes it to her daughter. Meanwhile, it finally hits home to Rokan what his wife did to his daughter. He bellows with rage and goes to strike his wife – but hits his daughter by mistake! Always brushes it off and reminds the feuding couple that they were once brought together by love, founded by love, built Always on love, and now Ulyuq threatens that love, and so do you. Rokan doesn’t listen. He shatters the balance and storms off. Always says “How do I fix this?” Ankar replies that she doesn’t know.

Ix says if he is to be punished, then let him be punished. He kneels. Is he waiting for Korak to kill him…or is he going to offer himself to Ulyuq in his cousin’s place? He looks into the Pit. But then Aristeia runs in and tells Ix to stop. But before she goes any further, Anehute grabs her and tells her she will be his now. Ix nods, thinking that might be right when he’s gone. But Aristeia screams no and pushes Anehute away. He falls into the Pit screaming as he dies. The cold of his heart flows back into Ulyuq. Always, now assured and wearing a new mask, built from her mothers and hers, showing her as now the Balance in full, runs and runs to the Pit. But Ulyuq rises and rises. Ix knows he only has one chance and leaps at Ulyuq. Suddenly Korak realises his brother could die and leaps to save him – too late. Always arrives too late.  Aristeia yells for Ix. And Ix locks his arms around Ulyuq’s throat, and Ulyuq’s claws begin to tear the God apart. But it’s Ix’s Pit. Always has been. He can open it and he can close it – forever, if need be.

The mountain explodes, the earth shakes, the rocks fall, the avalanche rains down…and the Pit is filled and Ulyuq is gone.

We pull back slowly. The eclipse ends. Aristeia weeps and rain comes down for her. Always wants to comfort her, but she cannot, for she is no longer love. Smith reminds them they must tend to the wild beasts. Always says “yes, we must remember our duty.” Korak nods “As my brother remembered his.”

The music comes up. Montage. Dead Can Dance’s “Fortune Presents Gifts Not According to The Book” plays as we see each of the four reacting. Smith walks the earth, aching for the dead mortals. He sees the corpse of a carpenter, hammer still in hand.

Korak sits in the throne at the Brass Palace, brooding, remembering.

The church of Always and the church of Zyz reconcile, now that Zyz has been redeemed, the gravediggers are part of the church once more.  Yeqawah also dons a new mask.

On the hills of a dying, denuded forest, recovering from cold, starving wolves howl.

Teyamaq carries the weeping Aristeia back home to the sky.  And the credits roll over total silence.

 

THE END.

 

Sting: Deep amongst the crevices and tunnels, Smith goes spelunking….looking for bodies…

 

Night of the Crusades

I don’t do reviews any more. Partly because it stopped paying (you can sell on hard copies of things after you review them, you can’t sell on PDFs), partly because I was sick of reading so much that was mediocre and awful and being forced to trudge through it top to bottom, and partly because I’d done everything I’d wanted to do in the field. The second one was a big one: I don’t actually like most games, and I’ve seen a LOT of dross. And I read slow. So when a nice chap dropped my an email and asked for my thoughts on his game, I twitched. Even if it was good, I was unlikely to care, and I hate trying to say that nicely.

But then, miracle of miracles, it was good. And interesting. But I’m still too tired and too busy to write a proper review. So here’s a non-review of Night of the Crusades, because it deserves your goddamn attention. And – and this is the REAL kicker – it is FREE. You risk nothing. For a 120 page PDF, a full campaign-ready RPG. And there’s supplements too.

Night of the Crusades is not unlike Ars Magica – a fantasy game, but one focussed heavily on real history, in this case, the Crusades. The entire game is set in that period, and in the Middle East. The world map is Byzantium to Cairo. There are fantasy elements, but they are few and far between – far fewer than Ars Magica. It’s also a darker, more brutal world than Ars Magica’s mythic europe – a lot more like Warhammer, but without the black comedy. It’s also a game where passions and loyalties matter a great deal, as in Pendragon, but where Pendragon takes its key from a mythic world, here again, the real world is the source.

And that makes a huge difference. It is one thing to get a bonus to hit orcs or saxons because of your blood hatred against them; quite another to get the same bonus against muslims or Christians.

Don’t think that the game is about religious genocide, however. No, far from it. It’s about what happens in between that. When the religious genocide of the Crusades dumps a massive foreign population in the middle of an indigenous one and everyone has to find their way.  One day you might be fighting Moors and be happy to get your Hatred bonus but the next, trying to negotiate a deal with them and it will be an accursed penalty.  But you’ll want that guy who really hates group X in your party, because just like in real life, hating someone really makes it easier to try to kill them. And this is a game that makes that HARD. Along with the combat talents and stats, the game also includes the psychological difficulty of trying to hurt a living human being, and the trauma of being successful. Like the madness and critical hits of Warhammer, the world of NotC is one where players end up messed up if they fight too much.

All of these things are accomplished with a system is always simple and a times breath-takingly elegant. There are five stats: Communication, Knowledge, Melee, Ranged and Vigor (I really like this because it gave me confidence in my recent stat list of Communication, Knowledge, Striking and Enduring but I digress) and the values in the range from 0 to 10. The really elegant part is that your stat level is equal to the number of feats you have that are keyed to that stat. So you just pick feats you want and voila, the stats are there – and every time you get a new feat, your stat goes up. It gives you twice the information in one stroke, the very definition of elegance.

The resolution system is compare your stat to the difficulty level, and add the difference to a d10 and try to get a 5 or better. This is the same for all attribute tests, so its usable for everything. But with the addition of all the fun feats (which have beautiful evocative names like Hyena’s Heart and Body Temple) the players have stacks of toys to play with, and there are also some superbly fun mini-systems not just for combat but for negotiations and even telling stories. The latter allows you to gain power-ups if your character tells a good story, and this brings in a kind of Arabian Nights feel to the whole thing…but that sits in contrast to the real history, adding poignancy to both. It would be like if Warhammer had mechanics to let your character play D&D, so you got a real sense of how the two were different. That’s really clever.

There’s also a great wealth system so you can play it Traveller-sandbox-style (or Pendragon month-by-month lifestyle stuff), buying and selling your way through life in a foreign country. Also part of this are the rules and information on societies and organisations – the game is less about getting XP then it is finding a community and rising in its ranks – building a home in a world where everyone is a stranger. It’s another example of what is just a simple and fun rules addition is in fact a subtle layering of theme as well. Sometimes the rules aren’t totally clear or robust but they are always clever like that.

I’m in awe of this game. Really, the best comparison is Pendragon: it matches it in scholarship on the target subject, it matches it on a subtle, evocative blending of history and myth, it matches it in making what you feel matter as much as your abilities, and it matches it in opening up the classic idea of the long-term D&D campaign into a life-long story of time and tide, money gained and spent, battle scars gained, madness tasted, and triumph paid in blood, sweat and years – and it matches all of that with a system that is almost as simple and elegant as the one in Pendragon itself. But don’t think it’s anything like a copy either – Night of the Crusades is very much its own game.  It definitely deserves to be as well known as Pendragon though, and if you have any love for the Crusades or the Arabian Nights, you will find fertile ground here.

Old Warhammer Fantasy/40K Stuff For Sale – For Collectors?

Make Me An Offer!

Man O’ War, classic Games Workshop boat minis game. Colour slip cover missing, otherwise good condition.

2nd ed (ie first edition after Rogue Trader, still with beakie marines) Warhammer 40,000: Core Rulebook, Wargear Book, Codex Imperialis, Tyranid Attack Scenario Book, Battle for Armageddeon Scenario Book, Dark Millennium Supplement

Warhammer 4th edition (1992, Elves vs Goblins in core): Battle Magic Book, Battle Bestiary, Battle for Maugthrond Pass Scenario, Idol of Gork Campaign Book

 

RPGs and Wargames For Sale

Cut out the middle man and buy directly from me! Save $$$!

Shadowrun 2nd Edition Core Rulebook $10 + Dreamchipper adventure $5 + legendary adventure Super Tuesday adventure $10 or the whole thing for $20.

Warhammer 3rd edition. + Adventurer’s Vault Supplement + Creature’s Guide Supplement + The Gathering Storm Campaign. Adventurer’s Vault and Gathering Storm not in original exterior boxes but all pieces intact. Large bits written by me. Cost from FFG’s website: Over US$200 (probably A$300). My price to you: $50.

CJ Carella’s WitchCraft – the classic game of supernatural warfare that isn’t World of Darkness

Core book $15
Mystery Codex $10
Abomination Codex $10
Book of Hod $5

Job lot: $30 ONO

World of Darkness, Rebooted Edition (aka nWoD) core rulebook. Hardback. $15.

Changeling: the Dreaming 2nd Edition HEAPS OF STUFF! $150 the lot ONO. Or $10 for one book, $15 for two, $20 for three, $24 for four…

Core Book

Player’s Guide

Kithbook: Knockers

Nobles: The Shining Host (x2)

Dreams and Nightmares (x2)

Immortal Eyes: Court of All Kings

Immortal Eyes: Toybox

The Shadow Court

The Enchanted

The Autumn People

Freeholds, Hidden Glens (x2)

Book of Storyteller’s Secrets

Storyteller’s Screen

Noblesse Oblige: The Book of Houses

BOARD GAME: Tabula. Accurate recreation of Ancient Rome’s most popular board game, a precursor to backgammon. Great for game collectors. $10.

WARGAMES: Make me an offer.

Lord of the Rings Battle Game, Return of the King core rulebook + about 20 Gondorians + 20 Mordor Orcs + The entire Fellowship (Death of Boromir set) $20. Some painted, some a bit worse for wear (a few blades/spearheads missing etc).

Inquisitor Core Rulebook, Classic 40K large-scale minis game rules. $5

Massive stack of army books for 5th/6th/7th ed WFB: $5 each
Massive stack of White Dwarf magazines from last ten years: Free to whoever gets here first.

More to come as I sort. Is there anyone out there who is or who knows a young lad about to launch into Warhammer or minis gaming? Because I can help get him MASSIVELY set up, but I want it to go to be played, not shelved, dig?

Les Mis, Smallville Style

Warning: spoilers. Also, slightly simplified for ease and communication.

When we first see her, Marius asks Eponine to find his new love, Cosette. Having never known love before, he challenges Love Is For Other Men d6, rolling 3d6 and adds his Relationship, Eponine Is My Greatest Friend in the Whole World d10. Eponine resists with Justice (Thems That Are Rich Deserve Nothing) d8 and her relationship with Marius which is Marius Will Be Mine d12. Eponine has dice on her side but Marius is dead keen and spends a Plot Point to also roll his new relationship Cosette Is The Most Beauteous Creature on Earth d6 and it gets him over the line. Eponine, not wanting stress, runs off to find the girl.

Later, Eponine sees her father trying to steal from Jean Valjean, having realised he can’t go to the police. Threnadier tells her to shut her mouth, she resists. Thernadier rolls Power (Master of My House) d10 and Eponine Will Do As She’s Told d6. Eponine challenges her Duty (Family Is All I Got) so she can roll 3d6 AND challenges her relationship Marius Will Be Mine so she rolls 3d12. Not surprisingly, she gets a titanic success and drives her father away. She drops both her Duty and her Marius stat down by one for the rest of the episode. At the end of the session, she rewrites that to Marius Deserves Happiness Even If That Is Without Me so she can keep it at d12.

Next Act, she finds the letter from Cosette. Even though the two never interact, the GM makes it a contest. Cosette rolls her Love d12 and her budding Marius Is My True Love stat (d8 they only just me), but Eponine rolls Truth (Everyone Lies) d12 and challenges Marius Deserves Some Happiness, rolling 3d12. She wins again and hides the letter. Because she challenged it, it drops, but at session end she changes it back to Marius Will Be Mine, so she can STILL keep it at d12.

Next session, on the barricades, seeing Marius about the be shot. Marius and Eponine challenge each other. Marius rolls Duty (I Must Suffer To Balance Out My Noble Birth) d10 and Eponine is My Best Friend In the World d10 to take the bullet. Eponine rolls Love (Is All That Matters In the End) d10 and challenges Marius Will Be Mine once more, rolling 3d12. She wins once more, and totally totally dies. Marius gives in and hands her the plot point, but she hands it back and deals him stress instead (d12 Anguish).

But she is clever. As she dies, she sings A Little Fall of Rain, relieving Marius’ stress, so he has in fact lost nothing. Eponine is a motherfucking powergamer. But nobody gives a damn because in Smallville, powergaming = drama.

Some Small World Ideas

Finally catching up to the Small World craze, here are my Race and Power ideas for critique:

Golems 9

When in Decline, other players may conquer regions your Golems occupy as if they were empty. This still counts as a battle for Orcs, Skeletons etc

This models Golems “shutting down” or breaking when they can’t work any more.  Close to the Power “Vanishing” from SW: Underground.

Priests 6 (15 in tray)

For every region your Priests hold at the start of their turn, you may take an extra Priest from the tray.

It’s like the Skeleton ability but you have to take and hold.  Maybe should be just 5 to start – but it does make you a target.

Unicorns 6

At the end of every other players’ turn while your Unicorns are active, they gain one additional coin if they did not attack or use their Race or Special Effect on your Unicorns.

Unicorns giving you a boon for being peaceful – to them.  A reverse of Peace-Loving.

Centaurs 7

Place the two Charge tokens in any two regions adjacent to regions your Centaurs occupy. Centaurs may charge through that region and attack the next, thus reaching regions they are not adjacent to. At the end of the turn, return the Charge tokens to your hand.

I’ve seen this on the net as Frogmen who can use this constantly, but that seems too powerful, especially since it duplicates the ability of the river-leaping Lizardmen and makes the Quarrelling power way too awesome.

Nimble 5

You may conquer any Swamp and Forest Regions with one less Race token than usual. A minimum of one token is still required.

A simple twist on Mounted, with the other two areas. Haven’t seen this one on the net but seems quite obvious!

Gangs Of 5

When you conquer a region, you require one less Race token for each Region adjacent to the target beyond the first that you occupy. For example if you target a region and you occupy three adjacent regions, you require two fewer tokens. A minimum of one token is still required.

This one IS on the net a lot, called Surrounding, Tactical, Flanking or Overrunning.

Defiant 5

At the end of any players’ turn in which your active Race had tokens returned to your hand, you may Redeploy these tokens as if in your Redeployment phase. You may only place tokens in regions you still own. You may never conquer new regions, gain new tokens fron the tray or use Race or Special powers during this step. If you own no regions at the end of the turn, skip this step.

I’d like there’d to be some way to retreat not into your hand, so you can do the Priestesses trick every turn, in a sense – bottle up on something you really value to stop losing it or block another player from taking it. This may be too weak.

Tax 3

At the end of your turn, gain one coin from each player who controls an active race that you did not attack this turn. Races in Decline never pay tax.

Like Thieving (from SW: Underworld) but you don’t have to be adjacent – but like Peace-Loving you can’t attack. Basically it is a variable Peace-Loving, which gives you +3 if you attack nobody. I also love the idea of having Tax Ogres, say.

Smallville Pantheon, Episode Five

Apologies for not posting this earlier….for the zero people who are following this game. Building towards a climax (ep 6 and 7 will be the two-parter season finale), episode five has another battle between Korak and Ix, but meanwhile Ix’s secrets begin to come out and Korak finds that people like him after all.

 

Prologue: We see Yeqawah come to visit Skoh. All smiles, but behind her back she carries a dagger…

ROLL CREDITS!

PANTHEON: Series One, Episode Five: “Scars”

 Catching up with folk, we see the Master of the Pit, Ahenute, tending his fire. In the sky, Teyamaq leaves the moon to come and visit him.

Meanwhile Always, on her ox, finally arrives at the battle camp, hoping to stop Yeqawa from making a terrible mistake.

Korak on his throne finishes his brooding and decides there is only one solution to a brother who tried to kill him with an ixola: fuck his shit up and burn down his forest. He begins to summon his armies.

Smith raises his visor, sees the planning and scoodles off to warn Ankar.

Ix, meanwhile, after throwing the Ixola back in the pit, has gone back to the battle camp to check on Always, following the ox along as a dog. Always reaches the camp and Ix waits outside the tent as she barges in and explains everything to our two love birds – how they were part of an experiment by her and Korak and how Smith ruined everything.

Ix, seeing that everything is completely fine, goes back to his forest to work out how to make things up to Aristeia, and decides the best idea is to build a tree so tall it reaches the sky so she can come and go more easily. He leaves just before Always says something important he really needed to hear, but I forget what exactly.

Smith, meanwhile, knows Ankar can’t talk sense into Ix and wonders if anyone can. Perhaps his ex-wife Lika? He asks her to do so, and she leaves. Then, as a favour to his “buddy”, Smith unlocks Dorabus from his plough. The plan seems to be to turn Dorabus against Ix, perhaps? It’s wheels within wheels.

Meanwhile, Aristeia goes to see Anaheute who tells her he loves her. Aristeia is cranky about Ix and all the fighting, and is kind of angry about Anaheute bugging her about this. But she tells him she will think about it.

Meanwhile, Always is still bleeding from her terrible wounds so she commands her servant to kill her “if the sky is dark” (it would be a signal from Aristeia). When Inikaya tells Aristeia that Korak is marching on Ix, the sky DOES go dark, and Yeqawa sends Always back to the Endless Plain of the Gods. Stab!

Korak marches into the forest and begins burning everything. Ix allows Korak to find him but as usual, has no time for his brother’s silly games (he’s making a tree that will fix everything). Korak demands to be taken seriously, and for Ix to either fight or kneel. Ix tells him to Go Fuck Himself. Korak pulls his axe and Ix reminds him where he is standing. The ground itself opens up and Korak falls down a giant pit.

But before Ix can gloat, Aristeia shows up and tells him to knock it off. Always and Smith are close behind. Ix explains that this marching into the forest thing proves – as Ix said – that Korak wanted only obedience, and would take it however he could. The obvious solution, therefore, was to put Always in charge, since she had the rightful claim but was not nuts. To Ix’s horror, Always rejected the offer, and Smith and Aristeia agreed with her reasoning.

Ix told everyone that they could shove their pantheon and went away to sulk. Always carried bruised Korak back to the palace. Aristeia and Smith have a few moments together. Smith admits he may have been hasty about Korak – he might actually be the Lesser of Two Dicks in the long run. Aristeia asks Smith about mortals loving gods, and Smith says it happens all the time.

Back at the palace, Always tries to sooth Korak but it doesn’t work, he remains bitter. Meanwhile Lika finds Ix and chides him again. Ix is exhausted by this – he’ll take it from the others but not his little sister. He tells her to shut up and she says if he keeps going like this he’ll do something stupid and someone will get hurt, just like with their father. And Ix suddenly realises that LIKA KNOWS HIS SECRET.

Always leaves Korak sleeping but wants to make sure he remembers the important parts of being mortal and their growing affection. She calls forth Kiate, the goddess of Dreams and Memories, a strange child figure, and charges her to make sure Korak remembers what he needs to. (This establishes that in the world below, people see dreams as a place of memories, but not necessarily your own. Plus lots of other juicy stuff about culture.)

Korak does wake up to find Smith watching over him. Smith tells him his opinion of him has changed (challenging Smith’s relationship to Korak) and bucks him up. Aristeia also makes a decision and tells Anehute that if he proves worthy (as Smith did) she can see no impediment to them being together. Climbing up his enormous tree and finding the sky empty, Ix looks for Aristeia, sees her with Anehute and wonders what could possibly be going on. Has everyone abandoned him?

Always prepares herself for something important. Korak sleeps again, and dreams of his bride-to-be, as she wished it. And Smith? Smith is build a harness. A VERY SPECIAL HARNESS, with a very special purpose….

ROLL CREDITS

And the stinger…Yeqawa and Skoh make their peace…and then Yeqawa stabs Skoh in the stomach. And Anahute, seeing his love within his grasp, tells Teyamaq that the deal is struck. The plan is in motion.

In Which I Get All Angry And Feminist

A woman has been raped and murdered. By a stranger on a street at night.

It’s a terrible thing, and a terrible fear.

And we’re reacting in a natural and perfectly acceptable way – grief, shock, trying to understand. Trying to find a way to protect ourselves from it, both individually and collectively.

But it’s a lot like shark attacks. They stick in the mind. There’s a cinematic quality to them, a terror that has nothing to do with logic and everything to do with storytelling. So we freak out when we hear the words. We even consider culls. When in fact, shark attacks are so unlikely to kill you you might as well be wearing hats to protect you from meteors.

The facts are these:

Most women are attacked by people they know. Most women are killed in their homes. The rates of these things are staggeringly, unacceptably high.

The people who are likely to be attacked on the street are men. Their safety rates are appallingly low.

Women are more likely to be attacked the more clothes they wear. The closer they are to home.  Men walking them home puts them at greater risk, not less, because it puts them next to a man.

These are all facts.

The story is that the girl was unaccompanied, alone, in the dark. Made vulnerable by stupid choices. If she had been more sensible, it could have been avoided. False.

It’s like saying “oh, he was in a car crash, he should never have gone on the road.” Yes, street abductions happen on the street. That IS true. If she had never, ever gone on the street, her chances would have gone from infinitesimally small to zero. In much the same way that you can’t get bitten by a shark if you’re 100 miles inland. But your chances are not significantly altered by getting in the water.

I work in health care. I know about significant behaviour modifications.

More importantly, if you are 100km inland on a firing range, you should get in the water. Statistically speaking, it is safer. Likewise, a woman is at much greater risk, overall, at home with her husband than alone on the streets.

Now, if it was just false, if it was just false, that’d be one thing.

But it’s not just false. It’s harmful. It buys into the basic prejudice that women are zebras and men are lions. Wander from the herd and you put yourself at risk because women are prey and men are predators. That isn’t true. And the myth is harmful. It hurts men. It hurts women. It puts women more at risk, because it gives them a false sense of security when they need to be wary, and makes them wary when they are relatively safe. And it tells men that predation is part of a natural cycle. That women are prey.

And it tells women they are weak.

The first time I learned this was when a female flatmate offered to come and pick me up from work at night, because she didn’t want me walking home alone. She was right, the stats made it dangerous. I resisted instinctively. I felt babied and coddled. I felt like I was thought to be weak. I felt insulted. I felt my manhood was questioned. And I said no.

And noone has ever questioned me on it. NOT ONCE. No one has ever called me foolish. No one has ever said I put my principles above my safety. Never. Ever ever ever.

When men are punched on the street, I don’t get emails telling me to stay safe. When there’s violence in the Valley nobody reminds me to get a chaperon to walk me to the station. Nobody ever does this.

Because nobody believes in statistics, and everybody believes in stories.

And the story says “Woman, you are weak. You are a baby. You are dependent. You are to be coddled and protected. By virtue of having a vagina, you are a walking crime waiting to happen. You are ALWAYS AT RISK.”

And worse, you are far more at risk the moment you went outside, had a drink, wore an outfit not deemed 100% appropriate.  The more you expressed yourself, the more you became a victim.

That’s a terrible message to tell anyone – even if it were true. But it’s not.

It is a lie.

Ladies, I need someone to walk me to my car. Because I’ve read the statistics, and I don’t feel safe any more. And always offer to walk your male friends home. They will appreciate it. How could they not?