Demo Squad Assemble – Dublin Comic Con Style

For another year, on the 12th – 13th August, Dublin Comic Con took place in the Dublin convention centre. We sent a couple members of our Demo Squad to show off their skills on Sunday of the con.

We arrived at the con early on Sunday morning, despite transport and traffic woes. Up in the dedicated tabletop gaming area, we set up with a pile of our own pickup and play RPGs and a stash of Sandbox’s board games.

It was a great weekend where we showed off a number of our favourites games including Luchador. Skulls proved a hit and a large number of people had an enjoyable experience with Ah Here Now, a very Irish equivalent of Cards Against Humanity. We even learnt a new game when we were introduced to Boss Monster, a fun cave exploring, adventure game with a twist. Thanks to Sandbox for showing us the game, looks like we might be adding a new game to our collection.

Boards game weren’t the only flavour of the day, groups were also introduced to the joys of Tabletop Roleplaying Games. One such game featured the antics of a scheming group of criminal bears (in hats) out to steal the prized contents of HoneyCon ’17 in “Honey Heist”, a one-page RPG by Grant Hewitt.

At the end of the day, we rounded everything off with many of our previously visitors returning for one final round of fun accusations and finger pointing in a huge game of Werewolves of Millers Hollow.

We would also like to thank Dublin Comic Con for giving us space and for Sandbox for helping provide some board games. Because of this, we were able to introduce people to the wonderful world of gaming.

Geek Out & Speak Out

Geek Out and Speak Out, a nerdy quiz to raise money and awareness for the stand against sexual violence and rape.

Come and get your geek on with us, while supporting a worthy charity. We’ll be upstairs in Robert Reade Bar and Cafe on Saturday the 27th of May. (I’m sorry to say the space we are using is upstairs and the venue does not have a lift, so accessibility may be an issue for some attendees)

17.30: Hosting pre-quiz social games

19.00: Get our quiz going.

A table (of up to 4 players) costs €40.
All profits are being donated to the Rape Crisis Network Ireland (http://www.rcni.ie/)

We are also hosting a bake sale and a raffle! (get in touch if you want to contribute baked goods or crafted items!)

At the moment we have 15 tables available for reservation for the quiz. This reservation will last until 18.45, at which time it will be released back into wild. You can book here! https://www.eventbrite.co.uk/e/geek-out-and-speak-out-table-of-4-booking-tickets-34390954270

If you need anything, you can message us on facebook or email us at gamesnights@gaelcon.com

Trigger Warning: Rape, Assault
This event was prompted by the recent news about the assault at Arcadecon in 2015, you can read an official statement here. http://www.the-arcade.ie/2017/04/arcadecon-2015-official-statements/

As a community we have to open dialogues about sexual violence and rape. We have to take action to ensure the safety of our attendees. We know that many members of our community are outraged and upset and need a channel with which to take action. This is an attempt to offer our support and encourage our community to speak out and stand up for each other.

 

What’s a LARP all about anyway?

Hello all, my name is Dav and I’d like to talk to you about LARP. Live Action RolePlay is a broad term we use to describe any number of different types of games, but they all share a common element – the players become the characters in a literal sense and play out their game together. LARP can be about the combat or it can be about the interpersonal relationships of the characters and very often is about both. The game you’re playing might be a one shot at a convention or a part of an ongoing world telling its own story through player actions and GM’s plot ideas.

The first time you play a LARP you will probably feel more than a little bit self conscious and kinda silly, especially if you’re used to playing tabletop RPGs where you can happily describe what you’d like your character to do. Most games will have a games master of some description and the bigger events will have several so that the various clusters of players will always have someone on hand to supervise any plot critical actions or tell them the results of their investigations etc.

Here in Ireland we have some brilliant teams of people running games of all shapes and sizes that fall under the umbrella of LARP. The IGA’s own Academy of Eblana game probably fits the description of what most people think of in their heads when they hear the word LARP – it’s a high fantasy setting, there are swords and spells and world changing events at stake. Players love going that extra mile to invest in costume and make-up – greenskin Orcs with tusks and Elves with pointed ears are the norm on the battlefield. It’s a weekend long event too, so camping is the most convenient option for a lot of players and the game offers the opportunity to pitch your tent in character

But there are many other styles of LARP that run regularly at the games conventions all around the country. Higher Powers is a comic book/super heroes inspired game that’s been running since 2012. Each game, or issue advances the story of a world that has come to terms with the emergence of “parahumans” and what that means for the global socio-political landscape. Factions of players band together to face each crisis – sometimes it’s a cataclysmic event or sometimes it’s other players!

Several of the Airsoft sites around Ireland have incorporated elements of LARP into some of their special events and what they call MilSim (military simulation) with the players taking on specific roles within their teams (e.g. medics, radio, etc). They don’t always insist on people being “in character” in the way a LARP would, but these events are a lot of fun and serve as a nice break for people who enjoy Airsoft but who’re looking for something just a little bit different.

As for me, I am involved with Team Midway and we currently run a Sci-Fi Space Opera LARP called Gilgamesh at the various games conventions around the country. Our players are the crew of an exploratory and colonisation vessel and they have found themselves in another galaxy surrounded by new friends and foes alike trying to find their way home. Players can be a part of the Bridge crew, Engineering, Science, or Fighter Pilots (or anything else they can think of that fits with the theme) – we have mechanics for space combat and the Gilgamesh will often find itself being shot at by hostile forces where it will need to scramble its fighters to provide effective cover and keep them safe. We also have Nerf guns for our combat and who doesn’t love Nerf guns?

So, if you’re thinking about it and aren’t sure, all I can say is that you will get as much out of a LARP as you put in, so throw yourself into it and be careful where you land when it throws back! The few options I’ve mentioned above only represent a small slice of the sorts of LARP you can get involved in here in Ireland and indeed across the continent. Before you know it you could find yourself seriously contemplating €800 on a full set of plate armour.

Old World to Mantica – from Warhammer Fantasy Battle to Kings of War

“This is how the world ends . . . not with a bang but a whimper”

Image One

With the return of Nagash, the End Times were upon the Warhammer World

When T.S.Eliot wrote about the world ending without a cataclysmic event he was not talking about the doom of the Warhammer World. Ending spectacularly with the destruction of the world, the Warhammer Fantasy universe concluded explosively, with a new universe taking its place. The Age of the Warhammer World was over, and the Age of Sigmar has begun.

Veteran Warhammer players enjoyed the Warhammer universe because it had wonderful depth, and had a rather dark and gritty feel to it. The models to accompany the universe were arguably the best miniatures in the world. Rules-wise, many of us felt that they were reasonable but could be improved upon. Towards the end of Eighth Edition Warhammer Fantasy Battle, many of the armies were brought up to date and they were more balanced than we’d seen since the Ravening Hordes version at the outset of Sixth Edition.

Image Two

The tome that was Eighth Edition

Things were not all wonderful in the garden however. Games Workshop were acutely aware of the vulnerability of their Warhammer Fantasy Intellectual Property which itself was based heavily on the worlds created by Tolkien and Dungeons and Dragons. In addition, Warhammer Fantasy Battle simply didn’t sell particularly well, and there were many barriers to entry – particularly for the new wargamer. Barriers included the high model count (meaning high cost) and rules that were occasionally complex and always voluminous.

Games Workshop decided that the best solution would be to close this chapter on the Warhammer World, and start afresh. Over the space of a series of sourcebooks which provided some wonderful new fiction and artwork, not to mention interesting rules and scenarios, the End Times story developed a punishing narrative for the Warhammer World until its final destruction. All eyes were on Games Workshop for the next edition of Warhammer Fantasy Battle and all players eagerly awaited the next instalment in the series.

Image Three

The Age of Sigmar rules were released without charge on the Games Workshop website with much fanfare among the gaming communities. A new offering, an entirely new proposition, was launched – one that bore almost no resemblance to what had gone before. Entirely removed were hefty tomes of rules, replaced with four pages of text. Out the window went ranked units, replaced with individual models on round bases. A new world was being developed and built, with new narratives formed.

Reaction from players varied widely. Many lapsed players saw this as an opportunity to return to the game and dusted off old models. New players applauded that the game was far easier and cheaper to get started with.

Image Four

White Dwarf 148 – The Battle of Blood Keep

Every wargamer has had a moment where the game became a hobby. My moment was reading a battle report in White Dwarf in early 1992 which included the army above. I loved the ranked units, the tactics and strategy and the wonderful models and terrain. It captured my imagination of how a wargame should look and feel, and I’ve been biased towards that aesthetic and those mechanics ever since.

Age of Sigmar doesn’t look or feel the same as this, and the game has moved in a different direction. Without the game aesthetics and ranked unit strategies, and with the destruction of the World that was developed over three decades the game lost a lot of its stickiness for veteran players.

Image Five

An Age of Sigmar demonstration game

One of the games that retains much of this is Mantic’s offering – Kings of War – and many veteran players have found refuge here. Written by Alessio Cavatore, who penned many rules sets for Games Workshop,the game has a very familiar vibe to Warhammer Fantasy Battle. The rules are simple, but allow enough room for grand strategies and tactics on the tabletop.

Image Six

A Kings of War battle

Mantic’s models range is developing and is not at the same level as Games Workshop’s at present. Thankfully, Mantic are happy to allow players to use non-Mantic models for their game – even at their own events. Many of us are using Games Workshop models in Kings of War and it’s very straightforward to port entire armies from Warhammer to Kings of War, so the transition is very easy and smooth – certainly an added bonus!

The world of Mantica certainly has room to grow and needs to develop its depth. Right now, the world doesn’t feel as iconic as the Old World or Ulthuan did in the Warhammer setting. Recent releases have improved this, but there’s some distance left to go before the Mantica world has that epic feel.

One important thing for Irish gamers is the availability of games. While the Kings of War community is relatively small and new, it’s developing well with five events scheduled in the first half of 2016. Alongside this, many gaming clubs have growing Kings of War player bases, which is hugely encouraging for those of us who enjoy the game.

For anyone looking for alternatives to the Warhammer World, there are many new options including Dragon Rampant and Frostgrave which are well worth a try. Kings of War ticks many of the boxes for this veteran gamer including being elegantly simple to learn, allowing old collections of miniatures to be fielded en masse – and having a wonderful feel of large unit strategies throughout!

More Great Games for New Players!

Fergal here! Let’s get this train of thought moving!

This is the second in a series of posts about Great Games for New Players. You can find the first one here, written by the charming Eoin Murphy, where he talks about Zombie Dice, One Night Ultimate Werewolf and Love Letter.

So, you want to introduce some people to boardgaming, but you are not sure what the best games to do that are. If you are lucky when you say boardgame they think Cluedo, and not Risk or Monopoly, (while some really enjoy these games, I have found the majority of people stare off into the distance as though reliving some past hardship, myself included)

The question then is how do you show them that there is so much more to gaming. For that you need some gateway games. Most of these are party games, while some have a little more to them. The key things are that they should be simple to explain, be mostly understood after a round of play, and if the game is longer than 10 minutes long, not be too punishing for making mistakes in the early game.

A fun flavour or beautiful design can really help here, as a visually attractive game or really interesting theming will help entice people to play. (I am ABSOLUTELY more likely to try a game simply for the art or idea)

Let’s start with a game that does all these things well.

Skull (Also known as Skull and Roses)

skullsLook at how beautiful Skull is.

The Bones
Skulls is a 3 – 6 player game that takes from 15 to 45 minutes. Each player has a tribe, these are functionally identical, they just have different designs (Red is the best one FYI #notbiased)

Each player gets the four tiles and mat that match their tribe. Three of these tiles have a rose and one a skull. At the beginning of the game, every player plays a tile face down on their mat. On their turn a player may play another tile on top face down or make a challenge (start the bidding). Though once someone has made a challenge (bidding starts), no more tiles may be played.

A challenge is claiming that you can flip X tiles without hitting a skull. Each other player has the option to pass, or make a new challenge. (Which has to be higher). If you pass it’s basically folding and you can’t make a new challenge later in that round.

Once a challenge goes unchallenged, the challenger has to try and cash the cheques his mouth was making. (Try to flip X tiles without hitting a skull) They have to start with their own though, so if they have a skull they are out of luck.

If you succeed you get to flip your mat (Score a point). If you win two challenges you win the game.

If you fail you lose a tile. You get to choose if you hit your own skull, and it’s randomly picked by the other player if you picked theirs. Either way the tile lost is secret to other players, and remains hidden.

skulls hand

Why is it good?
Well firstly, it’s beautiful, and relatively simple. The basic mechanics are pretty clear after a few practice rounds, but it has a lot more going for it. A new player can pass the first few turns watching the game, without giving up too much of an advantage, (as long as some players are challenging easy claims.) For me though what makes this a great gateway game is the sheer pleasure of someone almost scoring a point and choosing your skull, robbing them of that achievement. You can guess that I play the skull tile a lot. This means that even a player who is not in the challenge is still in the game. “Will they pick my skull?” “Oh, no, I only have roses, I hope they don’t pick those.”

The other thing the game has, which I really appreciate, is depth. You are trying to figure out what the other people will play. “This player always has a skull if they make challenge of two roses.” “This player doesn’t seem to play the skull much.” “This player always plays a skull and never challenges.” Often these observations will be wrong, because other players can be thinking things like, “I am going to do this, until people stop trying, then play flowers,” or “I’ll play only flowers for a while, then throw in a skull.” You can play it safe, or take risks. Sometimes you can even challenge, knowing you will lose a tile, but to try and deny a player from winning the game.

In one game I played recently, a player was one tile away from winning and three players had an unflipped tile on the table. We gestured with our hands, as though offering the tile, each seemingly willing the challenger to pick our own one. The challenger chose mine (a mistake) and the table exploded in friendly goading as it was a skull.

A side note on Skull in comparison to other similar games, like Schrödinger’s Cats or Liar’s Dice/Perudo, is that in Skulls people do not call your claim, if they don’t think it can be done, they pass. This is really nice for newer players, as in games where claims can be challenged, sitting next to a new player is a huge advantage as they will usually try to raise, or make mistakes on the best time to call. That said, once they are hooked on Skull, these are some games that are somewhat similar.

Tsuro

tsuro

Tsuro is the game of the path. There are beautiful philosophical ideas behind the game, about the search for enlightenment as shown in the quote “many roads that lead to divine wisdom”. It’s a 2-8 player game that takes about 15 minutes.

The Bones
The board is a six by six grid. Each side of a square touching a board edge has two markers, where a piece may start their journey. Each player places his piece on one of these markers. Each player also has three tiles in hand. These tiles will have four paths, each connecting two points. On some orientation will matter, while others are same regardless of how many times you turn them. (Many players hope the magical USB-like ability to fit after turning it three times)

On your turn you play a tile from your hand You have to play it in front of your piece. They will then follow the path they are on. (No sharp turns here, you follow the obvious path, even if it crosses other, better paths). You have to move yourself, however if it happens to move another piece that works too.

After playing you draw a new one, unless you got eliminated. Elimination happens if you go off the edge, or collide with another player, which also knocks them out of the game.

The last remaining player wins. In the unlikely (but awesome) event that more than one player survives long enough to fill in the entire board (less one space) then they all win. In our playgroup we call that true enlightenment.tsuro pieces

Why is it good?
It is super easy to learn, and you mainly focus on how to use the tiles you know you have to see if you can survive for the next few turns. There are a few play styles. I like to fill in as much of the board as possible, often in straight lines. Others like to just hide from other players as much as possible. Some even like to get close to other players (not too close though) and mess with whatever they are trying to do. Some players try to cut off a corner of the board and hope that the other players will be knocked out, before they run out of space.

Eliminating someone else is also super satisfying, especially if you also find a way to save yourself. It can also be fun to watch, as the game often ends with two players in different corners trying to see who can survive that one turn longer. So eliminated players can still have a laugh at the misfortunes of their peers.

One danger with Tsuro though is over playing it (which is true for most games under 30 minutes). While strategies do exist, it is not a game with huge depth. It’s better to play it once or twice, and then move on to another game. This is not a bad thing, as it allows Tsuro to perform some great jobs in your games night, with a large player range, simple rules and a quick play time. It’s a great first game (or two) of the night for a gaming group. It gives players chance to settle in, before splitting into groups, or playing something more complicated. It also acts as a fantastic wind-down game, after a very active or stressful game. Tsuro is relaxing for the first few turns, and then the pressure to survive slowly escalates.

Forbidden Island

 

forbidden island

Forbidden Island is a about a group of explorers who go to an island that has risen from the sea, but is quickly falling back into it. Like traditional not-archaeologists they are going to grab all four of its mystical treasures, before it sinks again, back into the crushing depths of the sea.

The Bones
This is a cooperative game for 2-4 players that takes about 30 minutes

This is the most complicated game in this post, but as a cooperative game with open information it is easy to teach.

So the first thing you do is set up the island in the pattern shown. The pattern is the same, but the placement of individual tiles is random. Set the initial water level (this decides the difficulty), flip 6 cards from the flood deck. This decides which parts of the island are sinking. You then flip those tiles to their blue flooded side.

You give each player 2 treasure cards (if they get a waters rise, just replace it with a different card, then shuffle the treasure deck.) You also give each player a role, these can be chosen or random. Each role has a power, that changes that piece’s/player’s interaction with the base rules of the game. I recommend the explorer, pilot and engineer for new players, as they can achieve a lot in their turns without being complicated, which is always nice for new players. The navigator and the messenger are great for a more experienced player to play support in the first game. I generally leave the diver out of the first game.

Okay, in order to understand the game properly, it’s best to understand how to win. As a team you claim all 4 treasures and and get to Fool’s Landing (the helicopter pad) and use a card called Helicopter Lift. (Simple right?)

So on your turn you can take three actions, You can do the same one multiple times, or take actions in whatever order you wish. The actions are move to an adjacent tile, shore up the tile you are on or an adjacent tile, give a treasure, or claim a treasure. For most situations adjacent is orthogonal (great word, basically not diagonal)

Shoring Up, means you flip a flooded tile back to it’s dry side.
Giving a Treasure means giving a treasure card to a player on the same tile. (Note giving not taking)
Claiming a Treasure means discarding 4 of the same treasure card, in a matching location to claim the corresponding Treasure. (So you can see why giving treasures is useful)

After doing your 3 actions, you draw 2 new treasure cards. If you have more than 5 you have to discard.

One nasty card is called Waters Rise, and it makes everything worse, by increasing the flood level, and shuffling all the cards in the flood discard, and putting them back on top of the deck, so they are more likely to flood again. You also don’t get to draw a replacement, so you are a card down. It’s unpleasant.

There are two other treasure cards that are here to help though. They are special actions, they can be played at any time, even on other player’s turns, they do not cost and action, and can really save the day.
Helicopter Lift can move any number of pawns on the same tile to another tile. (You also need it to win the game)
Sandbag can sure up any tile, (though if it is sinking, it’s too late, it’s already gone)

After drawing cards you flood the island a bit more. You draw cards from the flood deck. If they are dry, they flip to their blue flooded side, if they are already flooded, they sink forever. Both the tile and card are removed. (Any pawns on that space have to swim to an adjacent tile if able. Otherwise they get pulled under and die) Remember Waters Rise means that the discard is back on top of the flood deck, and about to be drawn from. This means that if areas are not shored up, they will probably sink when waters rise.

Then the next player has a turn.

So how do you lose. There are four fantastically fun ways to fail!
Both locations related to a treasure sink before you have a chance to claim that treasure.
The helicopter pad at Fool’s Landing sinks
Someone doesn’t successfully swim to safety when a tile they are on sinks. (You are all in this together)
The water level reaches the skull and crossbones, you took too long and the whole island sinks… with you.

Keep playing until you win, or you don’t.forbidden island close up

Why is it good?

Forbidden Island is one of my favourite games to introduce people to cooperative games. It has a lot going for it, as a gateway to gaming, but also a gateway to cooperative games.

It is comparatively simple once play starts. There is not a lot to track to avoid losing. Keep at least one treasure location of each type on the island, until you have its treasure, and don’t let the landing pad sink. There is more, but this is your main focus early game. There is usually something useful to be done, from shoring places up, positioning better, or giving treasure. Three actions means that you can have a versatile turn, but it won’t be overwhelming to figure out either, which is actually great.

The earlier difficulty settings of Forbidden Island are quite forgiving of early game misplays, and these can even lead to a very tight dramatic ending, where you just need to hold out for one more round, and you’ll win. This is great, as early disaster in other cooperative games will often lead to the “Maybe we should just restart” moment, which is discouraging in any game. This allows players to not lose hope and try to play through.

One problem with many cooperative games is one player telling everyone else what to do, which tends to grate on people’s nerves quickly. This forgiving nature means that experienced gamers should allow players to make their own choices for the most part. Players will enjoy the game more if they have a chance to discover strategies, rather than simply being told them.

Now once people get really good at the game, it can get a bit boring. It’s a simple game, which is a boon, but it means you can basically solve it. However this is where the internet is your friend. There are alternate maps available online, which add a new level of fun and challenge to the game, and really breathe new life into the game.

It is also a great gateway to games like Forbidden Desert (which is both a little different and a little more challenging) and Pandemic. They are all quite similar having been made by the same people. Pandemic and the other games in it’s family are more complicated, and are a lot more punishing of early mistakes. You are much more likely to lose. In fact, most players play at a difficulty where victory feels like a big accomplishment, rather than something easily attainable. Many people, myself included, really enjoy slowly losing and almost winning at Pandemic.

Have you played these games? Do you think they are terrible? Do you love them? What games have you used in the past to successfully introduce friends to boardgaming? Please let us know! You can do so on social media or by attending the IGA Games Night which is held every Thursday in Robert Reades Bar. In fact, on the 28th of April the IGA will be running a special Introductory Boardgames Night where you will have a chance to introduce your friends to these games and many more!

Also did you prefer Fergal’s post or Eoin’s? #rivalry #unnecessarydramaisnecessary #hashtag

All images (shamelessly) stolen from Boardgamegeek’s gallery

Great games for new players.

This is the second blogpost in a series of posts in which the Irish Games Association will discuss a variety of different gaming related topics. These posts will range from reviews of games to discussions about recent IGA events. In this blogpost, I am going to talk about some tabletop games which I have effectively used in the past to introduce people to the boardgaming hobby.

In recent years the board game industry has exploded in popularity! These are three board games which have been seen as the primary gateway games; games which are simple to learn, fun to play and include game mechanics which are used a variety of other very popular games. This trinity of gateway games are Carcassonne, Settlers of Catan and Ticket to Ride. I’m not going to write about these games in this blog post (the internet is full of great posts about why this games are perfect for introducing people to the hobby) but I will instead focus on three other games which I believe are fantastic for introducing people to our wonderful hobby while not necessarily being the first games an aspiring gamer might add to their burgeoning collection.

While formulating this list I have focused on four primary things; ease of play, ease of setup, game length and replayability. In the end I have picked three games which I believe are excellent games which can be used to introduce people to board games in various social settings (such as the pub or a lunch break) without being boring for an experienced gamer to play. It’s important to note that this list consists only of the games that I have had experience in using to introduce people to tabletop boardgaming. I’m excited to hear about other games which others may have used in the past.

Zombie Dice

Zombie Dice is a quick and simple game published by Steve Jackson Games for two or more player which takes 10 – 20 minutes to play. Players take turns to randomly draw three dice from a zombie covered container and roll them. These dice can either show brains (which represent victims the zombified player have successfully caught and eaten), footprints (which represent victims who successfully ran away from the player) or shotgun blasts (which represent victims who shot the player). There are three different coloured types of dice (green, yellow and red) with green dice having fewer shotgun blasts than red dice. Players can bank brains between turns unless they roll three shotguns in which case they lose every brain they acquired that turn and must wait till their next turn.

zombiedice

Zombie dice is a classic push your luck game which requires zero setup. The rules can be explained by simply taking the first turn and describing what you are doing to the other players. It’s a game which can be enjoyed when it isn’t your turn by trying to convince the other players to make poorly thought out risks on their turns. It works exceptionally well in a loud environment such as a pub or restaurant and there is no upper limit on player count. Like most other games though, I wouldn’t incorporate any of the games expansions when using it to introduce people to boardgames.

One Night Ultimate Werewolf

One Night Ultimate Werewolf is a fast paced bluffing game for 3 – 10 players based on games such as Mafia and The Werewolves of Miller’s Hollow with no moderator and no player elimination. A single game takes less than 10 minutes and requires very little setup.

In One Night Ultimate Werewolves players are first secretly dealt cards which inform them of which role they are playing for that game. Most roles are on the side of the villagers but some are on the side of the werewolves. There is a single night phase during which everyone closes their eyes and one by one, different roles are called by an announcer and those roles open their eyes and perform a power which is unique to them. These roles include characters such as the Seer who is allowed to look at another player’s role card and the Troublemaker who swaps the role cards of two players without looking at them. During the day phase everyone opens their eyes and everyone have five minutes to try to figure out who may have a werewolf role card. After five minutes each player votes for someone they believe to have a werewolf card. If the majority of votes are for someone with a werewolf card then the villagers win. Otherwise, the werewolves win. The werewolves spend the day phase bluffing while the villagers try to catch werewolves in a lie. Additionally, as role cards can get switched around in the night phase, the werewolves will also try to determine if their role card has changed as, if it has, they are no longer on the werewolf team. (And can betray their previous comrades)

werewolf

One of the primary reasons I use it as an introductory game is its excellent free mobile app which allows someone’s phone to take over the role of the announcer. The app, voiced by Dice Tower’s Eric Summerer, keeps the game flowing and clearly describes each role’s powers each night. New players don’t need to memorise anything as the app lets them know exactly what to do if you need to do something during the night phase. It’s quick to set up play, quick to play and lots of fun. People will want to play it again and again! However, as listening to the mobile app is very important, this game isn’t really suited to a loud environment such as a busy pub.

Love Letter

Love Letter is a 2 – 4 player card game which was published by AEG in 2012. Each game takes around 10 minutes and required hardly any setup. The game comes in a small red (possibly) velvet bag which makes by far the easiest game of the three to transport around. In fact, I always have a copy of this game with me in case the opportunity to introduce people to tabletop games appears.

The aim of Love Letter is simple, you must successfully court the princess. As the princess is not seeing suitors, you must entrust your letter to someone else and hope that they are able to get it to the Princess. You are also trying to arrange the interception of your rival’s letters, which can often be just as satisfying as winning the round itself.

The game consists of a total of only 16 cards. At the start of the game these cards are shuffled and a card is dealt to each player. A number of cards are then set aside face down (based on the number of players) which makes it impossible for players to figure out what you might have in your hand for certain. The player who was last on a date goes first, (something which can lead to some very awkward conversations.) On a player’s turn they draw a new card from the deck and then discard one of the two cards they now have. At the end of the round (when the deck is empty) the player with the card of highest rank wins. Therefore, in general, players will discard the card of lower rank on their turns. Every card has an ability which occurs once they are discarded. When a player discards a card they place it in front of themselves. It is now visible to everyone else. This allows each player to estimate which cards the other players may have in hand and to make better and better estimates as the game progresses. The player with the highest rank card at the end of the round gains an affection token. Once a player gain enough affections tokens, again determined by the number of players in the game, that player wins.

loveletter

The rules for Love Letter are more complicated than the other two games on this list. Nevertheless, as players are limited to playing only one of two cards on their turn, it is still easy to teach and new players aren’t usually intimidated by the rules. Of all the games in this list this is the game I have played the most with new players. I have played this at weddings, Christmas parties and at various family outings.

Love Letter was very successful and it has been reskinned multiple times since it was first released. If you are worried that your friends may be turned off by the theme then you can one of these (mostly identical) reskins such as Batman Love Letter, Munchkin Loot Letter or Adventure Time Love Letter.

Have you played these games? Do you think they are terrible? Do you love them? What games have you used in the past to successfully introduce friends to boardgaming? Please let us know! You can do so on social media or by attending the IGA Games Night which is held every Thursday in Robert Reades Bar. In fact, on the 28th of April the IGA will be running a special Introductory Boardgames Night where you will have a chance to introduce your friends to these games and many more!

Heroes of Conarrige

Recently the Irish Games Association, in conjunction with our charity partner Helium Arts, the Children’s Arts and Health Charity, were delighted to run a two-day live-action roleplay (LARP) event for CanTeen Ireland, an organisation working with teenagers and young people with cancer. Taking place on the grounds of All Hallows College in Drumcondra, the extensive grounds and old-fashioned buildings provided the perfect setting for a fantasy LARP.

Conarrige

Assisted by very generous members of the wider Irish gaming community who volunteered their time, effort, and equipment, we transported the twenty-five CanTeen service users and volunteers to the otherworldly Keep of Conarrige. Here these Visitors were expected to make themselves useful learning the skills of the warrior, defender, sorcerer, or healer.

Masters Healer & SorcererAfter receiving training in these arts by the Masters of Conarrige, a number of missions scouted the surrounding area for threats and dealt firmly with some upstart bandits! Meanwhile the more scholarly inclined Visitors were pondering the riddles of the Master Sorcerer and teaching the Loremaster about their own world.

OutworldersLater, tragedy struck! The Seneschal of the Keep, known for his commanding voice and abrasive attitude, proved to be a traitor. He murdered not only the Lord of Conarrige and the Master Sorcerer but also, against all law and custom, the gentle and well-loved Master Healer! Having made his escape, the Visitors to Conarrige, guided by the surviving Master Defender and Master Warrior, planned their defense against his inevitable assault on the Keep.

Healers The next day the Keep was a tense place: morning scouting missions revealed a large force massing under the outcast Seneschal. A visiting noble, Laird Lachlan, threw in his lot with Conarrige and helped organise the defense. In preparation for the final battle, a number of Visitors who had shown great skill and courage were appointed to fill the vacant roles of Master Healer, Master Sorcerer, and Seneschal.

The MastersMeanwhile research was conducted on how exactly the Lord of Conarrige had been murdered, and how the Seneschal had grown so powerful. It appeared he had drawn power from the mysterious magical stone that protected the Keep of Conarrige … fragments of which the Master Sorcerer had gifted to several of the Visitors before his tragic death. Could they be the key to destroying the fallen Seneschal?

StormageddonThe final battle was a fierce and bloody one. The outcast Seneschal strode the field with a voice of thunder, seemingly invincible, and his armies had no end. The noble defenders of Conarrige threw back wave after wave of enemies, but it seemed certain they would fall. Then, at last, a group of Visitors ambushed him with fragments of the stone, keyed to spells of protection. Cast into confusion, he was struck down and finally slain by a band of warriors. Seeing this, his followers fled.Flee

What a triumphant return these heroes had to Conarrige! Exhausted, battered, but unbowed, they returned to a Keep they had protected when all else failed, and they were justly honoured for it by the Masters and Laird Lachlan, new Lord of Conarrige. At a reception in the Great Hall of Conarrige the otherworldly Visitors were proclaimed not just guests and friends but Heroes! In preparation for their departure to their own world, they were presented with armlets of braided precious metals to show their status and as keepsakes of their time in Conarrige.

ArmletAfter all, who was to say they would not return?

Conarrige may well need heroes again.

Heroes of ConarrigeHelium Arts – www.helium.ie

CanTeen Ireland – www.canteen.ie

Armlets by Adreanna Robson Designs – http://www.facebook.com/AdreannaRobsonDesigns

Gaelcon Submissions

Despite what the weather might indicate spring is fast coming to a close and soon summer will be upon us and the Gaelcon committee are busily planning for the 2015 convention over the October bank holiday weekend (23rd – 26th October).

We in the RPGs and LARPs department are grateful that we’ve got such a vibrant gaming community to work with in this country, one that continually produces top notch games despite it’s small size. Writing for the convention nets you con entry, a bag of goodies, food & drink while you run your game, and last but by no means least, the unending gratitude of the RPG & LARP team. Writing multiple games will net you all that, plus additional fabulous and/or mysterious “stretch-goals”*

Submissions are now open. Phase one for submissions ends on 31st of May – after this point we enter Phase two and begin constructing our timetable. We will continue accepting submissions until the 30th of June but preferential treatment will be given to games submitted by the May 31st deadline. We know people are eager to find out what’s running at conventions and plan their schedules accordingly so we aim to finalise the timetable and have it online before the end of summer.
As ever we can’t always accept every game that we are sent, but we will make sure to notify people as soon as we know how our timetable is progressing.

If you have an idea for a game, then email us at rpgs@gaelcon.com or larps@gaelcon.com