Movie Review – I Sell the Dead

Over the weekend I watch the 2008 horror/comedy I Sell the Dead. This entertaining film stars Dominic Monaghan as Arthur Blake  and Ron Pearlman as Father Duffy. The film follows the trials and tribulations of a pair of graverobbers who discover digging up the undead is more profitable than selling regular corpse to the scientists of the day. Set in Victorian Era (London I'd assume) this is a really well done period piece.

One of my favorite aspects of the film is how they handled transitions. Most of the movie is told through flashback, and as a sequence ends the scene is frozen and transformed into a comic book style drawing. This give a nice pulp feel to the film and reminds  me a bit of the Tales From the Crypt movies and tv shows.

The film stands up well on its own but I really like it as it gave a feeling as what the Ressurectionists in Malifaux are like. Graverobbers and men of science working outside of society to further their own ends. I'd recommend this film to anyone that enjoys Malifaux as it provides a nice look into the time period.

OOOOh Scarier

Malifaux – I've been experimenting with some different Seamus lists as of late trying to nail down what's most effective with my favorite serial killer.

I've been pairing him with some of the Spirits lately and have had mixed success. Terrifying checks aren't nearly as effective as Lure to force a model to move so he can charge them. However spamming the most terrifying models you can seems to be a good way to force your opponent to burn through cards. 

Here's the 35SS list I've been working with:

Seamus
Shikome
Onryo
Onryo
Hanged
Crooked Man
7 SS pool

Ranged lists tend to cause this a fair amount of problems, as the spirits don't block LOS so Seamus is missing his army of dead whores to hide behind. Hence he tends to take more damage than with other lists. He also doesn't benefit from Necrotic Ministrations when they die nor does he gain a corpse. 

What this list does good is scare the crap out of your opponent as the Shikome can be in their face Turn 2. The Onryos can give the other spirits a bit of protection with Immediate Revenge and the Hanged can potentially give negative twists to Wp duels (which means the spirits can attack and the opposing model can have a negative twist when defending).

Depending on activation order you might get lucky enough to empty your opponents hand and pull off Slit Juggular (a trigger that's rarely worth using otherwise).

Garage Sale Continues...

I'm going to continue my Garage Sale for the rest of March. Each week I'm adding new products to the store. Some of the items are commissions that weren't picked up or the customer changed their mind. Other items are conversions and works-in-progress that I haven't worked on for a long time and don't anticipate coming back to. And of course the bulk of the items are well painted armies that I no longer have an interest in.

New this week are some models from what I'd consider a "display quality" Legion of Everblight army. This army features a cool blue and brown scheme with lots of detail work. The highlights don't show up in photographs as well as they do in hand, but I'm really proud of this project and hate to see it go. But in an interest of keeping my display cases current I'm willing to part with them as I have little interest in getting back into the system. 

Also up are some models from my Chaos Marine army. I'm not a big fan of the new codex and am trying to limit myself to just one army for each large game system I play. I don't play 40K as much as I used to and can probably get by with just a loyalist chapter that I can work on completing.

Assembling Hell Dorado Starters

Helldorado – Over the weekend I was able to sit down and work on assembling three of the Hell Dorado starter boxes. While the miniatures are really great sculpts, the casting process is a bit weird. Their are odd channels which go to visible portions of the models, also some of the connections to the tab and the weapons are fairly large. What this means is lots of cutting and sanding before they are anywhere near ready to assemble. 

The models were fairly easy to pin (a necessity given the small joins) most of the arms have nice flat sections that match up easily and allow for easy drilling. 

Once I finished assembly I mounted the models to my new hell bases, and used some greenstuff to smooth the transition of the smoke and bubbles that some of the models have built into their bases.

Now Available – Twilight Emporium Bases

After shopping around for bases to use on my Hell Dorado miniatures, I gave up and decided to create my own. My problem was I wanted something with lots of skulls on the bases but I also wanted a rocky surface to mount the miniature to. It seems like most manufacturers make skull bases that consist of a bed of skulls.

After spending the weekend sculpting and crafting bases that would suit my purposes, I decided to make a mold and cast them myself. Now that I have a mold that will last for quite a while I'm going to start offering round lip base sets in my online store

On the Painting Table ....

Malifaux – Short update today, I just started painting a few new commissions for a regular client. I'm working on an Enslaved Nephilim and the Executioner. Given the amount of each model I've painted, they're pretty popular choices for Guild players to have in their list.

With the Exectutioner I'm trying something a little different by doing his hood as two colors. With the previous guild models I've done for this client he requested green and orange be used. Although I just have the base colors down a a quick wash to bring out the details I think it's going to be a very cool looking scheme.

The Enslaved nephilim is being painted to match the scheme I did for his Lilith crew. Dark ebony skin with purple loin clothes. 

First Impressions – MERCS

Yesterday I had the opportunity to try out MERCS, a tabletop miniature game. The system uses a D10 and an interesting card based movement gimmick. Being a skirmish style game you only have 5 models per side, at the moment each faction only has 6 and there are no point values associated with the models you just pick 5.

At the beginning of each turn you roll for initiative for each model on your side and then the highest score goes first and moves down the chain. In the event of a tie you reference a stat on the models card. Each model can chose to perform one action from a list on the quick reference card. For the most part this is either move or shoot. There are some special actions also available that add more depth to the game. Your movement number is the number of cards you can move. This is where the gimmick kicks in, each model has a stat card that has notches cut out of it. To move you place the card with the model in a notch and than move the model to another notch. Kinda cool but on a cluttered terrain heavy table it gets pretty awkward to accurately measure.

Cover is determined by levels, if you can't be seen you get a +3 to your evasivness and if you're partially obscured or snapped to cover your get a +1. Out in the open you get a negative.

When a model is shot if the strength equals or exceeds the armor value than the model suffers a wound (or more than one depending on the weapon) If you hit and don't exceed the armor value than the model has to test and see if their armor locks up. Which cause them to lose abilities and have negative modifiers.

During the demo I used the KemVar faction against the USCR. Just getting familiar with the rules the game seemed really imbalanced. The KemVar have special armor that always has them in cover, and if they're obscured or snapped to cover then they have full cover. Which meant the USCR player was unable to hit the models because even with modifiers it would require him to roll a 10 or higher. So his slow ponderous faction was plinked away by the speedier faction that he couldn't hit.

It seemed odd because if you can get the right modifiers you can auto-hit or auto-fail with no random chance or rolling a natural 10 equaling success or a natural 1 equaling failure. I suppose it could create a more tactical game but it seemed counter-intutitive to the way most games function.

The other oddity was the way the template system works. Having to roll against everything you hit (without some type of positive this is a friggin' template modifier) seemed odd as well. The USCR player unloaded his big template on my assassin and still need a 10 to hit him. Even with 3 dice he didn't come close and was charged, locked down and killed over the next two turns.

Of course one game is not enough to pass judgement, and I imagine there are more tactics and depth than what can be presented in a demo game, but based on the interactions we had during the game it seems like there may be some serious balance issues, further play is needed to make that determination.

I like the idea behind the game, the miniatures are great and as something to just pick up two factions or so I'd recommend it. It for nothing else than as a novelty to play once in a while. I don't know much about the company or their future plans but based on the current releases it seems to be a buy everything and you don't need anything else kind of game. Until I've seen and tried more games I'm gonna stay on the fence with this one.

 

Movie Review – Doghouse

The other night I had the pleasure of watching Doghouse on DVD. This is a really fun movie, basically Dawn of the Dead meets Very Bad Things and The Hangover. It's a British independent film so that needs to be taken into consideration when reviewing the film. The special effects were pretty standard, however the costumes and character of each of the zombie/mutants or "zombirds" as referred to in the film were really memorable.

The plot finds a group of guys going off for a weekend of fun to cheer up their buddy who's getting divorced. As it opens each of the character's significant others is shown pissed off and screaming at them as they leave the house, hence the title of the film. 

When they arrive at the dead end village in the middle of nowhere, things seem to be amiss. From their hilarity ensues and the movie doesn't really let up. Even the cliche end where the main character finds himself is funny.

I'd highly recommend this to any fans of horror or british dark comedy. Not quite Shawn of the Dead, but pretty close.

Garage Sale

In an effort to clean up my miniature cabinet, I'm adding a garage sale to the online store. While I hate to part with any of my older armies, it make little sense to keep them on the shelf gathering dust when someone else could get more use out of them.

First up on the list will be the majority of my Cryx force from Warmachine. My regular gaming group never made the jump to Mark II and I don't see any sense in holding on to the minis any longer. 

I'll be continuing to clean out my closets over the next few weeks so check back often for great deals on quality models.

Tiles made easy

Malifaux – Having cast a box full of cobblestone tiles I needed to find a way to mount them to something. My goal is to have 12"x12" sections that will create the downtown area. By keeping the buildings on this type grid I can insure the board doesn't get stale and will be easy to store.

My first thought was to use MDF board like I do for other buildings on a similar style. The issue with using MDF for myself is cutting it to the right dimensions. Not having easy access to a table saw is part of the issue. It seems that now matter how many times I measure and square of the MDF still doesn't match up exactly right.

Searching around for other options I found these. Using 12"x12" cork that is pre-cut makes mounting the floor tiles easy. My plan is to mount all the base tiles and then build up from there. Once the tiles are glued to each other and the cork they become very durable. The other bonus to using cork tiles is the protection offered to the surface you're setting them on. They also have a better grip so the terrain won't slide around or shift during a game.

Let's go to Hell.

Hell Dorado – I've always had and interest in this game as the models are amazing. I never really pursued getting any of them because the game was French (and we all know the track record for French games and their limited shelf life) and had no plans to be released in English. The game was picked up by Cipher Studios and is being released in English now. Currently there are quick start rules available on their site as well as downloadable cards. My local store just got in the starter boxes and they seem to be fairly popular. I guess a full rule book is due out later this year.

My friend Ben, was kind enough to run a demo of the game for me earlier this week. My initial thoughts are very positive. The combat system seems different and fun. Basically you never get to roll more than 5 dice depending on your combat stat, to hit you need to roll equal or higher than the opponents defense stat. If your combat is higher than 5 you re-roll misses. The number of hits references a chart and determines damage which is tracked on the models card. If a model has protection that is subtracted from the damage. Movement is pretty basic with models being able to move twice, move and do something else or move twice and attack with a penalty. 

The initiative system is also interesting as it's based on a combination of your leadership and number of models. Activations are alternating, so I go with one than you go with one. If you have less models you can pass so as to avoid being being out activated by swarms etc.

Your leader also has command which can be used to ignore some effects, companion a model, or add up to 2 dice to a combat. This is similar to the focus mechanic in Warmachine, but a bit more forgiving as you apply it when needed not at the start of the turn.

Overall I find it to be an intriguing game deserving of more attention. I will definitely be picking up at least a starter box or two. I'm not sure I see this as a primary game but more of a change of pace game to keep your primary from becoming stale.

Pump up the sand.

Wow that title was a stretch. Working on the desert terrain for my new 40K layout I realized that although it looked pretty good not having a centerpiece just wouldn't do. To the box o'junk.

Digging around through the recyclables I found a parmesan cheese container that led to inspiration. The ridges cleverly concealed beneath the plastic label looked to me like some type of holding container. Buried at the bottom of my box of unfinished bases I found a hill that would serve as a solid base.

From there I used some Hirst Arts blocks to create a foundation. After gluing them in place I measured and cut some foam core for the walls. Once that was in place a carved out a spot for my container and glued some Hirst Arts pipes to the outside.

For the roof I wanted to create a corrugated tin style roof. I'm reading Purging of Kadillus right now and there's a scene in which the scouts campo out on the tin roof of a mining complex. So I wanted to create something similar to what I saw in my mind's eye.

After the piece was finished I covered it with some watered down wood glue and sprinkled debris to give it a desert texture. Painting follows the same as I did with the previous desert terrain. All in all I got this project nearly finished during the Oscar's and I think it turned out better than that horribly long drawn out award's show.

 

In the desert you can remember your name.

I've begun creating some new terrain pieces for my large table (4'x6'). While I have several city blocks built for this table, after a while it starts to get a bit boring using ruins every game. The terrain I've built for Malifaux works fine on the smaller tables, however when spread out on a larger table it tends to look a bit sparse. 

I began by cutting green foam with a hot wire cutter. This is the easiest way to create rock formations that resemble something you'd see in the American west. Simply move the cutter in and out to create the striations in the rock face. Once these are cut and shaped, I mount them to MDF with wood glue.

To match the texture of the table I use a textured wallpaper as a base. This gives an interesting look without creating so much texture that models won't stand properly. Around the edges of the rock formations I used wood filler to createdebris piles where material would naturally collect. One the shape has been built up a give it a good coat of wood glue and cover it with a mixture of kitty litter and sand.

After that has dried overnight shake off the sand and use a dust whisk of soft bristly brush to knock off any loose material that didn't come off when you shook it.

I like to use Behr paint and primer for terrain projects. They can color match any of you model colors and have a good selection of the board. For desert terrain I like to use a terracotta color as a base. This can then be dry brushed with a light brown and cream to mimic the formations you find in the American west.

To finish off the project I like to apply some lichen and dead looking tall grass to areas that scrub may take hold. I use Tacky Glue or Super Glue for this. Either product with hold the material in place, but I've found that Super Glue dries faster and leads to better results for the tall grass. After everything is dry I spray it with Krylon Low Odor matte finish. This gives a durable coating that doesn't look glossy.

A cast of thousands

Malifaux – After giving away my Downtown Malifaux board as a prize in the last tournament, I have some room to add a new board to my collection. This board inspired me to pick up some Hirst Arts molds and give casting a shot. The nice thing about casting pieces for terrain is the ability to repeat elements quickly and easily. The down side is that casting is neither quick nor easy. It takes much patience to get it right and the dry time eats up much of the process.

Having ordered my molds I looked for a local distributor of dental plaster. There are several types available, Merlin's Magic being the most popular. After reading the data sheets for the product I found a local distributor that sells the generic version for about 50% of the cost. Being a wholesaler they charged a slight few to sell a small order (2 bags) but in the end I wound up with 50 lbs. of plaster for about $30 less than it would cost to order the 25 lbs. of the brand name from a website.

The next thing to pick up were casting supplies. I went to Garden Ridge, kind of a Big Lots for homewares and found some cheap Rubbermaid bowls, spatulas and measuring cups. I "borrowed" some of my wife's kitchen supplies when I was experimenting with Polystone, and she wasn't happy. So getting dedicated casting supplies makes for less angry glares, and allows me to keep them in my workstation.

On the Painting Table ....

Warhammer 40K – I finally have my Storm Raven kit assembled (for the most part). The kit is pretty straightforward with fairly well detailed instructions. Of course I still glued one part on backward (The lesson here is to dry fit EVERYTHING), however with a bit of effort I was able to pry the tail fin off and glue it on the right way. The one major annoyance I have with the kit it once is assembled the top gun assembly can't be removed.

I decided to glue the hatches shut, in my experience they will get floppy over time and be prone to breakage. I imagine if you wanted to magnetize them it'd be cool to have opening doors. 

So far I've almost finished painting the cockpit interiors and have a base coat on the body of the ship. I added the raven icon from a set of Forgeworld doors to the side of the ship. I think I'll probably use decals for the rest of the insignias.

 

Getting the most out of your bits

Warhammer 40K – I've been working on finishing up some terminator squads to use in the Badab War campaign I'm running. One of the special characters allows you to take Lightening Claw Terminators as troops, so that's what I built using the Assault Terminator box. The nice thing about the five man box is that it provides you with either weapon option (Thunderhammers or Lightening Claws). The down side is the only the extra arms are included.

This is where the Assault on Black Reach Terminators come in. You can usually find them for a good price on ebay and with a few simple cuts you can remove the lower portion of their arms. The next step is cutting of the top of the Thunderhammer arms and glueing them in place. It takes a bit of trial an error to cut off the right amount and get a good fit. The results are an easy way to get 10 assault terminators with different weapon options using just one of the kits and some readily available bits.

I also wanted to add some Cyclone Missile Launchers to the unit. Unable to find the bit for a price I wanted to pay I did some digging around and found these. The price was right for two of them and they fit nicely on the backs of some Black Reach Terminators. While not as detailed as the regular kit they still look great on the field and you get two of them.

 

Badab War - Expansion Reviews

After the initial week of the campaign I'm looking into adding some of the 40K expansions into the mix. These supplements add new levels to the game and allow for interesting choices. While not necessarily the best for pick-up games, planning ahead for their inclusion into a campaign is the best way to use them in my opinion. That said let's look at what each of the expansions has to offer.

 

Cities of Death
Released near the end of 4th Edition the Cities of Death expansion revisited and revised the original City Fight ruleset. This expansion also brought stratagems into the game. Stratagems allowed players to give units or buildings special rules to reflect the special forces aspect of fighting in an urban environment. This expansion also modified the way buildings work (and was subsequently incorporated into the 5th Edition ruleset). For campaign games this ruleset is a great way to contest urban environments and makes for a very different style of play than a typical "open field" style game.

 

Planet Strike
The big release a few summers ago, this expansion saw the release of special terrain elements in the form of numerous plastic kits. Playing a Planet Strike game requires quite a bit of prior planning on the part of both players, as your force organization changes dramatically depending on if you are the attacker or defender. Also special terrain such as fortifications, craters and defense lines are a necessity. For campaign games  this ruleset can be used to simulate boarding assaults as well as planetary invasions. Given the nature of this style game players will need to be notified well in advance so they can prepare.

Spearhead
The vehicle expansion was released in White Dwarf over the summer and a pdf of the ruleset is available for free on Games Workshop's site. Like the other expansions this ruleset dramatically changes the way the game is played making tanks and squadrons scoring units. You also play using length of the board rather than the width. While this seems like a fun thing to try, not every player has access to a lot of tanks and as such requires much planning to set up a game. For campaigns this is a great way to simulate a force charging across the wastes to assault a position. Again given the nature of this type of game players need to be notified well in advance so they can prepare.

Apocalypse
This expansion removes the force organization chart so players can use any model in their collection as well as super heavies. It requires a larger table and takes a relatively longer period of time to play a game. Playing a game requires a significant amount of planning, space and time. For campaigns this is typically the final game allowing all players to field what they want and all play together. Of course if their are titans or other super heavies on the board, you may spend most of your game setting up models only to remove large swathes of them before you even get to move. 

Imperial Armour
Volumes 9 and 10 provide the meat for my current campaign. Not only do they include special characters and army lists, but also a well thought out campaign system. Also included in volume 9 are rules for boarding actions. This is a cool mini expansion that adds stratagems, and special rules to simulate fighting onboard starships. 

Badab War - Campaign Begins

Warhammer 40K – Sunday was the first day of the Badab War campaign I'm running with several members of the Paperbag Warriors. We started earlier than usual and began the campaign with a draft. Two of the players in our group insisted on playing a specific chapter from the Imperial Armour Books, and luckily one was a loyalist and the other a secessionist. These two players became the captains of theirs respective teams and than took turns drafting players for their side.

The scoring system is pretty simple winning a 1500 point or higher battle earns a team 2 VP, wining a Kill-team or small scale 40K game nets the winner 1VP. The campaign will last 5 weeks playing every other week. This makes scheduling easier and also promotes finishing off models and completing an army.

The Badad War was significant event in the 40K timeline that happened relatively recently. A group of space marine chapters tasked with protecting a remote area of space have a dispute with some of the local system administrations and declare independence. This rebellion ultimately forces the High Lords of Terra to react and send additional chapters of marines to the system to put an end to the rebellion. This minor civil war is the basis for the campaign. Forgeworld has produced 2 books that provide extensive background information and army lists which make running a themed campaign easy.

This event was one of my favorite stories from the old 40K compendium, and I painted (and since have lost) several variations of the old-school chapter schemes detailed above using the old hunch-backed beaky marine kit. Forgeworld has taken some liberties with the old background to make it more "realistic" and I've so far really enjoyed the books. Bell of Lost Souls also did their own variation of the campaign a few years ago.

 

I recently had the opportunity to interview Eric Johns of Wyrd Miniatures. If you don't know who he is, he's one of the owners of Wyrd Miniatures and is responsible for most of the ruleset. Read on to learn more about Wyrd and their plans for 2011.

TE – How do you feel about the success of Malifaux so far. It’s relatively rare for a new company to rise in popularity so quickly.What do you attribute the success to?

EJ – I am of course thrilled by the success and continued growth of the game. After putting so much time into it, I had hoped it would do well, but I was also realistic, so kept my expectations low. I think it’s safe to say that all those expectations were easily exceeded, and they continue to be. 

I’d like to attribute all the success of Malifaux to my game design!  I do think that the Game itself plays a big role, and includes some exciting and innovative elements which continue to attract players. But, even I have to admit it’s not quite so straightforward. We see new players drawn to the game all the time due to the miniatures, or the artwork, or the fluff, each of which seems to continue to get very positive responses. So ultimately it’s all of these things in combination. On top of this, I do believe we entered the market at a good time, despite the downturn in the economy. Our game suddenly became “economy-appropriate,” or in other words, a relatively inexpensive game to play at a time when people had less and less money to spend on games! Also at a time when there were relatively few other new games hitting the market. 

 

In short, it seems like between hard work and luck, all the elements seemed to come together!

 

TE – As with most miniature games Malifaux has quite a bit of errata. The new rules manual and pdf seems to be a strong idea in addressing the issues that came up from the initial run of the book. How do you feel about the reaction from your player base? Is it true that the pdf will basically be a quick-start guide? When is this scheduled for release? 

EJ – Unfortunately the initial release of Malifaux did have a ton of errata, which no one liked! However, we have always been dedicated to fixing the problems in the absolute best way we can think of, and this led to the idea of the Rules Manual. 

 

As we were preparing for the 2nd round of errata to go “live” I realized it was simply too much to expect players to have to deal with, and in our efforts to close every loophole, and fix all the wording issues in the game, we’d created something which was simply not usable any longer! As a result we knew we had to find a different solution. 

 

The Rules Manual allowed us to create a new book, which incorporated all the changes with the goal of presenting to the player a quick, easy, completely revised and updated rule-set, and do it at far less than it would cost for a completely new, full sized book. Also, with it’s small size, it would become the perfect game accessory, and easy to carry around any time! 

 

The PDF of the Rules Manual will be available at the end of March. It will include all the same basic information as the Rules Manual itself, but with a bit of twist to it. It will be missing a bunch of the extras however (artwork, examples, diagrams, additional strategies/schemes). The result is everything you would need to get pick up the game, but leave out just enough to get you wanting more Malifaux! 

TE. The encounter system for Malifaux is one of the more unique aspects of the game (other than the card mechanic), how did you come up with it? Were there any other games that lead to the idea? 

As you know, a lot of other games feature different scenarios, which was the basis for our system. However, to my frustration, it seemed like in the vast majority of cases, the scenarios were just a way to pretty up the game, when in reality you always only had 1 goal, which was to kill your enemy. So we wanted to go beyond where we felt other games had fallen short, and really make the Strategies/Schemes system in Malifaux integral too the game, and get beyond the idea that war-games had nothing more to offer than the goal of slaughtering your opponent. 

It did take a lot of work and testing, and is in fact something we constantly are working on and adjusting (as you’ll see there are quite a few little changes in the Rules Manual even!). But keeping in mind our stated goals, we’re finding it more and more easy to think up fun and challenging ways to force a player to get more, different results out of their miniatures on the board.

 

I think it was perhaps my favorite Malifaux moment ever, during the first Tournament at Gencon when the game was released. Two players finished up a game, and called me over to report their results, with one player stating that her routed the other off the board, expecting full points and a win in the tournament. I sat down with them to figure out the Victory Points for the game, and it turns out that none of his Strategies or Schemes had anything to do with killing other models, and he resulted with 0 VP for the game, while his opponent had achieved 2 or 3 (I forget). The result was of course a solid win for the player who was routed. The initial confusion on their faces eventually turned into something more, and at that moment I realized that perhaps we achieved at least part of what we set out to do.

TE –  Are there plans to release models for the story-based encounters? It seems like this would be a excellent opportunity to do limited release models. It seems like any time a limited release is issued there are plenty on nay-sayers as well fans.

EJ – Yes, there is! In fact we are hoping to have our first “Scenario Pack” available at Gencon, which would include a whole story-line of encounters for players, as well as a miniature or two you won’t be able to get any other way. I’m not making any promises right now though, but it’s an idea we’re excited about!

TE – What are Wyrd’s plans for 2011? Almost all the models from Rising Powers are released or scheduled to be soon, what’s next?

 

EJ – We have a TON of plans for 2011! As you’ve already seen we’re released the Rules Manual, which we’re very excited about. In addition we expect to have another Malifaux book ready for release at Gencon, along with a whole host of new miniatures and ways to play Malifaux. Also, we expect to finally see the release of our exciting modular terrain TerraClips, which is getting VERY close to completion now. It’s something that has taking a lot of work to perfect, which caused far more unfortunate delays that we had hoped, but we’re very excited about it! And finally, we of course have Puppet-Wars, a new game which has been taking up a ton of my time lately, and should be available later in 2011 as well.

TE – If you could change one thing about Malifaux what would it be? 

EJ – Well, ideally I’d love to be able to go back and hand myself the rules manual before the initial book release of Malifaux, so I could have gotten everything right the first time! But of course that’s not possible.  In terms of the core mechanics, I’m actually very happy with the result, and there is very little that stands out to me, leaving me wishing I had done it differently. Of course there are lots of little things, models, abilities, etc...which I sometimes wish I had done a bit differently, but definitely nothing that keeps me up at night! 

TE – Can you tell us anything about Puppet Wars? It’s hinted at on the puppet deck and photos of puppet models are floating around the internet and there’s been a call for playtesters. Is this a new game, any super secret things you can reveal?

EJ – Ah, Puppet Wars. This is a game which has been getting a huge chunk of my time and attention, and something which I’m VERY excited about. At first it was designed to be “Malifaux-light,” and something which would be a good, quick introduction to Malifaux, but very quickly I realized that I had a chance to make the game so much more. It is still very much simplified from Malifaux, while keeping some of the core mechanics you’re used to, but at the same time, by simplifying the core of the game, it’s let me build in a lot more depth! It is a bit hard to explain, but with a simple core, it allowed us to build in more elements of both board games and collectable card games. All together, the game becomes quick and easy to play, but with the synergies and potential combinations that you might find in a CCG. That’s the goal at least! 

 

With the artwork, game, and miniatures, we’re hoping all the factors come together as well as they did with Malifaux, but to create a distinctly different gaming experience.

TE – What’s it like working with Nathan? How about the other developers?

Ah, trying to dig up the dirt around Wyrd HQ? As with any project, people have different ideas about what needs to happen. However, with Nathan and I, we’ve been friends for long enough, that we’ve never reached a breaking point, or even come close to it. In fact, more likely, the disagreements turn into conversations, which turn into hybrid ideas, which turn into something better than either of us could have thought up alone. Bottom line is that without the hard work of everyone around here, we wouldn’t be close to where we’re at as a company, and I think that we all recognize the contributions of the others.

 

As for my development team. I don’t have enough good things to say about them. A bunch of WAY too smart people who work long hard hours for far less appreciation than they deserve. And they have to put up with me regularly pulling the rug out from under them and taking projects in new directions with little or no warning...so I guess they also must be a patient bunch...or at least don’t let me know it to my face! Either way, it’s another part of Wyrd that I feel is a big reason for our successes. 

TE – Do you currently or in the past play other games? What are your favorites?

EJ – It’s the funniest thing; when you spend so much time making games, you find yourself playing less and less, until you aren’t playing any at all. 

 

In terms of Miniature Games, I did spend quite a bit of time playing the “big” ones out there (you know the ones), but also dabbled in quite a few others, and ultimately have read just about every game system I can get my hands on. It’s not the same as playing, but it’s enjoyable for me, as I think my mind thinks in rules more than experiences sometimes. 

 

I’ve also tried my hand at quite a few board games, but typically stayed away from chance based games, those simple ones we all grew up with, and always gravitated towards games of strategy and skill. I would probably say however, my favorite board game is Diplomacy. A game which features NO random chance. Unfortunately it takes 7 dedicated players and quite a bit of time to play, and I rarely get to play anymore.

I’ve also played quite a few CCG’s, had a year of two of extensive Poker playing, along with all types of other dice and card games. In the end, those have all faded, as I’ve gotten more and more focused on creating my own games! 

TE – Early in the game there was an option to buy T-shirts as well as an online magazine. Any plans on bringing these back? Are there plans for other Wyrd branded product?

EJ – Yes, we have tons of ideas and plans, just waiting for the time and energy to make them happen. However, I know for sure you will be seeing at least a few of these plans come to light before or at Gencon this year

TE – Competitive play is always a big draw for miniature games. Does Wyrd have any plans to support competitive play, possibly prize kits? Do you think the story-based nature of the game lends itself well to organized play? 

EJ – You’ve hit another of our upcoming plans, and this one happening sooner rather than later. You will soon be seeing an official Organized Play document for Malifaux, which will correspond to new prize kits. Additionally, I think you will find that the new Story Encounter Packs will also lead to some very interesting events in this new system as well. 

TE – Some other companies have recently released campaign kits, does Wyrd have any plans to do something similar?

EJ – With everything else we’re working on, it’s not something currently in the works. However, I do think in a lot of ways our Story Encounter packs will take the place of this in our game system and world. I do have something bigger along these lines on the back-burner in my mind, but it’s something that you will just have to wait for!

TE – Who’s your favorite master?

Marcus. I think that my involvement with him left him a bit on the weak side (as determined by the consensus of gamers out there). It was a lesson I learned early, to not get too involved with any single master or model, because it removes my ability to be unbiased when working on them. 

TE – Is there anything else you like to share?

EJ – How about I just show off some of the new exciting Puppet Artwork we have coming up. I’ll leave it up to you do figure out which puppet is which ;)

"I Left My Heart In Malifaux" Wrap-up

Malifaux – The February tournament went off without a hitch. We had a respectable 15 players show up. Several players made the drive up from Toledo and other parts of the Metro Detroit area (as well as RIW regulars). 

Every faction was represented with at least two players per faction. 

Rounds lasted 90 min with about half of the players able to complete a full 6 turns. I'm still wrestling with a way to allow players enough time to complete their games and still have a decent sized list. 35 soul stones seems to be the right size for tournament games, but I'm wondering if 90 mins is enough time. I'm going to continue to track the last turn played per round for the next few events I run to see if it improves.

I'm a big fan of the lotto system for large prizes. It gives all players a chance to win something cool regardless of skill level. For this event the players daily average determined the number of tickets they were awarded, and players were able to purchase additional tickets for $1 each. Store credit and pins were awarded to the 5 best in faction winners, and the other categories were awarded pins.

The final results were as follows:

Best in Faction, Outcast; Overall Winner – Vincent Curkov

Best in Faction, Neverborn – Dave "nerdelemental" Bowen

Best in Faction, Arcanist – Sheri Chap

Best in Faction, Guild – Dave Kruger

Best in Faction, Resurectionist – Jonathan "shortman" Mann

Best Painted – Scott "Griff" (Gremlins)

Best Sportsman – Ryan Romans (Seamus) [Ten way tie randomly determined]

Biggest Loser – Jaimie Mitchell (Kirai)

City Table Lotto – Amber, Arcanist

I liked the addtion of "soft scores." Thirteen of the fifteen crews were painted to some extent. I noticed that the players marked down for bad sportsmanship had multiple judge calls. What was interesting to me was this changed the dynamic and actually worked against players that tried to be "cut-throat" or "rules-lawyers."

I also tried to be sure that match-ups would actually determine best-in-faction to prevent any ties which can be common with true round-robin events. Also to keep things interesting the first two rounds no one was matched up against their friends/regular opponents.