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How I stopped worrying and learned to love the dice – One weirdo’s perspective on making the jump into competitive play.

How I stopped worrying and learned to love the dice – One weirdo’s perspective on making the jump into competitive play.

By Will Chaffee

It’s a well-known fact that the competitive wargamer is a fraction of a fraction of the wargaming hobbyist writ large.  There’s a lot of moving parts in that equation – as anyone taking the time to read an article like this would likely be aware of already.  

Actually making the leap can be a bit of a daunting proposition.  I know!  I’ve done it myself!  And since I went all in a few years back I hope that sharing my experience can help someone else out there do the same.  

Just to give you a bit of background – I’ve been interested in the hobby since I was a glassy-eyed child and my parents would use the hobby store as an unpaid babysitter while they went off to do their shopping and maybe sell my siblings for magic beans or whatever.  Somewhere around 1997 a friend and I start collecting and painting.  We perused the books, and sorta-kinda focused on something that might one day turn into an army – which explains my shamefully assembled and painted core of Eldar (now Craftworlds Asuryani) forces.  Then I got married and my painting buddy got a girlfriend.  And then WoW happened.  And then kids.  And then and then and then until 2018 rolls around and new and improved Killteam happens. 

The small scale of units but the big scale of terrain fanned a smoldering ember.  Priming and painting with the old buddy happened again and with it the internal promise of “At least trying to roll dice and move dudes around”.  That meant learning.  

And that’s how it happened.  As a 13-year-old child the rulebook was a daunting exercise that combined the forces of “making an effort” and “your dudes aren’t invincible”.  As a 40-year-old child the rulebook offered a way to play that everyone agreed on.  A structure of understanding around which narratives formed organically.  After I read and re-read the rules the larger picture came into view.  Yeah, it wasn’t perfect, but it was certainly good enough to fan that spark into something more – a deep desire to pit my understanding of those rules against someone else who is like-minded.  

And this is the critical juncture.  

It’s further where I’m going to make my pitch to you.

At the time I was weaning myself away from online gaming – and anyone who’s played online anything can relate to the problems of matchmaking. Even the crappiest unpopular games with dysfunctional matchmaking manage to get you paired up with someone without you doing anything or going anywhere.  And often it’s within minutes.  I knew it wouldn’t be that easy, but just going to local stores and hoping for a pickup game was largely unsuccessful.  

Ok it was just unsuccessful.

 This is a truly analogue experience we’re working with here.  And if you don’t have the patience for a 5-minute matchmaking queue then this is going to be eye-opening.  Depending on how your local store handles things, you’re probably going to need to put in legwork.

But, in my frantic search for any kind of opponent I happened upon a posting for a tournament happening 3 months and 70 miles away.

And it was therefore written in stone.  At least I had a game coming up!

There’s a wonderful sense of relief that comes with knowing the competitive expectations ahead of time.  Everyone there was going to try their very best.  That’s awesome!  I better do the same.

With 2 months to spare I managed to get a Killteam buddy.  He was looking to get some reps in on his way to Adepticon (and at the time I had no idea what that meant).  Oh yeah!

Alright – so this is the first part of my pitch.  My very first Killteam buddy is a guy named Nate. Yeah, sure we got our reps in.  It also led to fast friendship.  Eventually, our families also became close and we did other events together as well.

Thanks to getting some reps in with Nate, I went 5-0 at the tournament I attended.  It was narrow, for sure, but it was mine.  Nate didn’t do so well at Adepticon, even though his Deathguard were consistently 3-1 against my Astra Militarum.  

Come to find out, Nate’s Adepticon roomie ended up taking first in the Killteam event and went home with one of those shiny medals.  The hooks were in then.  I wanted one.  I needed one.

 Which is obviously how it snowballed from there over the course of years.  

My first actual-factual GT was the Michigan GT.  After years of Killteam and 3 painted Warhammer 40k armies, I obviously settled on Age of Sigmar.  

My reasons are my own.  

We can talk about that in a different article.

I went 3-2 in my first GT (and with only 4 practice games under my belt I feel pretty good about that in retrospect) and went home delighted but exhausted.

But here’s the next part of my pitch.  My very first GT opponent was a lovely gentleman named Kamran, who drove to 5 hours to the event which was also his very first GT.  I’ve since seen him at nearly every other event I’ve attended and every time it’s like running into an old school buddy.  

I later ran into some other players that I met at the GT in the local store and they invited me to join them for games – under the caveat that competition would be stiff.

YES.

I’ve been out with those guys nearly every week since.  

Yeah, I’ve been getting my crap pushed in nearly every week for over a year.  

Due to that I don’t feel like I can authoritatively write about winning strategies yet – but I can write about why you want to try.  Yeah, you’ll lose some games.  You might even go as boldly as me and lose most of your games.  

But now I’ve got some buddies I would move furniture for.  Now I know a married gaming couple out of Indiana that I’ve seen 3 times in my life and have giddily sat to chat with them about dwarves for an hour.

Yes, dear readers – you probably see where this is going.  The real prize is indeed the friends you make along the way.

Unfortunately, those weirdos start complaining when you jam them into a trophy case.  C’est la vie.

Besides the camaraderie – which is worth it all by itself – there are other reasons to get into the scene. 

And hey, I don’t know what got you into wargaming in the first place.  As mentioned before, I was primarily a painter for 20 years.  I didn’t think the tournament scene would be the type of place I would enjoy – I carried with me this internet forum-bred preconception that it would be a den of joyless try-hards.  

As if trying hard made someone lesser.  

Recall for a moment that we’re playing violent make-believe with dolls and dice.  Any amount of effort that your opponent puts into the game is entirely for the benefit of the person across the table from them.  

And when the game is done, you get to work through an after-action report together and geek out about lore or painting or dramatic moments granted by the dice and on and on and on.  

And if you stick with it, you will be lucky enough to have moments like watching your buddy Kamran end up on the livestream at Adepticon.  Or watching the kid who fell in love with the hobby after demoing with you once end up at the top table for game 5 the Michigan GT.  Or laughing until you cry with a delightful opponent because his priestesses could not drink blood and yodel simultaneously.  As I write this, I’m days away from the Motor City Mayhem GT and I legitimately hope that everyone who was there last year is there this year and I hope you can make it out too. 

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Infection at Outpost 31: Can you ever really trust your friends?

Infection at Outpost 31

Can you ever really trust your friends to not stab you in the back while escaping Antarctica?

Infection at Outpost 31 is a board game based on the cult classic remake John Carpenter’s “The Thing” centered around learning which of your friends is human and which is a terrible assimilation creature from space.

This is a game of chance and deduction, trying to figure out who is working against the group while also accomplishing objectives with random supplies.

The object of the game depends on which side you randomly end up on, human or imitation. Humans will use cards and teammates to complete missions to gain supplies and advance to a win. Imitations will use sabotage cards to hinder investigations and advance their own win by spreading contagion throughout the team.

Through these investigations, humans can continue to move through the compound and find a way to escape Antarctica through chips placed in each room. Only through defeating the thing and acquiring the correct item can you move on to the next sector, getting closer to your goal.

When enough contagion has spread, players that may have started as friends turn to foes with a random selection of who becomes an imitation

I really enjoy this game for its simple setup and premise. As a big fan of The Thing film, I think this does a pretty good job of giving the feeling of anybody being an imitation. Just because you are an imitation, doesn’t mean you want to be throwing sabotage cards out all the time. Maybe you just throw out some weaker cards, or maybe you only put in a sabotage card when your friend Jerry is on the team. Or when you are captain, you put the characters with the worst set of cards onto the expedition.

While there is no immediate threat to imitations, they can be refused to be taken on missions or later items can tie them up or incinerate their character, giving later consequences for being found out.

The only downside to this game is that it is not as fun with less people. You have less people to choose from which makes finding the initial imitation much easier and you have less choice on who should be taken on missions. If the imitation ends up being the only communications department member, they will probably be taken on every mission, making it much easier for them to win. So, get as many people as you can to come live out your Antarctic horror fantasies.

This isn’t so much a fault of the game, but a fault of the deduction board game genre, so it’s hard to hold it against the game.

The setup is not very difficult, but the instructions could be difficult for people who are not familiar with more complex games. In terms of difficulty, Outpost 31 is at a medium.

I would recommend this game to any horror fans that have a good 6-8 people who are down to play a moderately complex board game.

Pick this game up at your local game store or it can be purchased here by the publisher.

LEARN MORE:
https://theop.games/products/the-thing-infection-at-outpost-31

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Star Wars: Jabba’s Palace – A Love Letter Game

Star Wars: Jabba’s Palace – A Love Letter Game

Star Wars: Jabba’s Palace – A Love Letter Game, is for two to six players. Each game takes about 20 minutes to complete and is appropriate for gamers 10 and up.

Jabba’s Palace is a simple “draw a card, play a card” game. Players take turns revealing character card effects in a way that brings them closer to completing the agenda at play. And with four agenda cards to choose from, each game demands different strategies from its players.

The game is played over several rounds. Characters from Return of the Jedi of both, Rebel and Palace affiliation, are used to outwit the others in the room. To start a round, players take turns in clockwise order, drawing one character card at a time, comparing that card to the one card they already have in their hand, and playing whichever one brings them closer to meeting the agenda.

This continues until the round ends. A round will end in one of two ways. By running out of cards and referring to the agenda card to determine the winner OR by having only one player remaining active in that round. Winners, or those who tie, will gain one victory token. The game ends, when one player has enough victory tokens to win, based on the number of players.

Star Wars: Jabba’s Palace – A Love Letter Game, was created by Z-Man Games. It’s quick and requires bravery and vile deceit to carry out the agenda and outthink foes. 

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