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Note: only one drink (Zombie w/ flamingo) is hers |
Confessions of a Middle-Aged Adolescent
You can make me grow old, you can't make me grow up.
Sunday, June 22, 2025
The Gladdest of Grads (or "Things Going from Sad to Nurse")
Tuesday, June 17, 2025
G&G XIX: Axes, Battletech, and Formula Dé
A few things conspired to keep us from filling the schedule as much as we would have liked at Gaming & Guinness XIX: not one but two Stanley Cup Final games, the host's brohter getting concussed at a football game, a spasmodic back, and several issues associated with aging (exacerbated by sleep deprivation, spicy food and, in some cases, alcohol consumption that bordered on the heroic).
In fact, on Friday night no one stayed up past 11:30 - a first for G&G, I am confident.
But our motivation for turning in early was good, as Saturday was actually a very full day, beginning with axe throwing.
We made out way to Axe Monkeys on the North side by 10:30, taking advantage of their "Rise n Shine Saturdays" BOGO offer. Despite having many newbies in the crew, we managed to get seven people landing shots with decent consistency after about twenty minutes of practice. We had one side of the facility practically to ourselves, with only two people per lane, so we could keep up a good chucking pace.
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Legit bullseye scored by Earl J Woods |
Even if you don't hit a bullseye, the satisfaction of landing a hatchet with a beefy 'thock' into the two-and-a-half-foot wide tree cookies that serve as target is reward enough.
And sometimes, missing a target in a creative manner is its own special treat.
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Rob didn't even say he meant to do that |
Best of all, we had time afterwards to try throwing some unconventional objects, like a circular saw blade...
...or this absolute beast of three axeheads welded together:
Sunday, June 15, 2025
G&G XIX: Aliens
Finding the right games for our annual Gaming & Guinness get-together can be a challenge, as most most strategic games (whether board, card or otherwise) tend to support 4-6 players and not the 8 or 9 we typically have in attendance. We have repurposed a lot of miniatures games that are meant to be played one-on-one by splitting the forces up (Starfleet Battles, Warhammer 40K, Legends of the Old West, X-Wing, Battletech etc.), but that doesn't always yield satisfying results.
Three years ago I brought Aliens: Another Glorious Day In The Corps, which supports 8 players out of the gate and 9 if you let someone play the Alien Hive Mind with the expansion. It is a solid game with great miniatures but a bit ponderous and almost puzzle-like at times, which is not always a great fit for an event that has an alcoholic beverage in its very name.
And in truth, the experience we were trying to recapture was from a much earlier, much simpler game from 1989.
Leading Edge Games, known mostly for their Living Steel (sci-fi) and Phoenix Command (modern military) RPGs, had somehow netted the game license for James Cameron's hit movie Aliens and made a dandy little tactical game out of it.
Tragically, their limited production values, noticeable at the time, had become egregious over the years. The 'board' is printed on glossy but flimsy folded paper, and the counters are stand up pieces of thin card punched out along perforated lines.
They expanded upon this with three sets of 25 mm miniatures for the humans and xenomorphs, which, again, were not bad at all for their time, but leave much to be desired today. Great storage cases though!
The game was simple yet challenging: the titular aliens drop onto the map completely randomly, moving towards the closest target. The nine marines each have 2-3 actions per turn which they have to divide between moving towards the exit and shooting hostile bugs.
Luck plays a pretty major factor, obviously, but there is room for smart play as well, and the tension of knowing that on any turn, a xeno can drop right on top of Sgt. Apone and take your best flame unit out of the game keeps things wound up pretty tight.
But as much fun as it is, the map is not just flat, it is plain, and a bit small for 8 players to clamber around to boot. I know the game is a favourite of Island Mike, who has played an online Flash version of it many, many times. But how to overcome its overwhelming lack of pizzazz?
BoardGameGeek to the rescue!
I had actually contemplated scratch building a 3D board for the game years ago, but faltered when I wondered what I could use for the machinery and xenological corruption that made up so much of the board.
More recently I had wondered if anyone had attempted something similar for 3D printing, and sure enough, LV427 Designs (nice!) had posted pics of it on the famed boardgame site.
I quickly directed our fabrication specialist Jeff to the site and set him to work printing the plates we needed. A few days (and spools of filament) later he brought over a box of great looking grey plastic, and I cleared a space in the garage to prime it all.
There was very little in the way to supports to trim, but all of the scenery (save one larger piece) print out as attached to the floor. This made priming and painting a little tricky, especially for the ones close to the walls.
But once all the paint was applied (mostly drybrushing and SpeedPaints), adding the numbers was not too difficult, despite all the recounting I did to make sure they were all in the right places.
Monday, June 9, 2025
G&G XIX : Fort Revenant
Our first marquee event at Gaming & Guinness XIX last week was presented as a bank robbery in the town of Fort Everett, in the Territory (doesn't matter which one, really). The premise was that we would have two teams of four players - two each for the bank robbers and the law posse. Each player would control a hero and a henchmen, and eight models a side seemed a tidy number. A classic gunfight scenario!
But after getting the group picture taken and getting the town set up, I threw in a monkey wrench, and got the leader of each side to read a short script to set the scene:
Earl's excellent Sheriff's office, with cells |
A handful of zombies started on the board in random locations, with more appearing randomly each turn, the majority by the cemetery I had built on the sly, and the two burn piles Bryce had made for me as a gift (he also lent me his sweet NWMP outpost!).
With three zombies in the Emporium Saloon, Marhall Cole elected a strategic withdrawal |
"Welp, I'm callin' it - close them doors!" |
- move the stable and gatling gun away from the fort
- make the zombies Grit 2 instead of 3 to they get wounded by sixguns more easily, and can thus get up more! (thanks Scott!)
- give everyone sixguns so they can move and fire (rifles, shotguns and heavy pistols impede movement)
- leave scoped rifles in the fort and let players know they are there so they can get in early and offer covering fire
- make sure someone goes to the assay office and finds the dynamite!
- put more starting zombies between the defenders and the fort