Tuesday, 17 June 2014

Rouge Trooping

Just to confuse everyone amidst all this blogging about Rouge Trader here's another game with the word "rouge" in the title.



We played this tonight at the October club in Brum, part of Phil's scheme to drag out and play all of the old, old Workshop games that we own.



Game owner Phil...


...and Finney the other player. Following the death of Phil's Genetic Infantryman Finney ended up living with Phil's personality backed-up to solid state drive and stuck on the front of his helmet having been forced by the game to wander across Nu-Earth to pick him up. I can think of nothing worse.


Here's me in/on Milli-Com having exposed the Traitor General by collecting the final clue in the Milli-Com Battle Computer. A bare-knuckle fight in space followed as you aren't allowed to use weapons.

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Good fun but the the end game is potentially longer than the main game. We ran out of time as Phil had to be off as he is needed to get into work early tomorrow (he is employed by a library in order to be rude to customers and fellow staff) but it was clear that the decently-paced process of collecting the set of four cards needed to allow a player to try and kill the Traitor General slows dramatically when trying to reduce the villain's four lives down to zero while the other players play cards to teleport him all around the board. That gets a bit frustrating. It did remind me of Talisman in that one player is trudging through six/seven turns of dice-rolling to finish off the game while the others are forced to carry on just in case he fails.

In fact the whole thing did remind me of Talisman - it has the same "internal story" randomly created by drawing cards from the encounter deck with a lot of random events and traditional lack of regard for anything regarding balance.

Next week - Rouge Trader in 28mm or Inq28.

13 comments:

  1. Played this at the club a month ago, didn't make much progress over the four hours though mistakenly encountering all the cards all of the time for the first 90 minutes didn't help. Realised game was not so brutal as first thought and will play again, with tweaks to shorten.

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  2. I guess you didn't filter the encounter types by area then? The Front Line hexes are evil, particularly when through failing to evade a Nort sentry and getting stuffed with a Rogue card I faced eight in one turn.

    I would be tempted to play that the first player to the Traitor General wins the game without the need to spend at least four turns knocking his health down. That's pretty much the way I play Talisman with the nephew - first to the Crown of Command wins rather than the grind of lots of dice rolling to drag it out.

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    1. That's right, the colour types went over our heads in the cursory skimming of the rules. Agree with your new victory condition 100%, speaking as a fellow Talisman vet.

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  3. It struck us as one of those games where the players who achieve the objective second or third stand the best chance of winning. So one player exposes the general, scores a hit and he escapes. But the next gets to take another hit and so on. Often the person who exposed the general wasn't the one who finished him off.

    Somewhere I have a shitload of house-rules for this game, as a lot of the card interactions don't make sense otherwise.

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    1. I know what you mean - at one point I realised that if I punched the Traitor General when he was at 2 hit points the chances are that the Phil/Finney gestalt entity would come along and "steal my goal". A bit like the traditional game that I had to Google the name of - Nim.

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  4. Also the image of Phil wandering around stuck to someone's helmet will haunt my nightmares ...

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    1. It would be awful. He'd be playing Prog Rock all day through his loudspeaker.

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    2. Or Bonnie Tyler's "Total Eclipse of the Heart".

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    3. You say that like it's a bad thing.

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    4. https://www.youtube.com/watch?v=lcOxhH8N3Bo&feature=kp

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  5. You could use an end variant where the traitor only has one hit point and that the first player to biff him in the face is the winner. Once he has been revealed, the players till has to get to Milicom, so there is plenty of opportunity to move the ugly bugger around.

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  6. I've got this game in the back of my cupboard, and frankly, I can't even remember how it actually plays. I can't have been that impressed with it back in the day. But then I also had Block Mania! for my 2000AD boardgame fix. I will have to dig both of those out sometime.

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