LobsterCon XXI – November 2021
After another year of Covid-disrupted gaming, the ‘big event’ weekend was finally back on the agenda with LobsterCon XXI successfully going ahead in our traditional Eastbourne venue. With a pretty full squad in attendance (Paul, James, Chris, Carston and Woody), and a well managed agenda (props to Woody for organising), it was time for some serious, no-distractions, empire building.
Civilization: Terra Incognita
First out of the blocks was a PE staple; Civilization. The base game ‘Civ New Dawn’ had more or less reached the end of it’s shelf-life, the late game in particular descending into farce as unstoppable ‘Flight’ military actions created an endless loop of cities being captured and re-captured, however, with the newly arrived “Terra Incognita” expansion we had hope this issue had been fixed.
Terra Incognita is a fairly chunky expansion, adding multiple new mechanics impacting almost all aspects of the game. Governments and Districts provide boosts to the action-sequence side of the game; making certain actions stronger and giving players more choice as to when to execute them. Exploration adds an entirely new mechanic to place more tiles into play with numerous implications; a bigger map means more room to expand, easier to find wonders and resources, and more distance between ‘back settled’ cities and front lines, making defensive play easier. And, in direct response to the ‘Flight’ gripe, a new military system with Armies replacing abstract military expeditions seems to have toned down the end game shenanigans.
Rules explanation and unpacking sorted, the game started in broadly ‘as expected’ fashion, with a focus on early trade and expansion. Carston found himself slightly stymied by a mountain range that hindered the passage of his caravans, whilst Woody and Chris had positioned their capitals slightly further out – slowing early trade but giving more room to expand. Paul and James had plumbed more of the ‘get in the thick of it’ approach and settled near the centre of the board.
Expansion quickly came into play, with the board sprawling out as caravans and armies embarked on scouting expeditions, and by the end of the game the entire stack of tiles had been played; more than doubling a Civ New Dawn map.
Woody built up a powerful area control engine, linking wonders and civilization special abilities to spam out a huge number of control tokens; allowing his cities to mature quickly, providing potential defenses and helping towards the ‘control 15 edge tiles’ victory condition.
Carston meanwhile had managed to get over his initial mountain problems by heading in the opposite direction and using exploration to find a number of useful tiles to begin to settle, and had also taken a slight science lead, getting out the first “Level IV” tech of the game.
However it was in the south of the board that the game was decided; having focused on wonder building, exploration and some focused settling, Paul had built up a solid empire in his corner of the map, and with relatively little drama secured the win by capturing two “Forts” – special tiles added on the boundaries of the starting tiles that were worth victor
Chris and James never quite seemed to get going; A distance start location and a desert expanse causing problems for Chris and keeping him out of the action, whilst James had some unlikely tile draws as well and ended up embedding in mountains and hard to cross water tiles. In the base game mountains served a vital role as almost the only way to try and defend a city. With the changes in TI this seems to be less of a thing – with control tokens and armies able to provide more of a defensive buffer and overall less combat.
Final Scoring
Poland – 4 Victory Conditions – PAUL WIN
Dune
Another PE classic, second up was intrigue, manipulation and warfare epic; Dune. Again with a new expansion, this time the Ixian and Tleilaxu; both of whom made it on to the table. Paul took control of the cyborg Ixians; a nomadic faction with a mobile ‘hidden stronghold’ which, in addition to counting towards victory conditions also allowed the Ixians to harvest spice by moving over their relevant spaces. Carston took on the Tleilaxu; another step towards ‘closing’ Dune’s economy by having money paid for the revival of troops paid to a player rather than the bank, and also replacing the ‘traitor’ mechanic with ‘face dancers’ – capable of turning victories for other players into defeats even when the Tleilaxu were not themselves involved in the battle. Joining these new factions, Chris took control of the Fremen, Woody the Bene Gesserit and James and Harkonnens.
For the first time we also played with the full shebang of advanced rules; adding spice as a combat modifier, bringing in unique faction abilities (such as the Fremen control of the Sandstorms and ‘Advisors’ for the Bene Gesserit who can co-habit peacefully with other player’s forces), and adding additional spice blows.
James and Chris started in a strong position with the Harkonnen having the largest ‘on map’ presence at the start of the game and the Fremen a close second with their cheap reinforcements (and no Atreides and no Emperor stacks to contended with!). The Bene Gesserit and Tleilaxu both started with forces ‘off map’ and would take time to assemble on the surface of Arrakis, whilst Paul’s Ixians started with a moderate force, but one heavily dependent on limited quantities of powerful ‘cyborg’ elite units – Paul’s ‘regular’ forces only ever being worth 0.5 strength in combat.
Chris quickly locked up Habbanya Sietch and Tuek’s Sietch, whilst James ended up swapping Carthag for Arrakeen, before building up for a counter attack back to the traditional Harkonnen capital. An early nexus prompted by a turn 2 worm sighting seemed to be about to tip this into one of the ‘over really early’ Dune games, with an alternative-universe Fremen / Harkonnen alliance dominating Arrakis before any of the other factions could really react. But would it be enough?
Player order was to be importance as James and Chris tried to stitch up their win; Paul’s Ixians had taken up residence in Carthag and would require a reasonable force commitment to evict them, but an early turn force drop by the Bene Gesserit into Arrakeen put James in a difficult position; send too many forces to fight Paul and risk losing Arrakeen, stay put and victory would depend on the Fremen.
In the end James probably made the right choice and stayed to fight it out in Arrakeen, leaving Chris to execute an apparently easy victory over the few Tleilaxu forces who had managed to get into Sietch Tabr, and claim the alliance’s fourth stronghold. The Fremen had the numerical, unit strength and leader advantage. Things seemed bleak for the Tlexialu. But we had not reckoned on either Carston’s hand cards, or his ruthlessness (or possibly misreading of his cards). After playing both a lasgun and a shield for his equipment cards, Carston nuked the entire Sietch Tabr site – killed all of the invading Fremen (and his own forces), and rendering the stronghold empty and open for the taking. The Harkonnen-Fremen alliance had failed, for now…
The next turn brought another Shai-Hulud citing and another Nexus. The Harkonnen-Fremen alliance was abandoned, and it seemed like the game might last a bit longer as the battered Fremen regrouped, the Harkonnen needed to rebuild their position after a mauling at the hands of the Bene Gesserit and their ‘Voice’ ability, and the Tlexialu were potentially about to receive some significant income as armies and leaders were revived.
However, it was the sneaky Ixians who were to benefit; with Sietch Tabr left empty by the lasgun explosion the previous turn, and the Fremen only able to reinforce with a small number of forces, the Ixians were able to dispatch an ornithopter force from Carthag to contest the Fremen Sietch. Although Chris’s forces were more powerful than the weaker Ixian regulars, Paul’s spice stocks, leaders and weapons were enough to dispatch the Fremen (who were suffering significant from hand card depletion by this point and therefore couldn’t protect against an Ixian poison attack killing their leader before the battle), giving the Ixian’s the 3 strongholds needed for victory.
A momentary panic then ensured when Carston revealed the Fremen leader had been a Tlexialu Face Dancer – apparently swapping Paul’s victories forces for Carston’s units and denying him the win. However, a bit of a hurried rules querying later and we determined this ability only kicked in if the Face Dancer had won the battle, and with Paul’s leader neither traitor nor face dancer, the win was sealed.
On reflection we decided that going forward we may need to house rule in that, at least in a 5 player game, 3 of the ‘core’ factions are required (Fremen / Atreides / Harkonnen / Emperor). The force imbalance between the Harkonnens and Fremen and the other ‘sneaky’ factions was quite noticeable, and naturally leads to the immediate alliance and potential for an early win. Although Carston was able to mount a suicidally heroic defense this game that was partly down to the luck of the cards drawn. With the Atreides and Emperor ‘stacks’ in play, there is more force on the board to contest the opposing factions. Still, Dune remains a top tier game for all.
Final Scoring
Ixians – 3 Strongholds – PAUL WIN
Pax Pamir
From the sandy plains of Arrakis to the dusty plains of Afghanistan, ‘great game’ historic Pax Pamir was the final game to the table for day 1.
A mix of tableau builder, area control and worker placement, Pax Pamir has a unique board presence courtesy of a cloth map, chunky markers and some very nice metal coins (probably a kickstarter add-on for vast cost..).
With three factions to choose from we split evenly, James and Paul backing the Russian forces, whilst Woody and Carston got into bed with the Imperial British (Chris had retired for the night), leaving the native Afghans out in the cold.
James started strong, a mix of agents and tribes giving him the points lead in the early rounds – Woody and Carston did enough to keep the great powers in balance, preventing a ‘reset’ and leading to an increasingly congested board as Russia and Britain continued to pour resources into Afghanistan to try and establish their dominance.
Heading into the final scoring round, James remained in a strong position, but Woody was starting to close the gap courtesy of some strong military actions from Carston keeping the British dream alive, and a widespread tribe network. However, James’ position was to prove too strong, and despite some last-turn angst and a slight wobble, a final phase betrayal of mighty Russia and a cozying up to the invading British was to tip the tide, and deliver a comfortable win.
Final Scoring
British – Many points – JAMES WIN
(Sorry I didn’t write final scores down for this one)
Ankh: Gods of Egypt
The new hotness ‘Ankh’ was first up on Saturday morning, an area control / dudes on a map game with some epic sized gods stomping about ancient Egypt whilst smiting their foes with floods, plagues and hoards of locusts.
First time playing for a number of us, so not a huge amount of tactics went into God choice- Paul took Ra and his ‘radiant’ followers (who generated extra VP for being involved in certain actions), James took lord of the underworld Osiris, Chris the Protectoress Goddess Isis and her unkillable warriors, Woody the battle-card spamming Amun and finally Carston the enemy-unit imprisoning Anubis.
With combat only occurring at a few certain points through the game the early game was focused on spreading out to control monuments (sources of VPs during conflicts), recruiting new units and granting our gods new ‘Ankh’ powers.
The first conflict round rolled round rather quicker than we were expecting and resulted in relatively few points being scored – very much a problem in a game that has few opportunities to gain points and where failing to achieve a certain VP level by the end rounds results in player elimination. A trio of mummeric cats furthered slowed down the VP gains; being summoned as guardian spirits and causing VP losses when defeated.
We started getting the hang of things by the mid-game, with Paul eking out a small lead thanks for his Radiant warriors earning additional VPs for certain area control and battle actions, but we all still seemed a long way off the 20 Devotion required to avoid player elimination at the end of the 4th Conflict round. That was until the top level ‘Ankh’ powers kicked in, and suddenly the devotion started coming in thick and fast – Carston, Chris and James all picking up the ‘Bountiful’ perk, giving them an extra Devotion (VP) every time they earned one, effectively doubling their VP generation.
Paul and Woody went for slightly different strategies – Woody taking Worshipful; enabling him to sacrifice worshippers (money effectively) to score Devotion after every conflict, whilst Paul went with Magnanimous – gaining VPs from losing battles with at least 2 figures present (synergizing with his pyramid spam allowing for many units to be deployed between each conflict).
We’d also had the top tier monsters out by this point, the in a Clash of the Titans esque moment, temples started being razed by rampaging tomb scorpions..
At the close of the 3rd conflict with James trailing the other players the ‘Merged Gods’ effect kicked in – effectively a pseudo player elimination with Woody (the second lowest player) and James (in last place), becoming a new combined God with the God powers and resources of both players. Although this dropped the new Osiris / Amun (Osimun?) god far down the devotion track with only a single conflict before player elimination, the consolidation of James and Woody’s worshippers, combined with Woody’s “Worshipful” perk, allowing those followers to be sacrificed for VPs, as to prove a powerful combination.
By the fourth conflict all of the Gods have speed into the ‘safe’ VP band where they would continue to vie for dominance through to the end of the game. Paul’s unit spam had yield a number of points despite some deliberate losses, whilst the rampage of the scorpions had dented the number of temples controlled by Carston and Chris, but not slowed their climb up the points ladder.
The final phase of the game was tight, but it was Chris and the forces of Isis who clocked over the line to victory first, hotly pursued by Paul, and the combined Woody/James and Carston all within a few points of each other.
Final Scoring
Isis – 31 Devotion – CHRIS WIN
StarCraft the Board Game
With James pursuing other games, the other 4 Emperors moved on to Paul’s grail game – StarCraft. Having sat on a shelf for over a decade, this precursor to the 4x style space opera game was finally to get an outing.
Combat heavy, the combination of resource gathering, unit building, and a not overly fiddling combat system, evokes the spirit of the StarCraft universe. This is a game where ‘diplomacy’ consists mainly of agreeing with another player to attack someone else. Alliances are fleeting and the relatively small board, combined with cards that spawn units, ensures there are no ‘safe systems’ away from potential enemy action.
Paul and Carston took on rival Zerg forces, Chris the tough but numerically inferior Protoss and Woody the Sons of Korhal Terran faction.
Although a little clunky in places (in particular some information only lives in the rulebook or in some unclear player board iconography), we all got to grips with the mechanics fairly quickly, dispatching our workers to harvest minerals and gas to build units, improve our infrastructure and begin research technology.
The war began immediately, with Chris and Carston clashing immediately. Chris came off slightly worse in the early engagements, but the powerful Protoss units were able to recover, and soon it was Carston on the backfoot as his homeworld came under threat from both Chris, and Paul’s rampaging Zerg.
Paul took an early lead; settling planets that provided fewer resources but immediate VPs and relying on either a quick win, or cards to boost his troop numbers. Woody meanwhile was managing to stay broadly out of it, expanding and teching up, and relatively safe with his main neighbor – Carston, not in a position to launch much of an attack given his own problems.
Event cards were to mix this up though, with Paul spawning a rampaging Ultralisk in Woody’s back-line, tearing up the defending marines and then shrugging off the reinforcing Wraith, Paul’s Ultralisk dispatched the workers and the base on Bhckar Ro, fatally setting back Woody’s race for total control over 2 systems.
Chris launched a late offensive at Paul’s bases, but despite securing a foothold on Paul’s homeworld, it wasn’t to be enough, quick enough, and with four players all taking tech actions each turn we quickly churned the event deck to Stage III – at which point special victory conditions kicked in. With Paul having achieved the Overmind’s condition to control conquest locations, the Zerg took the win.
Final Scoring
Overmind – Special Victory Condition Achieved – PAUL WIN
War of Whispers
The final game of the weekend, War of Whispers was a light area control / action management game Paul had recently acquired, with some of the ‘back the right faction’ element of Pax Pamir. Players took on the roles of secret cabals directing the actions of the world’s empires; trying to strengthen certain factions at the expense of others.
The mechanics are pretty straightforward, with a basic move / trade off mechanic for the armies of the various factions, though with more asymmetry than we originally realised between the empires – with different combinations of recruit and attack orders making some factions inherently more defensive and others more aggressive. Empire cards also add a degree of
We quickly realised that Paul and Carston were backing similar horses, with the Lion Empire building up and obliterating the unfortunate Wolf Empire (who it seemed no one wanted to supported), whilst an less conclusive campaign in the south between the Elephant and Eagle forces made it clear James at least was backing a some slightly different horses.
War of Whispers works on a degree of ‘hidden information’ with players randomly generating their allegiance to the different empires at the start of the game and keeping this information hidden. However, if it’s clear you’re on to a loser, the cabals can switch their allegiances, but at the cost of the new settings being public knowledge, and a tie-break loser. James availed himself of this non-the-less, jumping on the Eagle bandwagon along with Carston and Paul.
The game closed with James manipulating the Elephants into a naval strike on the lightly defended Lions (who Paul had been busy absorbing the Horse Empire with), but would it be enough to tip the balance?
When we revealed final scoring, it transpired Carston and Paul had not had quite the same agenda; with Paul backing the Lions over the Eagles, and Carston vice versa. (As expected, everyone hated the Wolves). Although James’ final turn onslaught had dented Paul’s position, it was still enough, just, to clinch the win.
Final Scoring
The Pale Raven – 36 (ish) points – PAUL WIN
Another LobsterCon draws to a close, and with it the main ‘in person’ gaming events of 2021; hopefully more back on the cards for 2022!