Remember that Christmas when
you wanted Tin Can Alley and got Othello instead? Or that Christmas you thought
you might get a few of the new Return of the Jedi figures but no, your auntie
thought it was high time you started getting deodorant for a present. And
hairspray. Hard not to show the disappointment, wasn’t it? Well, no such dismay
for the Bracknell lot because Paul played the role of Father Christmas and
treated the group to the Lords of Waterdeep expansion, Scoundrels of Skullport.
Faces full of glee! Thoughts of any other games were cast asunder and a flurry
of excited activity soon saw the familiar old favourite laid out with the added
extras. Most notably, the corruption tokens, in the form of blue skulls.
The evilometer. |
Cue much over-acted
cackling. Yep, the Skullport module was
chosen for its corruption content. The new area, new quest and intrigue cards
and new buildings presented tantalising gains, but they came with a smattering
of blue skull tokens. The more you had at the game’s end, the more points you
had to deduct. And this addition was much enjoyed, truly adding a new dimension
to the game, because the more blue skulls taken from the corruption track, the
more minus points each was worth at the end. The stitching up of opponents had
been promised Paul by the games shop bloke and the Bracknell lot was up for a
bit of that. Though it was predicted that gaming good boy, James, would have
nothing to do with any corruption.
New Buildings! |
So, Paul was rightly given
the new faction, with its grey pieces (there, so six players can now play), the
Lords were dealt (though not the new ones, because they went, erm, unnoticed)
and the long game was opted for, because the expansion also provides a further
piece for each pre-existing faction. Then the Bracknell lot wriggled in their
chairs and started the game. Still cackling a bit.
This picture cleared up a question of whether James had a purple cube or not. He did. |
Paul went corrupt right
away. Then Chris. And then James, when it became apparent after turning over a few
cards that the game presents opportunities to return your corruption tokens. Straight
from the off, Chris played a building where you could pay one gold to be rid of
one blue skull. So like the other two, James racked up quite a pile of blue
skulls after all.
The long game was indeed
fairly long, but the Bracknell lot loved every single minute. Chris was
building like Barratt Homes, so he clearly had the Lord that gave bonus points
for buildings. Paul sneaked ahead, but only a little. He was enjoying some of
the nasty new intrigue cards. James had some good plot quests under his wing
but became obsessed with clearing his corruption tokens. Chris was always
dangerous, as no-one seemed able to curb his building. The new buildings, quest
cards and intrigue cards were delectable.
Come the end, Paul’s ‘Gray’
Hands faction were flagging behind on their debut. It was between Chris and James.
So began a tense totting-up. James had a shed-load of Lord’s bonus quests (arcane
and warfare), but Chris had buildings galore. James was squeaky clean, having
dutifully cleansed his faction of all those nasty blue skulls. Now, the
corruption tokens weren’t as punishing as they could have been, because not
that many were still in play. But Chris did have a few and that was his
undoing. Good triumphed over evil. That’s James triumphing over Chris. Ahem.
James 211, Chris 205, Paul
166.
So that was the Skullport
expansion, played with the long game option. There’s still the Undermountain
module to try. Then both together. Happy days ahead for sure. The best game
made better in the opinions of all those featured. Thanks to Paul and his
festive gesture. Somebody should have let him win.
James, I realised that your well timed mandatory quest stitched me up more than I thought it did.
ReplyDeleteI really enjoyed this expansion too.
ReplyDeleteA rare thing. A good expansion :)
ReplyDelete