Saturday, 19 January 2019

Congo: Mungo Mah Lobeh Cards


Recently, we started playing the "Mungo Mah Lobeh"/"Throne of Thunder" campaign for the Congo game rules [published by Studio Tomahawk].  So far, we've only played one game [described here] and that went well enough.

Character Cards

It was obvious during this initial game that we didn't have all the player aids we desired.  More specifically, the campaign introduces some new character types [archaeologist, doctor &c] and these are described fully in the main rules.

For all the characters from the main rulebook, Studio Tomahawk have provided quick reference cards which can be printed out for use during a game.  Sadly, there are no cards available for the characters from the expansion - so I decided to create some myself.  Here they are; you should be able to copy them directly from this article if desired:

Sunday, 13 January 2019

Test of Honour: The Oda Clan


It's been a while since I wrote an article about any of my models.  Indeed, I haven't been blogging very frequently for some months now.  At least in part, that's because much of my hobby effort has been diverted towards preparing forces with which to play Test of Honour.

For anyone who hasn't heard of this, it's a simple, fast-play game of heroic skirmishes, set in feudal Japan.  This is aimed at recreating scenes from classic films such as "Seven Samurai", rather than necessarily being historically accurate.  As such, it promises to be great fun and very much the kind of thing I enjoy!

The Oda

The Test of Honour box set put out by Warlord Games contains enough figures for 2 basic forces of 2 or 3 Samurai backed by Ashigaru (peasant) troopers.  I've painted up half of the box set with a black-and-white livery and given them "mon" (Japanese heraldic icons) that indicate they belong to the Oda family.  A few other, metal figures have been added to give a little more variety.

The Samurai

A Test of Honour force is led by 1 hero and can have up to 2 other samurai in it.  The 2 figures in the middle armed with katanas are plastic figures from the ToH starter set.  However, I wanted some variety and so there are 3 metal samurai with alternate weapons also in this band.

The metal clubman, spearman and archer all come from Footsore Miniatures.  They're a little bigger and bulkier than the Warlord plastics, but not enough to bother me.


As well as the leaders, my warband includes some troopers for them to lead.  I built the 15 ashigaru in this force as follows:

  • 4 archers
  • 1 musician (conch player)
  • 1 ammunition carrier (he can be the "3rd man" in an archer group - ToH allows "units" of 3 commoners as well as single figures)
  • 1 standard bearer
  • 1 sergeant
  • 7 spearmen

The Geisha

I felt that I wanted a geisha as well, partly because they are such an iconic part of Japanese history and partly so that she could act as a spy or other scenario-specific objective.

This geisha model is from Hasslefree Miniatures, although (oddly) she's listed amongst their Modern martial artists.  Still, her costume seems traditional enough to me.  This was a refreshingly different model to paint; I enjoyed doing so very much and I'm immensely pleased with the result!

A Word on the Figures

I can't really finish this description without saying at least something about the models involved:

Warlord Games

 These are the plastics that were originally produced by the now-defunct Wargames Factory.

  • They're cheap!
  • They can be built into some very nice models.
  • These are the most fiddly, fragile plastic models I've ever built.  Most have 10+ separate parts (for example 2 legs, 2 body, head, 2 arms, spear, sashimono, swords) and many of these are extremely thin and delicate.  No doubt they're scaled very accurately and are in "real world" proportions, but I have grave doubts about their durability on the wargames table.
  • Matching arms to spears is something of a nightmare; not all combinations work properly and you need to use trial and error to figure it out.

Footsore Miniatures

I've only bought a few metal samurai from Footsore and cannot therefore comment on the rest of their range.  However, here are some observations on the figures I've built.

  • The models available cover exactly the weapons options from Test of Honour.  That's hardly surprising, since they were (I believe) made for the game, or the game was made for this range or something like that.
  • They're nicely-detailed, solid models; I'm not particularly worried about them breaking with normal use.
  • I found that several of the Footsore models didn't fit together at all well and needed quite a bit of adjustment.
  • They're a bit more expensive than the Warlord models, or other ranges such as the excellent Perry Miniatures samurai.


Here's the entire clan so far.  In this picture you can also see my first piece of Japanese-themed scenery (who'd have thought it - a bridge!).

I do have plans to add some arquebuses to the Oda, but these may have to take their turn.  After all, I'm also working on the red/yellow Takeda clan as well as bandit and ninja warbands.  And more scenery.  And some ronin.  And it might be nice to get some warrior monks.  Perhaps some horsemen too...

Sunday, 6 January 2019

Congo: Mungo Mah Lobeh, Game 1


What better way to start the new year than to fulfil a long-cherished goal: to play through the Throne of Thunder ("Mungo Mah Lobeh") campaign for one of my favourite miniatures games: Congo?!  Steve came round to visit yesterday, so we launched into the first game.


We decided that I would take the White Man Expedition, headed by the late Victorian adventuress Mary Kingsley.  In the brief pre-game sequence (2 dice rolls), I achieved the following:
  • A slightly disreputable medical man ("Herr Doctor Heineken") agreed to join the party.  Despite his name, I suspect that his problem was schnapps rather than beer and that it would suit him very well to disappear into the interior of Africa for a while.
  • A group of enthusiastic ascaris decided to come along for just the first mission.  Sadly, this second bunch (the expedition already had one band of ascaris hired for the entire campaign) proved to be absolutely useless in the game and Mary might as well not have bothered with them!

Steve would be in command of Ujuwa, the xenophobic witch doctor.  As well as his band of acolytes, the pre-game rolls gained him the following benefits:
  • A village elder offered Ujuwa a charm.  He was unable to give anything more direct ("You know how it is, Ujuwa - we're so busy at this time of year; no-one can be spared.  I won't get a day off work for at least a couple of months.  And it's my daughter's birthday next week - I can't miss that or I'd never be forgiven.  Here, take this lucky hyena's foot instead...").
  • Komboso, an elderly soothsayer, did decide to join the witch doctor's column.  Given how completely useless his predictions were during our first game, I'm inclined to believe that Komboso is either too deep a thinker to be practical for Ujuwa's crusade, or else he's simply senile.  Either way, perhaps his relatives encouraged him to join up and were secretly delighted to be relieved of the burden of care?

The Mission

Starting from opposite corners of the board, both forces would visit the village of Maskouii, where they would attempt to make money by trading with the natives for carved, wooden masks.  There were also a number of areas of dangerous terrain (the mealie plantation, the wooded hill, the cattle enclosure, the large trees, the rocky circle) where discoveries might possibly be made.  Of course, it might be easier to achieve some of these objectives by eliminating the opposition first...

The Game...

Right from the start of the game, the witch doctor's followers scouted all the dangerous terrain areas they could reach, looking for useful discoveries.  In the field of mealies, they came across a government official who needed assistance.  Rather than just assegai-ing him on the spot, they helped the man to his feet and escorted him to safety (thus earning 2 easy-to-come-by victory points!).

Seeing that the forest tribesmen were concentrating on the outlying areas, Mary and her escort ran for the village.  If they could reach the huts first, maybe she could buy up all the masks?  Perhaps this was a bit optimistic, but it seemed worth a try.

In parallel, her kirangozi (local guide) led the expedition's full-time ascaris through the cattle enclosure.  They didn't find anything useful there, but couldn't help feeling that there was something creepy about the place...

In the dash for the masks, Mary and her group reached the furthest hut before any of the tribesmen.  They seemed somewhat isolated, though - in his haste to join them, the kirangozi used his special ability to extend the move of the ascaris, but one of them sprained an ankle and brought the group to a halt (in other words, they drew a stress token for the extra distance - and the counter was movement stress.  This group suddenly went from being the fastest bunch in the game to the slowest, much to my chagrin).

Now that Mary had obtained her first mask from the seller at the hut, her soldiers fired a warning volley at the approaching warriors.  At least, Mary ordered her men to fire over the heads of the natives; it seems that the soldiers had other ideas!  Despite throwing themselves to the ground in a last minute attempt to avoid the bullets, three of the tribesmen were killed.

This seemed to annoy Ujuwa and his followers intensely.  Firstly, the witch doctor and his bodyguard charged into the back of the soldiers, screaming war cries and insults.  When the soldiers retreated in disarray from this assault, another group of warriors attacked them.  Despite Mary using every trick she had (pacifism and barter) 2 soldiers fell and the remainder were chased out of the village.  Worse (for the white lady), Ujuwa now had the mask as well as handfuls of trade goods...

No help for Mary was forthcoming from the kirangozi and his ascaris.  As well as the twisted ankle, these stalwarts decided that this would be a good time to quake with terror and wail at the vagaries of fate (a successful terror attack by the forest tribe saw them draw a red 'panic' stress token).

Mary was determined not to leave the village empty-handed.  One of the villagers decided that it was too hot to sell masks today (I'm sure that the aggro on his doorstep had nothing to do with this decision!), but the third vendor was still there.  Mary and her last 2 soldiers ran past his front door, threw some trinkets at the seller, grabbed the mask and hightailed it out of town.

Ujuwa was happy enough to leave as well.  After all, he had one of the available masks (taken from Mary at spearpoint) as well as a goodly lot of trade goods - and his followers had showed the white imperialist and her lackeys that they weren't to be taken for granted.  The warriors covered his withdrawal, but there was no more fighting anyway and this turned out not to be strictly necessary.  Shortly after this, Ujuwa met up with the European mask collector and sold the trophy to him.

Just then, a lion appeared in the cattle enclosure.  No wonder that Mary's ascaris had felt unsettled when crossing there earlier!

Since they were otherwise unoccupied, half of the white men column formed a firing line around the livestock pen.  However, despite the intense fusilade, not a single bullet hit the lion.

The animal, tired of the noise and irritated by the heat of the day, finally decided to charge.  The white hunder/adventurer types were struck with terror when the beast bounded at them, but it backed off without maiming anyone.  It then charged into the Ruga Ruga, but these fellows were stout of heart - they slew the lion easily with their knives.

We called the game at this point.  There was no realistic prospect of either side catching and defeating their opponent's (single) mask-bearing group in order to claim a second mask.  Additionally, all the discoveries had been claimed or found out to be dummy markers and no units were engaged with hostiles or even close to any enemies.  In short, there was no reason to fight any more.


Final victory point total were as follows:


Most of Mary's forces never even made it near the village.  In particular, her hired young warriors never moved at all and her 2nd group of ascaris barely did so.  Doctor Heineken didn't have anything much to do and the kirangozi proved to be a poor guide.
  • 2VP for the carved mask.
  • 3VP for the loot (it was a very fine lionskin)
Total: 5VP


Like Mary, many of the tribesmen barely moved during the game.  Those that did were sufficient to take the first mask from Mary at spearpoint, though.  Ujuwa's attempts at witch doctor magic mostly failed miserably and his soothsayer provided much cryptic, useless advice from the sidelines.  His big man/chieftain (and he was a very big, fat man) seems to have decided that the day was too hot to walk, let alone fight.
  • 3VP for the blessed mask
  • 4VP for selling the mask to the collector
  • 4VP for a discovery
  • 2VP for loot (the trade goods scattered by Mary in an attempt to save her soldiers)
  • 2VP for rescuing the wounded government official
Total: 15VP

So, it looks as if Mary's column was thoroughly whipped.  It was a significant victory for Ujuwa and his native followers.  No doubt word of his deeds will spread like wildfire across the region and ferment more unrest!

Two things strike me as noteworthy about this game:
  1. There was very little in the way of fighting.  This scenario was much more a race to make discoveries and/or buy masks - and the two players had to decide how best to priorities these two different activities.  Reading the scenario setup made me wonder whether some of the further objectives were even theoretically achievable in the timescale allotted (especially the 3rd mask, which would almost certainly become unavailable before anyone was in a position to acquire it).
  2.  I wonder if there's a touch of hypocrisy about Ujuwa?  For all his claimed hatred of foreigners, he was happy enough to sell his mask to a European collector and for his followers to assist a waylaid government official.  Hmm, perhaps his principles aren't allowed to get in the way of pragmatism?

Monday, 24 December 2018

Santa: The Battle of 6 Armies


It's that time of the year again!  Just before Christmas, I pull my Santa army from storage and arrange a big battle of Hordes of the Things.  This time, there were 6 armies involved (3 for Good/Jollity and 3 for Evil/Humbug) together with 3 objectives.  To find out what happened, read on...

Doesn't look much like the North Pole, does it?  I blame global warming...

The 6 Armies: forces of Good

1. Elves.  These are my son's figures and he hasn't painted up enough for a "proper" Hordes of the Things army.  To compensate for their inferior numbers, we lifted the "superior" status from DBMM and gave it to all of them.  In past games these elves have proved to be extremely tough...

Santa's army.  This is more fully described ==> here <==.

Kung Fu.  Again, this army is described in detail ==> here <==.

The 6 Armies: forces of Evil

Goblins.  Hordes and more hordes, some wolves, warband general.  Also, they have a troll...

Undead.  This is a difficult army to command as extra PiPs (initiative points) are needed for both the flyers and for the magician.

Barbarians: warband, shooters, panther riders (knights) and heroes.  Much of this army is impetuous...

 The Game

Wolves and a troll surged forwards towards Mrs. Claus' house.  It took the troll a while to work out how to enter, but eventually he (she? it?) did so and claimed the objective for the evil side.  I don't think Mrs Claus will ever get that smell out of the carpets...

The elves advanced to meet this assault; their archers rained arrows upon the wolf riders and destroyed one element.  Firsat blood to the forces of good!

Here's a little extra rule that we used on the day: one of my club mates had brought a large bag of chocolates to the meeting.  I ruled that each time an enemy element was destroyed, the victor could have one.  It certainly gave some real-world consequence to the fights.

On the other flank, the barbarians surged forwards enthusiastically.  In an unexpected turn of events, their hero general was repulsed; this defeat then affected all the other combats down the line and the barbarians didn't win a single fight.

The Kung Fu front line counterattacked and, with a spectacularly bad series of dice rolls, much of the barbarian army just disintegrated.

The barbarian commander fought on alone and even managed to slay one of the Kung Fu heroes, but the odds were heavily against him and he was surrounded.  Even though his attackers sportingly gave him a chance by rolling a '1' (!), the dispirited warrior couldn't fight on any more (he rolled a '1' himself.  Again!).

The centre was an almost totally defensive fight for the undead, as they never had enough PiPs to move more than a handful of troops.  Indeed, the giant bats were never activated during the entire game.

The necromancer general stayed at the back, casting ineffectual spells at Santa's army.  In return, the ice bears charged forwards and fought with zombies and skeletons.  There were losses on both sides, but when Santa joined in as well, the tide turned in favour of the forces of good.

Then, disaster struck the undead!  Firstly, the vampire knights were destroyed in combat with a horde of snowmen.  That's nearly (but not quite) impossible.

Then, Santa saw the necromancer standing alone behind the ranks of skeletal infantry.  A twitch on the reins was all he needed to guide his flying reindeer over the intervening enemies.  The sleigh landed directly on top of the undead general, squashing him into the dirt.

With the loss of their commander, the undead army crumbled to dust (it failed the "panic" roll on the turn after losing the general).  All that was left were a few ghosts (i.e. the sneaker element), drifting about the battlefield looking for something they could haunt.

Over near the cottage, the elf bowmen advanced slowly, slaughtering everything that stood in their way (by this time, the Good players were starting to refuse the chocolates they earned for every 'kill'; it was just too much for them).

The elf spearmen moved past the house in an attempt to engage the troll, but were ambushed from the side by the goblin general and his warband.  For many turns, these embattled elves threw the evil forces back (their 'superior' status helped here!), but the goblins just kept on coming until eventually they overran the first group of elven infantry.

The greater goblins pressed their advantage and pushed the remaining elf spearmen up the hill.  For a brief moment it looked as if the goblin army might be able to inflict some real hurt on the forces of good, but by this time Santa was free from crushing the necromancer.

The sleigh took to the skies once more and came barreling down the hill, into (and through) the troll without even slowing down.  That catastrophic loss was too much to bear and all of the goblin hordes fled the battlefield in terror, leaving just their demoralised general and his bodyguard.  There seemed little point in playing on after this, so we called the game.


That was a rout!  Of the 3 evil sides, only the goblins put up much of a fight. Their opponents (the elves) suffered the heaviest losses of any good army - and even that was only 2 elements.  The barbarians' collapse was unexpected but spectacular; I don't know if I've ever seen so many '1's rolled in a row.  The necromancer's command-heavy army never threw higher than a '3' on a d6 for PiPs (it might have been a '4' on one turn; my memory isn't perfect here) and was consequently paralysed & ineffectual.  It basically stood there and allowed Santa to attack wherever and whenever he desired.

I don't want to take anything away from the good side's victory, though: they played competently and came away with a massive win.  Sometimes what looks like an even fight just isn't.

So, make merry and enjoy yourselves this Christmas, in the knowledge that evil has been roundly defeated once again.  Have another chocolate, if you can face it 🙂...

Wednesday, 5 December 2018

Miniatures: Taking the Pledge


I've been a bit quiet on the blogging front recently.  No excuses; I'm just hoping that at least someone noticed.  Anyway, onwards and upwards...

Here's a problem: I have too many models.  That's a bit broad and not something which I either can or wish to tackle all in one go.  Let's narrow it down a bit: I have too many part-completed models - items that I have started to assemble, but which I haven't completed and packed away.  The number of undercoated or part-painted models has risen to the point where they are clogging up my workbench and making it really difficult to make progress on anything much.

This is my answer: the pledgeI hereby state that I will only permit myself one new model to be taken out of its packaging, assembled &c for every two already-started items which I complete.

Obviously this cannot go on indefinitely as I would eventually run out of already-started models and therefore not allow myself to initiate any further new builds.  Equally, there may come a point where a painting competition, a blog challenge or a special scenario at the games club requires one or more fresh models to be built in a limited time.  My pledge is not to be applied rigidly and may be broken temporarily if such an event should require, but otherwise I do intend to honour it.

I made this commitment about 2 weeks ago.  Since then, I believe that I have completed 19 models and started 1.  By my own rules, I am therefore allowed to start another 8.5 figures whenever I wish.  It's nice to be in credit already!

Here are some of the recently-finished models, just to show that I'm not cheating 🙂:

1st Corps flock of sheep and shepherd

4Ground wagon, North Star oxen and scratch-built carrots!

Antediluvian Miniatures adventurers, cavewoman and priestess 

Warlord Games samurai and bandits

Gripping Beast Saracen ghulams

Wednesday, 7 November 2018

7TV: The Mystery of Dutchman's Creek


A few weeks ago, we played a game of 7TV at the Helensburgh games club which pitted Mystery Inc (i.e. Scooby Doo and pals) against some aquatic monsters led by an extraterrestrial megalomaniac (see here: The Mystery of Frenchman's Cove).

This game was quite fun and seems to have been well received by readers of my blog, but I couldn't help feeling that we had missed some opportunities.  In particular, our grasp of the rules - and especially the abilities of the two casts - wasn't strong enough to make a really good game.  So we played it again at home, just to see...

The Setup

Much as before, we set up a table that used my new lighthouse modelMystery Inc and Sheriff Stone advanced from one side (I was playing them myself), whilst my friend Steve took the Master, the lighthouse keeper and their undersea allies on the other side.

Sheriff Stone and his men saw some strange-looking people advancing up the beach, carrying what looked like car headlight.  "Hippies, I expect" muttered one of the cops.  "We'd better go and see what they want".

Without warning, the creatures raised their devices and opened fire [literally - they were using heat rays!].  One officer went down, whilst the rest scattered for cover and shot back.  This merry little firefight continued for a while with only a few casualties...

In the meantime, Velma drove the Mystery Machine past the lighthouse - and past the bemused lighthouse keeper, who consoled himself by taking potshots at Fred with his revolver.

Velma wasn't driving into danger recklessly - there was a plan: Shaggy and Scooby, using an Unlikely Disguise, would dismount and retrieve the objective right in front of them.  The disguise should prevent them from being shot down immediately..

Velma ran for a more distant objective, but Shaggy and Scooby found their way blocked by a scary-looking pair of Sea Devils.  Hmm - a conundrum...

Ah, but these aliens were unreliable allies.  That means the opposition can spend plot points to command them, within limits.  "Look over there!  Behind you!" screamed Shaggy at the tall figure in black armour.  Burbling to itself in its own, undersea language, the reptilian creature turned around and strode off to see what might be found in the middle of the creek.

"I don't think that was the brightest fish in the fishtank, Scooby!" exclaimed Shaggy as he watched the monster depart.  "And look, here's Tia!" he added as he solved the objective [what, again?  In our last game the very first objective also turned out to be the missing friend].

Meanwhile, near the door to the lighthouse cottage, Fred was charged by a huge, four-legged, slimy monster!  He quickly took a Scooby Snack [err, shouldn't that have been reserved for Shaggy & Scooby?  Well, never mind - the effect of the generic 7TV Adrenaline Boost gadget is pretty much how I imagine a Scooby Snack would work] and waited for its attack.

The Myrka didn't mess around trying to hit Fred, but instead picked him up bodily and threw him about 10 yards.

Daphne used the cover of the commotion to slip into the lighthouse and climb to the top of the tower.  There was an objective on the balcony; she was the only one who had a chance of reaching it.  However, events overtook her and the game ended before she could find the clue.

Tia drove the Mystery Machine away, across the field, to escape the renewed attentions of the Sea Devils.  They did manage to hit the van once, but this wasn't enough to slow it down.

Seeing their transport vanish, Scooby and Shaggy ran after it, shouting "Stop!  Wait for us!".  Of course, the Master then couldn't resist pursuing them [no, he really couldn't resist.  They have a special Star Power which can force an enemy to chase them - great for drawing someone out of position!].

Not fazed at all by being hurled about, Fred ran back into contact with the Myrka and stunned it with a Sleep Spray gadget.  He then proceeded to thump the creature and weakened it as well [actually, Fred's adrenaline boost, plus the status(s) on the monster, plus the fact that it was knocked down gave him extremely good odds of hitting it].

But here's the thing: the Myrka has 4 health points and Fred hadn't even managed to injure it yet.  If he did nothing else then it would almost certainly just get up, shake itself down and be good as new on its the next turn.

I have a cunning plan: Mystery Inc would Steal the Scene and take two turns in a row.  Each side can opt to do this once per game; the moment seemed appropriate because Fred could hit the monster again.  Because it was already weakened - and because 7TV doesn't allow multiple statuses of the same type - he would then inflict an injury on it instead.  It's not much, but it might be the best we can do.

So, Mystery Inc stole the scene.  In the most fortuitous moment possible, the Countdown Card for the new turn was After the Watershed - which allows a free attack with one model.  Immediately, Fred took this and inflicted one wound on the Myrka.  He was then activated as normal for the turn and hit it again: 2 wounds!

OK, this is good - what else can we do?  Fred grabbed his pen [another gadget] and dug it deep into the creature's skin: 3 wounds!

And still the monster wasn't able to respond: it was stunned, weakened, prone and [importantly!] wasn't able to have a turn for itself.

You know what: there's a cop just on the other side of the lighthouse.  He could charge in and have an attack as well.  Result: 4 wounds - the creature is unmasked and the two people inside the rubber suit are arrested!  "It's Mr Gruber, from the delicatessen!"

The game wasn't over yet, of course, as the evil side still had many other models.  One of the effects on the Large Monster profile is Rubber Suit.  This has the following effect: when the monster is knocked out, 1d6 other models from the same cast are removed from the table.

With an air or resignation, the monster player rolled the die and came up with an inevitable '6'.  By the time he was finished, all the Sea Devils had retreated into the ocean and the lighthouse keeper had slunk off, hoping that no-one recognised his part in the fracas.

Only the Master was left on the Monster cast, but he wasn't about to give up and come quietly.  He advanced a little way and threw down some noxious bomb which left Fred, Shaggy, Scooby and the cop choking and coughing.

The Master followed this up by charging Shaggy and knocking him out; Shaggy didn't do himself any favours with his histrionic over-reactions!

The madman kept going; it became obvious that he was trying to recapture Tia, or maybe to steal the van and make his escape, or both.

The Master didn't make it, though.  In the very last turn of the game [thanks to a Cliffhanger countdown card], Fred activated one of his traps.  The heroic side used all their available plot points [8 of them!] to power up the Capture Bubble gadget.  Although The Master attempted to resist, he just couldn't win against this.

Result: the Master was flung far over the lighthouse and into the sea.  No doubt he'd be fished out by a police boat, or arrested when he returned, bedraggled, to shore.  Either way, this was a massive victory for Mystery Inc!


We did add up victory points for this game, but I can't remember the exact amounts.  Even allowing for knocking out Shaggy, the monster side were soundly beaten.

There were some very lucky moments for Mystery Inc, it has to be said.  Fred's rampage and the final unmasking of the Myrka were only really made possible by the After the Watershed countdown card; without this the monster would probably have survived, shaken off its statuses and started to do some damage.  Of course, losing another 6 models when the Myrka fell was catastrophic for the monster cast and there was not really any way they could recover from this.  Catapulting the Master into the sea was just icing on the cake.  Sorry, Steve...

This game felt much more like a Scooby Doo episode to me.  Not all the star qualities/special effects of each cast were used, but a number were.  More importantly, we were aware of all of them [i.e. we hadn't forgotten any - I think] and therefore could plan in advance how to trick or trap our opponents.  It's not just about shooting!