Showing posts with label Lighthouse. Show all posts
Showing posts with label Lighthouse. Show all posts

Wednesday, 7 November 2018

7TV: The Mystery of Dutchman's Creek

Introduction

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!


Conclusion

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!

Friday, 19 October 2018

7TV: The Mystery of Frenchman's Cove

Introduction


Recently at the Helensburgh games club, I had the urge to play 7TV again.  I wanted to use my new "haunted" lighthouse model; this seemed like an excellent opportunity to deploy a "Scooby Doo" cast!  Hmm, who could be their opponents, then?  Who...Doctor Who...monsters...why, Sea Devils, of course!  I downloaded the free "Scooby Doo" program guide from the Crooked Dice website and set up my game.





Casts

Mystery Inc


The program guide has just a single scenario and this uses a fixed cast for Mystery Inc:
  • Fred
  • Daphne
  • Velma
  • Shaggy
  • Scooby Doo
  • The Mystery Machine
  • A local sheriff and 3 deputies.
There's also a lost friend ("Tia") who is added to this cast when/if she is found.
Note that this cast is short on fighting skills, especially for ranged combat.  However, they do have a lot of gadgets, special effects and star qualities.

Monsters


As opposition, I put together the following:
  • The Master (for the purposes of this game, he was playing the role of Sinister Mystic)
  • A large monster (the Myrka - the Sea Devils' bio-weapon.  It looks a little bit like a pantomime horse)
  • A spy (the crusty old lighthouse keeper)
  • 6 alien warriors (sea devils)
The monsters have quite a lot of firepower, but the alien warriors are unreliable allies.  Also note that the cast is dominated by extras and therefore won't generate as many plot points as it would like.

The Game


From the beginning, Mystery Inc advanced rapidly:

  • The sheriff and his deputies formed a firing line along the hedge in the north.  Note that one of the deputies tripped and fell over whilst crossing the rocky ground [courtesy of a Countdown card].
  • Fred and Daphne drove the Mystery Machine through the field and towards the lighthouse, uneventfully.
  • Velma ran forwards to investigate a clue, whilst Shaggy and Scooby hung back noticeably.  She took a long range shot from one of the alien warriors, but fortunately a First Aid Kit soon put her right again.
Worryingly, the Myrka was charging across the grass towards the good guys!



In a stroke of outrageous luck, the very first objective counter investigated by Mystery Inc turned out to be the lost friend, Tia.  This would give them significant victory points in the bag if they could just get her to run off the table the way they had come.  Easy!



Shaggy had an interesting ability: if he ran at full speed then he could cause an enemy to run towards him, also at full speed.  Normally I imagine that this would be used during a chase, but in this case Shaggy and Scooby ran towards the lighthouse, thus causing the Master to attempt to intercept them.  In doing so, the villain had to run straight across the gun line of local deputies!

It was a very cunning plan, only spoilt by the fact that the deputies couldn't hit the broad side of a barn.  The sinister mystic may have used a few plot points to mess with their minds as well; that probably didn't help!  Whatever the reason, the Master emerged from the fusilade unscathed.

In desperation, Fred activated several traps and gadgets.  His rocket cigarette bounced off the Myrka without injuring the beast and the Master evaded the capture bubble with ease.



The angry monster retaliated by zapping Velma and then charging Scooby Doo from behind.



Things started to go bad for Mystery Inc now.  Firstly, an alien warrior shot down one of the deputies; even though he was behind a hedge the heat beam passed through the cover as if it wasn't there.



Then Shaggy was subjected to a series of attacks from the Master's disorienting gaze and the alien weapons of a trio of Sea Devils.  The combination was too much for him and he disappeared [I reckon that Shaggy probably couldn't take the mystic's withering glare and crawled under the hedge to hide there for the rest of the game, rather than being killed by the aliens' ray guns.  The effect was the same either way: the model ceased being in play].



With yet another piece of bad luck, the remaining 3 cops were set on fire by a badly-judged piece of pyrotechnics[another countdown card!].  Perhaps the alien soldier's heat ray had set fire to the hedge, or the grassy embankment?



In a strange reversal of fortune, some of the alien warriors were then subjected to a gratuitous special effects sequence.  The series of explosions left one of them dead.



Having scared off Scooby Doo, the Myrka turned its attention to the stunned Velma.  She recovered enough (just!) to escape by means of a jetpack gadget.  At the same time, Fred and Daphne gave up any hope of recovering more objectives, turned the Mystery Machine around and fled...



In the last turn, while Mystery Inc fled the table, the good side drew a Big Break countdown card.  They only had 2 extras left, the sheriff and one of his deputies - both of whom were still on fire.



The opportunity was too good to waste, so the deputy drew a bead on one of the alien warriors who were advancing up the beach - and nailed the loathsome creature!


Conclusion


Even though Mystery Inc had fled, they did recover 1 objective - and it was the most important one as it turned out to be their missing friend, Tia.  When the victory points were added up, it turned out that this scored enough to counteract the loss of Shaggy and give the good side a victory by 1 point!

I feel that the monster side were somewhat cheated by this rather technical win.  After all, the good guys ran away without solving the riddle of Frenchman's Creek.  Indeed, the monster side never even got to use all their models; their spy wasn't activated at any point.  The lighthouse keeper just watched over the entire debacle from his tower, probably laughing softly to himself at how his plans were coming to fruition...

I feel it's worth making a few comments about the game play.  The Mystery Inc cast is a very unusual one which cannot do much to hurt its enemies.  Instead, it needs to use its abilities to score victory points in other ways; this probably requires some very imaginative planning.

It's difficult to keep track of all their special effects and star qualities; they have so many.  When you add in "disadvantage" effects which the monster cast may have, the range of possibilities becomes overwhelming!  How many of you remembered that the alien warriors were unreliable?  Mystery Inc could have spent plot points on them [up to a point] as well as their own models - but who can keep track of all of this?

Another comment: we used virtually the entire pool of gadget cards in this game [Mystery Inc get to choose from a huge number of cards].  If we play with these casts many more times then I suspect that the gadgets will become a bit predictable.  It would be nice to have a much bigger set of cards, just to keep things fresh and different.

In a similar vein, more [generic] countdown cards and more Mystery Inc-specific scenarios would be very nice to have!


Sunday, 30 September 2018

The Haunted Lighthouse from Tin-Soldier

Introduction

For some time now I have been looking for a lighthouse model that I can use with my 28mm figures.  This would play a vital role in certain Pulp-style games as the lonely rendezvous for a spy and his/her handler, or as a focus for a raid by Nazis/aliens/sea monsters/...

I did consider converting a bedside lamp.  Yes, apparently you can buy table lamps in the form of a lighthouse!  However, they're (a) a bit too expensive for this type of project and (b) often quite kitsch - not very realistic representations of anything found in the real world.

It took a long time, but my hunt is now over.  I discovered that Tin Soldier publish a range of slightly unusual paper models to download and print; amongst these is a "Haunted Lighthouse".


The Kit


For a mere $10 (US), I bought the kit and downloaded the resulting PDF.  It's taken me about a week to build this kit, though note that this could be done a lot quicker if desired:

  1. I was only spending an hour or two after work on this project most days.
  2. My version of the kit has a lot of reinforcement and other adaptations to make it stronger and more suitable for the games table.  This extra work did add to the construction time.
Other observations about the kit:
  • I found that I wanted some parts in paper, but others in card or even on a transparency.  Initially, I printed the entire PDF onto paper without thinking; this did waste some sheets.
  • Sometimes, the pieces I wanted on card were on the same page as others that I intended to print onto paper.  This is not unusual in paper modelling, but again it leads to waste as the same sheet needs to be printed onto both the thinner and the thicker materials.
  • The instructions were comprehensive, but largely written in prose rather than drawn as schematics or build stages.  There's nothing wrong with that, but it is harder to follow, I think.  As an experienced card modeller, I didn't need to refer to the instructions very often anyway; the sequence and location of most parts was fairly obvious.
  • Pieces fitted together well; I didn't have to make any changes to the basic shape and form of the model.

The Build

The first thing to say about my version is that I cut out an MDF base for the building.  This is slightly larger than the supplied (printed, coloured) ground and will be stronger & heavier than a foam core base.  It should make the whole assembly a bit more stable, especially considering the height of the tower.  I then painted and textured the base to fit in with my other terrain pieces, so the base you see in these pictures is quite different from that supplied with the kit.



So, here's the next adaptation: I didn't glue the tower to the base.  Instead, there is a rare earth magnet at the bottom of the tower and an iron washer buried in the MDF base.  Together, these hold the tower in place very well, whilst still allowing it to be removed for storage.



I made the roof as a separate piece too.  This allows access to the inside, though note that the kit does not supply textures for interior walls.  Instead, the inside is entirely my own work; it was easy enough for me to reuse parts from other kits or to download free wallpapers for dollhouses (look for 1/4" scale if you intend to do this as most dollhouses are intended for much larger figures).



Here's another adaptation: the top platform is separate from the main tower.  This uses a simple plug & socket joint; the socket is 3" of solid cardboard tube from some packaging or other, glued firmly into the upper part of the tower.

Whilst on this part, note that the railing around the platform is especially fiddly to build from paper & card; it's easily the most difficult part of the entire project.  I did consider very seriously trying to scratch build a replacement from wire and/or balsa, but in the end I went with the printed parts.



It's a lighthouse, so I couldn't resist making one final adaptation.  I embedded a cheap LED "pen" torch into the upper part (it's the "plug" part from the previous picture).  I added a clear plastic bead glued to the top to help redirect the light and then glued a plastic cap from a drinks bottle over that.  Yes, it does light up!  At night time it seemed very bright, though in this daytime photograph it's not so strong.


Conclusion

I'm delighted with this model!  It's certainly unique and should lead to some interesting games.  The kit didn't cost much in terms of money or materials, though it did take a certain amount of construction time, as all paper/card builds do.

Although it's described as a "haunted" lighthouse, there's nothing particularly spooky about it other than the derelict roofs and optional, grimy version of the lantern room.  Indeed, if the kit offered alternate, "clean" roofs then I think this could make an excellent working building instead.