Lately
Wednesdays have been back to roleplaying, so nothing to report here, but this
week we were down one of our number, so B pulled out The Godfather: Corleone’s Empire (CMON, 2017), and Sons of Anarchy: Men of Mayhem
(Gale Force Nine, 2014). I’d played Eric Lang’s Godfather game before – a
solid, thematically-compelling worker-placement game. The consensus at the
table was leaning to Sons of Anarchy, though, and I wasn’t really that invested
in either game, so I went along with it.
I never
watched the series on which the game is thematically based, even though I heard
recommendations from the most unlikely sources (economists, theatre-folk); try
as I might I couldn’t get all that enthused for it. I never found Breaking
Bad that compelling, either.
No game pics, I'm afraid. I was distracted playing the damn game.
Being a
worker placement game with limited locations, there will inevitably be some
altercations between gangs. This can result with valuable “dudes” ending up in
the emergency room, or the morgue.
There are
three currencies in the game; money, drugs and guns. These are, to a degree,
interchangeable, and different game functions allow the exchange of one for
another one a one-to-one basis or sometimes higher. But, as in life, the only
currency worth a damn is cash; whoever has the most cash on hand at the end of
the game wins the game (though the others might count in a tie). Needless to
say, it was down to the two of us who had played before, with H and me tied for
the lowest score (respectable walking-around money, but not enough to retire
on). And, to its credit, Sons of Anarchy plays quickly (as promised on the box)
– even with two newbies, we were done in about an hour-fifteen.
Sons of Anarchy was, as I said, interesting and diverting, a great way to kill an hour, a good filler game (every self-respecting gamer should own a couple). While I don’t feel the need to hunt this down for myself, I would not begrudge playing it again.
Stock photo; better than I could get on the day. |
I also managed to carve a little time to of my week to finally get 1944: D-Day to the Rhine (Worthington Publishing, to the table, albeit in a rather truncated manner. I didn’t have a lot of time, but the game comes with a one-turn learning scenario to get you used to the nuances of the game. I’ve played Dan Fournie’s other WWII game, 1944: Battle of the Bulge (Worthington, 2020), which has a lot going for it, and this game, while very different in scope, plays in a familiar fashion. It essentially a classic IGO-UGO system, with the flexibility of fire and movement in whichever order you choose for each unit. Action points, called Resource Points here, are allocated each game turn, and can be used to strengthen depleted units or resurrect annihilated ones, and t activate units for combat and movement. In a nice touch, one RP will activate multiple units in a single attack if they hail form the same command (units are colour-coded for just this reason).
Dice hit on symbols, simultaneous Attack and Defence rolls. Combat can be brutal.
End of the German turn; damage dealt, but at a heavy cost.
This short
scenario has just whetted my appetite; I really want to get this to the table
sometime soon. The sooner the better. Maybe next week I’ll be able to carve out
an afternoon to play out the full game.
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