Twilight Struggle - ACTS Ladder Launch 19
Headline Phase
US: CIA Created
SU: De-Stalinization
6 Game Turns
SU: Suez Crisis - OPS
US: NATO - OPS
Not really needing to remove OPS from Europe right now, I decide to make a push in to Asia via Pakistan and Laos. I used my Headline card to take control of Thailand so now I have a foothold in S.E.Asia. Unfortunately the US coups Pakistan right out from under me, and the DEFCON now sits at 3 meaning I can’t coup it back.
SU: COMECON - OPS
US: US/Japan Mutual Defense Pact - OPS
We both play some high OPS cards. Me to hold Afganistan and Burma, him to work toward India and hold Malaysia. He now has a grip on India and Pakistan, which is not good news and I really prefer to have those. Hopefully I’ll get the Indo-Pakistan war next turn. Right now I’m not too happy with the way the game is going.
SU: Arab-Israeli War - OPS
US: Olympic Games - OPS
I take Burma and Vietnam, he takes Pakistan and adds to Japan. We’re keeping pretty even with each other, which maybe is all I can hope for at this point.
SU: Nasser - Event
US: Red Scare/Purge - OPS
I am not making any headway in Asia I switch to the Middle East, where I have some supporting cards. Nasser gives me control of Egypt, which is good because the US attempts to coup Libya. On the upside they fail, on the downside I’m now out of luck for my Military Operations requirement unless I decide to coup Tunisia, which I just can’t justify. I was hoping to coup Algeria, but it’s a battleground and now unavailable.
SU: Truman Doctrine - OPS + Event
US: Formosan Resolution
I take back Libya, while Finland is the only country he can take OPS from. He secures Japan, which the US can do easily enough so this hand feels like a wash.
SU: Marshall Plan - OPS + Event
US: Vietnam Revolts - OPS + Event
I’m on the losing end of OPS here, but I can’t space the Marshall Plan, it’s just too many OPS. I take Saudi Arabia, and add to Thailand. Saudi Arabia gives me a virtual lock on the Middle East, and if I can get OPEC that will give me some additional points later on. The downside is he gets to spread across Europe, and then adds to France and Israel. Not good because France is usually where the USSR can make a dent in the US control of Europe once Italy is gone.
Turn 2 saw a lot fo back and forth. I’m feeling great about the Middle East, and not so good anywhere else. This isn’t the position I wanted to be in. If the US gets some scoring cards it could be really bad for me next turn. The 3IP bid at the beginning makes a big difference here as I should be able to fight for Europe and slow down the expansion of the US considerably. Next turn is the last Early War and the deck reshuffle means anything is possible. I more or less have to assume he has Defectors if I don’t, which nullifies my Headline phase.
Shadows over Camelot, by Days of Wonder is a co-operative game in which the players (mostly) are working together to defeat the game. In this case the Knights of the Round Table against the various forces combining to destroy Camelot.
In each turn a player may do one of several things: Stay at the round table and collect cards which they will be able to use once outside; Work towards defeating or holding back one of the several enemies of Camelot: Picts, Saxons, Siege engines, or the Black Knight; or work towards one of several Quests: Find the Holy Grail, Excalibur, Lancelot’s Armour. Players may join forces or battle any of these alone, and some have special abilities that make the choice a little easier.
The twist in Shadows over Camelot is that one or more of the players are Traitors to Camelot. Secretly working against the other players to ensure Quests fail, and Enemies are successful. In order for a good game it is imperative that those playing the Traitors know how to do their job well. The game can be hard enough to beat even knowing who the Traitors are however.
Design 5/5: There are really no complaints about the design of the game, everything fits the theme very well and the contrast between the light and dark elements is clear.
Components 4.5/5: Great components that are very usable. The player cards are a good size, the game pieces fit the theme very well. My only complaint would be the painted components are extra. As you can see in the pictures above I painted all the components of the game, by default it’s all grey plastic.
Fun 4/5: A very fun game if you’re with the right people and the Traitor is doing their job well. There is enough to do that you don’t feel too much like you’re playing just against the game. It can be a bit boring on the Holy Grail quest however, which can drag through most of the game with a lot of back and forth. I hate getting stuck on the Grail.
Replayability 3.5/5: It’s not a game I would bring out all the time; the overall structure of the game doesn’t change from play-to-play very much. This means repeated playings will feel different but be structured the same, and that can wear on you. It’s also a game that requires at least 5 players to be interesting.
Overall: 17/20
Although I have plenty of storage solutions already for all my Miniature Gaming armies/terrain/tools, I wanted something self-contained that could hold all the transistors, switches, soldering iron, multimeter, etc.. for my electronics hobby.
After doing some (not a lot) of research online I settled on the Plano 7771 Guide Series Tackle System. Available everywhere (except the Plano website for some reason), it is well reviewed and has some unique storage spaces I think will come in very handy. Expect a follow-up picture once I’ve filled it with goodies.
UPDATE: This arrived in the mail today and it is HUGE. It will definitely fit everything I have and twice as much more. The only downside I forgot about is PLANO boxes don’t have removable lengthwise dividers, to square objects don’t fit; like the Arduino for example. I may have to go at one of the boxes with an Xacto knife.
WHERE TO FIND ME