Mar 032014

We played at Games People Play again.  We were missing Nat who was busy traipsing around the world.

Tasha Garien:
We met up with Tasha at home and got to know her morning ritual. She makes a breakfast omelette and uses copious onions, the cutting of which generates tears sufficient to bathe her ring thus meeting the demon’s need. At work she learned a few pieces of news (1) Kyla Mardine at chief medical examiners office had produced a suspiciously bland post mortem on Sam Smythe the mysteriously asphyxiated corpse of a university professor. It contained no hint of the weirdness that Kyla hinted at during their meeting. (2) A suspect in the Karla Strang murder has been arrested… and there is talk of a ‘confession’. Tasha is able to convince another officer Vernon Forbes to give her access to the prisoner: a dishevelled computer science student named Simon Kim. In the interrogation Simon is acting highly paranoid and delusional. He’s confessing and lying and apparently seeing demons even as he speaks. Tasha pulls strings, contacting an old colleague of her late husband, and gets a psychiatrist (name?) to come and do a clandestine assessment of Simon. Later, with the interview room to herself she reaches out and encounters an unbound demon lingering. “Bind me and avenge my murder!” it demands. Wisely she opts to snap contain (+1) him into her police badge to buy time to learn more about who she is dealing with.

Vincent King:
Vincent is still walking home after being dropped off on a country road when Sonya shows up in her own car. She’s excited rather than intimidated by the attack earlier. She wants him to infiltrate the Cornwallis Group. When she learns that Vincent sent them towards Sasheen, she’s concerned about what might have said
meets Sasheen: she doesn’t suspect his duplicity. Asks to be initiated into lore. He invites her over to witness a summoning. She sufferes mental injury from witnessing sorcery. He summons a “wimpy spirit” (he hopes) and contains it (+1) rather than binding it.

wakes up with dancer named Ka’een. Leaves in a hurry to dive into the harbour. Dominic takes over during hte swim. Startles a researcher (Emily Methune). Seeks his money in pp park. Ambushed by a blue devil biker who mugs him for cash in hand ($556 – not the main stash). Visits Damien… Damien is on the run from the Blue Devils and the police. Talk in an alley.. get jumped by 3 blue devils. Damien gets outa dodge while Shake shake’s em up. Dominic helps out by seriously confusing them before Shake lays down a beating. Seriously injurs a BD — turns out to be the one who mugged him… recovers like 26 bucks.

Stephen Demoine:
Kyoteh’s need has not been met. He’s clearlty getting anxious. Simon Kim calls, desperate to meet to discuss a make up of his last exam. But he doesn’t show up.

Feb 182014

On February 11th, 2014 something strange and marvellous took shape in Halifax.

Geoffrey reports:

About 25 years ago, my gaming group in Toronto decided to try something that was unheard of: a roleplaying game in which the players didn’t handle any dice, never saw their character sheets, and didn’t even necessarily know the rules of the game they were playing. We called it “Zen roleplaying,” and it went on to be our standard approach for many years to follow. Recently, I wanted to go back to that style of playing, so I put out an invitation here in Halifax for players who would be interested in a character-heavy game of urban fantasy. On the 11th of February, we had our first session.

The Story so far:

There are three players, who were asked to think of characters from the small fictional town of St. Collen’s, New Brunswick. The main requirements for the characters were that they be fairly ordinary, that they knew each other in some way, and that they would be willing to answer the call to adventure when it came. We ended up with:

Derek, a physically imposing, sensitive loner who dabbles in pottery when he’s not working as a check-out clerk at the local supermarket;

Joan, a restless and troubled teen looking for any way to get out of town;

and Odette, a former dancer who left St. Collen’s to pursue a career but was forced to return after an injury.

The first thing to arrange when we met was to establish how the characters knew each other. Joan, we decided, was dating Odette’s younger brother (Travis, a pot-smoking would-be musician seven years older than Joan). Joan had noticed Derek as someone who seemed just as out of place in town as she was, but probably hadn’t approached him yet. Derek had noticed the attractive Odette, but likewise hadn’t said or done anything to introduce himself.

I’d expected that most of the session would be taken up with getting the characters familiar with each other, but that part moved along so easily that we had time for opening scenes:

Joan, while smoking up at her boyfriend’s place, answered a knock at the door from a ragged-looking young man who asked for her specifically. He offered her a chance to leave town and do something exciting, and (despite Travis’s protests) she took him up on it without a second thought.

Derek was having a night at the local bingo hall when a woman in a Victorian nightgown sat down next to him, started chatting with him, and soon urged him to come away with her. She didn’t say why, and seemed so out of place that her presence was starting to raise some eyebrows among the bingo players, but he finally relented and went along.

Odette was picking up dinner (a pack of cigarettes) at the convenience store when a small man with a cane barred her exit and growled that she was coming with him. When she refused, he grew more threatening, and when she threw down her purse in the assumption he was there to rob her, he crouched down over it and started eating the money inside. That’s when she ran.

Outside the convenience store, and near Odette’s car, the three characters ran into each other. After the initial “what are you doing here and who are these people?” questions, they were interrupted by the sight of an impossibly huge figure barrelling out of the alley by the store. That’s where we ended our first session. We pick up again in early March.

While it’s still too early to say how things will progress, everyone in the group was comfortable enough with the game and each other that I think the story will roll along quite smoothly. Their characters are only lightly sketched out now, but they’ll have time to fill in more details during play; what’s important is that they all seem to have good, clear ideas of who they are and how they’re motivated.

Feb 172014

Word has it that Sam Fraser (Grow Giant Games) has been testing an interesting prototype.  On February 6th I believe Sam and Alissa played out a few permutations at The Board Room.  On the 7th Sam and Joshua met at Joshua’s house and experimented further.

I know I gave plenty of feedback during the session on the 7th but something comes to mind today.  The one word I wouldn’t use to describe the game I saw in play is “uncooperative”  this might change with more players but I feel the rules for positioning, directing melee vs. spell damage as well as the stock of cards representing a shared pool of hitpoints all went further to foster and demand cooperative play more than many games that explicitly sell themselves as cooperative.  This is not a bad thing.

 Posted by at 10:36 am
Feb 032014

Last Thursday (January 30th) we gathered at Games People Play to commence the Sorcerer campaign.  Alissa, Carter, Joshua, Nat, and Sebastian engaged in some exciting “story now” role-play. As for the venue, while Games People Play lacks the style and amenities of the Board Room, our table at least had something we’d all been missing: HEAT! We were at least warm and toasty.  We also enjoyed the lower ambient volume which made dialog intensive role-play much easier.  And of course, its hard to beat the price.  Although I’d love to play Sorcerer in the comfort of someone’s home, GPP is pretty decent compromise for now.

Play report

We assembled and dealt with a few last housekeeping concerns. Then jumped into play. My humble goal for the session was for each character to get to roll some dice either in combat or while practising sorcery. We achieved at least 2 decent combats and the other two characters made some Lore checks at least so I’m satisfied.

Vincent King

received an invitation to attend a fancy ball for left-wing radical intellectuals at the Westin Hotel. He was to be an honoured guest, though not expected to give a speech. KT (the object demon residing in a severed toe) clearly wanted to come to fulfill his desire for hobnobbing with high society. Vincent’s solution was truly idiosyncratic. He used spirit gum and gauze bandages to attach the toe to his own thumb. I suppose this was a way to allow the demon some exposure and attention. In retrospect I certainly should have rolled, during combat, to see if this fell or (more likely) painfully tore away.

Vincent was met at the door by Sonya Aranha who had invited him. She kept him close throughout evening. The keynote speaker at the Gala was a certain Carlos S. Lopez, a fiery member of Hugo Chavez’s executive in Venezuela. After his rather incendiary speech, Sonya invited Vincent to take a walk with her along the waterfront and meet some of her associates involved in some covert liberal activism. Before the meeting occurred however Sonya and Vincent are jumped by some thugs disguised as rowdy students on the boardwalk. They are quickly separated and Vincent is left fighting two on his own. Though he throws some convincing punches, they ultimately overwhelm him and whisk him into a waiting vehicle. Once inside he’s threateningly interrogated about his sources for his most recent novel “Fear Starts Here” which with thin veneer of fantasy contains a biting indictment of the Cornwallis Groups role in a recent ship-building tragedy.

Eager to escape scrutiny, Vincent gives them the name of an innocent shopkeeper Sasheen Miller. Sasheen owns an occult books and curiosity shop in Dartmouth. Vincent had been a regular customer of hers for sometime.


Tasha Garien

opens the drama in conversation with her boss. Chief MacKay. She’s already been warned away from the Karla Strang murder, and today she’s being sent to meet with the Coroner about a mysterious death the night before at Dalhousie University. At the Coroner’s office she meets Kyla Mardine and learns that although the death is indeed mysterious, there’s nothing to point to obvious foul play. Tasha suspects Sorcery could be involved and studies the body closely but can’t quite place her finger on any paranomailty. She does get the very strong sense that Kyla is not telling her everything though. Before she can press further her partner Jeremy Pyke interrupts with a concern that a B&E might be in progress at the Recycle Depot.

They arrive to find signs of a large fight and one body, masked, alive but unconscious and bleeding out on the floor from a deep chest wound. Tasha administers first aid while Jeremy calls for EHS and backup. Tasha gets a good look at the victims face before he’s taken away in an ambulance. Returning to the scene, she and Jeremy give it a good sweep but are unable to gather any solid leads as to what went down here. They head over to the home of Damien Knox – the person who called in the tip.

Damien is cagey and uncooperative at first but he eventually cracks under Tasha’s persistent questioning and admits that he had participated in staging a robbery. He said he called the police because he was afraid his friend ‘Shake’ was going to get caught up in it all. When asked to describe the people he’d left the office open for, Tasha recalls the face of the person sent to hospital. Jeremy tells her he knows “Shake” from the street.



Damien told him this evening that the depot main office would be unattended and the safe unlocked. “Go and take the money they owe you”. Shake went along with this plan and stumbled on to three masked men plundering the office. One came at him with a crowbar which Shake handily took off him and used to mortally injure one thug. The other two escaped. Shake then handed control of his body over to Dominic who took the look (a couple thousand dollars) and left the area in search of a good time.

Stephen Demoine

News of Prof. Sam Smythe’s mysterious demise causes shockwaves throughout the university. Especially affected is Emily Bethune, a postdoc fellow who has been dating Stephen for a couple of months. She arrives at his doorstep with a well packed bag intending to stay. She’s been finding Halifax more and more alienating lately. She’s particularly troubled by a certain Simon Kim, a student who’s been showing her excessive, if not particularly aggressive attention recently. Some simple inquiries on on Stephen’s part suggest this Mr. Kim is rather obsessed with him as well.

Late that evening Stephen receives a strange phone call from Kyla Mardine who wishes to discuss Sam Smythe with him. They meet at the 2nd cup, Simon Kim is already there, though he leaves in a hurry after Stephen notices him. Kyla reveals that Sam Smythe was in possession of a book in which he had written Stephen’s name. She leaves him with a package that appears to contain a book. Stephen carefully hides this in an anonymous locker at the athletic center, being careful not to open the book. At one point in the even he stares Kyla down trying to detect a mark of sorcery on her. Results are inconclusive. At home he hacks into Sam Smythe’s email account and runs a quick search for his own name with negative results. Emily wont sleep; wants to use his computers.


Jan 172014

Last night at the Board Room, five scene members, Alissa, Carter, Joshua, Nat and Sebastian gathered for character creation.  Our Sorcerer game is set in modern day Halifax, on the wet and grimy streets we trudge along every day.  As I mentioned in my email invitation the only definitive difference between our fantasy Halifax and our real life Halifax is that in the fantasy one, our characters know that demons exist and can be summoned by sorcery.

See the campaign page for some of the details about the setting and characters.

For all of us it was the first time to start a Sorcerer game.  Relying on my copy of The Annotated Sorcerer we found the character creation process went very smoothly.  We were initially afraid that a session of pure character creation would be tedious and pledged to stop after an hour and “play an actual game”.  But by the time the hour rolled by we all realized we were playing and having fun and completely committed.  Ron Edwards is quite specific, in the rules text, that character creation must be done in the group.  I definitely see why.  It’s a form of procedural creativity, not unlike games like The Quiet Year, Kingdom and Microscope which we’ve all enjoyed here.  It’s best performed with an audience.  One choice we made however was to defer demon creation.  I felt compared to the fun of discussing our cover, price, kicker…  even stat descriptions, statting up an actual demon was more ‘pervy’ (to use some ancient jargon denoting ‘many points of contact  with the rules”).  Instead I’ve asked the players to give me their ideal demon and let me pour over the rules and offer them a first draft by email.  At the next session I hope we can finalize the details and jump into play.


 Posted by at 9:55 pm
Jan 102014

The scene reunited for the first time in 2014 at the Boardroom last night:  Alissa, Owen, Sam, Nat, and Joshua.  At first Sam had us all participate in an experiment – testing a phrase building ritual which he might perhaps work into his next great story game project.  We don’t know. Only time will tell.  I think consensus was that it was entertaining on its own, though we’d like to see it in an actual game.

Having done our bit for science, we settled in for a fine session of Joe Mcdaldno’s The Quiet Year. This is a game about telling the story of a community and recording it’s history on a collaborative map.  I really like this kind of game.  Talking with others at the end I think I might have liked it the most. Let me rehash the story as best as I can recal from my own POV (others please add, amend and correct as needed)>

We decided our community was located in a little hidden valley surrounded by mountains.  Several mountain streams, some crashing through steep gorges, came together to form a river that flowed through the valley and then disappeared into an abandoned strip mine.  Our community was centred around a forested area  where two largest streams finally came together. We struggled at the beginning with a scarcity of meat, fresh water, electricity and industry but were blessed with an abundance of faith.  Faith was never completely defined but it seemed to manifest itself throughout the game most often in very practical exercises of devotion.  Often in the form of carefully tended ornamental gardens.  These gardens were said to help “purify” the land though as a player I remained skeptical about whether this was ever anything more than a symbolic form of purification.  Certainly no obvious physical effects were ever revealed. The abundance of faith early seemed to originate with the community elders who frequently required assistance to travel to a monastery partway up a mountain, and across some deadly gorges, in order to worship or something.  Later it became apparent that worship consisted mainly of gardening.

The major drama in the spring and summer revolved around our relations with another community who camped around the abandoned strip mine mentioned above. Things got off to a bad start when we decided to dam the river upstream of them and got worse when the discovered us salvaging (stealing) a large turbine from an area they considered their territory.  This lead to a series of small skirmishes, the development of a militia, the desecration of  some sort of peace garden, and only really ended with the assassination of their leaders by the charismatic and religiously fervent Alice from our community.

The biggest tension within the community (again from my POV as a player) was between those who rejected all spirituality and trappings of religions and saw faith, as well as all religious observance as hindrance to the advancement of industry and order; against those who sought to preserve the old ways and believed that doing so preserved the land as well as the essential dignity of all humans.

By winter the communities industrial projects were moving along at a frightening pace.  Electricity was readily available.  Meat and tomatoes were being produced on an industrial scale. The remaining members of the mining community were being coerced into a life of servitude, providing an indentured class of labourers to serve our further schemes.  On the other hand faith if not actually in scarcity was certainly under threat. The elders had been all but abandoned to starvation in the mountains, (there were even reports of cannibalism).  Religion, when it was still practised, took on a radical new look.  (See for example the large phallic symbol erected in the middle of the map. )  I cannot help but wonder if there weren’t some of us who greeted the Frost Shepherds with relief as bringing about an end to such a cold and utilitarian society.

My thoughts about the game.  The rules strongly discourage table talk or any form of collaboration or discussion outside the formal “hold a discussion” action.  I feel we were rather strident with this guideline and as such the game was more jovial and included plenty of entertaining banter.  I am still curious however to see how the game feels if the silence is more faithfully observed. The greatest fun for me came out of the use of contempt tokens.  We 20 pennies for this purpose and for a good portion of the game.. and right until the end, they were ALL in use.  The contempt tokens as we used them, and this might not be strictly correct according to Joe’s rules, became an engine for ‘character development’ in a game without characters.  Let me explain (all of course from my own point of view, others might have had a different experience).  I started taking contempt tokens when the community started religious projects, or offered pacifist solutions to problems with our rivals.  I’d even take one when I heard these sentiments expressed during discussions.  This led to me having quite an accumulation by the end of Summer. The other unexpected consequence was that I became more and more committed to a warlike and ultra-pragmatic almost fascist view of the community.  Without ever identifiying with a particular character I started to feel like I was role-playing a vague faction or even almost a personified ideology.  I also started to see the other players in a similar light.  Based on their contributions, discussion comments and especially projects I came to identify each other player with a world view and vision for the community.  Owen was probably the most opposite, being I felt an advocate for increased spirituality and reconciliation both with our environment and outside communities. Sam seemed in alignment with me with regard to pushing for industrialization but we were opposed on almost all matters of social policy.  I was definitely in Alissa’s camp on military matters but we didn’t always agree.   Two things make these differences interesting to me:  (1) the fact that we can identify these different agendas even though there was never a venue for declaring them specifically and no way to directly challenge or oppose each other. (2) the fact that they arose not out of my own biases or even out a a conscious decision to play as a certain character.  Perhaps “start a discussion” is one of the most important elements in the game.   Although it appears to have no visible effect on the game (unlike “discover something new” or “start a project”), it is the one action that contains some role play.  During a discussion and whenever we take a contempt token, we reinforce the existence of a certain collection of beliefs, intentions, and desires.  These are all elements of character but without a physical form. If we played a more strictly orthodox version of the game with zero table talk I hypothesize that these disembodied ‘characters’ would become even more real and defined.

All in all, I found this one of the most INTERESTING games I’d played in a while.


 Posted by at 2:50 pm
Dec 122013

murderghostsBy 7:45 only Carter and I had arrived at the Board Room on the bitterly cold night of 12/12.  So to fight off the shivers we decided to delve into some violent psychological horror courtesy of Vincent Baker.  Very soon after Sebastian and Elizabeth arrived and “checked in” with the Scene before finding a slightly warmer corner of the Board Room in which to play The Duke.

I declared myself MC and Carter was a willing player.  I took a few minutes to try and come up with a theme for my murderous ghosts and Carter quickly scanned the 2 short pages of rules which are all you need to start playing. Carter’s character Ken was a young confident captain of a hockey team – possibly living in Boston… or similar city on the eastern sea board.  At times of distress he thought longingly of his team mates and before ultimately meeting his end reflected that his death here would curtail his dreams of one day holding the Stanley cup.  His urban spelunking  it turned out lead him into the bowels of an abandoned ship-building operation.  All the clues he came across indicated that violent labour unrest had lead to tragedy.  Once the ghosts of unionized shipbuilders awoke they attempted to dismember him, at first he seemed to have been mistaken only for a scab, but as he listened to them play out their repetitive drama he began to suspect something even more sinister had occurred here.  There was talk of a “lock in” … starvation… cannibalism.  Fleeing the picketers he found himself briefly underwater but came up inside the remains of a partially built warship.  His explorations brought him face to face with the spectre of a corporate executive who admitted to the lock in and further revealed that due to shady sections of the government procurement it made economic sense to have the ship scuttled and sunk in the harbour, (with a full work crew on board).

Things didn’t end there, but they got considerably worse for poor Ken.

A quiet night by HIGS standards but I was pleased with the quality of gaming we got into.  As MC I probably should have pushed harder and finished the game sooner.  I didn’t fudge anything but made a couple of choices that let Carter’s character live longer.  The odds are definitely against the player and, much like Doomed Pilgrim, the point of the game is to confront and play out character death with style.

 Posted by at 11:07 pm
Dec 062013

Also on December 5th,  Nat, Sam and Kieva played a game of Fiasco using the Time Warp playset.  This sees the players choosing from a variety of historical locations, lost treasures, and future possibilities as they adopt the roles of “time agents” who (nominally) fight against chronological wrongdoing throughout the continuum.  Being human though, they’re also plagued by human needs like revenge, greed, and romance.

Our story took an . . . unusual turn.  Nat ended up being a mad scientist, Sam ended up being a sociopathic carefree android, and Kieva was protecting a future, deradicalized Adolf Hitler from Nat and Sam’s depredations.  The ensuing fiasco was a politically insensitive space-time comic opera involving chronologically out of order fights in a Bohemian Berlin apartment, fortresses of solitude constructed from asteroids at the end of the universe, androids with a penchant for tea and scrabble, and bomb so powerful it trapped Nat’s character in a pocket-dimension with nothing but void and a scrabble board.

Not the best game of Fiasco I’ve ever played, but definitely interesting.  The off-the-rails turn our game took highlights the importance of “The Score”, the section at the beginning of each playset that sets the tone and expectations for the coming narrative.  Don’t forget to print it along with the Relationships, Needs, Objects and Locations!

 Posted by at 10:58 am
Dec 042013

lb-logo Sadly it didn’t occur to me to take a picture of the Scene’s first foray into public house gaming.  Altogether eight people showed up.  Five of us (Alissa, Carter, John, Hugh, and Joshua) played Lady Blackbird while Nat, Sam, and Kieva played Fiasco at a nearby table,  (see separate post).

My first comment about the venue is that I sure enjoyed my delicious pints of oatmeal stout and I’m pretty sure they deserve a lot of the credit for me having the confidence to go ahead and GM this game.  On the other hand the pub’s background noise and low lighting made things difficult. I think full enjoyment of a game like LB really requires every player to listen attentively to every other players stories and contributions.  The ambience definitely made this more difficult.    Also the game itself is printed in a lovely but dainty and fine font which in low light made for a lot of squinting and straining.

At the bottom of this post is a link to another review of the game.  I don’t think we achieved that level of ‘awesomeness’ but I am very pleased with the story we created so far.   The character’s first attempt to escape the brig started well with Lady Blackbird using wind magic to create an impressive distraction, while Kale confidently picked the shabby iron lock.  “Childs play!” she said… but just as the last tumbler falls into place, but before she can swing the door open an officer entered with 4 new marines and ordered Cyrus to come with them.  Naomi and Kale took this opportunity to attempt to rush the guards and Cyrus slipped out and made his way out into the rest of the ship. As punishment, the officer in charge summoned ‘Bubba’ to enter the cell and deliver an educational beating on the unruly prisoners. This didn’t end well for Bubba. Kale uses her magic to make the lights go out and the remaining marines panic, allowing Naomi to disarm them in the dark.  The characters are able to slip out into the ship in search of Cyrus and ultimately their own spaceship during the  brief moments before a general alarm is raised.

Cyrus meanwhile had found his way to the senior brig officers quarters in hopes of recovering everyone’s personal effects.  This results in an encounter with the officer, Gary Slaughter… surviving brother of Shawn Slaughter a former comrade in arms of Cyrus Vance from his days in the imperial wars of ’36.  Obviously Gary blames Cyrus for Shawn’s death to the ensuing battle cannot be avoided.   This doesn’t end well for Gary.  The noise of their struggle allows Kale and company to home in on Cyrus and the group is reunited.  During the moments while they regroup and consider their next move, Cyrus thinks back to the horrific last days of the aforementioned war.  The reflection the mortality of friends and the senselessness of war apparently give him a sober appreciation for the stakes he still plays with and a new determination to get his crew and his passengers, especially the lovely Lady Blackbird, out of this dire situation.

A death defying sprint through the Hand of Sorrow allows them to reach the Owl just as it is about to be jettisoned into space like 80 tons of space trash.  The Imperials realize too late that instead of cutting of the heroes escape they’ve just made it that much easier.  Fighters are scrambled and poor Snargle has to pilot his goblin ass off to evade their guns.  Luckily he does just that and manages to line up some great shots allowing Cyrus, at the guns to take out three fighters.  Kale, in the meantime coaxes some once in a life time, do-or die performance and speed out the Owl ‘s doughty engine and steam drives. at one point she put them into a perilous ‘overboil’ no doubt risking catastrophic consequences.  But said risk is averted and the Owl loses the Hand of Sorrow in a rogue gas cloud on the fringes of the lower depths… oh wait that’s no gas cloud!  In fact it was a massive gout of ink from a ravenous sky squid.

… to be continued…

Here’s a positive review from Wired magazine: “Lady Blackbird is simply awesome

 Posted by at 2:19 pm
Nov 262013

[Gentlemen Thieves] Aristocratic Scallywags of Leisure…
Gentlemen Thieves

By no means can you call it a play test when the game has been published and launched  to great acclaim at HalCon 2013.  None-the-less it was the first opportunity for most of us at this table to play the latest edition of Sam Fraser’s excellent story-telling game.  The new cards, the art and  refined rules all helped produce an exciting full game.   We created some hilarious stories and it was a very close game with a 3 way tie for first place.



You can call it “play testing” however when we delved into Jake’s proto-type “Exodus” a game about space exploration and colonization where every player tries to settle their own colonists on safe hospitable planets while nuking their neighbours.  Although the game cards are roughly made index cards covered in Jakes cryptic handwriting his playing pieces are all custom designed and 3D printed plastic spaceships with colour coded units for colonists and aliens.   We all had a great time with this game as well and speaking for myself at least look forward to playing again especially if Jake invests more in the production.

HIGS playing "Exodus" prototype by Jake at teh Boardroom.

HIGS playing “Exodus” prototype by Jake at teh Boardroom.

 Posted by at 3:52 pm