I think October 2016 was the one and only time we played the precursor to 'Maurice', 'Might & Reason'. Owing to a shortage of commander figures we ended up fielding Death as Charles XII. My venerable Risk figure armies got used. They've seen a lot of use these past few years.
Thursday, 1 October 2026
Ten Years Ago - October 2016
Friday, 18 September 2026
Thursday Night Live
Caesar went with his Freeway Fighter, this time maquerading as a Miyazaki vehicle
Craig had a rally-car with the handling and robustness of a truck and packed with Scarlett pirates like a clown-car.
I ran the Yellow Submarine, which is a Mishkin technological terror featuring not only a nuclear engine but also a teleporter.
Mishkin isn't normally great in this scenario, because their Audience Votes are generally quite low. However I had several unique weapons, and (I hoped) a vehicle capable of competing for the various spot-prizes the scenario offers.
Freeway Fighter and Yellow Submarine begin the game.
Yellow Submarine isn't heavily armed, but can put out a bit of firepower. Craig and I exchanged shots.
Me - 17
Craig - 9
Caesar - 6
I got four points just from my Mishkin sponsorship - using unique weapons. I wrecked twice for two more points. The rest were from aggressively pursuing spot prizes.
It was great fun to get back into the arena after too long a break.
Saturday, 12 September 2026
Rallyman: DIRT
I bought another racing boardgame!
Rallyman: DIRT is the latest version of a series that's been around for a few years. As the name suggests, it's about Rally. Although there are modes in an expansion for head-to-head racing, this game is about hurling your car around a gravel-covered course as fast as you possibly can, with players competing for the fastest time. You string several courses together - the designer reckons you could have four players get through a three-stage rally in around two hours.
What's nice is that, like Flamme Rouge, the courses are modular. The game comes with 32 double-sided hexagonal tiles allowing you to build a whole range of tracks. Tracks are usually 10-14 hexes long. Obviously you have curves of varying difficulty, as well as shortcuts, bumps (if you want to get into the air) and water. An expansion (which sadly ay be out of print) introduces snow and asphalt surfaces, different tyres and two different types of cars.
At the end of your move you take a card based on the gear you ended in. Each card has a time in seconds on it - 50 seconds for Gear 1 down to 10 seconds for Gear 6. Your accumulated cards are your total time (minus your retained time tokens as well). So, as you can see, your aim is to complete the course in the least cards whilst ending each move in the highest speed you can.
Obviously it plays well solo - you can set up courses then see how fast you can run through them. There are a few rules online for bot/NPC racers too, if you want to 'compete' against someone.
I have a nice collection of race games now. My favourite is still Flamme Rouge, which has a perfect balance of elegance, simplicity and replayability:
Somewhere down in the garage we have Waddington's Formula One, which we haven't played for many, many years, but which actually holds up fairly well with 'modern' games in terms of mechanisms.
Then, of course, if you want to race on water there's Spinnaker:
Friday, 11 September 2026
Battle For Hong Kong
For the third week in a row Daniel and I played Memoir '44 on our Thursday evening club-night.
Last week we did some non-WW2 actions. This week we did two linked WW2 battles, set around the Japanese attack on Hong Kong. They introduced a few new things to Daniel, (and one new thing for me): special national characteristics for the British and the Japanese, bunkers, wire, night-fighting and the beach-landing board.
The first scenario we played was The Gin-Drinker's line, which sees a Japanese attack on the British defensive positions outside Hong Kong.
The British position looks strong, with wire and trenches, and even a bunker in the centre, but it's night so weapon ranges are severely limited and the Japanese infantry can move quickly and still attack.
I played the Japanese in the first game. There's some interesting objectives in this one - the bunker and a hill beyond it. They count for whichever side has possession, so the British start with two medals. It does tend to put the onus on the Japanese to focus their assault on them as well. And, fortunately, I was blessed with a hand of cards that enabled me to assault aggressively in the centre, and then keep assaulting.
Both sides were on five medals, and the next casualty would decide the battle. I found a quick easy kill on my turn, got it and scraped a narrow win for the British. But it was a great fight.
Thanks to Daniel for four great games. And we played them through in just over two hours.
Tuesday, 8 September 2026
Dawn Patrol
In my previous game of Spandau & Lewis I tried out the Taubes for the first time. In my next game I wanted to use the Bleriot XIs. They didn't seem to hang around on the Western Front for as long as the Taube did (at least not in any numbers) so it was harder to put together a scenario that allowed a mix of machine-guns and rifles. So I didn't. I just went for an all-rifle scenario.
It's early in the war and both sides need to check out what's happening around a village on the front-line.
The Germans send a couple of Taubes, escorted by an Albatros B-type. Escorting with aircraft just equipped with a rifle-armed observer does seem to be a thing. They seem to have just acted as a deterrent.
The French send a couple of Bleriot XIs. They are escorted by a Morane L. The latter plane is a two-seater and the rear observer is equipped with a rifle.
I varied the firing arcs for the planes. My rules pretty much give rifles free firing except to the front (on tractor planes) and rear (pushers) but really they were just as restricted as machine-guns, so I'm less generous these days.
Taube (Front-seat observer) - 2*,4,8,10*
Albatros B (Front-seat observer) - 2*,4*,8*,10*. All arcs are restricted because of all of the stuff in the way.
Bleriot XI (Rear seat observer) - 2*,4,6*8,10*
Morane L (Rear seat observer) - 4,6*8
I reasoned that the parasol wing on the Morane would restrict firing to the front.
I didn't take detailed notes, but here's everyone closing in on the two objectives. The Bleriots failed to notice any enemy aircraft for ages, and were pretty much scouting the targets before they saw planes with black crosses on the wings. Both sides kept their scouting planes on mission (of course) and sent the cover off to harass the enemy.
Both of the Taubes spotted a target, and one closed in on the second target. The other Taube swung wide (right of the picture). The operational Bleriot spotted both targets with ease and looked at heading home. A few shots were exchanged, to no effect.
This was a very sedate game, and made a change from the usual frantic dog-fighting you get with WW1 games.
Saturday, 5 September 2026
The Gunbus Scourge?
Having made some new planes it was time to christen them in a game. The problem with the Bleriot XI and the Etrich Taube is that it's hard to find a point where you can get some gameable aircraft combinations on the table, since by the time anything with useful weapons appeared they'd pretty much been withdrawn from front-line service.
Still, in early 1915 the combinations for this game would have been viable.
On a quiet sector a couple of Taubes are on a reconnaissance mission. Two Taubes, two targets. Each in unarmed, but their observer carries a rifle. They are escorted by a new Aviatik C-type, whose observer has a machine-gun. It would be better if he wasn't also in the front seat, surrounded by the wings, but you can't have everything.
Anyway, a Gunbus stalks a Taube. The Aviatik has spotted it and is rushing to it assistance. It needn't have worried. The first burst from the Gunbus, on an unwary target, at short range, from the rear, didn't inflict a single hit.
And the manoeuvre change? In Spandau & Lewis you roll a D6 to see how well you can turn or sideslip. If get a turn over 45 degrees (or a sideslip greater than 1") you have to make a power check to see if you lose speed. This is adjusted negatively for more extreme turns. The change that I added was that if your final manoeuvre roll is 1-2 then even a 45 degree turn/1" sideslip forces a check, although it made at a +1. So there's an incentive to try and keep your manoeuvre modifiers as high as possible and a chance that even planes that can't turn more than 45 degrees (like the Taube) will suffer a loss of speed.
For the next game I need to come up with something with which to christen the Bleriots.
Friday, 4 September 2026
Niche Memoir '44
After his first games last week Daniel wanted to play more Memoir 44. And he fancied some off-beat scenarios. He rather liked the look of my Port Stanley 1982 scenario, so we started with that. It's not a great scenario, with limited options for the (British) defenders. But it's quick and plays well if you swap sides. Basically you get to see how each player gets to do against the overwhelming Argentinian assault.
Daniel took the Argentinians in the first game. You can see their main force bottom left and a couple of units at the very top. The British defenders are in a line across the middle. The 'rivers' represent coastline and are impassable, so most of that bottom section is sea.
As the British I scored one medal to Daniel's four.
I took the Italians in the first game. Ignoring teh Ethiopians to my front I headed for the pass and attacked the defenders on the heights, ousting most of them.

















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