Friday Night Gaming: Red Dragon Inn, Bang!
February 27, 2009
We spent the first part of the evening making characters for Zach's short Street Fighter campaign. We are only using the main rulebook, but we only had PDFs on 3 laptops, which slowed the painstaking process of selecting maneuvers. We never actually got to the point of having completed characters, but we got far enough so that we could finish the characters on our own (which I did Saturday).
Since the characters weren't in shape to run some practice fights, Merwin pulled out a couple of light games that could handle 7 players. We had 7 because Tom made a rare appearance tonight, even though he won't be in the Street Fighter game.
The Red Dragon Inn
With the expansion, this game handles up to 8. The "take that!" card play and chaos is still very prevelent, but it scales up very well. While it is possible to gang up on player who seems weak, thus making them weaker and head to a quick elimination, that didn't happen in this game. With so many players, the biggest difference was in the gambling rounds: the swings of fortune in one round can be huge. In one instance, I went from fearing I'd go broke to becoming the predominant leader in gold and could practically sleep through future rounds. I think 3 players went down by going broke (which is the only way to get the Dierdre character, it seems). Merwin and Robert went out first. I was knocked out soon after a disasterous drinking contest, and it came down to Ian and Tom. It was a true nail-biter, with both of them on the edge of going out for several rounds until Tom, playing in his first ever game of Red Dragon Inn as the half-ogre Gog, finally won.
Bang!
With 3 Outlaws (Robert, Tom, and I) and 2 Deputies (Merwin and Ian(?)) in addition to the usual Renegade (Zach?) and Sheriff (Brian), the beginning was a little show. We didn't know who each other was and the increased range with so many players limited targeting options.
I began by playing it cool and using cards that effected all other players, like the Gatling and Indians. Tom came out first by making a move against the Sheriff and was one of the first to go. The turning point of the game was when Merwin died from the Dynamite that he, himself played. Robert soon began to unloaded on the Sheriff and I helped. As Slab the Killer, Brian had good offensive capabilities, but his defenses were weak and the outlaws prevailed.
We spent the first part of the evening making characters for Zach's short Street Fighter campaign. We are only using the main rulebook, but we only had PDFs on 3 laptops, which slowed the painstaking process of selecting maneuvers. We never actually got to the point of having completed characters, but we got far enough so that we could finish the characters on our own (which I did Saturday).
Since the characters weren't in shape to run some practice fights, Merwin pulled out a couple of light games that could handle 7 players. We had 7 because Tom made a rare appearance tonight, even though he won't be in the Street Fighter game.
The Red Dragon Inn
With the expansion, this game handles up to 8. The "take that!" card play and chaos is still very prevelent, but it scales up very well. While it is possible to gang up on player who seems weak, thus making them weaker and head to a quick elimination, that didn't happen in this game. With so many players, the biggest difference was in the gambling rounds: the swings of fortune in one round can be huge. In one instance, I went from fearing I'd go broke to becoming the predominant leader in gold and could practically sleep through future rounds. I think 3 players went down by going broke (which is the only way to get the Dierdre character, it seems). Merwin and Robert went out first. I was knocked out soon after a disasterous drinking contest, and it came down to Ian and Tom. It was a true nail-biter, with both of them on the edge of going out for several rounds until Tom, playing in his first ever game of Red Dragon Inn as the half-ogre Gog, finally won.
Bang!
With 3 Outlaws (Robert, Tom, and I) and 2 Deputies (Merwin and Ian(?)) in addition to the usual Renegade (Zach?) and Sheriff (Brian), the beginning was a little show. We didn't know who each other was and the increased range with so many players limited targeting options.
I began by playing it cool and using cards that effected all other players, like the Gatling and Indians. Tom came out first by making a move against the Sheriff and was one of the first to go. The turning point of the game was when Merwin died from the Dynamite that he, himself played. Robert soon began to unloaded on the Sheriff and I helped. As Slab the Killer, Brian had good offensive capabilities, but his defenses were weak and the outlaws prevailed.
Labels: Other Games


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