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GM Phil Barcafer checks out the treasure
chest of Jim Shaw. I thought Pirate's Cove was in the
Marietta room. |
Counter storage problems have always
given birth to innovative solutions, but here's a guy who really
loves his game. |
Battling orcs ...
Commands and Colors with magic and monsters. It combines
one of the most popular new game systems with a subject that
made many of us gamers in the
first place. In order to assure that as much magic and monsters
played a big part in the tournament, the GM put together three
Call to Arms scenarios for the three opening Swiss rounds. While
all played on the same map, different armies, some of which included
monsters, goblins and dwarves, were used for each round. In
addition, players set up full Lore Councils, so they could add
any monster they wished. Those players with expansion sets could
play any special units that they had. Among LoreMasters, the
Commander was the most often chosen, to get the extra command
cards. The Cleric and Wizard were also popular, with the Cleric
being the one most likely to be picked a Level 3 Master. The
Warrior was fairly popular, while the Rogue was the least likely
to be picked.
Adding Specialists allowed players to really customize their
forces. In the Swiss rounds, not every player had the expansions,
so some games just used the standard forces. When players had
the expansions, the favorite additions were by far the Long Bows.
Second favorite were the Mounted Knights and their strong punch.
The Swiss rounds cut the field to four players. The elimination
rounds saw each player get a card set from Call to Arms and set
up their own army. Chris Ellis played Steven Sheddon, while Michael
Shea played the GM, Phil Barcafer. Now in this game, there are
some card combinations that can be game changers, if not game
enders. One of these is Long Bow with Darken the Sky. Michael
Shea took the Long Bows, played Darken the Sky and had his Cleric
use Eagle Eye. Thus, all his Bowmen had two shots, hitting on
shields and having an extra die. The results were similar to
Agincourt, with Barcafer's Mounted Knights dying before they
could move. Despite this setback, Barcafer, who also had a Cleric,
played Ball Lightning on Shea's densely packed infantry. Unfortunately
for him, he missed, wasting most of his Lore and effectively
ending the game. While Ellis and Sheddon had a slightly closer
game, Ellis won to enter the Final without a loss.
The Final allowed each player to pick their own Call To Arms
deck and use all the expansion sets, since the GM was done using
his. Ellis picked Mounted Knights and Long Bows as his specialists,
while Shea took Mounted Knights and Halberdiers. The latter
are very dangerous to mounted units, so it was expected this
might slow down Ellis' Knights. However, another of the dangerous
card combinations appeared. Ellis played Enhanced Mass Might
with Mounted Charge and killed two crossbow units. He then played
an Ambush and Eliminated Shea's Mounted Knights to take a four
to zero lead. What followed was a slow game of attrition, which
Ellis won due to his big lead. Ellis won his first WBC wood ever,
until later in the week, when he added a second for Stone
Age.
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Steve Lollis and the GM cross swords
and sorcery in the swiss rounds.
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Chris Ellis gains his first title
with
Enhanced Mass Might against Mike Shea in the Final.
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