Monday, July 21, 2008

Brief Overview Series Ep. 7: Coloretto

It's been a few months, but I finally got around to finishing another episode in my Brief Overview series! This time around, thanks to a request on BGG, we're taking a look at one of my favorite games, Coloretto, by Michael Schacht.


Brief Overview series Ep. 7: Coloretto

You will notice that I've added a little theme music. Let me briefly explain. Long ago, my friend Jack and I were preparing to start a video podcast series called "The New Box" about board games, similar to what the guys at Obsessed With Gaming do now. Only, we were going to have discussion between the two of us regarding the game we were reviewing. We were well into working on the first episode when we were confronted with the difficulty of schedule matching and busy-ness. We decided to bail on the project before we got in too deep. We just couldn't realistically handle the load.

I had already composed and recorded the first part of a musical theme for the show. So, I remembered about this piece of music as I was working on the Coloretto video. I went up to the studio, touched the piece up a bit, cutting it down to one statement of the melody and ending it at that. I mixed the piece and exported it to audio, then I imported it as an opener and closer for the video.

So there you have it - a jazz theme composed by yours truly. This little piece is now the official Brief Overview Series Theme.

What will be the next brief overview video? I am always open for requests. If you would like a brief overview of something from my collection, comment here or email me at the address posted on the right side of this page.

Thursday, July 10, 2008

Pulp Gamer at GenCon

Today, I'm writing to support my like-minded gamers over at Pulp Gamer. Here's a quote from their About page:
Pulp Gamer has been putting the microphone to use since July of 2005 to promote non-electronic games, such as board games, card games, and roleplaying games. We believe in the friendships forged around the game table, the skill set our children quickly acquire from gaming, and the joy we can share together.
These avid podcasters share the same love of tabletop games as I do here at Games on the Table. Pulp Gamer produces a large collection of gaming podcasts, so you may want to go and see what they have to offer.

This year GenCon Indy 2008 is taking place August 14-17. The team from Pulp Gamer is well-prepared with not 5, not 10, but 20 events devoted to gaming podcasts and blogs.

So, if you're obsessed with gaming, and have no problem getting to Indianapolis, Indiana for four days, you can learn a truck load of valuable information about blogging and podcasting in our hobby at these events.

Speaking of gaming podcasts, BGG user jostrand has created a geeklist of board game podcasts that you might want to look over if you're interested.

And, to be fair to the roleplayers out there, you can visit a website devoted to RPG podcasts at RPGPodcasts.com.

Friday, June 27, 2008

A tough dice-ision

I've discovered a duality in myself. I like dice, and I don't like dice.

I'm a board gamer who is hesitant to play games where randomness or luck play a large part in determining the winner of the game. Why is this? Because most games take about an hour to play. If I'm going to sit at a table, believing that I'm contributing to my position by my own decisions, I don't want to find out after an hour that I was deluded, that in fact my position was only as good as my luck. This contributes in large part to my diminishing desire to play Ticket to Ride. There is nothing in that game to keep first-timers from winning. That can be good sometimes, but not all the time.

The reason I mention randomness is that it is the primary purpose of dice. Dice are there to throw in an element of chance. With chance comes the potential for favorable and unfavorable outcomes - good and bad rolls, we call them. The benefit of this is that it adds tension to a game. We know that there is potential for a good roll, and so we shake the dice up and throw them across the table hoping to see the most favorable outcome appear when the dice come to rest. This tension and release stirs something in us that is emotionally pleasing. The same is true in music. The composer builds the music to a point of tension or dissonance, and then resolves it to something more consonant. This process has great power over human emotion. So, this is the strength of chance. This is one reason we enjoy the use of dice as humans. This is what I like about dice personally. I like the unpredictability of them.

And yet, I don't like the unpredictability of them. I think what I like is when dice add an element of neutral randomness as opposed to graded randomness. A good example of what I'm calling "neutral randomness" is the game Masons. In this game, you roll a set of three dice on your turn. While you may have favorable outcomes in mind based on your cards, there are no objectively better rolls. The dice just tell you what colors of houses and towers to build. Then, you need to decide how to best place those items. This is a neutral randomness at its best. No matter what I roll, the other players can't look and say, "Oh, nice roll!" or "Bummer. That roll was terrible."

I think graded randomness is easier to implement, which is why it is more common. Additionally, graded randomness adds the tension of hopefulness, as I mentioned earlier. The problem with graded randomness is that there are objectively better rolls. Anytime this kind of randomness enters a game, there enters the ugly beast called Bad Luck. This beast can gobble a player up at any time if graded randomness is on the table. This fact is what, I think, keeps many gamers from enjoying a host of dice-based games. If the Bad Luck beast can override your planning, then your effort at good play feels like a wasted effort. In many game, high rolls are best. If you roll low all game, which is possible, you simply can't compete. Few things can suck the fun out of a gaming experience like that.

So why am I going on about dice? Because I have been considering the purchase of a few dice games. Specifically,
I have played the computer versions of Kingsburg and To Court the King many times. I have yet to play Airships, but I've read about it and find that it has the same attraction as the others. What I'm attracted to in these games is how they require the players to strategize using dice rolls. These games have mechanics that put a clever spin on using dice. They all use a graded randomness, but offer a way to mitigate the extremes.

My goal is to discover whether or not I should purchase or trade for one of these games. I'll look at each game and explain my hesitance to get myself a copy.

Image by BGG user MonkeyMagic
I'll start with To Court the King because it was the first of the three that I learned to play. I discovered this game on BSW. I was immediately drawn in by the great art, and the seemingly masterful design. "This game uses dice, but you can mod them with abilities!" I thought. I am a big fan of unique abilities in games. But there is one important factor for me: all abilities should be equally valuable when used in the right context. A great example is Citadels. This was the euro game that pushed me even more into the hobby than Settlers had. I have played it many, many times. At various points, every character has seemed very useful to me. Whether it be the Architect or the Bishop - they both have their place in the right context. That is masterful design. Thank you, Mr. Faidutti.

After playing game after game of To Court the King, and reading about strategies on BGG, I discovered that I was winning almost every game by using the same characters every time. Half of the characters had no place in a winning strategy! Had the designer worked it so that every character was equally valuable in a winning strategy, I would have picked up the game right away. But I don't like winning by a formula. (This formula is attested to by others, by the way.)

But there are still things I like about To Court the King. I like that there are so many dice. What starts out as 3 dice becomes 5, 8, 10 dice by the end of the game. You're rolling a big handful of dice and then modding them with your abilities. These two aspects are what give the game its strength. I only wish the designer had doubled the playtesting and ironed out the "winning formula" wrinkle. I really wanted to buy this game, but I just can't get myself to do it. I wrote an entire post about my To Court the King struggle, if you want to check that out.

Now onto Kingsburg. I began researching Kingsburg a couple months ago. At that time, I discovered an excellently implemented computer version with solid AI (which is actually so good that I have won maybe 1 out of every 5 games). I quickly discovered that I liked this game. First, there is great artwork. I love all the unique characters sitting in their chairs, ready to help you for the right dice fee. Then, add in a tech tree. This took me back to the days Warcraft III, upgrading buildings to gain added bonuses. I love the idea of upgrades. I also think that the element of keeping your military strength up is a good way to add in an extra layer of strategy. The fun decisions in this game relate to the fact that you only have so many seasons to work and build new buildings. This forces you to choose between any number of good options. Similarly, you are forced from round to round to decide how to allocate your dice. Do you spend them all on one powerful ability? Or do you split them up to maximize your yield?

Image by BGG user garyjames

And yet despite all of these strengths, I can't bring myself to buy or trade for the game. Why? Game length. Over time, this has proven to be the biggest factor in limiting what games I buy and play. My wife and I just don't have time to play through a game that goes longer than an hour. Any of you with a number of small children will know what I mean. The other place I play is at work, but we only have an hour during lunch. The listed time for Kingsburg is 90 minutes. When I play on the computer, games are much shorter. Perhaps 20-30 minutes. This is perfect for this game. The computer takes care of all the logistics, computing, rules policing, and movement of game pieces. The AI takes lightning fast turns, so there is no AP. It's my turn, then....hey, it's my turn again! And again! And again! This is the way to play Kingsburg. I can't imagine sitting at a table for 90 minutes with this game, especially with players APing. The game doesn't have enough going for it to make it worth 90 minutes. If the real life game played in 30 minutes, I'd grab it right away.

Image by BGG user cleonhard
And finally, we come to Airships. I only discovered this game last week. This game is a game that you probably wouldn't discover unless you stumbled over it. There was just no marketing for this game. I was immediately intrigued when I read about this game. I watched a great video review of the game. Here was another game where strategic use of dice was the central mechanic. Many player comments stated that they liked it more than To Court the King. The game reportedly plays in a short time, and it fairly light. This is exactly the kind of game my wife and I have been needing more of. As our kids require more attention and time, we have less and less time to sit down and play Pillars of the Earth or Lost Valley. We need more fillers. So, Airships seems to fit the bill in that respect.

But then I looked at the rating and some of the comments. The average BGG rating is 6.5/10. I have made a pact with myself not to buy games that have an average BGG rating less than 7.0. I've always paid for it in the past when I've broken this pact, unless the game is a filler or a kids' game. Then, when perusing user comments, I see some people explaining that the game is lack's enough challenge, lacks replay value, and lasts too long, especially if someone has AP. So now I'm sitting right on the top of the fence, as I have been with To Court the King for so long. The game sounds fun, but is it? Will it provide repeated enjoyment for my wife and me? I'd probably be willing to trade for it, but not buy. The problem is, hardly anyone owns this game, let alone having it for trade.

I decided to run a poll and see what players thought - people who had played all three. I asked which game was their favorite out of these three. Here are the results as of this writing:

GameVote PercentVote Count
Airships15.1%14
Kingsburg60.2%56
To Court the King23.7%22
All three are equally good.1.1%1
Voters93

It is clear that the majority of players prefer the heavier Kingsburg. I agree that this is a good game. But I don't have 90 minutes to play it. This forces me to choose a shorter game. To Court the King and Airships are much closer in votes. I've read a whole slew of comments and there are those that prefer Airships, and there are those that prefer To Court the King. My feeling is that I would like them equally. I'm guessing I would lean toward Airships because it doesn't have the problem I found in To Court the King where half of the cards are useful, and half aren't. And, since my wife and I are looking for lighter, shorter games, Airships seems to fit the need best.

I'd love comments. If you have thoughts or opinions on this topic, please post. I'd love to hear what you have to share from your experience with these games.

Thursday, June 12, 2008

I ordered these?

In the past, I have made it clear that I prefer buying board games online. There are very few FLGS's where I live - they've all pretty much shut down. Although I would still probably never walk into a FLGS and lay down the cash for a board game, I have recently been required to confront the downside of ordering online.

I was organizing a game order for my group, as I tend to do every couple of months. Over a period of several weeks, people slowly decided what they wanted and sent me their requests. Once we qualified for Boards & Bits' half-price shipping, I placed the order. (Yes, I am still willing to buy at Boards & Bits, even though they scrapped their free shipping policy. Their prices are that good. Although I do suspect that going through Fair Play Games and using their price matching policy might be even cheaper.)

This time around, I ordered the expansion for Treasures & Traps - a game that has seen a reasonable amount of play in my group. But I also ordered two other games and one more expansion. Perhaps you've heard of them. One of the games is called Race for the Galaxy. And since the expansion is soon to be released, I ordered that too. The other game is called Pandemic.

If you've been interacting and perusing on BGG like I think you have, you've heard of these games - a lot. After plenty of research, I finally decided to grab these two games. Race for the Galaxy holds high interest for me because it is like San Juan, but with a space theme and some additional features. San Juan is one my favorite games, so Race for the Galaxy is sure to please. Many gamers have debated the multiplayer solitaire aspect of this game. My wife and I both like these types of games, so that's another reason Race for the Galaxy should prove to be a good purchase.

I have been looking for a cooperative game for a long time. There are very few co-op games out there, and those few are too long or have too limited a player range. Suddenly, this year, Pandemic came crashing onto the scene, proving itself to be well-liked, while solving the issues I had with other co-op games. Co-op games sound very fun to me, so I'm eager to try Pandemic.

But, if you have been following the news regarding these two games, you will know that, due to great popularity, they are both currently out of stock at every common online game store. During the weeks that I was building up the shopping cart for our group game order, I watched and watched. The games I wanted were in a constant state of "Pre-Order". I finally decided to go ahead and pre-order the games because I wanted to make sure to get a copy from the next batch. At the time, the games were estimated to arrive at the end of May or in June. "Sure, I can wait that long," I thought.

Unless you're a dedicated fan of FLGS's, you probably know what it's like for a gamer who is waiting with eager anticipation for his new treasures to show up at his doorstep. It's like the kid who can't sleep on Christmas eve. (I actually knew a kid who once barfed on Christmas eve because he was so excited.) It's like the day of your wedding - those hours leading up to your bride walking in the door and down the aisle. It's like waiting for that child to be born during the final hours of a long labor. You know the impending good will inevitably arrive, but the wait feels like an eternity.

Well, May flew by like an empty UPS truck. Pretty soon, "the Checkups" kick in. You know how it goes - my expectations weren't met, so now I'm online every day, checking up, scouring relevant gaming sites for updates, any information that might explain how much longer this wait will be. I visit Boards & Bits - Status: (3 on order). So I go to BoardGameNews.com to see if they've received any new special information from Jay at Rio Grande Games. No news.

BGG, as usual, had the best information I could find. Crazed and rabid Pandemic buyers are posting every few days, wondering when the game will hit stores again. Zev himself posted (for which all were grateful), explaining that the new printing of Pandemic was stuck at customs. Whew - at least we knew where the game boxes were. At least we could sit and imagine the games sitting there, ready for examination. The games were physically existent - it was only a matter of time. But, Zev also informed us that the current run of Pandemic was already spoken for and pre-orders were eating up the supply. He had already ordered a third printing of the game. Boards & Bits reported that there would not be enough copies of Pandemic to fill all pre-orders. I cringed.

Then one day, I checked Boards & Bits again, as was my habit, and to my astonishment, my (3 on order) had been changed to (2 on order). I had made the cut. A copy of Pandemic was officially mine, stashed safely in my box of goodies at the Boards & Bits warehouse. I reported this pleasant news to my wife, then went back to wondering when the Race for the Galaxy games would show up.

As of now I'm still waiting. There is no hint of news anywhere. The estimated date of arrival moved from May to June, and now to July. What is going to keep it from moving back to August and beyond?

Here's how I picture the scene at Rio Grande Games headquarters. It's April 2008 and Jay is meeting in his office with his team. "Okay team," he says, "as you all know, Race for the Galaxy has pretty much sold out everywhere. I have another printing planned for October."

One bright team member says, "People on boardgamegeek are rabid, Jay. They want updates. They want to know when Race for the Galaxy will be back in stock at retailers."

"Log on under my account and tell them we're aiming for May," Jay replies.

"Um.........May? But you just said--"

"I know what I said, Gary. But we need to keep these people on the edge of their seat. Tell them the expansion is planned for June. Each month will go by, and we'll just keep quiet. Then they'll celebrate when October comes and the game is back on the shelf."

"How are we going to explain this? Those geeks are pretty bright, Jay. They might lose confidence in our predictions."

"Just tell them that we had to stall for the sake of 'perfecting the product'. Make up some junk about our attentiveness to high quality artwork and top-notch components. Maybe throw in something about polishing up the rules."

"Hmm. Okay," says the assistant. "I guess that might work."

Do I believe any of that? Nah. I think Jay Tummelson is great. The reality is, he does make the best games out there, and I trust him. He's responsive to inquiries and he participates in the gaming community. But imagining scenes like this are just one way to pass the time while I wait for my games to ship.

To look at the bright side, I might just find myself pleasantly surprised come October, when the doorbell rings and I discover a big box of games on my doorstep.

My wife: "This box is full of games."

Me: "Games? Did I order these?"


Wednesday, May 21, 2008

The Gripe 'N Win

One thing I've discovered in my few short years as a gaming hobbyist is that the boardgaming table is a great place to watch various fascinating aspects of human psychology manifest themselves. So, today, from the Psychology Department here at Games on the Table, I offer some feedback regarding a common gaming phenomenon which our well-trained staff has termed "The Gripe 'N Win".

I'm sure you've seen it before at your own gaming table. You're half way through a game, and Hank, trying to maintain composure as a mature adult, voices a complaint. He got hosed by one or more other players early in the game, which explains why he is in last place. In fact, his position is so bad (he claims) that there is really no point in staying in the game. But to be a good sport, he'll keep playing.

From here on out, Hank probably won't say much. He might continue to make statements about just how unfortunate his position is, or how he would be winning right now if things had gone differently. He might even be pouting, red in the face, or avoiding eye contact.

But about three quarters through the game, he makes a well-planned move and his prospects improve a bit. Wait, there's another good move. Hold it - he's not in last place anymore. Now, he's in second place. It's the last round, and . . . the game is over. Scores are tallied, and who emerged with a victory? You guessed it - Hank.

The look of relief is apparent on Hank's face, but he won't visibly celebrate. He's hoping that somehow, magically, everyone has forgotten his earlier whining. In fact, he might even downplay his victory. "Whew, that was a close one. Good game, everyone. I got lucky there at the end. If Charles had taken that space from me on his last turn, I would have lost. Nice playing, guys." With a victory under his belt, Hank is pleasant, genial, and ready for the next game.

So, here we saw two very different personalities from Hank: the grump and the humble victor. Hank's attitude is contingent upon his position in the game - his chances of victory.

Here at Games on the Table, our motto is: "Play for the fun of it, not just to win it." This has been my motto from very early in my gaming days because it quickly became apparent to me that breaking this rule was a good way to spoil the gaming session. In our example, Hank had succumbed to the false belief that "This game isn't going to be fun if I lose. Especially if I feel like someone hosed me." So he griped. Then he won. Then he ate a nice rich piece of humble pie.

This is, then, what we call "The Gripe 'N Win". Watch out for this. I'm sad to confess that I've done it. Anyone who can admit to committing The Gripe 'N Win can testify that it leaves you feeling childish and guilty. You might even wish that you had lost, so that you can better justify your bad attitude to others, and more importantly, to yourself. That brings up a good question: had Hank lost, how would he have behaved?

Monday, May 12, 2008

Faery's Tale Actual Play:
Liza and the Jewelled Brooch, Part 3

This is part three in the actual play report from the Faery's Tale game I'm running for my wife. Last time, Liza and Cherry had exited the underground tunnel and once again picked up on the trail left by Markle in the dirt.



Having located Markle's trail, Liza races ahead, certain that she can catch him up - he's toting a large bag after all - fatigue has to set in sometime.

After running for several yards, they see ahead of them in the darkness a big, lumbering, oafish night troll. He is moving in the exact same direction they are going. Liza sees this as an opportunity for a free ride. [This was impressive roleplaying to me. My wife has some clever ideas. Some players may have chosen to find a way to take the troll out - defeat him. But not Liza! Fighting trolls is a job for sprites. Liza is a brownie - she has a different approach.] She turns invisible and darts forth, hoping to reach the troll and grab a shred of his gnarled pants. She whispers to Cherry to follow along, but out of view. She hears the troll mumbling to himself: "Yummy faery snack. I find you, little faery." He has apparently spotted Markle, and is trying to catch him for food!

Liza runs as fast as her little brownie legs will carry her, hoping to catch up to the night troll. [I thought this would be somewhat difficult, considering the size difference, so I rated it at Tricky (2). She rolled no successes.] Liza finds that she's gaining on the troll, and then - TRIP! - her foot catches on something, and she goes down with a high-pitched yelp. The night troll stops and turns around, looking. His nightvision allows him to see everything at night as if it is daytime. Fortunately, Liza is invisible. The troll says, "What is it? Is it a faery?" He sniffs the air and scans the area for a few moments, then turns back to his original pursuit.

Liza becomes visible again so that Cherry can locate her. She waves Cherry over and whispers her next plan: "Pick up some pebbles, fly up, and throw the pebbles down as hard as you can onto some big rocks to create a distracting noise! Maybe we can get the troll to head off in a different direction, off the trail!" Cherry whirs off to the side of the trail, into the trees and throws the pebbles down onto a boulder. They bounce down the side of the boulder, clicking along the way. The troll looks in the direction of the sound and sees Cherry's pixie dust floating down among the treetops.

Now, the night troll faced a dilemma - which faery to pursue. [I figured this would be a relatively simple decision, even for a big oaf. After all, one faery was flying around, the other was stuck on land. So I rolled for the troll against a Mind challenge of Easy (1). He achieved 1 success.] The troll gave up on the idea of chasing after the pixie and returned to his pursuit of the brownie. The hesitation was time enough for Liza to catch up to a range of about 10 feet behind.

"There you are, little faery. Now I will get you," the troll says. He has apparently spotted Markle. Liza puts her energy into racing forward as fast as her little legs will carry her. [I had her roll a Body challenge of Easy (1) to see if she could catch up to the troll. She succeeded.] She gets under his feet and jumps up, grabbing a loose tatter hanging from his pant leg. [I had the troll roll a Mind challenge of Easy (1) to see if he could sense the tug at his leg. He failed.] The troll doesn't feel the brownie's weight on his pants. Liza becomes visible momentarily so that Cherry - a few yards back, high in the air - can see her. She can't tell whether or not Cherry can see her from that distance, but Cherry still seems to be following the troll anyway.

The troll finally catches up to Markle, reaches down to grab him up, and - WOOSH! - Markle is gone, making his bag invisible as well, which is difficult but possible for a brownie. The troll pats around on the ground frantically, grabbing at the air, hoping to grip the invisible brownie. [When brownies are invisible, they retain their physical presence, so theoretically, the troll would feel an invisible brownie if he touched it. But in this case, Markle's had found a way to edge himself out of the way, carefully making sure to lift his bag instead of dragging it, which would have left a trail.] The troll kneels down and pounds the dusty ground in frustration. "I'm tired of faery. I will find something else to eat," he moans. [I later decided that I should have made it a Tricky (2) challenge for the troll to find the invisible brownie. But, it's probably better for the story that he didn't find him, and the troll isn't controlled by a player, so the consequences of his actions don't matter as much as they would for a PC.]

Liza drops quietly from the troll's pant leg and turns invisible again. Once the troll has retreated a reasonable distance, she reveals herself until Cherry locates her and flies down to join her. After a moment, they hear the familiar scraping sound of Markle dragging his bag a few feet away.

Wednesday, May 7, 2008

Faery's Tale Actual Play:
Liza and the Jewelled Brooch, Part 2

This is the actual play report from the second session of Faery's Tale which I have been running for my wife. Last time, we saw Bwok, the great horned owl, admonishing Liza and her pixie friend, Cherry, to hurry on their way if they intend to catch Markle, the blacksmith brownie.



Seeing the need for swift action, Liza - a lover of birds - asks Bwok if he is willing to carry her on his back and fly her, speeding their pursuit. Bwok agrees to help her for the price of a boon. Liza agrees and gives the owl a boon. [Boons were one of the features of the game that took me a while to get my head around. I had at first been thinking of them too much like tangible currency. The best way to define a "boon" in this game is "an owed favor". It's an abstract entity that gives the holder a claim on a future favor. Faeries and other creatures of Brightwood have an endless supply of their own boons. If a faery achieves the title of "Knight" or higher, that faery can trade boons, making them more like a currency. In essence, this means using a boon you've acquired from someone else as payment - transferring the boon to a new owner.]

Liza climbs on Bwok's back and, with Cherry alongside, they float into the air and take flight to the west, in search of Markle. The owl, using his keen senses, tracks the fleeing brownie and returns Liza to the ground, only about 10 feet behind Markle. In the darkness, the faeries see the brownie's form. They run after him and in another moment, he climbs the base of a tree, enters a large hole in the tree's trunk, and disappears from view.

Liza climbs up to look into the hole. It is absolutely dark inside. Cherry flies over to the hole and gives off enough light to reveal a downward passage. Liza can't see the bottom. She calls out after Markle and the sound of his bag dragging in the dirt stops. He seems to have heard. Then, a moment later, it starts up again, faster now. Liza bravely throws caution to the wind and jumps down the shaft! [For which I awarded her 1 essence mote. It was a brave and selfless thing to do, after all. I had her roll her Body of 4 for this fall. I made it a Tricky (2) challenge. She didn't succeed, and so I had her lose 1 essence for taking fall damage.]

Liza falls a few feet and slides out into a faery-made underground tunnel, supported by wood and stone. Liza calls Cherry, who soon arrives at her side. By Cherry's pixie light, they follow quickly after Markle's trail in the dirt. There are various other tunnels which diverge from the sides and top of the tunnel, but Markle's tracks are easy to follow.

Suddenly, a scorpion falls down from a hole in the ceiling! [This is a creature taken right from the book. His stats are: Body 2, Mind 1, Spirit 0, Gifts - Venom.] Cherry backs away while Liza pulls out one of her homemade weapons - a shard from a broken paring knife, with a leather-wrapped handle. [My wife allocated all 4 of her Body dice to attack and none to defense.] Liza carefully lunges forward, slashing at the scorpion's legs. [She rolled a 6 and three 3s. A 6 on the die earns an extra die. She rolled the extra die and achieved a 4, for a total of 2 successes. I had allocated no dice to the scorpion's defense pool, so he took 1 damage to his Body score.] The scorpion squeals in rage and swings a pincer at Liza. [Since the scorpion's body was now 1, I rolled one d6 and achieved no successes.] Liza deftly ducks the attack and lashes out again, this time with her sewing needle sword. [This time she allocated three d6s to her attack pool. She rolled a 2, giving her 1 success. He still had no defense, and therefore took the damage.] She plunges the needle into the top of the scorpion's head. The scorpion falls down and stops moving completely after creeping backward into a side tunnel. Liza sheaths her needle and beckons Cherry to follow her onward.

Then, from the scorpion's hole above, they hear a muffled voice calling out. Liza sends Cherry up to see what it is. Cherry reports that there is a faery wrapped up in spider's webbing. Cherry gives Liza a bit of pixie dust to float her up into the hole and Liza uncovers the faery's mouth. He is a pooka named Dandaloo.
He had been wrapped up for a spider's dinner, but the scorpion had stolen him and brought him back to his hole for later. Liza cuts through the webs with her knife and Dandaloo breaks free, thanking Liza heartily. He gives Liza a boon for saving him. He feels a bit weak and is unsure whether or not the spider actually bit him at any point. Therefore, he isn't certain whether or not he's been poisoned by spider venom. Either way, he feels well enough to move and even travel. He plans to go to Bwok's tree and rest (he knows Bwok). He tells Liza that, if she brings him some healing remedy tomorrow after he's had some rest, he'll give her another boon. Then he drops down the hole into the tunnel, transforms into a snake, and slithers back down the tunnel.

Liza and Cherry climb out of the hole and make it through the rest of the tunnel without any further distractions. When they arrive at the end of Markle's trail, they see another carved shaft going up into a tree, just like shaft by which they had entered the tunnel. There are grooves in the ground where a ladder had recently been planted, but there was no ladder now. Markle had apparently pulled it up after him. Liza sends Cherry up to have a look around. Cherry reports that the ladder is up here, outside the hole, but it is too big to carry while flying. Liza recommends pushing it, which Cherry attempts and finds to be a workable option. After a series of good pushes, the ladder comes falling down the shaft. Liza dodges out of the way until the ladder hits the ground. Then, she scrambles up to the hole and climbs out onto the ground. The faeries are somewhat disoriented and unsure of their location, so Cherry uses her pixie dust to burn a small "C" in the tree bark. That way, they will have a marker for their journey back.