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Category Archives: Cooperative

Cooperative Game

Yggdrasil is one of our favorite co-op games, and we especially like that it’s based on Norse mythology. Usually we play a 2 player game, but we’ve played with up to 6 people. Maybe it’s just the way we play or our strategy, but we think a 6 player game is much more challenging than a 2-4 player game. I don’t think we’ve managed to win with 6 players. When you play with fewer people, the game can be different every time depending on which gods you play as.

No matter which gods you play as, we’ve found a few strategies that work for us:

  • We work to remove all the Fire Giants from the white bag and continually fill it with Vikings. This way when the Valkyries are sent back to the beginning, we don’t have to travel down the whole line of islands to find a bag with Vikings.
  • No matter how many people we play with we get weapons for more than just 1 enemy. In a 3 player game I’ll have two +3 weapons and one +1 or +2 weapon. That way we can help each other, especially when the shuffle puts 3 Surt cards in a row, for example.
  • We always try to have what we call “Elf Insurance.” We like to have an Elf we can use just in case we need it.

So it’s no surprise that we mostly visit Midgard, World of the Elves, Dwarven Forge, World of the Dead, and Asgard. We only go to the Ice Fortress when a Frost Giant really needs to be taken out, and I don’t think we’ve ever visited the World of Darkness because we never trade anything.

This time we played a 3 player game.

  • Space Cat: Odin – draw the top 2 cards of enemy deck and chooses which to encounter then places the other card either on the top or bottom of deck
  • Chubby Unicorn: Freyja – can perform two actions in the same world
  • Professor: Frey – can perform a total of 4 actions

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Enemies of Asgard were on the move, and it was up to Odin, Frey, and Freyja to keep Ragnarok from taking place. Odin would use his powers to attempt to anticipate enemy movements to give the gods the upper hand.

Thankfully all the weapons of the gods were available to them, and they each armed themselves to deal with certain enemies. Freyja was prepared to battle Nidhogg and Loki, Frey would take on Hel and Fenrir, and Odin would fight Surt and Jormungand. Both Odin and Freyja were also prepared to assist Frey with Fenrir, who looked to be the most problematic of the enemies.

The gods knew how tough the enemy was, so they sent the Valkyries to recruit help from Midgard, having them bring Vikings to help them in battle. At first they faced some difficulties with the Fire Giants trying to take the place of Vikings, but eventually they were able to send the Fire Giants back where they belonged and were able to get the help they required.  They also managed to convince the World of the Elves to send a few Elves as backup.  Finally they called on Vanir to be prepared to help in case things were looking bleak.

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This is the play-by-play version of the previously posted story mode.
If you defeat a monster that has the Goblin trait, roll a 1d6. On a 1, each character at your location is dealt 1 Fire damage.

  • Seoni – Rin figurine
  • Seelah – Saber figurine

Locations:

  • Sandpoint Cathedral  – Seoni start
  • Town Square
  • Swallowtail Festival
  • City Gate – Seelah start

Seelah opening hand:

  1. Night Watch
  2. Blessing of the Gods
  3. Magic Half-Plate (favored card type)
  4. Magic Shield (favored card type)

Seoni starting hand:

  1. Blessing of the Gods
  2. Force Missile (favored card type)
  3. Acolyte
  4. Blessing of Irori
  5. Invisibility (favored card type)
  6. Sage’s Journal

Seelah 1st turn

Encountered Scout – Combat 8 +1 for Adventure Path 1

Encountering Scout

Before the encounter he does 1d4 -1 Ranged Damage – Seelah takes 2 damage

Recharges Magic Half-Plate to avoid damage

Strength d8 +3, used special to discard top card of deck for a d6 (Spiked Chain), discarded Blessing of the Gods for another d8, rolled 16 (one 3, one 5, one 8), total 19, Scout defeated

Drew Mace and Blessing of the Gods


Seoni 1st turn

Encountered Spectre – Combat 11

Used special, discarded Invisibility for d12 plus d6 (+3), recharged Acolyte for d4, rolled 8 (one 1, one 2, one 5), total 11, Spectre defeated

Drew Blessing of the Gods and Troubadour


Seelah 2nd turn

Encountered Crown of Charisma – Charisma 5

d10, rolled 3


Seoni 2nd turn

Encountered Blessing of Lamashtu – Arcane 5

d12 (+2), rolled 12

Discarded Blessing of the Gods to go again

Encountered Blessing of Pharasma – Arcane 5

d12 (+2), rolled 4

Discarded Blessing of Irori to go again

Encountered Shadow – Combat 13

Force Missile – d12 (+2), 2d4, discarded Blessing of Lamashtu for another d12, rolled 28 (two 4, two 10s), total 30 Shadow defeated

Attempted to recharge Force Missile – Arcane 6

d12 (+2), rolled 6, total 8, recharged

Drew Blessing of the Gods


Seelah 3rd turn

Encountering Frost Ray

Encountered Troubadour – Charisma 7

d10, rolled 4


Seoni 3rd turn

Encountered Frost Ray – Arcane 6

d12 (+2), discarded Blessing of the Gods for another d12, rolled 13 (one 1, one 12), total 15

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“Stay close,” Seoni said to her acolyte, as she tried to locate Seelah in the chaos.

Amy nodded, looking as panicked as the crowd. No one had anticipated a goblin attack during the dedication of the new Sandpoint Cathedral, and with the mass hysteria, Seoni didn’t want to risk casting any attack spells. Finally she caught sight of the paladin’s armor and managed to push her way free of the last of the escaping townsfolk.

“Did you see which way it went?” Seelah asked.

“It?” Seoni echoed. “And by the way, I’m fine, thank you for asking.”

Seelah didn’t react to Seoni’s sarcasm. “The goblin riding the giant gecko.”

Seoni shook her head. “I barely saw anything. Is that who was leading the attack?”

“It certainly seemed that way, but I lost sight of it.” Seelah paused for a moment, considering her options. “I’m going to check in with the guards at the city gate.”

It was only then Seoni noticed the night watch with Seelah, his face pinched with worry.

“I’ll make sure the cathedral is secure,” Seoni said.

They wished each other luck and parted ways.


Seelah and Nile had just arrived at the City Gate when something slammed into Seelah’s shoulder. She was shocked to see an arrow sticking out of her armor.

“There!” Nile pointed to the scout.

Without bothering to draw a weapon, Seelah pounced upon the enemy, using her superior strength to overpower him.

Nile approached afterwards and examined Seelah’s armor.

“I don’t think it went through,” he said, then yanked the arrow out. “You should get this repaired, though.”

Seelah agreed and removed her magic half-plate, storing it away in her pack then she readied her mace in case they encountered any more enemies.


Seoni expected to find goblins lurking about the cathedral, not a spectre.

“What should we do?” Amy whispered.

Seoni had an invisibility spell prepared but decided attacking was the better option. She used the energy from the invisibility spell to prepare an attack.

“Care to try helping again?” she asked Amy.

Her acolyte looked nervous but offered up her energy.

The arcane blast hit the spectre dead on, and it disappeared. Unfortunately Amy still hadn’t mastered the flow of her energy and swayed on her feet. Seoni tucked her away in an alcove.

“Stay here until you’ve recovered.”

“There you are!” Trevin declared, running up to her. “This isn’t quite the festival activity I was expecting.”

“I don’t think any of us was expecting this,” Seoni replied. “Care to join me in rooting out any lingering enemies?”

Trevin looked hesitant but agreed. Together they searched the cathedral, and Seoni was beginning to think it was time to move on when she noticed a strange shadow. She gestured to the troubadour to remain where he was, and prepared to unleash her force missile. She happened to glance up, noticing she stood in a part of the cathedral devoted to Lamashtu. Figuring it couldn’t hurt, she silently asked for the god’s blessing and sent her force missile at the shadow, destroying it instantly. Thankfully there was enough energy left over that she was able to recharge her spell before storing it away.

“Nicely done,” Trevin said. “I honestly thought you were being a bit paranoid, but I’m glad I was wrong.”

“In this case, I don’t think one can be too careful,” Seoni replied, as a discarded scroll on the floor caught her attention.

“What is it?” Trevin asked, a hint of wariness creeping into his voice.

Seoni smiled. “A new spell,” she said with glee. “I’ve been looking forward to trying out something like this.”

“What does it do?”

“Freezes your enemy to death.”

“Oh.”
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This is the play-by-play version of the previously posted story mode.

When an Ancient Skeleton is encountered, everyone at that location encounters an Ancient Skeleton

  • Seoni – Rin figurine
  • Seelah – Saber figurine

Locations:

  • Shrine to Lamashtu – Seelah start
  • Desecrated Vault
  • Temple
  • Throne Room – Seoni start

Seelah opening hand:

  1. Standard Bearer
  2. Blessing of the Gods
  3. Spiked Chain
  4. Wooden Shield (favored card type)

Seoni starting hand:

  1. Blessing of the Gods
  2. Arcane Armor (favored card type)
  3. Acolyte
  4. Troubadour
  5. Invisibility (favored card type)
  6. Burglar

Seoni 1st turn

Encountered Mirror Image – Arcane 6

d12 (+2), recharged Acolyte for d4, rolled 3 (one 1, one 2), total 5

Drew Standard Bearer


Seelah 1st turn

Encountered Ogre – Combat 14

Spiked Chain – d8 (+2), 2d4, used special to discard top card of deck for a d6 (Mace), discarded Blessing of the Gods for another d8, rolled 19 (one 1, one 2, one 3, one 6, one 7), total 21, Ogre defeated

Drew Night Watch

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“A dragon?” Seoni asked skeptically.

Seelah nodded. “The farmers are still losing livestock and say they’ve seen it.”

“From my understanding, dragons are quite large.” Seelah agreed, and Seoni continued, “I’m curious as to why you’re going to search the Shrine to Lamashtu, and you want me to investigate the throne room.”

“Mostly we’re looking for clues, not necessarily the dragon itself.”

Seoni still had her doubts, but agreed to go along with Seelah’s plan. She rounded up her companions, Trevin the troubadour, Amy the acolyte, and Buck the burglar, and they headed for the throne room. While Seelah and her standard bearer went to the Shrine of Lamastu.


As they searched the throne room for clues, Seoni kept an eye on Buck. She still wasn’t certain of his loyalty and didn’t quite trust his sticky fingers.

“I think I found something,” Amy called, and Seoni went to take a look.

“Looks like a spell scroll,” Seoni said. “A well protected one. Care to see if we can break the seal?”

Amy nodded though she looked nervous. They channeled their energy and focused it on the scroll’s magical seal. There was a pop and a puff of smoke. When it cleared, the scroll was gone, and Amy looked exhausted.

“Perhaps you should go rest,” Seoni suggested.

“I’m fine,” Amy said, looking wobbly.

“I insist,” Seoni said.

Amy sighed but relented. As she made her way out of the throne room, another figure appeared.

“I thought you got rid of her,” Trevin whispered.

Seoni regarded Seva the standard bearer. “I gave her just one more chance.”

Trevin blew out a breath. “Hopefully she doesn’t kill us all.”


Seelah grinned at the opportunity to test out the new spiked chain Seoni had picked up for her. She knew it wasn’t an ideal weapon for taking down an ogre, but like a child with a new toy, she was showing a bit of favoritism. She discarded her mace, asked for the gods to bless her, and attacked. Even she was surprised at how quickly the ogre fell.

“That was impressive.”

Seelah turned to Nile from the night watch. “Thank you. What brings you here?”

“I heard you were looking for a dragon. Thought I could be of some assistance.”

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I received The Oregon Trail game for Christmas, and I was pretty excited to play it. I remember all those times in the computer lab elementary school playing Oregon Trail. Sadly I never made it to Oregon. Not once. I probably died in all the ways you can die in that game: sickness, injuries, starvation (I sucked at hunting), dead oxen, broken wagon, drowning… Maybe I could survive the card game. Maybe.

Game play is simple. Everyone has trail cards and supply cards. If possible each player plays a trail card (the trail has to match and be continuous). If the trail card played has text written on it, you follow those instructions. If it’s blank, you count yourself lucky. There are also Town and Fort cards that can be played on the trail. Fort cards give you two supply cards of your choice, and Town cards give you one supply card or the ability to remove one Calamity card from play.

Many trail cards instruct you to draw a Calamity card which, unsurprisingly, are bad. Supply cards can help with Calamity cards. For instance if someone gets typhoid, they need medicine and clean water to get better. The player who drew the Calamity card can play the supply cards needed, otherwise she relies on the other players to save her. As a free action one or more players can turn in two supply cards for one supply card.

If a player either doesn’t have a trail card that matches or doesn’t have any trail cards, they draw a trail card as their turn action.

In this play by play, we’re skipping over a player putting down a trail card without text or drawing a trail card. We’re going to focus on the exciting stuff which is the stuff that could kill us.
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March 10, 1848

We’re on our way! We’ve left Independence, Missouri and are headed for Willamette Valley, Oregon. We know the trail is treacherous, but our spirits are high. I’m thankful Professor and I were able to find others to travel with (Space Cat, Clumsy Ninja, and Signing Monkey), otherwise I don’t think we’d have set out on this journey. I’m excited to see more of this great country and hope Oregon is as beautiful as people say.

Even though we’re traveling together, we agreed to keep our supplies separate. We each have our own area in the wagon, and we’ve clearly labeled our supply crates. Of course, that doesn’t mean we can’t share if something bad happens, though hopefully we won’t have to worry about that.

CU


March 30, 1848

Everything was going so smoothly. I managed to drive the wagon without anything horrible happening, even though I’d never done it before. Professor led us safely across the first river we came to. It was quite impressive. Even when the wagon tongue broke, Space Cat had it fixed in no time. It almost seemed like luck was on our side.

Then Signing Monkey got sick. It wasn’t hard to tell she had measles, and we were pretty worried for a while. I’d packed some medicine which I gladly shared with her. I didn’t want her to die, and I certainly didn’t want anyone else to catch it. She seems like she’s on the road to recovery. I hope this is the worse we have to deal with.

CU

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This is the play-by-play version of the previously posted story mode.
The Poison Pill

Add 2 to checks to acquire allies

  • Seoni – Rin figurine
  • Seelah – Saber figurine

Locations:

  • Town Square – Seoni Start
  • Village House
  • General Store
  • City Gate – Seelah start

Seelah opening hand:

  1. Standard Bearer
  2. Blessing of the Gods
  3. Longsword
  4. Chain Mail (favored card type)

Seoni starting hand:

  1. Blessing of the Gods
  2. Arcane Armor
  3. Acolyte
  4. Troubadour
  5. Force Missile (favored card type)
  6. Masterwork Tools

Seelah 1st turn

Encountering Sage

Encountered Sage – Charisma 6

d10 rolled a 3, total of 5 (Poison Pill Scenario bonus), not enough


Seoni 1st turn

Encountered Ghost – Combat 12

If the check to defeat does not have the magic trait, the ghost is undefeated

Force Missile – d12 (+2), 2d4, recharged Acolyte for extra d4, rolled 16 (one 11, two 2s, one 1), total of 18, Ghost defeated

Recharge Force Missile – Arcane 6

d12 (+2), rolled 12, total of 14, Force Missile recharged

Drew 2 Blessings of the Gods

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It wasn’t surprising that the defeat of Vhiski led to uncovering another Sandpoint menace: Aliver “Pillbug” Podiker. Seelah and Seoni agreed they couldn’t leave this villain on the loose but knew time was of the essence. They agreed to split up. Seelah along with her standard bearer Starla would see what information they could gather at the city gate, while Seoni would take her acolyte Amy and Trevin the troubadour to canvas the town square.


Upon arriving at the city gate, Seelah met a sage.

“Excuse me, wise one, might I ask you a few questions?”

The woman looked at Seelah for a moment. “My dear, I don’t believe you know the real questions you wish to ask.” And with that, she walked away.

Seelah stared after the sage for several moments a bit baffled by what just happened.


“What should we be looking for?” Amy asked, her eyes roaming the various sights in the town square.

“Oh, something like that, maybe?” Trevin said, pointing to a disembodied form.

The ghost had appeared so suddenly, no one else had noticed it yet. Seoni raced forward in order to defeat the ghost before it caused a panic. Thankfully she’d readied her force missile spell that morning, but an extra boost wouldn’t hurt.

“Amy,” she said, holding out her hand.

Without hesitation, her acolyte took her hand, lending what strength she could. It turned out to be more than enough. The ghost vanished as quickly and quietly as it had appeared, and Seoni even had enough power left over to recharge her spell. She looked down at Amy.

“She still has some learning to do, doesn’t she?” Trevin asked.

Seoni nodded. “She is only an acolyte, after all. She’ll learn how much energy to give in time.”

Thankfully there was an inn nearby where they could leave Amy while they continued their search.

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