I'll sign up for the keyforge tournament please.
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#1
Archive of Prairie Game eXpo Events / Re: Prairie Game eXpo - Core Ritchie Centre - Saturday, May 11th 2019 (9am) FREE!
May 01, 2019, 10:26:51 AM #2
Archive of ChewsDay Challenge / Re: Chewsday Challenge - North Albert Boston Pizza - February 17, 2015 (18:00)
February 12, 2015, 12:46:39 PM
Whoah, that was fast! I look forward to playing this one with you!
#3
Archive of ChewsDay Challenge / Re: Chewsday Challenge - North Albert Boston Pizza - February 17, 2015 (18:00)
February 12, 2015, 12:44:20 PM
GAME TITLE: Impulse
TEACHER: Thomsoda
START TIME:6:30
DURATION: 60 minutes
# OF PLAYERS: 4
URL: http://www.boardgamegeek.com/boardgame/144239/impulse
I think it may be time to bring this one out again. I'll cap players at 4, and one spot is reserved for Matt Robertson if he wants it, since I promised him a game of this a while back.
TEACHER: Thomsoda
START TIME:6:30
DURATION: 60 minutes
# OF PLAYERS: 4
URL: http://www.boardgamegeek.com/boardgame/144239/impulse
I think it may be time to bring this one out again. I'll cap players at 4, and one spot is reserved for Matt Robertson if he wants it, since I promised him a game of this a while back.
#4
Archive of Prairie Game eXpo Events / Re: Prairie Game eXpo - Core Ritchie Centre - Saturday, January 17th, 2015 (9:00am)
January 16, 2015, 07:16:49 AM
I am going to host a game of Kemet at 3:30, two spots are open.
In Kemet, players each deploy the troops of an Egyptian tribe and use the mystical powers of the gods of ancient Egypt – along with their powerful armies – to score points in glorious battles or through invasion of rich territories. A game is typically played to 8 or 10 victory points, which may be accrued through winning attacks, controlling temples, controlling fully-developed pyramids, sacrificing to the gods, and wielding particular magical powers.
The conquest for the land of Kemet takes place over two phases: Day and Night. During the day, choose an action amongst the nine possible choices provided by your player mat and perform it immediately. Once every player has taken five actions, night falls, with players gathering Prayer Points from their temples, drawing Divine Intervention cards, and determining the turn order before the start of the new day.
As the game progresses, they can use Prayer Points to acquire power tiles. Some of these enroll magical creatures and have them join their troops. In addition to intimidating enemies, these creatures provide special powers!
Detailed miniature components represent the combat units and the supernatural creatures that are summoned to enhance them. Combat is resolved through cards chosen from a diminishing six-card hand and enhanced by bonuses.
GAME: Kemet
TEACHER: Dale Thomson (thomsoda)
START TIME: 3:30
DURATION: 90 Minutes
PLAYERS 5
1. Dale thomson (thomsoda)
2. Braden
3. Kendal
4.
5.
In Kemet, players each deploy the troops of an Egyptian tribe and use the mystical powers of the gods of ancient Egypt – along with their powerful armies – to score points in glorious battles or through invasion of rich territories. A game is typically played to 8 or 10 victory points, which may be accrued through winning attacks, controlling temples, controlling fully-developed pyramids, sacrificing to the gods, and wielding particular magical powers.
The conquest for the land of Kemet takes place over two phases: Day and Night. During the day, choose an action amongst the nine possible choices provided by your player mat and perform it immediately. Once every player has taken five actions, night falls, with players gathering Prayer Points from their temples, drawing Divine Intervention cards, and determining the turn order before the start of the new day.
As the game progresses, they can use Prayer Points to acquire power tiles. Some of these enroll magical creatures and have them join their troops. In addition to intimidating enemies, these creatures provide special powers!
Detailed miniature components represent the combat units and the supernatural creatures that are summoned to enhance them. Combat is resolved through cards chosen from a diminishing six-card hand and enhanced by bonuses.
GAME: Kemet
TEACHER: Dale Thomson (thomsoda)
START TIME: 3:30
DURATION: 90 Minutes
PLAYERS 5
1. Dale thomson (thomsoda)
2. Braden
3. Kendal
4.
5.
#5
Archive of ChewsDay Challenge / Re: Chewsday Challenge - North Albert Boston Pizza - January 13, 2015 (18:00)
January 10, 2015, 01:53:02 PM
I'll try Imperial Settlers.
#6
Archive of ChewsDay Challenge / Re: Chewsday Challenge - North Albert Boston Pizza - January 6, 2015 (18:00)
January 06, 2015, 07:39:42 AM
I will jump into steam park. Thanks!
#7
Archive of ChewsDay Challenge / Re: Chewsday Challenge - North Albert Boston Pizza - December 16, 2014 (18:00)
December 16, 2014, 01:06:18 PM
Thanks for the offer Dana, but 10 won't work for me, and I don't think I will be attending next week.
I am sure another opportunity will present itself. Thanks again!
I am sure another opportunity will present itself. Thanks again!
#8
Archive of ChewsDay Challenge / Re: Chewsday Challenge - North Albert Boston Pizza - December 16, 2014 (18:00)
December 15, 2014, 08:25:59 PM
I've noticed that Evolution has been brought out a few times the last while. I have really been wanting to give it a shot. Any chance that one of the lucky owners could bring it out to play earlier in the night? if not that's fine, just thought I would throw it out there...
#9
Archive of ChewsDay Challenge / Re: Chewsday Challenge - North Albert Boston Pizza - December 16, 2014 (18:00)
December 07, 2014, 11:20:48 AM
Yea we can make that work!
#10
Archive of ChewsDay Challenge / Re: Chewsday Challenge - North Albert Boston Pizza - December 16, 2014 (18:00)
December 07, 2014, 09:53:48 AM
Ok, I will teach a game of Impulse at 6:30. I Think I will restrict it to 4 players (it plays up to 6, but downtime is terrible). It should take around an hour and a half. This is the third big game from Carl Chudyk, following Glory to Rome and innovation, both excellent games. This game has some similarities, but in a mini 4X style.


Impulse is a quick-playing 4X (explore, expand, exploit, and exterminate) game set in space with the game board being composed of cards that have actions on them. Players also have cards in hand, and in addition to featuring one of ten possible actions, these cards have a color (red, yellow, blue or green) and a size (1, 2 or 3, as indicated by the number of icons on the card). Each card also has six edges, and these edges connect adjacent cards in the hex-shaped playing area.
The cards in the playing area start face down, with each player controlling a card(their Home) on a corner of this area. Each player has two transport ships in the center of his Home card and a cruiser on an edge. Cruisers are used to patrol sectors of space and destroy opposing transports, while transports let you activate sectors that you enter.
On a turn, a player adds a card to the Impulse from his hand, then (optionally) performs an action for a tech in his playing area, then (optionally) performs all the actions in the Impulse, then draws two cards and adds them to his hand. The Impulse is a line of cards shared by all players that changes turn by turn as players add cards to it and as cards fall off once it reaches maximum size. Thus, players need to feed the Impulse with actions that benefit them more than opponents, but that's easier said than done.
When you perform actions – whether from moving transports to them or using the Impulse – you can boost them by having minerals of the same color or lots of transports. Each action has a single numeral on it, e.g., "Command [1] ship for one jump" or "Build [1] cruiser at home"; when you boost an action, you increase that numeral.
Players score points by destroying enemy ships (one point per ship), by controlling edge spaces on the central card (one point per edge), and by taking other actions via cards. The first player to score 20 points wins!


Impulse is a quick-playing 4X (explore, expand, exploit, and exterminate) game set in space with the game board being composed of cards that have actions on them. Players also have cards in hand, and in addition to featuring one of ten possible actions, these cards have a color (red, yellow, blue or green) and a size (1, 2 or 3, as indicated by the number of icons on the card). Each card also has six edges, and these edges connect adjacent cards in the hex-shaped playing area.
The cards in the playing area start face down, with each player controlling a card(their Home) on a corner of this area. Each player has two transport ships in the center of his Home card and a cruiser on an edge. Cruisers are used to patrol sectors of space and destroy opposing transports, while transports let you activate sectors that you enter.
On a turn, a player adds a card to the Impulse from his hand, then (optionally) performs an action for a tech in his playing area, then (optionally) performs all the actions in the Impulse, then draws two cards and adds them to his hand. The Impulse is a line of cards shared by all players that changes turn by turn as players add cards to it and as cards fall off once it reaches maximum size. Thus, players need to feed the Impulse with actions that benefit them more than opponents, but that's easier said than done.
When you perform actions – whether from moving transports to them or using the Impulse – you can boost them by having minerals of the same color or lots of transports. Each action has a single numeral on it, e.g., "Command [1] ship for one jump" or "Build [1] cruiser at home"; when you boost an action, you increase that numeral.
Players score points by destroying enemy ships (one point per ship), by controlling edge spaces on the central card (one point per edge), and by taking other actions via cards. The first player to score 20 points wins!