Monday, May 2, 2016

Beaver Wars in Ohio playtest: Turn 6



 My Erie tribe had a "bonus battle" this turn. After initially confirming they could attend on our arranged date at the pizzeria, three players had something come up. Two of them obligingly matched up against each other in the strategic phase, and were able to schedule a makeup game. The third I fought with my Erie on another date, as well, despite also fighting a battle on the regularly scheduled meeting at the pizzeria against a different opponent. I reasoned that since I did not fight a battle due to the odd number of players last turn, that no one would mind if I made that up with an extra one this turn. In fact, my players have been incredibly flexible during this playtest. If two players can't make it, the others leave their tribes alone so that they can match up against each other. It would be a disadvantage to fight fewer battles over the course of the campaign, although the rules will have mechanisms to make that fair.

    Rival Shawnee and Susquehannock warparties close beneath the trees of the Eastern Woodlands of Ohio
The first and second place tribes continued to roll, both winning major victories this turn. The Neutrals were the tribe I fought on our Saturday morning at the pizzeria. The battle was going well, at first. I was using my warriors with the Marksmen trait and our matchlocks to good effect. The turning point came, though, in one of those cinematic moments that seem to occur so often in games of Song of Drums and Tomahawks. One of the Neutral warriors dashed forwards towards my warriors to collect a scalp. One of my matchlock men fired at him and knocked him down. Another of my warriors rushed forwards to dispatch him with a "Powerful Attack" (using two actions in one attack, which makes the opponent -1 to its die roll). Despite having a +4 to +1 advantage, Keith won the die roll and knocked my Erie brave down! It was still my turn, so I had another warrior rush forward. Once again, I had a +4 to +1 roll on opposed six-sided dice. Another loss. A third warrior ganged up on the heroic Neutral warrior and also could not finish him off. I had just lost three straight six-sided dice rolls with an advantage of +3 to my rolls! I don't even want to calculate the odds of that occurring. The heroic warrior popped up on Keith's next turn and finish off an attacker. Soon, all three of my attackers lay dead at the mighty warrior's feet.

    Susquehannock hunters race to rescue one of their brothers who has been captured by the Shawnee
Just as you would expect, my warband was demoralized after this display of ferocity. We had gone from being ahead on enemy casualties to faltering fast. Keith ended up winning 15-3 in scenario victory points -- another major victory for his tribe, and yet another defeat for mine.

    A raiding party from the Neutrals tribe is surprised and strung out by an unexpected ambush by Erie hunters
Other battles raging at the pizzeria included a bloody clash across a creek between the Seneca and Kickapoo. The Kickapoo continued their run of success, winning their last three engagements. They notched a major victory, 12-6. The Miami tribe finally recorded their first win of the campaign. They fought against the Honniasont "All Youth" force. Bruce, our newest player, has been trying out new tactics. This one saw one veteran chieftain leading a force of 16 Youths. The Miami were outnumbered, and despaired of being able to kill enough of their enemy to force a morale check (where Youths are at a disadvantage). It took more than two hours -- which is actually a long game for thees size battles -- but eventually the persistent Honniasont fell below 50% losses. Within a turn, all their troops had fled the field. The exhausted Miami howled in triumph, victorious 19-10.

    Warriors from the Neutrals tribe fearlessly close with my Erie warparty
One of the rescheduled battles pitted the Susquehannock against the Shawnee. Joe, who has not lost a battle yet, has a completely different strategy than Keith -- whose Neutrals are in first place. Joe uses his upgrade points to make his warriors Marksman, and tries to gun down his opponents at range. Keith's Neutrals have settled in on the opposite strategy -- upgrading his warriors to Strong so that they are +1 in melee. Doubtless, the two will clash again before the end of the campaign. However, in this battle, Joe managed to win more of the melees against the Susquehannock. The battle was fairly even, with each player taking out one of the opponents on each of their bounds for several turns in a row. On one disastrous bound, though, Steve's Susquehannocks engaged in three melees -- all of them at an advantage. Two of his three braves fell to adverse die rolls, though. After that point, the Shawnee began to steadily grind their opponents down until they began to take morale checks and withdraw from the field.

    This hero of the Neutral tribe would fight off all three of my Erie warriors who surrounded him -- even when he'd been knocked to the ground!
My "bonus battle" saw my Erie warriors ambushing the scout leading a Mohawk raid on one of our villages. Dave's troops were strung out and relatively vulnerable, according to the scenario deployment. I concentrated on the forward end of his column, but my activation rolls failed me and he was able to regroup without any losses. In fact, his warriors shot and killed two of my Youths who had unwisely advanced to the forefront of my force. The Mohawk strategy in the Beaver Wars campaign has been to use Hunt cards as opposed to War cards. In six turns, he has played only Hunt cards. The effect is that he leads the tribes in the number of Beaver pelts obtained over the course of the campaign. This translates directly into the number of figures you can upgrade from Bow to Matchlock. With this turn, Dave reached the point where all nine figures in his force (he took a Chieftain and all Warriors, no Youths) carry a Matchlock. This is a major advantage, and one he made good use of in our game. I was able to kill three of his Mohawk and force a tight battle, but once things began to collapse, my Warriors and Youths were falling left and right. The end result was yet another Major Defeat for the Erie.

Tribe
Place
Victory Points
Neutrals
1st
26 points
Shawnee
2nd
23 points
Mohawk
3rd
22.5 points
Kickapoo
4th
17.5 points
Seneca
5th
13 points
Miami
6th
11 points
Susqehannock
7th
10 points
Erie
8th
9 points
Honniasont
9th
3 points
Our top two stay in the same place, but the Mohawk make a jump into 3rd place

It is a source of amusement for my friends that I wrote the rules, but have a long history of struggling to win games with them. I point to the fact that my dice rolling is notoriously bad. Witness the three consecutive losses with a +4 to +1 advantage against Keith. In fact, my first attack against one of Dave's Mohawk that I had knocked down -- another +4 to +1 roll -- saw me come up short again! I joke that I'm not supposed to win my own campaign playtest, so having a tribe at the bottom of the standings doesn't bother me. Plus, you could always say I am just being a gracious game master, and letting my players win the laurels of victory. However, I know the truth is I DO try to win. It is just those little incidents in the game that inevitable turn the tide of battle against me.

Tribe
Prestige Points (PPs)
Neutrals (Keith Finn)
16 (5 MajV, 1 MinD)
Shawnee (Joe Merz)
15 (3 MajV, 3 MinV)
Kickapoo (Andy Swingle)
10 (3 MajV, 1 MinD)
Mohawk (Dave Welch)
10 (3 MajV, 1 MinD)
Seneca (Mike Stelzer)
9 (1 MajV, 3 MinV)
Erie (Mike Demana)
5 (1 MajV, 2 MinD)
Miami (Jenny Torbett)
5 (2 MinV, 1 MinD)
Susquehannock (Steve Phallen)
4 (1 MajV, 1 MinD)
Honniasont (Bruce Adamczak)
1 (1 MinD)
 
Still, everyone continues to have fun with the Beaver Wars playtest. The scenarios continue to provide new and interesting challenges to the players. I scrupulously ask players for feedback on every scenario, and we are making tweaks to each as we agree are needed. I'm particularly happy that no major changes in the campaign rules have been required. This second "reboot" of the campaign rules seems to working like a charm. I will probably try to have a post-game session soon, though, and if no changes appear to be needed, begin putting the rules into the publication process.

Tribe
Scenario Victory Points (SVPs)
Neutrals (Keith Finn)
97
Shawnee (Joe Merz)
86
Mohawk (Dave Welch)
61
Seneca (Mike Stelzer)
60
Kickapoo (Andy Swingle)
59
Miami (Jenny Torbett)
55
Susquehannock (Steve Phallen)
45
Erie (Mike Demana)
38
Honniasont (Bruce Adamczak)
15

Tribe
Beaver Pelts
Mohawk (Dave Welch)
41
Neutrals (Keith Finn)
33
Shawnee (Joe Merz)
32
Kickapoo (Andy Swingle)
29
Susquehannock (Steve Phallen)
25
Miami (Jenny Torbett)
22
Erie (Mike Demana)
22
Seneca (Mike Stelzer)
20
Honniasont (Bruce Adamczak)
19

Thursday, April 28, 2016

Lots of board gaming lately

 

Our Sunday evening game crew has been playing a lot of board games, lately. I think everybody is in a lull phase on having a miniatures game ready to host, so we've been falling back on board games. Last Sunday, we were at Ptom's house and he pulled out a new purchase. There were seven of us in attendance, and that tends to limit what games we can play.
 

So, we decided to give Ptom's "Steampunk Rally" a try. Wow, what a complex game. Ptom read us the rules, and we were all confused at several points. Several times I quipped, "So, tell me again why we're not playing Seven Wonders right now?" Seven Wonders is my favorite multiplayer boardgame right now, but Steve said he dislikes it and had nixed it. Of course, he brought Munchkin...which to my thinking, is about as limited a game as you can play. Who draws the lucky cards? Who does everybody pick on? Whoopie...! So, I nixed that one in reply...ha, ha!


Anyway, back to Steampunk Rally. Players take on the role of famous inventors or scientists -- Tesla, Marconi, Einstein, Edison, and several others were in our game. They are constructing a steampunkish contraption from the cards they draw to race around a rocky track that tends to tear apart your machine. There are three different types of energy -- steam, electricity, and heat. Your contraption will probably specialize in one of them, but need all types eventually. There are a number of strange mechanics in the game. You place colored dice on your machine to represent you powering up your machine, but then you have to pay to take them off -- "venting" them -- before you can re-power it.

There is certainly a lot of variety, and we felt a lot more confident about the game after playing several rounds. However, not my favorite new game of the ones we've played.

The previous Sunday we had also been at Ptom's. We tried another recent purchase of his -- the inaptly named "Five Tribes," which seems to be quite popular. As often is the case with Eurogames, there is a "veneer" of history or setting thrown over game mechanics. This one seemed to have the thinnest of veneers. Tribes is a terrible English word for what in the game are five different castes or guilds that you try to utilize to earn the most victory points. They even call their pieces "meeples" at one point -- the generic gamer's term for the little wooden playing pieces that appear in most Eurogames. They couldn't think of another term that fit their Middle Eastern / South Asia motif and setting? 


All complaining about the veneer aside, this is an excellent game. There are so many paths to victory, so many strategies to utilize to win, that every game could be different. We played it twice and had two completely different strategies win the game. In the first game, Joel won by focusing on controlling tiles for victory points, while in the second game Ptom won ("Ptom's Winning!") by using the commodities. I look forward to playing this one again.

Finally, the previous week we got to try out a new purchase of mine. I had picked up a copy of Splendor at Barnes & Noble because they were having a sale to benefit my school's library. I run a weekly board game club at the school, and the kids were complaining I was bringing the same games over and over again. Earlier, I had posted on the Facebook page of the  Columbus Area Boardgaming Society (CABS), asking what game would be good for middle schoolers. Four or five of my 30 responses were for this game.
 

In Splendor, you are a gem merchant, picking up five different types of gems (or gold -- which is like a wild card). You use these gems to purchase cards, which give you a permanent bonus of one gem of a certain color. There are three tiers of cards, each costing progressively more gems. Some of the cards provide victory points, most of the lower tier ones do not. If you collect enough "bonus cards" you may acquire a noble as a customer, which provides you with more victory points.

Between the one time we played it at Joel's two Sundays ago, and the twice I've played it at the school board game club, I've yet to win this game. It is fun, fast, and a clever design. The kids loved it and picked it up quickly. So, it was a worthwhile purchase, and definitely a game I enjoy playing and look forward to trying again (and getting that elusive victory!).

Three weeks of Sundays, and three new board games!

Sunday, April 17, 2016

Midway Point in the Lead Painters League: 3-3

There have been few pictures on this site of my newly-painted figures, lately. The reason for that is I have decided to once again enter the Lead Painters League. This competition on the Lead Adventure Forum website matches work by painters head-to-head each week. This year, there are 34 participants, and the competition level is very high, in my opinion. After six weeks of the league, I am a solid 3-3.

One new things this year is that matchups are done on a Swiss Chess format. It has had a humorous (for me) result that led me to calling myself the League's Whack-a-Mole. Much like the old arcade game, I am smacked on the noggin, and trounced severely in contests. However, that means I sink towards the bottom of the standings and get matched up against more equal competition. After each loss, I've been fortunate to win my next round. This rises me up in the standings, only to be -- you guessed it -- swatted back down in the next!

One reason I haven't been posting regular updates on what I'm working on is that you receive bonus points in the competition if they are "new" -- with no pictures having appeared of them before on the internet. So, as the Lead Painters League draws near, I tend to draw a veil over what I'm working on and not post updates with pictures of the figs. However, once their round is over, we're free to publicize our figs as normal.

So, without further ado, here are my first six rounds of the Lead Painters League!

Round 1 (Theme round - "Seated/Laying Poses"): Passing the Peace Pipe
These figures are 25mm Old Glory, and are actually from their Plains Indians collection. However, the styles of dress are still similar in many respects to they were in the Eastern Woodlands period. My favorite figures are the two with the wolf headdresses. As always for Lead Painters League entries, I go a bit further in my detail work. The beadwork on the center figure and the detail on the blankets came out pretty nice, I feel. These figs will be good for village raid scenarios, whether as objectives or simply eye candy. I lost this round 275-83.

Round 2: Painted for War

These are probably my favorite miniatures that I have painted for the competition, so far. They are from Bob Murch's "Flint & Feather" line of early Woodland Indians. I picked up 3 packs of them as Christmas presents this year (thank, Mom and Dad!). These are the first batch I painted up. I chose them because they have the wooden slat armor that some early Woodland Indians used. It is an option for players in my current campaign playtest of the Beaver Wars in Ohio. This is a supplement for my French & Indian War rules, Song of Drums and Tomahawks. Check out the warpaint on these guys! I am particularly proud of the three in the middle. It is interesting how my painting of warpaint on Woodland Indians is evolving. Before, I was very conservative on warpaint -- shooting for more of an occasional decoration to give the effect of a painted group. Now, I'm more willing to take risks and cover more and more of the figure with warpaint. Also note the extra detail in the leggings. Much as I love my Conquest Miniatures Indians (the manufacturer of most of my Indians), I have to admit Bob Murch's figs are simply gorgeous! I won this round 435-16.

Round 3: Hunting L'Anglais

 I had the double misfortune in round three of not only facing one of the league's more accomplished painters, but also in that they also chose to paint 28mm Indians. Sometimes I can luck out and win a matchup because my colorful Woodland Indians are a brighter, more eye-catching entry than a perhaps better-painted, but duller colored, opponent. No such chance here! This batch is a mix. The two French Coureurs de Bois (woods runners) are from my staple Conquest Miniatures line. The three Indians are "Skraelings" from Footsore Miniatures. I really like the Skraeling figures and have painted up a number of them already. In fact, having eight of them completed (but not photographed yet) was the tipping point for me entering the competition again this year. I painted up these two French to make 10, which constitutes two entries (minimum five figures). I really like how the French came out. These two are a good example of what I do when painting miniatures that are supposed to have a fairly uniform look. Coureurs de Bois tended to have red caps and white shirts. I used a tan color for the basecoat of one and a light gray for the other. Drybrushing them white makes them look similar but different. I used two different shades of red for the hats, too. Despite all this work, though, I was thoroughly crushed this round, 474-18.

Round 4: Guard the Canoes

So, a pattern was developing that would hold true for at least the first six rounds. I lose on odd numbered rounds, and win on even-numbered ones. The Whack-a-Mole effect. I get thoroughly beaten and then drop down far enough to be matched up against someone more at my skill level in the subsequent round. Were these figures better than the previous, "Hunting L'Anglais" entry? I don't think so. In fact, when you take into the account the Frenchmen, I like that entry better. To be fair, my favorite in this round is the guy in the center with the blue leggings. The color combination of red and blue stands out, and I really like his warpaint and tattoos. These five figures are more from Footsore Miniatures "Skraeling" line. The three with warclubs are my own modification. The figures come with spears, which were kind of out of fashion by the time of the French & Indian War period that I most of my games cover. They are simply a paperclip with a bead on it, covered in blue tack and glue. This was by far my closest match of the competition, so far. I barely squeaked out a win -- 254-231. My opponent was a very good painter -- one that, I generally consider superior. To check out his entry and make your own call, click here.

Round 5 (Theme Round, "High Middle Ages"): Fearsome Friars

This is the first matchup where I thought I should have won when I ended up losing. No criticism of my opponent's entry, but I was thinking my friars would pull this one out. These are Old Glory 25mm Monks. I know that Old Glory figures are not highly thought of among the Europeans that make up the bulk of the members of the Lead Adventure Forum. So, I pulled out all the stops to jazz them up. I painted them a base tan color, then applied a series of medium brown washes to give a better shading effect. I then applied a very light tan dry brush to set off the highlights that had been covered by the wash. It was actually very refreshing to paint these figures. No warpaint, no tattoos, no packs and pouches and sundry festooned all over the figures! It was fun to get out my scratch-built monastery with beehive huts to stage the photo. Alas, even the setting (and chickens and goats) could not help the doomed friars pull out this match. I lost 295-112.

Round 6: Sisters Tending 3 Sisters


 This was my least favorite of my six entries, so far. I almost went back and re-photographed it prior to the deadline for the round. However, I decided that they looked good enough and stayed with my original submission. These are more villagers from Old Glory's 25mm Plains Indians collection. However, I decided I liked the stark, black and red pattern on the central Indian woman. And I also felt the detail on the dresses of the two Indian girls was good. The faces I wasn't overly pleased with, but Old Glory does not always give you the best sculpts to work with! The "Three Sisters" corn pieces are my own scratch-built creation. For more information on how I did them, check out my entry on Three Sisters elsewhere on the blog. As I type this, I am way ahead in this matchup. Once again, are these figures better than the ones I've lost with? No, it is simply a more favorable matchup. I am winning this one 377-37 right now with just a few hours to go in voting.

So, that sums up the first half of the league (there will be 11 instead of the normal 10 rounds). My record sits at a solid 3-3. Considering the level of the competition, I am quite happy with how things are progressing...!

Wednesday, March 23, 2016

Beaver Wars in Ohio playtest: Turn 5

 


    Inside the friendly confines of Jenny's house, the living room hosts two games (from left, Keith, Dave, Jenny, Mike)
The local pizzeria where we'd been doing our Saturday morning playtests was booked with birthday parties all month, so we had to look elsewhere. Jenny (Miami tribe player) offered up her place, and threw in a nice spread of chili, veggies, and more, to boot! What's more, we added a ninth player last turn -- Bruce, who would play the Honniasont tribe. This would be the first meeting he could actually show up and get in a game. That meant my Erie tribe was the fifth wheel. We had four battles, and as GM I'd volunteered to be the odd man out on days that everyone could show up. The good news is it meant I had more time to wander from table to table and photograph games. So, I hope you enjoy the pictures in this update -- there are a lot more than usual!

    While the dining room hosts (from left) Steve, Andy, Bruce, and Joe (not pictured)
Once again, my players were very accommodating and send in their strategic card play by email. We ended up with the following order (taking my Erie out of the chain):
Susquehannock > Kickapoo > Seneca > Shawnee > Honniasont > Miami > Mohawk > Neutrals

    Close up of some of my 28mm Indians
Humorously, the Susquehannock decided to attack the Kickapoo, who'd thought by playing a higher War card they'd get to be the Attacker for a change. The two had fought last turn and Andy's Kickapoo had "kicked the poo" out of Steve's Susquehannock. Steve wanted revenge, and the scenario they rolled up was "Hold Them at the Gates." The battlefield centers on the winding, palisaded passageway that was the entry to a Kickapoo town. It turned sharply against the Susquehannock early when their leader was shot down and a momentary panic scattered their forces. Steve's warriors bravely regrouped and tried to force their way into Andy's town, but the Kickapoo's blood was up and they slew their enemy mercilessly. The Kickapoo scored a Major Victory, racking up 14 Scenario Victory Points (SVP) vs. Steve's 2.

    Neutral trading party escorts pack horses through a narrow defile, ready for an ambush
Our next battle saw my two co-authors on Song of Drums and Tomahawks rules slugging it out. Mike's Seneca tribe had yet to lose a battle, and attacked the campaign leader, Keith's Neutral tribe. The only battle Keith had lost so far was in the opening turn, which was actually a tie, but I called it based on the scenario outcome in his opponent's favor. They rolled up "Ambush the Traders," and Keith brought over a couple special terrain pieces to recreate a defile for his Neutral trading party to be marching through with a column of packhorses. It looked great, and added a lot of atmosphere to what was easily our most brutal, blood-soaked game of the day.

    Another closeup of native Americans painted for war
Mike's Seneca crept up on their Iroquois cousins and began sniping at them, picking off a few of Keith's warriors. He made his mistake when he decided to charge in and take the fight to the hand-to-hand stage. Keith had purchased many of his warriors on his roster with the "Strong" trait, which gives them a bonus in melee. This turned the tide in Keith's favor, but not before many warriors fell on both sides. For a more blow-by-blow account of the game, check out Keith's blog here: OrcaFinn's Basement

    The wily Shawnee hold the confined space between two bark-covered longhouses
Our third battle only proved the wiliness of our second-place Shawnee. He chose to attack the new guy, Bruce's Honniasont, knowing not only would he be less familiar with the rules, but his forces would be less built up from accumulating SVPs and Beaver Pelts. In the campaign, players receive a higher proportion of troops armed with firearms the more Beaver Pelts they accumulate. They also receive more upgrade points for traits depending on how many SVPs they've accumulated in the campaign. Bruce decided to throw Joe a curveball, though. He took his entire force (minus his leader) as Youths. This meant the Honniasont outnumbered the Shawnee 17-10 in figures. Bruce confessed to me that his plan was to swarm the enemy. Either way, he would certainly be throwing Joe off his game. None of us had faced an opponent who used this tactic, yet.

    Honniasont Youths advance towards towards the more experienced Shawnee raiders
They'd rolled up the "Slaughter Among the Lodges" scenario, which has the battle take place entirely within the palisade of the Honniasont town. Seeing the teeming hordes, Joe took a page from Thermopylae and placed his smaller number of warriors in the gap between two bark-covered longhouses. He decided to snipe away at the enemy at long range. His plan looked like it was working, as one or two of Bruce's warriors fell. But there was a flaw in Joe's plan. The Shawnee are no Greek hoplites. Each time a Shawnee gunned down an enemy, he would have to make a scalp check. Failure meant he would move uncontrolled towards the spot of his downed foe and attempt to scalp him. This was a facet of Eastern Woodlands warfare. Indian braves would commit acts that Europeans thought foolhardy. Honor and prestige was incredibly important in Native American society.

So, guess who failed the first Shawnee scalp check? Joe's leader! The Shawnee tried their best to follow up their leader so that he would not be swarmed under by a pack of Honniasont Youths, but that is exactly what happened. The game could have been lost for Joe right there, but he rolled very well on his Morale checks. He was able to re-engage the Honniasont and began to whittle away at their numbers. The Honniasont gave it a good try, but the more experienced Shawnee warriors came out on top with a 18-5 Major Victory.

    A moment of drama as the Shawnee leader in the green shirt charges into the midst of the Honniasont Youths

The final game I got to see very little of (I confess, I was enthralled by Bruce and Joe's game, and wanted to be there to help the newbie with advice if he asked). Our host Jenny and her Miami were still unable to notch a victory. Her forces have been frustrated in the first five turns, and she fell in the "Who's a Thief?" scenario to the Mohawk, 16-3. Everyone was appreciative of Jenny's pot of chili, though, if not earning a win, she received ample praise for feeding 9 hungry gamers!

    Kickapoo race to block off the entrance from the Susquehannock raiders

I plan for this playtest to go 10 turns, so we are at the halfway point, now. Here's our Leaderboard, which shows the Neutrals continuing to dominate the contest for the Ohio Valley in the late 17th century. A surprise rise in the ranks to third came from the Kickapoo, who'd racked up two Major Victories in two turns.

Tribe
Place
Victory Points
Neutrals
1st
26 points
Shawnee
2nd
24 points
Kickapoo
3rd
19 points
Mohawk
Tied 4th
18 points
Seneca
Tied 4th
18 points
Susqehannock
6th
11 points
Miami
7th
10 points
Erie
8th
8 points
Honniasont
9th
3 points

 

    Another shot of Keith's cool-looking defile as mayhem gets ready to unfold
These points come from three categories: Prestige Points, which come from Major and Minor Victories or Minor Defeats; Beaver Pelts; and Scenario Victory Points (SVPs). Here are the leaderboards in each of these, in case anybody is interested.

Tribe
Prestige Points (PPs)
Neutrals (Keith Finn)
13 (4 MajV, 1 MinD)
Shawnee (Joe Merz)
12 (2 MajV, 3 MinV)
Seneca (Mike Stelzer)
9 (1 MajV, 3 MinV)
Kickapoo (Andy Swingle)
7 (2 MajV, 1 MinD)
Mohawk (Dave Welch)
7 (2 MajV, 1 MinD)
Erie (Mike Demana)
5 (1 MajV, 2 MinD)
Susquehannock (Steve Phallen)
4 (1 MajV, 1 MinD)
Miami (Jenny Torbett)
3 (1 MinV, 1 MinD)
Honniasont (Bruce Adamczak)

Tribe
Scenario Victory Points (SVPs)
Neutrals (Keith Finn)
82
Shawnee (Joe Merz)
72
Seneca (Mike Stelzer)
54
Kickapoo (Andy Swingle)
47
Susquehannock (Steve Phallen)
42
Mohawk (Dave Welch)
41
Miami (Jenny Torbett)
36
Erie (Mike Demana)
32
Honniasont (Bruce Adamczak)
5

Tribe
Beaver Pelts
Mohawk (Dave Welch)
34
Neutrals (Keith Finn)
30
Kickapoo (Andy Swingle)
24
Shawnee (Joe Merz)
24
Miami (Jenny Torbett)
21
Seneca (Mike Stelzer)
18
Susquehannock (Steve Phallen)
18
Erie (Mike Demana)
15
Honniasont (Bruce Adamczak)
14

Our next game should be April 23rd, so stay tuned for that!