Author | Billzilla

Bill Bodden has been writing professionally for more nearly a decade. A contributor to Madison Magazine, Geek Monthly, Scrye, Knucklebones and Games Unplugged magazines, Bill's writing was included in the Hobby Games: The 100 Best and the forthcoming Family Games: The 100 Best essay collections. Bill has also had gaming-related work published by Green Ronin Publishing, Fantasy Flight Games, Mongoose Publishing, and Games Workshop/Black Library. Bill works as the wholesale sales rep for Green Ronin, and in his spare time paints miniatures, reads, plays games and cleans up after four cats. Bill lives in Wisconsin with his wife, Tracy.


The Battle For Slaughter Gulch Board Game Review

Posted on April 6, 2010 by

Deadlands, a mix of classic Western, science fiction and alternate history, has gone through a few changes and several editions in its 14-year history. A miniatures battle game and a pen-and-paper RPG of the Deadlands setting – the Wild West with magic and the supernatural in an alternate history timeline – have both been popular and successful, and last year a new addition has been added to the fold: a board game of the Deadlands world, produced by Twilight Creations.

Deadlands: The Battle for Slaughter Gulch pits two to six players against each other in a struggle for control of a small town. Each player leads one of the factions in town: The Agency (think precursor to the Secret Service), The Texas Rangers, The Blessed (Missionaries bringing the Good Word to the uncharted West), Hucksters (spell-slinging dudes from back East), Shamans, and Mad Scientists.

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Keep Your Friends Close: and Your Enemies Closer

Posted on March 28, 2010 by

As the evening’s action opens, Blake and Lavender have a discussion about moving the recovered treasures out of Stickney. While we trust Regent Czarnecki – our mentor – implicitly, he is not the only Nosferatu there, and certainly not the only one with access to the stuff. The Regent has suggested that while he’s fine with keeping it safe for us, he would ultimately like the stuff moved, and the sooner the better.

We debate the fate of the Canopic jars; they are a powerful, ancient artifact, but also dangerous. We know several Mekhet – a clan with ties to ancient Egypt – who could possibly help us find someone who knows what to do with this stuff. We agree that someone we know – Jed Holyoak, master of Blood Magic and high-ranking member of the Circle of the Crone – seems a likely candidate. We drive out to Stickney to look over the loot, possibly discuss things with our mentor and decide how to proceed and what – if anything – we should take away with us tonight. On the way, a Black SUV tries to run us off the road; we are suspicious, but draw no specific conclusions.

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Keep Your Friends Close: Catching Kate

Posted on March 22, 2010 by

So Lavender and Blake were forced to skip a week thanks to the GM’s business-related trip. THIS week, we needed to spend time talking minutiae; we all feel we’re getting too bogged down in little details and not concentrating on specific character goals and more important plot threads. We spent some time going over the recovered files kept by Raphael LaDue, self-proclaimed Regent of Cicero. These files were primarily for blackmail purposes, but also contained significant information on Kindred in and around the Cicero area. LaDue, currently sentenced to a year in torpor for defying the Prince, kept files on everyone of interest to him; mortals he could blackmail for services and influence; Kindred who live in Cicero; and Kindred of general interest in the Cicago area.

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Imperial Gazetteer RPG Review

Posted on March 5, 2010 by

A number of entities have carved a successful niche for themselves creating support products for D&D. One of these, Open Design LLC, operates under an interesting model; direct patronage. They produce material, in part or in full, based on what their sponsors wish to see and are willing to finance. One of their more recent products, the Imperial Gazetteer, describes the region containing the Principality of Morgau and Doresh. This realm was once like any other, but is currently controlled by vampires and ghouls. As one might expect, most of the adversaries presented within are of considerable power; this region is not one on which 1st level characters could expect cut their teeth, by any means.

The book begins with a brief introduction to the subject material by co-author Wolfgang Baur. The first chapter details the history of the principality, giving a brief overview of less recent events while covering more current history a bit more closely.

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Keep Your Friends Close: Inside the Box

Posted on February 28, 2010 by

This week in our ongoing Vampire:the Requiem game, Blake and Lavender are on their way to the Chicago suburb of Stickney to consult with their mentor, Regent Mike Czarnecki, Nosferatu and Invictus elder. The batch of assorted crates and containers we recovered from under the Chicago River were waiting to be opened. Upon our arrival in Stickney, we were led by the Regent through a series of hallways and tunnels to what appeared to be an empty parking lot – until the Regent canceled his Obfuscate, and we saw a smallish, corrugated metal building the size of a two-car garage. because we had enlisted the aid of the rival Carthians, it had been suggested to the Regent by McLean that the boxes recovered from under the Chicago River should be moved to a safer place. How much safer a hiding place could one get than a building that normally couldn’t be found? The Regent mentions that few outside of his own clan knew of this building; Blake felt honored to be brought into the Regent’s confidence in this way.

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Keep Your Friends Close…Treasure Hunting?

Posted on February 26, 2010 by

Picking up from where we left our coterie last week, we find Lavender, Blake and the rest about to look for sunken treasure. Having learned that the body of “The Old Man” (an Invictus elder) was in torpor at the bottom of the Chicago River, Blake immediately assumes we need to retrieve it and put it in safe storage. If the diablerists were to get their hands on it, the results would be bad no matter what happened. The diving expedition consists of Blake, Filthfoot (Nosferatu bound to our coterie under first-stage viniculum as punishment for misbehavior) and Garret McLean, Gangrel Seneschal to the Prince and all-around bad dude. Lavender will remain in the boat as look-out and back-up, along with Carpenter (Blake’s ghoul), Butch (Filthfoot’s buddy) and the boat captain, who thinks we’re diving to recover lost treasures of Al Capone.

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Keep Your Friends Close: An Ongoing Campaign for Vampire: the Requiem

Posted on February 19, 2010 by

Last week Monica filled everyone in on Lavender the Daeva; this week I’m here to tell you about the next member of the coterie: Blake Porter, Ventrue bon-vivant.

Most of this week was taken up in getting a prospective new player up to speed on the setting and situation of our game. As a result, not as much happened as usual this week, but here are some of the highlights:

The Prince held court this week, as is usual for the last Friday of the month. Lavender took her young ward Kyle — also a Daeva — along with us to court, and he was dressed to the nines. Several of the prominent female Kindred at court proclaimed Kyle the “best-dressed man in the room.”

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A Very Scary Solstice Review

Posted on December 7, 2009 by

Many people try to find some solace in seasonal music at this festive yet emotionally draining time of year. After years of hearing the same classic carols — or more recent covers with no soul and even less imagination — if you’re like me you’re looking for something a little different to inspire the holiday spirit. A Very Scary Solstice by the H.P. Lovecraft Historical Society fills the bill nicely, with 25 Mythos-inspired takes on classic Holiday songs.

Warning: If you are particularly sensitive about the sanctity of holiday traditions, or if your sense of humor has rather rigid and narrowly-defined limits, stay away from this album. My largely abandoned Catholic upbringing suggests that these songs border on the blasphemous, despite their obvious playfulness and good humor.

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Cthulhu 101 Review

Posted on December 3, 2009 by

Have you repeatedly heard references to something called “Cthulhu” and wondered what it was all about? Are you already familiar with “the Big C,” know the signs and the secret handshakes, but are still looking for something to fill the great, gaping wound in your soul? Look no further, dear friends – Cthulhu 101 is good for what ails you!

Published by Atomic Overmind Press (www.atomicovermind.com), Cthulhu 101 is a witty overview of the Cthulhu Mythos, a world of pulp horror monsters from other dimensions and beyond the stars, created in the 1920’s and 30s by Howard Philips Lovecraft, Clark Ashton Smith, Robert E. Howard, Robert Bloch and many others.

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Witch of Salem Game Review

Posted on December 1, 2009 by

Cooperative games are popular these days. Playing against the game so that the players win or lose collectively is appealing in a day and age when people even compete with each other for the best Christmas light displays. In Witch of Salem, the players take on the roles of occult investigators working against the evil sorcerer Necron, who intends to open inter-dimensional gates to allow the Great Old Ones into our world to wreak havoc. Sounds simple enough, doesn’t it? Trust me, it’s never that simple.

The board shows a representation of the fictional city Arkham, Massachusetts. There are eight locations the players can visit; Miskatonic University (also the starting space), the Sanitorium, the Arkham News offices, the Witch House, the Hotel, the Cemetery and the Church. The eighth location is the sunken city of R’lyeh, which players will only visit in the end game phase to prevent the Great Old One there from bursting through.

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Flee in Terror with Innsmouth Escape!

Posted on October 6, 2009 by

In Twilight Creations’ board game Innsmouth Escape, one player takes on the role of the human trying to free her friends and flee from the accursed town infested with frog-like worshipers of Cthulhu, while the rest play the nefarious Deep Ones themselves, intent on keeping their dark secret away from the prying eyes of outsiders.

The board is a simple six-by-six grid. Some of the squares are marked with symbols indicating places to rescue human captives, obtain equipment and have encounters (all for the human player) and to spawn Deep Ones, summon a Shoggoth (more on that later) and draw cards for the Deep One player(s).

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Zombie Mosh Tramples Boredom!

Posted on September 24, 2009 by

With the runaway popularity of Zombies these days, it isn’t surprising that we’re seeing the shambling undead teamed with nearly every other concept imaginable, from video games to Jane Austen. Even lighthearted zombie treatments are gaining a strong foothold, like Shaun of the Dead, the upcoming film Zombieland starring Woody Harrelson, and, of course, Zombie Mosh from Bucephalus Games.

Zombie Mosh is exactly that, a game about zombies bashing each other apart in a mosh pit. Players select one of six different character cards, then shuffle the Zombie cards and deal four to each player. The dealer then draws two cards and randomly places them in the “damage” row of each player, including himself. Each card has two different results, facing the top and bottom of the card, so orientation of each card matters.

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Open Grave: Secrets of the Undead Review

Posted on September 3, 2009 by

If there is a single grouping of monsters that are a favorite, undead would probably be at or near the top of everyone’s list. From ghosts to zombies and from vampires to mummies, undead are the critters we love to hate. In Open Grave: Secrets of the Undead, Wizards of the Coast offers up a tasty book filled with intriguing information for GMs wishing to get the most out of their players’ encounters with those who refuse to stay dead.

It’s important to note that this volume isn’t a simple monster manual for the Undead. It doesn’t bother to cover the basic types; skeletons, zombies, and even straight-up vampire types are totally ignored, being covered in some depth elsewhere. What it does offer are variations on the standard creature, with strategy tips and useful tricks for effective deployment.

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Aye, Dark Overlord! Game Review

Posted on June 25, 2009 by

Aye Dark Overlord! defies precise description. It is at once a board game, card game and has elements of a party game and role-playing games as well. The players take on roles of sniveling servants of the Dark Overlord, a vengeful chap whose patience with his inept followers grows thin…

Players begin by randomly drawing a hand of six cards – three hint and three action cards. One player is selected to play the role of Rigor Mortis; the Dark Overlord of the title. Once the players have their cards in hand, the Dark Overlord addresses one of them by saying something like “So my faithful minions; I ordered you to kidnap the princess. Has this task been accomplished?” The player indicated must then fabricate a brief story – using the elements illustrated on the cards in the player’s hand — explaining why the task was not completed, and in so doing shifting the blame for the failure to one of the other players.

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Little Nightmares – Privateer Press

Posted on June 18, 2009 by

privateer-logoIt’s difficult to imagine the miniatures world without in it, yet this company has been in existence for less than seven years. With their breakout hit Monsterpocalypse and their solid Warmachine and Hordes skirmish-level combat lines, Privateer Press is well-situated to be a force in the industry for years to come.

The Warmachine and Hordes product lines mesh well with dark fantasy, as they have a number of factions tailor-made for people of such inclinations. A perfect example is the Gorax, a light warbeast from the Circle Orboros faction in Hordes. The Gorax, looking very troll-like – or even like an Oni from Oriental mythology – strains at the chain that holds him to a large boulder. The pose is interesting and well-executed, and the figure’s rippling musculature and tufts of scraggly hair combine to give this model a ton of character. At a $17 MSRP, this model is a smidge pricey, but a first-class sculpt never the less.

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Where the Deep Ones Are Review

Posted on May 6, 2009 by

The classic children’s book “Where the Wild Things Are” by Maurice Sendak has been parodied before, but rarely as successfully as in Ken Hite’s Where the Deep Ones Are. Ostensibly a childrens’ book, Deep Ones is a story of a boy who rebels and is banished to his room in punishment, subsequently discovering a hidden world that calls to him enchantingly.

Instead of Max, we now have Bobby, a boy who loves to eat fish. He also wears a frog-like costume with several tentacles dangling from the face, and it’s mentioned more than once in the text that he has a cousin named Larry Marsh. This boy is well on his way to becoming a Deep One himself, which parallels the story of Shadow Over Innsmouth, on which the actual tale of Where the Deep Ones Are is partly based.

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A Touch of Evil Board Game Review

Posted on March 31, 2009 by

Flying Frog Productions has only produced two games so far; so far — in my humble opinion — they have two winners. The First, Last Night on Earth, is a zombie survival exercise with real goals to achieve that put Flying Frog on the adventure gaming map. Their most recent title is A Touch of Evil, and fans of the Johnny Depp version of the Legend of Sleepy Hollow will find this game somehow familiar…

Players begin by each choosing one of eight characters to portray. Each character has a score of from one to five in four abilities: Spirit, Cunning, Combat and Honor. Players may increase these scores during the course of the game through a variety of means, and all four abilities will come in to play at some point. In addition, each character also has their own unique ability to give their player a particular advantage.

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Little Nightmares – Mississinewa Minatures

Posted on March 12, 2009 by

Mississinewa Miniatures is a little-known miniatures company from Indiana. Specializing in Zombie-themed figures, they have an impressive selection, if not a broad range – yet. Mississinewa sent Flames Rising a generous selection of figures to review. Sadly, I can’t do justice to them all so I’m going to concentrate on what they do best: Zombies!

The zombie line is reasonably well- fleshed out; 18 different models shamble their way to your gaming table, and while the variety isn’t truly spectacular, it’s solid. The first six are all naked zombies. Before you get too excited, let me first point out that there are no naughty bits in evidence; they’re more like zombie mannequins than anything else.

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Wolfsbane and Mistletoe Fiction Review

Posted on February 25, 2009 by

Tracy Benton reviews Wolfsbane and Mistletoe

Because, after all, nothing goes with Christmas like werewolves, right?

As a follow-up to Many Bloody Returns (vampires and birthdays), editors Charlaine Harris and Toni L. P. Kelner bring us Wolfsbane and Mistletoe (2008), an anthology of stories starring werewolves and set at Chrismastime. (To give them credit, the editors state in the introduction that they rejected the zombies-and-Arbor Day combination.) I was sufficiently intrigued by this concept to read the book, and I was also attracted by the array of authors, which, oddly enough, are mainly mystery writers.

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Cthulhu Goes to the Movies

Posted on February 24, 2009 by

Once in a while a movie comes along so epic, so terrifying, that its review requires two authors. Call of Cthulhu (2005) is just such a movie. Produced by the H. P. Lovecraft Historical Society, this modern silent film treatment of the classic Lovecraft tale is remarkably effective: creepy but not gory, atmospheric but well-paced. The film is in black and white “Mythoscope,” meaning it’s artificially aged so as to seem vintage, and the soundtrack may be played in “Mythophone”, so that the music seems aged to match the film. Bill and Tracy offer their views below; Bill is a longtime Lovecraft aficionado, while Tracy prefers monsters of the Universal or Japanese vintage.

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