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The Slytherin Dungeons

Prof. Amy Lupin

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About Prof. Amy Lupin

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  • Birthday March 12

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  1. The answer can be found in the HOL 101 lesson
  2. In the last week, I've played several "new" games. The first of which was Roll for the Galaxy, which I'd heard a lot about (along with its counterpart Race for the Galaxy). Certain aspects of it were tricky to wrap my head around, such as the iconography and the various other rules to keep in mind, but in spite of that, it proved to be an enjoyable game. I really liked the mix of mechanics, and the balancing act between different actions. Shadow Hunters followed. It was a hidden role / social deduction game, but with a board involved, which made for a nice twist. Moving around the board enabled you to gain items, steal them from other players or attack players in the same region as you. If you're a Shadow or a Hunter, your aim is to eliminate the other team, whereas a Neutral has their own victory condition. In my first game, I was a Neutral, and I had to possess at least 3 out 5 items by game end. This proved to be challenging, as two of my items got stolen, and I wasn't able to recoup them from the one Shadow player where they eventually wound up, before he was eliminated (as the sole remaining Shadow player, this signalled game end). The next round I was a Shadow player, and once my identity was revealed, I could go on the offensive. There was also a neat card that I got, called First Aid, which sets a players health to 7, which I used on a player who had 0 health ('damage' might be a more accurate term here). We also played several rounds of Secrets, another hidden role / social deduction game. I found that I much prefer this game to the various Werewolf games, as you have more information to work with. Though you don't always know what one's starting identity is (unless you get offered a card that lets you determine this), you are aware whenever someone's identity gets traded with another player (or the token in the middle). It can be tricky to keep track of all the information though in larger groups (we played two games at the full player count of 8, and another at 6 or 7). I finally had the opportunity to play The Manhattan Project: Energy Empire for the second time (having first played it over 6 months ago). Though I had a better feel for the game this time around, it was still challenging trying to acquire the various resources (in spite of maxing out my workers early on) to get other cards or benefits. We also played the April game of Pandemic Legacy: Season 1. We were unfortunate to draw the first two epidemics a turn apart, which meant the game progressed in a certain direction before we had an opportunity to get the board into a more manageable state. We did recover slightly from that, though we later suffered several chain outbreaks in a region we thought we had under control, which then spelled game over. It came as a complete surprise though, because moments before we drew the 3rd (or 4th - I'm not too sure) epidemic card we were debating tackling one of two regions on a person's turn: working towards eradication of the one disease once I discovered the cure on the following turn, or making the other area more manageable. Though the player was leaning more towards the former, he opted for the latter in the end. We'd completely disregarded the region that got hit as it seemed a very unlikely threat. That brings me back to one of the things I really like about the game: it can be completely unpredictable at times.
  3. In the time since I last posted, there have been several highlights: We managed to turn things around in the February game of Pandemic Legacy: Season 1, pulling off a comfortable win. There were some new mechanics introduced that really made a difference. The March game was also rather fun, though we didn't really make use of those new mechanics. I liked that instead of there being a certain number of set objectives to complete, we had a bit of a choice this time around. We've been sticking to the same roles thus far, though it's possible we may change them up in later games. We'll be playing the April game towards the end of this month. I was able to score a personal best in Azul: 110 points. It was a longer game than usual in which I managed to get three sets of 5-of-a-kind, which really helped boost my score. Previously my highest score was in the 90s (and I'm often lucky if I can manage one set of 5-of-a-kind, let alone 2 or 3). I also had the opportunity to play several 2p games of Azul, in which I was able to refine my strategy slightly. Despite intentionally playing more riskily to offset this, the change in strategy enabled me to pull off 3 consecutive wins. Needless to say, my opponent wasn't too impressed. Personally, I'd say it was revenge though for said opponent beating me 3 times in a row at Hive, which we played one time while waiting for everyone else in the usual games group to arrive at a Wednesday meetup. I liked the chess-like feel of it, without the game being chess itself (instead of "cornering" the King, you had to do so with the Queen Bee, and different insects had different movement abilities). I did manage to fend off my opponent in the final game for some time, though ultimately a well placed grasshopper spelled my downfall. I also finally introduced the usual games group to Good Cop, Bad Cop, which they all seemed to enjoy. There was a particularly enjoyable game where the Agent was able to persuade the Kingpin that they were on their side, only to betray them at the last minute. The Agent's plan was still foiled through, as several people on the Kingpin's side were able to make use of effective equipment cards to change the outcome of several subsequent actions. We also played one round with the Undercover expansion, which made it trickier to find out people's true identities, but added a very interesting dynamic to the game. I recently started playing Charterstone with some members of the usual games group, and it's proving to be really good so far. We're two games in, and though so far I've always been the first to run out of influence tokens, I quite like the dynamic of having a finite "resource" in a worker placement game. I also feel there's much more variety/variation from "journey" (a set of 12 games) to "journey" compared to Pandemic Legacy, though we may end up putting that to the test once we've completed the latter with the other group. I've also played several app versions of games (partly due to the one local retailer putting their games days on hold due to renovations at their usual venue), including Kingdom Builder, which I'd been curious about. It reminded me a lot of Terra Mystica in terms of the placement rules. I liked that there were different scoring conditions from game to game, though I found it to be a bit on the light side (and it would likely benefit from one or more of the expansions that came out later). That said, I eventually uninstalled it because I found myself playing game after game after game. As a deckbuilder, Star Realms was a must try for me. There's several interesting mechanics, such as certain cards belonging to one of four factions, allowing you a bonus if you have more than one of them in play in the same turn. Additionally, certain cards can optionally be trashed after using them allowing for a one time boost/bonus, which is really useful if you need extra combat to defeat an opponent's base (which typically offers an ongoing bonus until it's no longer in play, or at the very least safeguards one's authority/health) -- or extra trade/coins to get a really expensive card. I am tempted to buy it at some stage, though having recently gone down the rabbit hole of chasing additional packs for another game, I'm reluctant to start with Star Realms just yet.
  4. Lumos + Avada Kedavra - Avada Kedavra 4 Crucio 18 Expelliarmus 2 Lumos 11 Obliviate 6 Sectumsempra 8
  5. Ice cream! Casual or formal?
  6. Lumos + Avada Kedavra - Avada Kedavra 6 Crucio 17 Expelliarmus 2 Lumos 10 Obliviate 6 Sectumsempra 8
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