Dungeon Crawl Classics

From:  Goodman Games

Reviewed By: Barry Lewis

So I really don’t play very many RPGs anymore, but with the “old school renaissance” happening I’ve found myself checking RPGs out more and more.  After much “huzzahs” and “hey nonny nonnies” from my friend about Dungeon Crawl Classics or DCC, I decided to check it out for myself.  When you first see the book, don’t let its size intimidate you, although I still wouldn’t recommend dropping it on your foot.  The book is basically everything you need to play.  It’s player’s manual, bestiary and magic tome rolled all into one.  DCC definitely takes its cue from the original D&D and AD&D, but without THACO.

I definitely want to start with character creation.  DCC is different in character creation in that it suggests a “funnel” system that requires each player make at least 4 “0” level characters since most or all of them won’t live to the next session.  DCC is the “Game of Thrones” of RPGs.  Don’t get attached to any one of your PCs because they might not be around for long.    You’ll start off rolling 3d6 for each of your 6 attributes; Strength, Agility, Stamina, Personality, Intelligence and Luck.  I’ll get into a little more detail on the Luck attribute later.  You’ll have 1d4 hit points, modified by stamina, a random piece of equipment and a random occupation.  Good luck.  Any character or characters that survive and make it to level 1 then get to pick a class.  That is basically the “funnel” system.  A motley group of poor shmucks looking for glory and gold go in and PCs come out.    Currently, you can only advance to level 10, but with how dangerous  and unforgiving DCC sessions are if you actually make it to level 10 you’re basically a legend.

Let me touch base about the Luck attribute now.  As you would think Luck plays a part in all rolls, but it also plays a part in certain elements of play for your PCs depending on their class.  You can also “burn” Luck as well.  For example, you can “burn” 4 points of Luck and get a +4 on your next roll.  The downside to that is your Luck attribute is now 4 points lower.  Luck though can be restored over the course of an adventure or adventures and you can declare you’re burning luck either before or after the die roll.  Although you may only burn luck once per roll.

You might be asking where are the races?  In DCC, races and classes  are one and the same.  As the book states “You are a wizard or an elf”.  The character “classes” are what you might expect:  Warrior, Wizard, Thief, Cleric, Elf, Halfling and Dwarf.  I especially like the non “PC” use of the term “Thief” rather than “Rogue”.  They all have their strengths and weaknesses and all have their own special “crit” table to roll on when they critically hit an opponent in combat.

My only real hang up is the “Funky Dice” or “Zocchi Dice”.  We all know the regular RPG dice, but DCC has along with the regular dice added in a d3, d5, d7, d14, d16, d24 and a d30.  You can get these dice made especially for the game or you can be like myself and make yourself a little cheat sheet with what regular dice you need to substitute for the “funky dice” roll.  With the “funky dice” comes DCC’s “dice chain” which I like.  The “chain” starts in ascending order with d3, d4, d5, d6,d7, d8, d10, d12, d14, d16, d20, d24 and d30.  Sometimes a situation may come up where the rules will state for the PC to use an improved die.  So you’ll move up the “Chain” and use the die to the right of the die you were originally using.  For example if you’re a magic user using a spell you’re familiar with along with an item that grants you an improved die then you’d go from using a d16 to a d20 or even to a d24.  This does work the other way too.  If you’re fighting with an unfamiliar weapon then the DM may ask you to use a reduced die.  So you’d move to the left on the “chain”.  This all sounds confusing with the “funky dice” and the “dice chain”, but it’s really not and once you start playing it’ll come to you quickly.

I’m only going to mention skills briefly since the book uses a whole two pages to cover this subject.  You’ll start out with the basic skills that are determined by your “occupation”.  Those skill checks are considered “trained”.  You may also attempt to make skill checks that are not common to your occupation.  These are, of course, “unskilled” checks.  You’ll still have difficulty checks(DC) and use a d20 for all checks.

Now to combat.  I can hear the “Huzzahs” from here.  The combat system should be fairly recognizable.  The DM rolls for surprise for the first round then everyone rolls initiative and “acts” in that order.  All attacks are then resolved by rolling dice and adding or subtracting modifiers to the roll.  The roll is then compared to the defender’s armor and if the attack is higher or equal to the armor’s rating then it’s a hit.  This is where the “funky” dice and the “dice chain” will come into play the most.  PC’s also have action dice and depending on their level they may have more than one action dice.  So basically the more action dice you have, the more things you may do in combat.  For example, if you have two action dice you may attack twice.  I’ve already touched upon the “Crit” tables earlier for PCs, but there’s also a “fumble” table for all of you who have a penchant for rolling a “1”.  The fumble chart is not as deadly as the “crit” chart, but when you’re a “0” level PC with very little hit points a fumble could still be very deadly.

In combat, Warriors have what are called “Mighty Deeds of Arms” or “Deeds” for short.  Basically a “Deed” is a heroic feat or mighty action called by the warrior before his attack or action.  These can result in what I call “Errol Flynn” moments.  The Warrior will roll his bonus attack die, which is also his “deed” die, along with the d20 and add them together.  If the attack hits and the “deed” die is 3 or higher, the deed also succeeds.  The higher the result on the deed die, the better.  Even if the deed die does not succeed, the attack or action may still succeed.  There are many different types of “deeds,” but I will not go into them in this review for the sake of time.

Last, but not least…MAGIC!  Fear not spellslingers, DCC has not forsaken you.  Wizards will learn one of three types of magic; black, elemental and enchantment.  Clerics learn a style of magic called Idol Magic.  Casting a spell is how you would think it would work.  Roll a d20 and add your modifier whether it’s Personality, if you’re a cleric, or Intelligence, if you’re a wizard.  Compare that roll to the results table for that spell and if it’s equal to or higher than the spell’s DC then it succeeds.  There are criticals and fumbles for spells as well.  What I really do like is the mechanic, Spellburn.  It works basically like burning luck, but instead of luck a wizard can burn either strength, agility or stamina to add +1 to his spell roll.  Example:  A wizard decides to burn 5 points of agility in an attempt to cast a spell.  So he’ll subtract 5 points from his agility and add +5 to his spell check.  “Burned” attributes may be recovered 1 point a day as long as spellburn is not attempted during that time.  You may also regain spells using spellburn as well.

Well, that’s it or at least most of it.  There’s a few things I didn’t cover, but these rules only encapsulate about a third of the book itself.  The rest of it, like I’ve said, is spells, magic items, bestiary, some various appendices and two mini-adventures.  One for 0-1 level characters and the other for 5th level characters.  This book is all you’ll ever really need unless you want to run a game and Goodman Games has many adventure modules for GMs to choose from.

If you’re a fan of “old school” RPGs than this book is for you and if it isn’t then broaden your horizons a bit and delve into what us “geezers” used to chuck dice to!

Codex Rating: 17

Product Summary:

From: Goodman Games

Type of Game: RPG Core Rule Book

Written and Designed by: Joseph Goodman

Additional Design: Tavis Allison, Andy Frielink, Todd Kath, Doug Kovacs, Harley Stroh, Steven Thivierge, Dieter Zimmerman

Additional Writing: Michael Curtis, Harley Stroh, Dieter Zimmerman

Editing: Aeryn “Blackdirge” Rudel

Art Direction and Graphic Design: Joseph Goodman

Cover Art: Doug Kovacs

Endsheets: Doug Kovacs (front), Peter Mullen (back)

Interior Art: Jeff Dee, Jeff Easley, Jason Edwards, Tom Galambos, Friedrich Haas, Jim Holloway, Doug Kovacs, Diesel Laforce, William McAusland, Brad McDevitt, Jesse Mohn, Peter Mullen, Russ Nicholson, Erol Otus, Stefan Poag, Jim Roslof, Chad Sergeketter, Chuck Whelon, Mike Wilson

Number of Pages: 480

Retail Price: $39.99 (US)

Website: www.Goodman-Games.com

Crazy Creatures of Dr. Gloom

Crazy Creatures of Dr. Gloom

From: Stronghold Games

Reviewed by: Barry Lewis

Crazy Creatures of Dr. Gloom or Crazy Creatures of Dr. Doom depending on what version you have (in the European version he’s Dr. Doom) is a fast, quick-to-learn card game in which you try to rid your hand of creatures and have the fewest penalty points at the end of the round and eventually at the end of the game in order to win.

The game consists of 48 creature cards, 12 of each color; red, blue, green and yellow, and ranging from numbers 1 to 6.  There are also 4 “machine” cards which have a plus sign on one side and a minus sign on the other.  You start the game by placing the 4 machine cards plus sign up in the middle of the table.  You then deal out a certain amount of cards to the players depending on how many are playing.  The amount of rounds also depends on how many are playing.  Ex: 4 players, 4 rounds.  You then start placing creature cards that correspond to the same color machine next to it.  The plus or minus on the card dictates what numbers you may play.  For example if you play a red 3 and the red machine is on its “plus” side then you may only play red cards that are equal to or higher than the card just played.  So only  a red 3 or higher may be played on that pile.  Likewise, when the machine is on the minus sign cards equal to or less than the card on top of that pile may be played.

There is one twist that will allow you to play a card contradictory to the rules.  All cards with 1s and 6s have a “DNA” symbol on them.  You may play those cards on top of one another regardless of what the machine card is set to.  The same color rule still applies, though.  For example: there is a red six on top of the red machine pile and the machine is showing the plus sign.  Obviously there’s no number higher than 6 in the game, but you may play a red 1 on top of the red 6 since they both have the “DNA” symbol on them.

After reading that you’ve probably thought to yourself “Well how do you get the machines from plus to minus or minus to plus?”  Simple -if you play a card with the same number as the top card on that pile then you may flip that machine card over to the new setting.  Now if you don’t want to flip the machine card over then you can force your opponent to draw a card from the reserve pile.

So that’s the game really.  I did enjoy playing it, even though I played it with a “non-gamer” friend, who has an annoying habit of beating me in just about everything we play.  This time was no different as his “rain man” ability continues to confound me.  The game does play quickly even with us learning the rules as we went, and the game played no more than 25 minutes.  This game is definitely made more for kids or “light” gamers.  Most hardcore gamers may play it once, but it’s only good once in a while for a filler at game nights.

Codex Rating:  9

Product Summary

Crazy Creatures of Dr. Gloom

Designer: Michael Schacht

Artist: Dennis Lohausen

Number of Players: 2 -4

Player Age: 7 and up

Playing Time: 20 minutes

Retail: $15.00 Retail (US)

Website: www.strongholdgames.com

Dreadmire

Dreadmire
From: Spellbinder Games
Reviewed by: Joseph Martin

Dreadmire is an RPG supplement from Spellbinder Games.

This is an impressive work. The author states that it was a 10+ year endeavor and it shows. The sheer amount of information in this 224 page book is overwhelming. Just the word count is amazing. An 8×11 book with small text, even considering illustrations, maps and charts contains a lot of wordage. Be prepared to take some time to read though it.

From the back cover: “Dreadmire Swamp is the definitive reference book on adventure life and unlife in the swamp.”

While being described as a swamp source book, Dreadmire is much, much more. This is both everything you would want or need to know about playing D&D in a swamp environment and a campaign setting laid out for you to do so.

This is a hardcover book. The full color cover is good quality and glossy. The art at first glance may seem like it could be a little neater and cleaner but as you go through the book you may think of it as ‘old school’ as I did. This is the kind of art seen in older D&D and 2nd edition AD&D books. The internal pages of the book itself are all black and white. No color illustrations or maps. The maps themselves are well done for the most part. The paper feels like good quality and the book, if cared for, should last quite a while. The text is on the small side. Readers with vision problems may have a little trouble with it.

The book begins with a few maps, some history and descriptions of the swamp and area. The one thing I have issue with in this book is organization. It’s well laid out in a printed fashion but when reading through you find there are factions, races, division and other ‘boundaries’ that are described in the text in several places over the first few chapters but not denoted on any maps. The maps simply have the terrain type and names of towns, villages and such. This is where a little internal color could have made all the difference. A basic overlay or some other indication of which areas are human friendly, orc friendly, evil friendly, good friendly or insect friendly would be of great assistance. Significant and not so significant places and people are detailed well. However, the major characters and points of interest are listed independent of their places of residence so you have to flip around quite a bit to figure out who and what is where.

Having said that, the background is rich and detailed. Any problems the descriptive sections of this book might have are really just organizational. The author has obviously put a lot of work into this book and it shows. You can easily visualize the villages, forests, bogs and river deltas while reading through it. I would love to both run an adventure and play one with a group of Bayou Halflings as the party.

Over 250 new monsters are advertised on the back cover. Many of these are swamp variants of existing monsters. Most of those variants are quite interesting and a needed addition to the target area. Other new campaign centered creatures and more general use creatures are listed. Some of these could be modified to use as character races. Plants and undead are the most numerous additions as you may surmise. Many of the new plants are just given a description and no stat block. Swamps are dangerous places but any character made for this game should take a few ranks in Knowledge (Local Flora and Fauna). Many plants are poisonous. In some cases, that is the least of your worries. I believe there are a few plants listed with a low Challenge Rating that could cause a Total Party Kill.

Many new magic items and spells are provided. In this setting, they are called juju. Once again, there are quite a few that are items modified for a swampy environment but several new general items and spells are given that may be attractive to your average adventurer. Your average everyday magical weapons, armor, scrolls and miscellaneous items are mixed in with a few singular items of almost legendary status.

The new classes are by and large either swamp or campaign related. Muckrangers, Balladmongers, Moor knights and others populate the land along side ‘average’ warriors, commoners and day-to-day classes. Some of these classes are a bit ‘low powered’ and more of a support class. They are useful in the environment but probably not attractive to many power gamers.

Three adventures are provided. The low level ‘Great Bayou Halfling boat race’ is the best in my opinion. Some encounters are not fully fleshed out and left up to the imagination of the Game Master. The intermediate level Bog of the Fungus Demon and the advanced level Secrets of the Sinking Citadel have a few confusing encounters and can be exceptionally deadly.

From page # 205: “A swamp, bottomland forest, morass or quagmire generally refers to freshwater wetlands with trees and woody bushes that are seasonally flooded.”

The appendices of the book include a section about swamp ecology, the environments, dangers, weather patterns and generally all the information you might want or need to survive. If you are running a swamp based game, even if it is not Dreadmire, this is worth the read. A collection of charts, maps and more also give a nice collection of information all in one place.

In conclusion, while Dreadmire is an impressive work, a prospective Gamemaster will need to take extra time out to sort out and organize all the details. While written for D&D 3.5, this could easily be converted to Pathfinder’s D&D 3.75 system. I say easily but the person taking that task on is in for a lot of work considering the number of stat blocks, spells and other minor items that would need to be tweaked.

For more details on “Dreadmire” check out the website http://www.dreadmire.com. Please note that Spellbinder Games seems to be defunct and their web site non-existent. Copies of the games may be hard to find at your local gaming store but can be found online through links on the above web site.

Codex Rating: 15

Product Summary

Dreadmire

From: Spellbinder Games
Type of Game: RPG sourcebook / campaign setting
Written by: Randy Richards
Game Design by: Randy Richards
Developed by: Mark Williams
Cover Art by: Zack Overton, Dan Howard and Janet Chui
Additional Art by: Hannah Spute, Paul Daly, Rick Hershey, J Scott Pittman, Gordon Grant and Octavirate Entertainment.
Number of Pages: 224
Original Retail Price: $29.95 US
ISBN: 0977338339

Website: http://www.dreadmire.com

 

Reviewed by: Joseph Martin

Geek Girls Gaming Review: Paizo NPC codex

Pathfinder NPC Codex

From: Paizo

Reviewed by: Tera Fulbright

Pathfinder NPC Codex is a supplement from Paizo.

Pathfinder’s Pathfinder NPC Codex has been out for a while, since October 2012.  However, I wanted to review it both traditionally, but also with an eye toward Geek Girls Gaming.  As a note, I am currently running a Pathfinder Game as well as playing in one.

Overall, I find the NPC Codex is very useful for random NPC’s who actually need combat statistics.

From the back cover:

“Inside this tome, you’ll find hundreds of ready-made stat blocks for nonplayer characters of every level, from a lowly forest poacher to the most majestic knight or ancient spellcaster. Whether you’re planning out future adventures or throwing together encounters right at the table, this book does the work so you can focus on playing the game.”

Pathfinder’s Pathfinder NPC Codex lists over 300 NPCs, including at least one for every level of every class in the core rule book.  Overall, there were 94 female NPCs, 105 male NPCs and even one transgendered NPC.   In addition to NPCs for all the classes, the codex includes a handful of NPCs with prestige classes as well.  Overall the NPC male/female split is fairly even.

The codex itself is simply organized.  Chapters are divided by Core Classes, Prestige Classes, NPC Classes and Iconics, and each class within a chapter has several levels of NPCs.  In addition, the appendices at the back of the book include some very useful information, including animal companion stats (adjusted for PC level) and a listing of sample encounter groups.

The one major flaw I found was the lack of spellbooks for wizards. While they did include spells prepared, it does still mean a GM has to build an actual spellbook if his players need it for treasure.

I did like that the NPCs all had gear listed, which does make for easy treasure generation when using one of these NPCs in a combat.

From the back cover:

“Tons of flavorful names and backgrounds to give characters personality, plus ideas for using them in both combat and roleplaying situations.”

As a GM who struggles with naming NPCs, being able to open the book and tell players that they are meeting “Gorgu Stonesplitter” or “Telkineel Orbast” also known as “AlleyCat” is incredibly useful.  There are backgrounds included, and while the backgrounds are simple, they are still creative.  I especially enjoyed the background of Passago, which a clever reader will recognize as homage to Shakespeare’s Prospero from the tempest.

The tips and hints about the characters make them easy to bring to life both in combat and in role-playing situations.  Most characters have one or two lines describing how they think or their backgrounds or goals.

In conclusion, this could be a very useful supplement for GMs who do not simply run modules or whose players often take the “red herrings.”   It would also be useful for GMs who need the ability to create interesting and memorable characters that the PCs can actually fight.

I do think if Paizo expands the Codex series to include new classes, it would be well-received by fans of the original.

For more details on Paizo and their new Supplement “Pathfinder NPC Codex” check them out at their website http://www.paizo.com, and at all of your local game stores.

Codex Rating: 13

Product Summary

Pathfinder NPC Codex

From: Paizo

Type of Game: Supplement

Lead Designer: Jason Bulmahn

Designers: Stephen Radney-MacFarland and Sean K Reynolds

Contributing Authors: Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor

Cover Art by: Wayne Reynolds

Additional Art by: Joewie Aderes, Eric Belisle, Branko Bistrovic, Christopher Burdett, Victor Perez Corbella, Josh Corpuz,Alberto DalLago, Simon Eckert, Steve Ellis, Jason Engle, Nadia Enis, Jorge Fares, Gonzalo Flores, Mariusz Gandzel, Fabio Gorla, Grafit, Paul Guzenko, Mauricio Herrera, Jon Hodgson, Andrew Hou, Lake Hurwitz, Ivan Kashubo, Nicholas Kay, Tim Kings-Lynne, Melanie Maier,Damien Mammoliti, Diana Martinez, Kate Maximovich, Jim Nelson, Miroslav Petrov, Roberto Pitturru, Emiliano Pretrozzi, Scott Purdy,Maichol Quinto, Jason Rainville, Jean-Baptiste Reynaud, Wayne Reynolds, Denman Rooke, Kostia Schleger, Lydia Schuchmann, Chris Seaman, Kyushik Shin, Bryan Sola, Dean Spencer, Florian Stitz, Allison Theus, Tyler Walpole, and Eva Widermann

Number of Pages: 320

Game Components Included: Book

Retail Price: $39.99

Item Number: PZO1124

ISBN: 978-1-60125-467-2

Email: customer.service@paizo.com

Website: www.paizo.com

Reviewed by: Tera Fulbright

Slapshot

From: Columbia Games

Reviewed by: Sitting Duck

As Barry’s review of 1st and 10 has indicated, the stereotype of tabletop gamers and sports not mixing is at best an exaggerated one. While I myself am not especially passionate about sports, I won’t run screaming out of the room if someone decides to watch the game on TV. If there’s one sport for which I have a preference towards it would be ice hockey, so when Ron asked if I was willing to do a review for Slapshot, I took him up on it almost immediately.

From the website:
“Slapshot is a wheeling, dealing game for hockey fans. Each player assumes the role of team manager. The object is to skillfully manage your team into the playoffs and then win the championship.”

There are three card decks, each based off of one of the basic ice hockey positions (Forward, Defenseman, and Goalie). Each card features a punny player name along with a goofy player illustration and a Value ranging from zero to ten. The best names are featured on the highest and lowest valued cards. The high value ones reflect their awesomeness (Slash Gordon, Moby Stick), while the low value ones reflect their lameness (Billy the Skid, Chief Sitting Bench). At the start of the game, each player is dealt three forwards, two defensemen, and one goalie to form his/her team.

On his turn, a player may choose to perform one of three actions; Trade, Draft, or Game. The first two are used to improve the quality of your team. With a Trade, the player randomly draws a card from another player’s deck and gives back a card of the same position. With a Draft, the player places a card in his team at the bottom of its deck and takes the top card from the same deck. In both cases, the new card must be accepted, even if it’s worse than the card being given up. Therefore, those actions should not be used injudiciously.

The Game action is the real meat of Slapshot. A player may challenge any other player to a game. The challenging player counts as the away team while the challenged is considered at home. To reflect the home field advantage, the home team gets a free goal. Before the game starts, both players may arrange their team decks in any order they wish. However that order cannot be changed once the game starts. The gameplay is nearly identical to the children’s card game War, except the winner of each round doesn’t claim the card played by the loser. Each player draws the top card from their deck and the one with the higher value scores a goal. If both cards have the same value, then neither player scores. There’s also no scoring if one of the cards is a Goalie card, regardless of their values. If both cards are Goalies, then the higher value scores a goal as normal. This continues until the players have used up their decks. The player who scored the most goals gets to move their token one space on the Scoreboard. If there was a tie in goals, then a sudden death match is played. Gameplay is identical to the earlier game except that victory goes to the first player to successfully score a goal.

Bruisers are a special type of card to reflect the violent nature of ice hockey. Whenever one of the cards played during a game is a Bruiser, then the other card is considered Injured and goes to the bottom of the appropriate deck. If the injured player has a higher value than the Bruiser, a goal is still successfully scored. If by some chance both cards played are bruisers, then both are considered injured. At the end of the game, a free Draft action is taken to replace each injured player. Using Bruisers can be a double-edged sword. For while their ability to inflict injuries is useful, their actual values tend to be low.

Once a player successfully reaches the Playoffs space on the Scoreboard, he engages in a best-of-seven series against the second place player. If there’s a tie for second, those players engage in a best of three series to determine which of them goes to the finals. The first place player is considered the home team for games one, two, five, and seven. The first to win four becomes league champion and wins the game.

From the subtitle:
“The legendary card game of ice hockey loonery.”

While overall Slapshot is a fine game, there is one very minor (almost picayune) issue I have. Namely there’s nothing included in the game materials for keeping track of goal scoring. Admittedly this is rather trivial, as any gamer worth his dice bag could improvise something with minimal effort. Still, it would have been a nice thing to have.

At the end of the day, this is a top notch game. The simple rules mean that it can be taught to just about anyone. The minimal space and set up requirements as well as the short playing time allow for it to be playable just about anywhere. These factors make it especially suited as a starter for a gaming night or something to play during a lunch break.

Rating: 18

Product Summary

Slapshot

From: Columbia Games

Type of Game: Card

Game Design by: Tom Dalgliesh and Lance Gutteridge

Game Components Included: Rulesheet, 27 Forward cards, 18 Defenseman cards, 9 Goalie cards, 1 Scoreboard, and 6 Tokens.

Retail Price: $24.98

Number of Players: 2-6

Player Ages: 8+

Play Time: 30-60 minutes

Website: http://www.columbiagames.com

Reviewed by: Sitting Duck

Club MACE 2013 a Success!

From Jeff Smith:

For those of you who were not able to attend Club MACE, you missed a great time. We started the trip by meeting at the Hilton Garden Inn in Jacksonville. We parked our cars there (saving us quite a bit of money) and got a chance to meet everyone. The next day, Saturday, we set out and boarded the Carnival Fascination. With only one lost bag and a lost passport to slow us down, we began the day.

Once on board, we walked around, ate some lunch, swam a little and enjoyed the early afternoon. Around 3:30 pm we had our safety check to learn where the lifeboats were located. Then at 5:00 we had a meet and greet to make sure that everyone was on board and to discuss supper and the rest of the evening.  At 6 pm we arrived in the Sensation Dining Room for our first meal as Club MACE. I had the Lasagna. It was great.  The remainder of the trip consisted of gaming in the Passage to India Lounge,working out with a great crew from Fitness One in Kernersville, eating and playing more games.

We did have Monday on Half Moon Cay, Carnival’s private island. Some of us rented a wonderful cabana (there will always be a cabana at Club MACE). Some of the group hung out on the beach and a few stayed on the ship (I think). On Tuesday, we docked in Nassau. Many left the boat and had adventures ashore. I stayed on board and enjoyed the pool, the water slide and the food.

During the trip Jodi won a spa package and Carolyn won some serious cash playing BINGO. Various amounts of money were won and lost in the casino. I was a loser.

The days were filled with gaming, ship activities and all around fun. At Club MACE, we do want to game, but we encourage people to experience the offerings of the ship. Just ask Jodi and Carolyn how they feel about that.

As we discuss the trip and make arrangements to go again, please join us. We want to see you at Club MACE!

To all who went, thank you for making year one a great success and a pleasure!