We had one player swap (one person who missed the first session, coupled with another who can't attend for a while), but that didn't seem to be an issue in any way.
We also had a new revision of the rules, which notably streamlined a few of the rules and led to a more fast-paced game. There are still a few areas to be addressed, but nothing as notable as in the previous version.
As is typical for us, things were still pretty silly, but the group found a good vibe very quickly and the game seemed to help keep everyone's jokes and crazy hazards in the same place.
The group escaped from Berlin by pitting the death cultists against the German army and making a run for it in the confusion (or something like that). We then took the prototype schwimwagen across the Atlantic and began our trek up the Amazon. Hazards along the river included:
- Piranhas and anacondas
- Nazi spies and death cultists found to be working together while we rested in a city.
- A Nazi attack on a cup of tea (and, of course, the rest of the expedition).
- A lost temple in the jungle, filled with death cultists, snakes and ancient traps.
- A village of friendly natives, who were inadvertently insulted.
- For the cliffhanger, the slalom of death - a dangerous gorge we had to drive the schwimwagen down while being assailed by death cultists and other difficulties.
We still messed up a few rules (pointed out to me by the author via email afterwards), but none of them were serious.
We thought that hazards seemed a little easy. Even when you end up facing a moderate hazard with a weaker attribute, it's usually possible to work in some descriptors and give yourself a good chance of beating the opposition's roll. I'm not sure if this is just luck - we did have some failures and people running out of time this session - but it might be a problem.
Overall: Once Boyd has finished polishing this game, it's going to be a keeper.