Thanks to the brains and logistical skills of Joe, our autumnal getaway happened right here in Bristol this year, in the 'Chocolate Factory' of Centrespace studios. It was about 9.30am as I sailed down the Gloucester Road and spotted Katy ahead of me at the lights, similarly insulated against the weather. We rode the last section together, being honked at by an asshat in a van for the crime of existing, before arriving at the venue to find Joe and Pete already setting up. I'm slightly ashamed to say the first thing I did was go and have a coffee, though - pre-caffeine I am useless.
When I returned there were as yet, no games happening, but an impressive library of them were gathering in the North wing. After another coffee run, more people had arrived: Martin from Easton, and from Bath, game reviewer Matt Thrower, and Kniziaphile Mark with his pal Andrew (2), and Decocon was kicking in. There was a game of Tower Up, and Joe and Katy's prearranged Fields of Arle was in progress.
Martin waved Cascadero at me and we sat down with Matt to play it. We'd all played before, but Matt not very much and not recently. I started by monopolising a herald, and I knew this was a good start by the levels of profanity directed at me by Martin. Meantime, Jo and then Andrew arrived and they began playing a game I didn't recognise.
In Cascadero I was doing quite well. I wouldn't normally dwell quite so much on my performance, but it was Cascadero, and it was Martin. His yelps of dismay were a balm to an oft-crushed gaming soul.
I triggered the end by connecting cities of all colours and going past 50 points. It was something like 52-38-24 I think. We changed gears with a quick game of Wanted Wombats, which Martin won by correctly predicting a $10k card.
Jo and Andrew had now finished their mystery game's best-of-five (I believe Andrew won 3-2) and they joined us for a bash at Magical Athlete.
We had a brain-melting fourth race where the combination of Gunk (every roll is minus one) and Scoocher (moves whenever a power is used) and the Hypnotist (moves racers to their spot) and the Heckler (moves two whenever a racer ends their turn on the same spot or one away from it) combined to make every turn a kind of Rube Goldbergian experiment in x triggers y which does z which triggers x again type of thing. Demented fun. I don't recall who won now - Martin? - but Andrew and I were last.
Tower Up had now finished and there was quite a bit of table rejigging whereupon I now entirely lost track of what got played for the rest of the day (with apologies, this report will be here on in even more Sam-centric than it has been thus far) but I do know that Joe talked Mark, Pete and I through the rules of Free Ride: USA...
And as we were playing, more people turned up, starting with Adam and Arthur, and Sarah and Effie, and the numbers swelled further with a bunch of people I didn't recognise who started playing Anomia. I regularly looked over to see Arthur with his arms in the air, though whether in triumph or agony wasn't totally clear.
In Free Ride, Mark (south) Pete (north) and Joe (east) all began dominating different parts of the map and my plan to get nationalised a lot was compromised by people building around me. In fact my strategy could be best summarised as one of incoherence; a return to form from my heady Cascadero openings.
Speaking of which, Cascadero was getting played again:
This was new to both of them but, outside of what all the bases do, the teach is pretty straightforward and the actions are limited: move, explore, build. After the first (Mariners) board was completed, we were all hovering around the same place on the cash track (which doubles as score track) and fully engaged, even if Arthur would drop by occasionally - perhaps sent by Martin - to yawn loudly and announce he was bored.
And at around 3pm (I think) Steve and Anja arrived with Louie and Lennon! There was an outbreak of Just One, and one table was occupied by digital gamers.
In SpaceCorp I had a fairly disastrous second board (Planeteers) where Andrew (2) and Mark surged up the track whilst I dallied inconsequentially. Despite a mini recovery in Starfarers, I was never to catch them again: Mark had a production engine going that bought him about 20+ points and Andrew eschewed producing entirely but managed to build a SpaceCorp engine of the like never before seen (by me) as he almost lapped me and broke 100 points to take a convincing win. I now forget what Mark and I managed, I think Mark was on about 80 and I was back in the 60s, numerically and thematically.
As the kids, possibly leery of the types who hang about in the lane, set up a customs office at the doorway, with Arthur happily finding this more fun than SpaceCorp.
As I approached my eleventh hour of Decocon, I also had to sign out and leave for football, missing the last couple of hours as the hardier gamers continued into the night. Which is where Joe, mastermind of the day, will now take over...



