Thursday 26 July 2018

Don't blame it on the sunshine

This week's GNN was a sparse affair, with neither the two planet system of Joe and Andrew present nor the orbiting moons of other, lesser-spotted gamers. It was so sparse we moved it to Wednesday to avoid it not happening at all, and come 7.30 there was just Martin, Ian and myself (Sam) sat at the table. Martin asked Stan if he was joining us, but he was happy wrestling a cushion by himself in the front room. I blame Fortnite.

After some brief rumination, and some scathing disdain from Martin over Lignum, we paradoxically started the evening with another tree-related game: Photosynthesis.


Rules-wise it's rather simple. Plant your seeds, grow them into saplings, then mature trees, then grand old redwood-style giants, before completing the cycle of life by degrading them into points. Each tree on the board potentially gets you light points, which are your currency to be spent doing the botanical doings you want to do. But there are a couple of catches - the first being that all your green-fingered activity doesn't actually get you any points - only ending a tree's life does, and doing so sacrifices your biggest light-earner. The other catch is that each tree casts shade - depending on what other trees are around you, and the position of the sun, even the biggest tree may collect no light points at all - something we all found to our chagrin at one point or another: no light points, no photosynthesis.


So whilst the rules are light, the implementation gave plenty of pause for thought, and Martin regularly cajoled Ian into taking his turn. I also cajoled Martin, but then it transpired it was my turn, so I had to cajole myself instead. Martin realised he'd spread his seed too much, and Ian and I managed to keep relatively straight faces.

After three cycles of the sun moving around the board, the game is over. My decision to recycle my big trees faster, but in the lower-return outside edges of the forest, worked out nicely. Martin blamed his defeat on buying "too many fucking seeds" and "this stupid tree".

Sam 80
Ian 70
Martin 69

The verdict was broadly positive, though we all agreed a second play would hopefully bring the play-time down, as we had sailed a little past 90 minutes.

Next up was the Shipwreck Arcana, the co-operative game of working out how to play the rules best so as to give out the most information. Andrew explained it better than I ever could here.


We began by forgetting some rules and restarted, but then sailed to victory in a reasonable degree of time, mostly thanks to Martin's unflappable cognitive power - for every card Ian and I scrutinised, he was computing at least three. In fact in the final round Martin did everything to identify Ian's fate, whilst I tried to figure out how to quieten the incessant buzzing of my fridge, which was becoming more interactive than Dirk. Turning it off and on again only worked for five minutes.

Shipwreck Arcana - we win! Mostly thanks to Martin.

My shipwreck arcana tiles, thematically scavenged from elsewhere

What next? The night was comparatively late, but not so late that we couldn't agree on a 45-minuter before finishing off with The Mind. With little debate, we settled on Azul, reasoning that we should mark its Spiel Des Jahres success with a play.

I began terribly, deciding to go for a twin strategy of columns and all-chewits. Neither worked - despite not being sat to the left of Martin, he still found ways to screw me over, and trying to fill the tricky bottom row early on in the rounds quickly proved a misguided notion. Martin and I both made a column quickly, but Martin had done it scoring more points, and placing two extra tiles. Ian bemoaned his "lack of a column" but was scoring more than me on the board, and held something of an ace up his sleeve.


In what proved to be the final round, both Martin and I were going for the black Axminster tiles and Ian picked two of them up, meaning not only did he trigger the end of the game, he'd also filled all his black tile spaces. Oh, and he got columns as well. Could he catch up with Martin? It couldn't have been closer!

Martin/Ian 69
Sam 46

A quick check of the rules left Martin appalled, as Ian won on the tie-breaker. I can't remember what it was now.

Ian 69
Martin 69
Sam 46

It could have been closer!

Ian's outrageous tile grab, round five

So, onto The Mind. By now the whisky and gin were flowing, and we were scattergun enough to crash on burn on level 2. Level two!! Pathetic. We dealt the cards again, and focused. This time things improved dramatically, with all of us seemingly reaching a point of near-telepathic communication. Ian seemed to be living two lives at the same time, staring intently at his cards with his id whilst his more trivial consciousness said aloud, apropos nothing, "Mmmmmmmm.... Thursday tomorrow" He remarked at one point that the buzzing of the fridge seemed to add to the tension. It did sound like some Aronofsky soundtrack.

We hit level 12 with two lives remaining. We lost a life on level 12. We completed level 12!

With a single life remaining, we turned to the Dark Mind - could we take our synchronicity and turn it into something bigger, greater as a sum than its component parts? No we could not. We crashed and burned on level one. Then we cheated and started again. Failed again. Then we cheated and started again. We did it! Then we failed on level 2, and by now even The Mind's greatest champions and most blatant cheaters had to take the hint.

Light Mind Level 12 - passed!
Dark Mind Level 1 - Failed!

A great night. Ian and Martin made their way home as I returned my attention to the fridge. Until next week!

2 comments:

  1. Sounds like a very fun evening chaps, shame I couldn't join you.
    Not sure how much Photosynthesis appeals to me, sounds spatial and thinky and shadowy . . .

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    Replies
    1. It is pretty thinky. You could almost play with a timer. But it does look very nice on the table.

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