Wednesday 10 October 2018

Monster Hunch

Tuesday night, and with Andrew a late withdrawal due to a cold, it was myself (Sam) Joe, Andy, Ian and Martin sat around the table. Joining us for the first part of the evening was Stan, and whilst (big) Joe coaxed another game of Carta Impera Victoria out of Martin and Andrew, our trio began the night with Welcome To... which I'm beginning to feel could be continued with ...the mildly underwhelming roll-and-write. But as we didn't play the entirely proper rules, I could be doing it a disservice...


The game sees you as rival developers building estates and scoring points for pools and trees and pleasing the city planners. Like Avenue, it's a roll-and-write with no rolling. Unlike Avenue, it's a mite fiddly and we had to keep referencing the rules. It feels a teeny bit bland - for me the fun of a roll-and-write is all about that sense of frustration and hoping your numbers come up (literally, in this case). It doesn't need this amount of options. I don't think my opinion was influenced by the score, but feel free to draw your own conclusions...

Ian 87
Stan 60
Sam 52


On the other half of the table, CIV was in it's final stages, and a second play didn't seem to be really changing Joe or Martin's mind. Martin said it was clever, but not much fun. Joe was quietly reflecting on the opinions of Space Biff, whose review had convinced him to buy the game. I'm not sure what Andy thought.

Martin 3 (wins on tie-breaker)
Joe 3
Andy 1

With those palette-cleansers out of the way, and Stan off to bed (in theory, he snuck down later) we combined into a five to play Cryptid.


Like CIV and Welcome To... this also had its GNN debut over the last week, but possibly to a more appreciative crowd. The board is set up; the cryptid occupies a single hex on it; no-one knows where. But everyone has some information, such as the cryptid being on one of two types of landscape, or in proximity to a bear. And a picture of its location is gradually revealed over time. That's the idea, anyway. It was a bamboozling affair, with all of us scratching our heads. I confess I found it hard to remember my own clue, let along figure out anyone else's. And it came to a sudden end as Joe searched for the cryptid and found it in the first place he looked!

Joe - wins
Everyone else - disappointed the cryptid isn't better at hiding

I was amazed that anybody had any theories at this point, seeing as when I look at the board all I can ascertain is some kind of DNA structure that I can't possibly understand. We all saw the comparison with Zendo, but weren't sure if it was a favourable one.

Now began The Great Ethnos Debate, as Martin disappeared into the front room and returned with the game Katy hates Most Of All. Martin said it needed some love, and I was amenable. But the other side of the table seemed unstirred. Ian said he'd need a rule refresher. Joe said he'd be ok with it, but without much zeal. And Andy said he could play it, in the same way one says I could unblock the sink. It looked like Ethnos was to be packed away again, but in the face of incredible odds, Martin persisted. He kept persisting when it seemed the whole table was swaying towards Beowulf instead. Twice the lid of Ethnos was heading onto the box, but eventually we set it up and played. Kudos to Martin.


In Ethnos we are in Slovakia a far distant fantasy island, struggling for control over six differently-coloured regions by building bands of warriors - in our case, Wingfolk, Merfolk, Giants, Trolls, Orcs and Centaurs. The basic scoring is simple - area majority on the map, and the size of the bands you build, which can be all of a colour, or all of a race. The catch is when you build a band, you must discard all your other cards, which are now available for everyone else to pick up. Do you play patiently, and hopefully? Or do as Joe does and 'whack off a Merman'?


Some extra wrinkles in scoring come off the back of your band's leader - the much-sought-after Centaurs allow you add a second band, Trolls break ties in the area-scoring and so on. It plays really fast, as if you're not playing a band you're simply picking up a card. All of us were surprised by our turns arriving seconds after we'd just had one.


After the first age, Martin was out in front but I was hot on his tail. After the second, we were level and the others seemed far behind. But the third and final age saw Martin streak ahead as I picked up what I could only describe as the Bash Street Kids of Ethnos - very little matching colours or races! Meanwhile Ian went from last to third (and briefly second!) with a strong finish.

Martin 88
Sam 75
Ian 73
Andy 58
Joe 55

Considering the table-wide pre-play reticence, Ethnos seemed to go down pretty well. Joe did say he enjoyed it, but didn't like area majority much. Martin announced that he loved area majority. I said the only thing I didn't like about the game were the plastic markers. Ian and Martin said they loved the plastic markers. Martin tried to get the plastic markers back in the box, and changed his mind.

With the whisky now flowing (a decision my feet are reminding me of regretfully today) we finished the night with Zero Down, Knizier's Rummy-style puzzler where points are bad.


Everyone receives nine cards and begin a series of swaps with a card from the tableau on the table, until people get a decently low score and start knocking, and a second knock triggers the end of the round. Ian began badly with a 23 point haul, whereas Joe set the pace with a piddling 5 points. In the second round Andy thought he'd zeroed (completed a point-free hand, which instantly ends the round) but had miscalculated. Then in subsequent rounds Ian and I zeroed. With a round to to go, Martin led with Ian in second and me third. A dramatic swing saw them fall second and joint-fourth!

Sam 39
Martin 40
Andy 46
Ian and Joe 48

And another GNN came to a respectable 11pm close. Until next time...

2 comments:

  1. My appalling fourth round (or was it third? Or both . . .) in Zero Down did for me - I really love that game though.
    I also really enjoyed Ethnos - even more so with the benefit of a new day - let's keep it in rotation for the next few sessions, I say. And please bring it to Novocon, Sam.

    CIV is odd, and fast heading for the trade/sell pile. It's just not much fun. Early on I missed a chance to win, and after that the game dragged to an attritional 'nightfall' ending which meant it greatly outstayed it's welcome. However had I won when I could have, it would have seemed too short to be meaningful. Like I say, odd.

    Cryptid does seem to need a checklist for each player, with a column for players and a row for the huge number of possible clues. I wouldn't mind playing again but it did my head in trying to play without taking any notes.

    This morning I wondered about a variant: set up is normal, but instead of placing any cubes, everyone reads out their clue, you set a timer going and stare at the board - the winner's the first one to work out where the Cryptid is . . .

    A fun evening Sam, thanks - and thanks for superlative blogging. And get well soon Andrew.

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  2. Yeah it was a night for enjoying the oldies (comparatively speaking!) as those fresh through the door didn't seem to be ringing anyone's bell. I'd play Cryptid again, but I think it suffers compared to Zendo because of the many many clues that are always present on the board. Zendo has a lot of possibilities but each puzzle quickly narrows them down, and you're not trying to compute this huge algorithm.

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