A night of inclement drama begin innocuously enough, although in the early running we unfortunately lost both Andrew and Mel. I arrived at Joe's first, followed by Katy, Jo, and Adam H, and after a little conversation Joe broke open his custom deck of In Vino Morte, the reductionist elimination game reminiscent of the poison scene in The Princess Bride. Will you drink, or not? Adam won two games in a row before Katy finally triumphed in a face-off with Jo, who had declared themselves 'too nice' to poison anyone, and was mostly true to it. Katy won, and I realised I hadn't snapped any pics.
Andy M had arrived during this fiesta of death, and so with 20 minutes before Martin's arrival, we filled the space with Belratti.
It's been a while since this Visual Clover game has been seen so we needed a rules refresher. Most of the game was spent ridiculing my pairing of maracas with a donut, even though - as I pointed out - the donut had pink glaze and sprinkles. But the art world is a fierce critic. Despite this however we - abetted with Martin, who arrived just in time to harangue us all for not connecting hat and scarf - scored impressively. I don't recall the rulebook's judgement, but it rated us highly.
Then we split into two groups. Jo, Katy and Adam joined Joe for Free Ride USA, whilst Andy, Martin and I played Reiner Knizia's seafood punch-up, Nyakuza.
Free Ride had a little way to go, so we - joined briefly by Katy - popped the sprues on Martin's new luck-pushing Arabian Nights-themed game, Ali Baba and the 40 Thieves. Here we're in a race to 80 coins, and we collect them by flipping card to move a shared marker along a track, and gathering the coins we land on. There are two catches - you can't flip your own cards, and if we collectively go over eleven, the active player busts and loses ten coins.
It's a game with a lot of luck, but we found it came to life once we'd - somewhat belatedly, in mine and Andy's cases - grasped the rules and began a bit of table-talk. As you can either flip from the deck or other player's cards, conversation/bullshit sprang up about what we all might be hiding. Each player's three cards are arranged in ascending order, but even here you can be harpooned by the special cards - which usually bust you.
Basically this is a Yahtzee-style game of committing dice to cards for points, whilst also harvesting hazard tokens for extra points. Everyone can contribute to the same card, but whomever completes it - while we all score - gets the card itself. As each card has a special ability, there's an incremental element of additional options creeping in. As soon as someone has all five colours, or three of one, the game ends. Andy did the latter, but fell foul of the twist in the tale: the player with the most hazard symbols, a la High Society, does not score their tokens.
Joe's addition of the option to pay to change the exchange rate on doubles didn't entice many people in - but it did pay off when he rolled two twos. However, even with six players we managed to roll precious few sevens, I think only rotating the exchange values around twice the entire game. So a lot of us got away with saved white chips, and Joe took a designer curse right around the chops when he lost a big stack of them.
Dramas unfolded in our second attempt though, firstly when everyone instantly decided playing again was a mistake upon seeing their words. Then Martin said he could smell a doggy smell, then so could Jo, then me and Katy and Joe all picked it up too as the scent made its literal way around the table. Joe made a quick inspection and found Sybil had obviously looked at the rain outside and decided that turding behind Martin's chair was the better option. Joe's thought process had to be parked as he dealt with the matter, and then - having opened the back door to the fresh evening air - we went again.
We hit four sixes in a row and only came a mild cropper on the final clover - Joe's, who not unreasonably said his thinking time had been compromised by canine shenanigans, and we couldn't quite put stale with subway/perfume at first. But I'd say 28/30 is not to be
I apologise on behalf of the dog. A fun night - thanks for trying out Change Up - I think 4 is probably the right number, so I appreciate you all playing through a suboptimal experience. Free Ride was interesting at four - more so than three, I think - and it might also be a good five player.
ReplyDeleteWould be keen to play it again Joe. And credit to Sybil; she did create some memories.
DeleteGreat blog Sam. It sounds like I left at just the right time!
ReplyDeleteChange Up was fun, I usually hate dice-rollers so I reckon this is high praise. Paying a blue to make the odds of the exchange rate changing 1/3 instead of 1/6 wasn't too enticing in a low-target game, would increasing the odds make it more attractive?