Showing posts with label Fives. Show all posts
Showing posts with label Fives. Show all posts

Sunday, 24 May 2026

This game's got Seoul

 Joe’s place is barely a hop skip and a jump from mine, yet I still manage to misjudge how long it’ll take me to walk there and thus I was the last of tonight’s quartet to arrive.

Joe, Martin, Adam H and I started with Collect. It’s a simple game in which you collect animal cards.  The winning conditions depend on which animals you have in front of you, so there’s a certain amount of dick moves as a particular animal allows you to remove or swap cards in another player’s tableau thus ruining anyone’s chances of a win.

We played as two teams of two, although the players score individually: the first player to win a crown means that team wins. In rounds 1, 2 and 3 the winner gets half a crown and in the fourth round, the winner gets a whole crown.


We played while we made a start on Martin’s Thai Sweet Chili crisps, bought for his daughter but he found out they were the wrong Thai Sweet Chili and now he was stuck with two multi-packs of the wrong crisps.

The game was fun if a little lightweight. Martin won round one and then I won the next two, meaning our team won the game.

Martin & I - Surfin’ Safari
Joe & Adam - Strange Taxidermy

Next up was President Maker, a little table-top general election in South Korea. This time Adam started as the ruling Progressive Party against Martin (independent), Joe (Centrist) and myself (conservative).

Satire

I went for the extra candidate which did so well with Sam last time. It cost me two votes though and in the final count, came out three times so only a net gain of one vote for me.

The general election was much closer this time on paper, although as it played out Adam sped off into a huge lead with Martin’s meeples seemingly reluctant to emerge from the cloth bag in the final count. Martin did stage a late rally, but couldn’t close the gap.


Adam
Martin
Andrew
Joe

Next up we played Fives, the game that famously insulted us by putting a pivotal rule at the end of the rule book with the word “obviously” attached to it, effectively calling us morons for ever thinking otherwise.


Halfway through the game, a piece of Joe’s table fell off with a loud clunk, with very little concern from Joe. “What was that?” asked Martin. “Er… nothing,” Joe replied.

I admit I have no idea how to approach this game. In the four rounds that we play, I go bust three times and I only stay solvent in round four by sheer luck. I keep finding myself in a position where I have to win a trick in order to lead and dispose of a high card, but if I win a trick I’ll go bust.

The silver suit - hard to decipher 

Adam 17
Joe 14
Martin 10
Andrew 4

I left at this point, with the remaining three already setting up the next game. Thanks all for another special evening. See you all soon.

Wednesday, 4 February 2026

No balls on balls

There were six of us at my (Sam's) house last night, and we played a medley of new and (somewhat) old, with chief purchase culprits Martin, Joe and myself all introducing new titles. I sinned first, as Martin was first to arrive and I proposed we play Link City whilst we were waiting, as the others could chip in as they joined us. 


This is a co-operative venture not a million miles from So Clover, but rather than looking for word connections on a leaf, we're building a city from tiles. One player takes a turn being the mayor, who secretly assigns the three new tiles to the three locations chosen by the deputy mayor (ie player on the mayor's left), which are represented by the road cones. Then all the non-mayor players try to figure out what the mayor would have chosen. Public toilets next to the train station or the park? Consulate next to the bank? As the others arrived - Joe, Katy, Ian and Adam H - everyone took a turn. 


But despite triggering the bonus cone with our all-answers-correct early on, we serially failed to agree on the best-laid town plans. Correct guesses are placed where 'planned' whereas wrongly-guessed tiles still get placed, but in non-scoring locations: those with no orthogonal adjacency. In theory you can rescue the situation with subsequent turns, but we never looked in danger of doing so. After Adam pronounced the town population 'idiots' - we got all his wrong - Link City ended with us on 14 points, 6 below the cut-off for 'funky town' and well into the zone of disdain. 

We flirted with the idea of splitting into threes but then Joe coquettishly showed us YUBIBO, a co-op game that played six, and we felt why not, especially when we saw the sticks and balls in the box. 


In this game, each player has a colour and on your turn you flip a card which tells you which other player you're going to combine with to hold a stick - and using which finger. Players can only use one hand for the stick work, and the game swiftly escalates from curious to madcap. 


It's a tricky game to get action snaps of, but fortunately Little Joe (-now taller than me) was on hand to help out in the paparazzi department.


The goal is to get all the sticks airborne at the same time, a task to which we did not seem suited, collapsing at first six and then eight (I think) before we pivoted to the 'balls' version of the game, where instead of adding a stick, you can place a ball into the structure. Balls can't touch fingers or other balls!


Unfortunately we discovered this morning that each pair of sticks can only support a maximum of one ball, so our triumph evaporated overnight. Meantime though there were other triumphs to be claimed: Martin began teaching Joe and Katy his new game, the trick-taker Dr Science, and I ran through the rules of TwinStar Valley with Ian and Adam. 


Both took about an hour, but other than some audible scorn at the other end of the table I missed the empirical parameters of Dr Science as I was focused on the grave ramifications of fruit delivery in fictional future Norway. 


As with Railways of the World, we're building a shared network where players can use each other's routes at a cost. Unlike Railways, the destinations themselves - the markets - are also owned, but each one specialises in two kinds of fruit: deliver that kind there and you pay the owner a coin for each one. Deliver anything else and it costs you nothing, but the fruit must be sold instantly, rather than kept back for a later transaction - prices are constantly fluctuating depending on what is sold. 

The actions you take are on a separate board, bringing a slightly puzzly euro-flavour to it all, as players can and do get in each other's way on this board. We found it interesting and pretty fast-moving, with the caveat that as newbies we seemed to hit clutch points where someone was forced to grow (add fruit to the board) only for the next in line to instantly deliver it. Maybe it's all about those early routes. 

Ian 46
Sam 34
Adam 29

Martin had already won Dr Science:

Martin 30
Joe 27
Katy 24

And they were now playing Fives, so we started more town planning with Tower Up. 

I decided fairly early that I wasn't going to focus on bonuses but instead try and get lots of visible roofs. Then I noticed Adam was in contention for bonuses and had more roofs than me. Meantime Ian put his energies into the bonuses, and ended up with a whopping 19 points for them. It was enough for another victory:

Ian 53
Adam 49
Sam 45

Fives had now finished too. Once more, I missed everything at the end of the table, lacking Andrew's multi-tasking skills on this front. But I did make a note of the scores.

Joe 14
Katy 6
Martin 5

As Tower Up was concluding they played a couple of rounds of Jungo, with Martin and Joe taking one apiece as Katy called them names. She now said she would go home unless we played So Clover, so we did, twice. In the first attempt, we overcame our bafflement at one of Joe's clues (akubra) to gather a decent 31/36


Then in the second, we made an incremental improvement, scoring 32/36 instead. I liked Joe's bar for chocolate/weather, and Katy's initiative to invent a word (automusic) for violin/robot.


We now lost Adam and Katy to fatigue, sadly, but the remaining four felt with the hour not yet 10.30 there was time for another something or other. We settled on Take Time, another co-op, this time about playing a bunch of numbered cards around a sort of clock - largely face-down - and trying to make sure their values ascend around each segment. 


New to Ian, but it's not heavy on rules so we brought him in on Chapter 2 and kicked things off with a convincing win. The next clock - there are several - was rather more tricky, and took us several attempts. Then with clock number three we made surprisingly short work of it, ending the night with a collective victory. The rain from earlier was now thankfully gone, and shortly so too were the gamers. Fun night. 



Sunday, 1 February 2026

... of course

 Downstairs at Joe's place could be the name of an exclusive speakeasy in prohibition era Chicago but is, in fact, the location to which eight ardent gamers gathered. I arrived at the same time as Martin and remarked on Joe’s new dining table to which he replied it wasn’t that new at all. We put it down to the fact I hadn’t been to his house for a while, but then more people arrived and commented on Joe’s new table. He tried to explain this Mandela Effect by saying maybe there’d previously been a table cloth on it, or perhaps the new curtains were contributing to the sense of newness in the room. Either way, the mystery of Joe’s “new” table remains unsolved.

Anyway,we began with six of us (Martin , Adam H, Sam, Joe, Ian and myself) playing Continuous Pairs. Adam changed seats just after the game began, causing a little confusion in the dealing and Sam misremembered the rules for when to deal people in, but nevertheless we muddled through..

Adam played an amazing game, having a run of five consecutive values. I tried to get a photo of it but Sam had folded and he decided to take the lowest card in the run just before the photo was taken. 



Martin lost and Joe declared himself winner until someone pointed out that I had fewer points at which point Joe reverted to the official rules of there being no winner.

We played again, Katy arrived, and Sam lost.

Now we split into two groups. Martin, Adam and Katy played Gazebo, despite Katy’s reservations about the amount of plastic. Joe, Sam, Ian and I played “Fives” a trick taking game where the sum total of the winning cards in your tricks can’t exceed 25. What makes the game unique (and, some might say, unintuitive) is the fact that every card can be a purple 5, allowing you to get rid of some unwanted high value cards in your hand. 


We spent some time trying to understand when it is permissible to play a purple 5 and then we began the game. Then, after round one, Joe looked at the rules book again and noticed something in tiny writing, explaining that players can’t play more than one purple 5 cards in a trick “of course.” And it was the “of course” thing that really bothered us, as we tried to work out what part of the game set-up would suggest that particular rule. “I’m being gaslit by a rule book,” complained Joe.

So we started again and Ian impressed us all by finishing the final round with exactly 25 points in front of him, getting him a 3-point bonus.

Ian 13
Andrew 10
Sam 9
Joe 8

Gazebo had finished 


Martin - no gazebos left
Katy 4
Adam 6

And they went on to play Soda Jerk with Katy apparently unaware that this was a real thing and not just a phrase made up for a board game.


Adam 23
Katy -2 
Martin -45

Around this time Andy M arrives and he joins Martin, Ian and Katy for a game of Jungo which Martin wins, exclaiming “Soda Jerk is erased!”

Then there was a reshuffle in personnel and I was introduced to the joys of Big Wave, along with Martin, Katy and Sam. This trick-taker is “a very mental game” according to Martin although he only said this halfway through. It’s a trick taker where you have to not follow suit to any card that’s been played before in a trick. 


There are a bunch of rules that tweak the typical trick-taking procedures for those who don’t win a trick. I usually “caught a wave” allowing me to boost a future card by 2 or more points. Martin often took a point and nominated the next person to begin a hand, and invariably chose Katy. It didn’t seem to help.

Sam 58
Andrew 46
Katy 43
Martin 38

Then I left. I think Katy left too, since I later heard from Sam that he and Martin played So Clover twice, scoring 10 and then 9. Sheepy time ended with a victory for Ian with Adam in second and Joe and Andy “nowhere”.


Thanks all, it was special.