Showing posts with label Flipships. Show all posts
Showing posts with label Flipships. Show all posts

Friday, 19 April 2019

Whatever is the Biomatter

Today's post is named after Adam's insistence that we identify the exact nature of biomatter.

The games began early when Stan and I nearly played chess, but then abruptly changed tack to Flipships. We blithely obliterated the oncoming mass of tiny attackers but realised we had a single round to hit the mothership 6 times. Still, we had 24 attempts to do it with. And every missed attempt would just made the final hit that much more glorious... except we hit the Mothership exactly once, and sent our other pilots careering uselessly around the kitchen table and into the salad dressing.


Alien Invaders: win
Sam and Stan: lose

With Andrew and Adam still half an hour from arrival Stan wanted a crack at The Mind. Without making any kind of verbal pact, we started playing at a much brisker pace than normal, and barrelled our way up to the eighth round before expiring. But round five was a Mind Classic: I got down three low cards and Stanley two, before I sat back with my cards face down on the table. Stan scrutinised my face for ten seconds, then played his 95. I played my 96 and 97, and he slapped down 98/99 for a clear round. Genius!

The Mind - wins
Sam and Stan: lose

Stan vacated the kitchen for the front room as Andrew and then Adam arrived to find Underwater Cities set up and ready to go.

very similar to last week

Last week's play gives a more in-depth run down of the rules, but suffice to say in Underwater Cities, you're building underwater cities. Actions are paid for by cards, and if the card colour matches the action colour: bingo! You get the action on the card too. This simple twist on worker-placement is genius when everything combines neatly, and annoying when you regularly end up with a hand of like-coloured cards. I got the rule sweats - not only is there a fair amount to get through, I was also conscious of Sally in hearing-distance as I said things like "An upgraded desalination plant gets you biomatter"

"So that's shit, essentially?" asked Adam
Andrew and I protested that biomatter could take many forms, but for the rest of the evening Adam referred to his desalination plants as 'piss factories'. Is this what Vladimir Suchy worked so hard for?

piss factories not shown

Andrew and I knew Adam would win, but by how much? There have been times in the past where his debut attempts at games we already know have been embarrassing for us, so it was up to us to keep the pressure on, which we did with lots of sarcasm about how long he took to take his turns. It didn't work - Adam had come with pyschological ploys of his own, which included pointing out my schoolboy error in round two (I coulda built a symbiotic city! Instead I'm a bum) and waving sugared peanuts in Andrew's face. Andrew hates nuts, sugared or not.

Other snacks featured, including the rowdy salt and vinegar twirls that attracted Sally's attention ("What are you eating? It's so loud") which Andrew rationalised as the acoustic properties of the twirl over our table manners. Back in the game, Adam's natural inclination to hoard, even in a world where resources can be hard to come by, became evident as we hit the final straight and his nose was just visible behind a pile of 'science'. I grabbed the first two government contracts. Andrew grabbed the next one. Adam looked unconcerned. We snapped up Special Cards with end-game bonuses. Adam shrugged. After round ten we counted up and found I had won! - If you exclude Adam, that is.

Adam!!!!

Adam 94
Sam 84
Andrew 81

We'd bashed out three submerged conurbations in rapid speed, taking a little over 2 hours. "It felt longer" Adam admitted, but that's just because he thought about it more than we did. Anyway, there was still time for a little closer which was Spy Tricks. Andrew accidentally broke the game in round two when he revealed the hidden card with what he realised was a drunken decision. I capitalised with a winning bet, and wrapped things up in round three:

Sam 27
Adam 22
Andrew 10

This morning when I mentioned my win to Stan, he archly compared the 'deep strategy' of Spy Tricks to the 'luckfest' of Underwater Cities. Pithy cynicism from an 11-year-old - this is the world we're living in now...

We couldn't persuade Adam to stay any longer, but Andrew and I finished the evening with an old favourite in Love Letter, where Andrew shot into a 3-0 lead in a matter of seconds, guessing my cards and baroning me into submission. I surged back to 3-2, in a princess-missive-mission-recreation of the recent Man City-Spurs game. I was helped a lot by my handmaid, as Andrew found himself forced to discard his own princess. But Andrew took the win when he guessed I had a shitty Baron, giving everyone a victory on the night... a delightful night too, considering the amount of biomatter involved.


Sunday, 1 April 2018

Time (is on our side, yes it is)

Sam and I met up for an Easter gaming occasion which was originally going to be a grand event, with plenty of attendees but then got shifted from Friday evening to Saturday, leaving us on our twosome. It was also the first Finn-less games night, and it was quite sad as I kept checking my chair before I sat down and then remembered I didn't have to do that anymore.

We started at four o’clock and first we played Riverboat, from the same designer as Heaven and Ale, Michael Keisling. And it feels pretty similar to, with its hexagons and its multiple paths to victory. According to BGG, it has a ninety minute playing time, so maybe there’s a huge section in the middle we missed because Sam and I sped through two games as well as the rules explanation in the same amount of time.

The game has a nice balance between wanting to keep your (limited number of) workers on your play area so you can build up larger and higher scoring chains of crops while, on the other hand, needing workers off the play area to react to stuff that your opponent might do. Getting first choice in a particular phase is key, and so is getting a scoring card that you can maximise.

After two games, sharing one victory each, we set off for food. The chippy was shut and we felt too old for the Lazy Dog so we ended up in the Royal Oak. It was very nice. I still owe Sam for my share, though. We did pretty well on yesterday’s Guardian cryptic crossword, too.

Once back at Sam's, it was still early and we felt that we had at least a couple of epics ahead of us. We set off to Macao first, zipping through its early stages. We slowed down a bit in the latter half of the game, but still made a mockery of the game's official playing time.

And Sam made a mockery of me. We had somehow swapped tactics this game, with me picking up difficult to achieve but useful cards and Sam choosing office cards. However, Sam's cube-hoarding and focus on city quarters/deliveries set himself up for a 100+ final score. I luckily bought up those parts of the city that cut his chain of city quarters in half, otherwise the thirty-point margin of victory would've been even greater.

After this we played Flipships. It was enormous fun and we saved the Earth from destruction, as you may have noticed when you woke up this morning.

Then Sam and I set off on a trip through time. T.I.M.E. Stories, with its intriguing clean, white box. It's a co-op game, where you are time agents going back in time to sort stuff out, basically. Except, you can't possibly do it in your first time, because you're bound to waste too much time chasing the wrong leads and talking to the wrong people. It's a game that encourages replays (yes, I know they all do) but, like the film Groundhog Day, you experience the same stuff again so you can avoid certain people and get straight to that important bit.

a clean, enigmatic board before we begin

This is where we begin

But even that first try, despite being doomed to failure, was fascinating. Once we'd got over the rule book which doesn't make much sense until you start playing. Then it starts to click and you can get into character. Sam was Maria, a narcissist with a tempting cleavage, while I was Vasil la Fouine, cocaine addict.

Five doses of cocaine!

I asked if this game was age restricted. Apparently, it's 14+. Seems a bit low to me.

The first adventure is set in a mental asylum in 1921 and as we travelled from one beautifully illustrated location to the next, picking up clues here and there, I really got into it. As someone showed us the entrance to a secret passage, we had the option to follow him into it or beat him up and enter it ourselves. I leant over to Sam and, with a mad gleam in my eye, whispered “Let's beat him up!”

We did. I'm pretty sure that was the right thing to do.

But we ran out of time at that point. We put the game away (first time we've had to check BGG for advice on how to put a board game back in its box) and discussed what to play as a finisher.

Sam suggested Santorini as a quick-to-teach, quick-to-play option. It's basically Torres, but without all the dull stuff. Just towers and workers. We played twice and Sam won both times. It was good. And although I wasn't cocaine addict, I did become the goddess Athena for the second game.


A great evening with some exciting new games. Need to get back to 1921 soon, though. That time anomaly isn't going to mend itself.

Sunday, 12 November 2017

We’ll always have Powys

GNN games weekends are the semi-regular binge of board games that allow us to experience things that simply wouldn't happen during a typical evening session. Such as a hungover Ian trying to sleep in a nook by a window while all around him is chaos, or Katy swearing loudly at noon or my attempt at playing a dense, convoluted eurogame while also making pizzas.

It all began on Friday. I got a lift there with Sam and Stanley. We off at four o'clock, and the journey was pretty straightforward, taking about an hour. No such luck for Joe and Katy who had left Bristol at one, but managed to get lost three times, meaning it took them three hours. "We were so lost, we found a games shop in Monmouth," explained Joe.

Either way, when we arrived at Crickhowell (in Powys), Joe Katy, Hannah, Adam and Arthur were already there. And, far from chucking our stuff into rooms and getting straight down to some serious gaming, we stood around and chatted, apparently oblivious to the neat stacks of games in the corner of the room.


The earliest sign of our competitive spirit was a brief spell on the table tennis table while Joe and Katy cooked. After a delicious meal, we finally started gaming with Bandu. Stanley impressed us with his withering look since Katy made no allowances for his young age, handing him some terrible pieces.

Adam
Joe
Sam
Stanley /Andrew
Katy

This was followed by Hannah beating Joe and Katy (77, 71, 68 respectively) at Isles of Skye, and Sam beating Stanley, me and Adam (130, 128, 112, 107) at Ethnos, with its irritating base-60 score track.

Ethnos

During these games, Steve and Jon arrived (Jon, without Power Grid! For shame) and kids were put to bed. There were a couple of games of Happy Salmon, an action game that involves drawing cards and then trying to find someone else around the table who has the same action, while everyone else is doing the same. It looks absurd, and the silent version doubly so, but it seemed popular throughout the weekend.

At first, we split into two groups of four, for Ticket To Ride and Clans Of Caledonia on offer. Then Jon made the switch across the table to TtR, leaving Clans as a three-player affair.

This was possibly a wise move, since even as a three-player (two of whom were novices) Clans of Caledonia lasted a long time. Long after Ticket to Ride ended, and they were deep into Tumblin’ Dice.

Ticket To Ride
Hannah 176
Jon 164
Joe 138
Katy 113
Steve 92


Tumblin’ Dice
Jon 138
Joe 112
Katy 102
Steve 39


Two remarkable an inexplicable defeats for Steve, who only escaped negative points in Tumblin’ Dice in the final round.

Clans of Caledonia was a struggle for me, and I probed the various options with all the timidity of a man pushing a button in a wall, convinced it would open a trapdoor under his feet. Adam, despite yawning through most of the rules explanation, had a much better idea about what was going on.


Adam 136
Sam 127
Andrew 89

By now it was late, and travel-weary and somewhat tipsy, we all got together for a game of Dead Man’s Chest, the game where explaining the rules is never quite enough. Steve and Jon were newbies, and they seemed as baffled as we once were. And sometimes still are.

As for the game, it had three Dead Man rolls (i.e., a one and two). One of which cost me a life on the very first roll of the game. Then the next two both hit Joe, one of which he opened by accident (“Oh. I looked.”). Sam finished in first, with both lives still intact.

Sam
Joe
Katy
Jon
Steve
Andrew

That was that for day one. On Saturday morning, people arose in the following order: Hannah, Stanley and Arthur at 7.30 (probably earlier), then me, Jon, Joe, Sam, Katy, Steve and then a big gap before Adam finally emerged at 9.45. The first game to be played, after all the various breakfasts, didn’t get going until 10.25, and it was Junk Art.


Steve 16
Adam 13
Joe 9
Katy 7

Meanwhile, Jon introduced me to Patchwork and won 15-2, but I was impressed by the game. Ian was collected from the station by Sam and they played a tight game of Heck Meck with Ian winning 13-12.


Next up was a true challenge: A Feast For Odin. Adam, Stanley, Ian and I all set off on this epic undertaking. Adam, though, had a trick up his sleeves: the rules. He’d watched a review or two and noticed that no one else builds up from the corner as we do, and he discovered that that rule only applied to calculating the income. Everything else was a free-for-all.

I had suggested playing a six-round game, but Adam quickly insisted on a seven-round one. I didn’t think anything about this at the time but looking back I remember that, although Adam had populated two islands, his main player board had almost no minus points covered during round six. Without that seventh round, things could’ve been very different. But we did have a seventh round, so things were all too familiar.

I went for animals, Stanley went pillaging and Ian started slow before suddenly filling his board with blue tiles.

Adam 111
Stanley 86
Ian 72
Andrew 65

In the kitchenette area, a game of Downforce was played, with the general consensus that the two-car strategy was a non-starter, with the eight-wheeled Jon and Steve trailing.


Sam 27
Joe 14
Steve 11
Jon 7

Steve was keen to get back on this horse, as it were, and another (five player) game of Downforce was set up. Again, Steve ended up with two cars, although I don’t think he had planned it that way. The race ended with both of his cars still on the track, racing each other for fifth place, until Steve ran out of cards and they both ended with a DNF.


Katy 24
Jon 20
Ian 18
Andrew 17
Steve 6

At this time, a game of Flipships was underway with Hannah, Joe, Stanley and Sam trying to keep the invading aliens at bay. My notes for this game read simply “Earth died.”

Meanwhile, Steve taught Katy and Jon the card game Tenbo. Possibly because he likes it or possibly because he wanted a game he knew he’d do well in.

Steve 21
Katy 15
Jon 13

Then, if last night’s Clans of Caledonia weren’t enough of a warning, I allowed myself to be recruited to another long game beginning with a hefty rules explanation: Yokohama. Even though I’d played it before and had some idea of what it entailed, I needed a rule refresher as much as the two beginners: Steve and Jon. Joe was the rules-explainer, but even he’d forgotten a great deal, and the rule book was never far from hand.

Yokohama

During Yokohama, Ian, Katy and Hannah comfortably played two medium sized games: Mad King Ludwig (Ian 95, Katy 89, Hannah 63) and Hit Z Road (Ian and Katy both survived – I don’t recall who won – but Hannah died early on).


Also Sam and Stanley played Near and Far. According to my notes, it was a draw.

As for me, I had to start making pizzas while still playing Yokohama. This made things difficult, not least because the layout of the kitchen meant a lot of walking back and forth, and I had to keep washing my hands before making my move.

My efforts at making pizza outlasted the game, and lead to a largely game-free period as people got their food one after the other. The scores for Yokohama were:

Jon 116
Steve 111
Joe 78
Andrew 60

The last of the food was being served (and thanks to Joe for knocking together some burritos to make up the shortfall in my pizzas) at nine o’clock and some restless gamers were after some gaming.

Hannah, Katy, Joe and I chose Lords of Vegas while the others set up a much-requested (by Stanley) game of Captain Sonar. Captain Adam, Steve and Jon were up against Captain Stanley, Sam and Ian. This game ended with a victory for Captain Stanley after Radio Operator Steve admitted he missed one of their movements and, from then on, didn’t know where the other submarine was.


In Lords of Vegas, it was a surprisingly swingy game. Katy started well, building lots of one-tile casinos of many colours, but then stalled as she couldn’t convert them to two-tile casinos quickly enough. So Joe took over, surging into a lead. But then he was undone by some reorganising from Katy and especially Hannah, who reduced his previously presidential presence in a five-tile casino to two miserable one-pip dice. I, meanwhile, faced early frustration in the lack of brown casinos paying out. My luck turned towards the end but too little, too late.


Hannah 40
Andrew 36
Joe 26
Katy 23

With Stanley off to bed, the other five played Tortuga. Ian won. “He was Dutch” says my not very helpful notes. “Everyone else lost. Weird conversation about nationalities” it continues.

Tortuga

People slowly peeled away to bed, leaving six players refusing to buckle under the weight of fatigue. Myself, Jon, Joe, Steve, Katy and Ian stayed up for more. And, just like last night’s Dead Man’s Chest, we chose to introduce Steve and Jon to a game that never seems to make sense, no matter how much you try to explain it. Namely, Bemused.

Ian pours himself a beer for Bemused

This game of adopting personas is more an event than a game. A chance to throw insults at people according to which muse they’ve been dealt. Painter, Thespian, Actor (who, invariably, is accused of never being able to play The Dane), Musician, etc. This time, though, I was the Dancer and I must’ve been pretty good since I was largely ignored. I made no secret of my animosity to my gemina, the musician (Jon), because no one else was going after him. And it worked. I finished the game sane and healthy, with my gemina safely “not sane” (i.e., dead, in this case. Actually killed by Katy, who finished him off while Jon was having a rule explained by to him by Joe. Harsh).


Andrew 8
Joe 6
Katy 5
Jon 3
Ian 3
Steve 2

Midnight had come and gone, but we all felt we had one more game in us. Katy asked for something she could play while lying on the sofa under a blanket. Joe suggested I Crossed The Border. This is a simple word game where one person thinks of a rule regarding things that people can take across a border. They then give an example of it, followed by everyone else trying to get stuff across the border. The rule-maker tells them if they’re successful or not. And we go round and round until one person is still clueless.

For example, Joe’s first rule was “Words with ‘oo’ in them” so “I crossed the border with a pair of boots” would be fine but “I crossed the border with a copy of Vogue magazine” would not.

Katy chose items that began with K, A, T or Y. Ian’s rule was that you had to have your hand against the side of your face when you crossed the border. Jon’s rule was don’t hesitate when you cross the border, which I totally failed to get.

My rule was that you had to say the item with a rising inflexion, like a question. Oddly, this meant Ian did very well at crossing the border, since he always framed his crossings as questions, whereas the others were more confident and made their crossings as statements. As such, Ian crossed back and forth, but never really knew why but the others didn’t. It wasn’t until Katy got it that it slowly dawned on the others what we were doing.

We ended at 1.10 on Sunday morning before we tore ourselves away from the buzz of competitive conversation and went to bed.

Sunday morning, and we slowly crawled from our rooms. The first game was played before 9 o’clock so, in that respect, we did better than Saturday. But the game in question was the lightest of games: The Pyramid’s Deadline, a new game I’d bought in Japan from Oink Games (Deep Sea Adventure, Fake Artist, Insider).

It involves building a pyramid-y shaped structure before the pharaoh dies (indicated by the last red square being chosen). The selection of building materials is determined by the roll of some dice, so obviously the speed at which the red squares deplete is random.

This might be why in game one, none of us (Hannah, Sam and me) completed our “pyramid”. Then in game two, Hannah was too cautious since both Sam I and completed our buildings after her, and I won. But, then again, in the third round Hannah won when neither Sam nor I finished.

By 9.15 everyone except Adam was up. Well, Ian was up, but seemed to be in constant danger of falling back down again as he struggled under a hangover.

At some point around now, I introduce Steve to The Pyramid’s Deadline, but I made no notes about the outcome.

Eventually, Katy took pity on Ian’s attempts at a nap on a window seat, and arranged for him to get some sleep in a proper bed (rather than the mattress in the utility room he’d had during the night).

Then we played Deep Sea Adventure. At least, Joe, Steve, Katy and I did. We began quickly and it wasn’t until it was Steve's turn that he asked for a rules explanation. It hadn’t occurred to us that he hadn’t played before!



Luckily DSA is the kind of game you can explain while you play, so it didn’t hold the game up too much. There was a remarkable lack of drownings, apart from Katy and I in round three.

Joe 42
Steve 35
Andrew 24
Katy 13

Sam, Stan and Jon played Near and Far, with Stan running out a clear winner, but that didn’t stop Sam from saying he’d enjoyed it more than the other night when he and Stan had tied for first.


Stanley 79
Sam 42
Jon 38

Next up was a game of Downforce. I ended up with three cars in my team, which was not my plan even if I had boasted beforehand that it was. If two cars is a curse, then surely three cars is a death wish! But, no! Thanks to some clever betting and keeping an early lead, I did okay. Not first, but pretty good.

My team in Downforce

Sam 13
Andrew 12
Ian 10
Stanley 8

While this was happening, another game of Yokohama was being played. Joe was keen to try it again while the rules were still fresh and he was confident that he could teach it better this time, too. Katy was drafted in to the game, along with last night’s conscripts Steve and Jon.


They kept saying it’d be quicker than last night, and maybe it was. But not by much. After Downforce had ended, Sam and I played Clans of Caledonia again. It was much quicker as a two player, and I did better, too.


Sam 126
Andrew 118

Hannah put together salad and cold meats and cheese for lunch. Still Yokohama kept going.

People started getting anxious about not having enough time for a walk. But Yokohama wouldn’t be rushed.

Finally it ended. Scoring was calculated, and it turned out to be the same person who won last time!


Jon 123
Joe 98
Steve 95
Katy 91

After that, it was time for the walk before being ferried back to Bristol by Sam. Five other gamers stayed on for one more evening, and I hope they’ll add their comments to the end of this post.

Meanwhile, thanks all. It was special!



A bird! In the sky!


Adam reports the final scores...

Capital lux
Joe 80
Adam 65
Hannah 39




Mysterium


We all won. But I won most and Katy won second most. Because we're overcompetetive. Joe was an excellent ghost.


Ticket to ride
Adam 178
Hannah 161
Katy 145
Joe 142
Jon 138


Apparently Katy isn't going to play with Hannah or I ever again.


Kingdomino
Jon 53
Adam 51
Katy 46
Joe 29




Team play
Adam & Joe 25
Katy & Jon 24

Good night folks!

Wednesday, 25 October 2017

I hate you, Martin.

Tuesday, and eight gamers convened at the never-recently-witnessed home of Anja and Steve - as well as the hosts, there were Joe, Ian. Katy, Martin, Adam, and myself (Sam). I thought I'd emailed to say I was coming but apparently not. However Hannah was a late drop-out so numbers-wise my appearance was predestined, fortunately.

We began with a game of Rhino Hero: Super Battle, which is a combo of the fun building game that is Rhino Hero, and some utterly random dice-rolling game from the 1930's.  On your turn you add a floor, supporting it with a set of/combo of large or short walls, and possibly a monkey. Then you try and move your super-hero up the floors, because the highest super-hero (unless they knock the building over themselves) will be the winner.


However the movement is decided by a single dice roll, so the actual building is almost secondary. It was a lot of fun to build, but I think even Steve and Katy would admit their collective victory was down to fortune. Good fun, but ripe for a house variant. Steve did come up with one, but I'm not sure his stepladder will fit in the box.


Our building built (and packed away) we moved on to meatier fare. Martin led the Discworld group on one table, with Katy advertising it as the game that "Martin can lose". This was enough to tempt in Ian and Steve, whilst Adam, Anja and I joined Joe to play Downforce. This was my first visit to the racing game bunfight that's a cross betwixt trying to push your car over the line and trying to back the genuine winner.



I optimistically backed myself, but as the race continued it was a fight for first between Adam and Anja, with Joe nabbing third. I didn't see what everyone else backed, but my betting spread was a disaster, with only one of the three cars I backed placing - and in second, rather than first. Anja, despite spending big on a car that came sixth, grabbed the win:

Anja 21
Joe 18
Adam 14
Sam 11

A lot of fun. Discworld finished around the same time, and Katy's prescient words echoed around the room as Martin protested that he finished last "Because it's random". Outside of taking a picture though, I'm not sure what happened. Hopefully the comments will fill us in...



Steve 83
Ian 68
Katy 60
Martin 47

We'd started playing Kingdomino though; familiar to everyone but Anja. The early game was notable for Anja seeing what Adam was after and taking it, something she openly admitted to relishing "even more" when it's Adam she was preventing from scoring.  I set about building wheat and forest, and to my delight, no-one seemed too concerned about it. I felt pretty confident about the win, but it wasn't as cut and dried as I thought...

Sam 76
Joe 64
Anja 61
Adam 42



Ian and Joe swapped groups and when Martin suggested Flipships there was consternation when Katy said there would be no point playing it with Joe, because of his rubbish flicking would cost the Earth. How Joe must have laughed (possibly inwardly) when his first two flicks hit the mothership! Ha ha ha ha ha ha ha ha ha, for instance.



He was accused of practicing, and merely shrugged. But it was all to no avail, as the penultimate round saw them destroyed by a bunch of kamikaze nutters as Joe said "It wasn't even my fault":

Aliens: win
Joe, Katy, Martin and Steve: Lose

"Maybe they won't destroy the Earth" Steve said optimistically. "Maybe they'll make it a better place". His optimism almost made me feel like perhaps there is hope for humanity. But the evidence against is rather compelling.

Oh well. On our little table Adam, Anja, Ian and I were playing Blueprints, the tactical architect game of dice-building.



In each round you're building to a blueprint, and completing it gets you six points. But you can go off-piste, architecturally speaking, and risk building the tower. I recommended against it, at least in the first round, but come the second round Ian had decided to go for it: building the tower got him the best building and bonuses for both the tower (it was a tower) and the fact it was made with lots of stone. In the final reckoning, it wasn't enough, but if only all architecture was as dramatic as this! (Maybe it is. I don't know)

Adam 28
Ian 27
Sam 24
Anja 19

We ended with some rousing Fuji Flushes, as with Luther away with grandparents there was no chance of waking him with our cries of delight and talk of dicks. Both games were notable for Martin's consistently picking up appallingly bad cards and Katy and I obsessing over the (lack of) clockwise dealing. Beyond that I don't remember much about them now. Luckily, I wrote down the scores:

Fuji #1
Joe wins
Anja 1 card
Sam/Steve/Adam/Katy 2 cards
Ian 3 cards
Martin 5 cards

Fuji #2
Ian wins
Sam/Katy/Joe/Steve 1 card
Anja/Adam/Martin 2 cards

And that was it! I'm not sure about the context of the post title, except I heard Katy yell it during Discworld.

Wednesday, 11 October 2017

Panickin' Skywalker

This week's regular gaming forum was held at Adam's place, minus Hannah who was away for work. But here for play were Katy, Sam , Joe, Ian, Martin, Andy and myself. There was apple crumble on offer once we had arrived and Adam looked quite relieved we he found out that we hadn't finished the lot before he'd got his son to bed.

But what to play? Andy had bought plenty of new options, including a still-shrinkwrapped Stefan Feld game. But Adam's eye was caught by Sam's copy of The Networks and Joe had bought the betting and racing game Down Force which got enough approval to be set up.


Sam, Adam and I played The Networks on the blue coffee table. It was new to me but the rules aren't complicated although it certainly looks baffling to the uninitiated. Before long, I was scheduling prime time entertainment for the masses along with the best of them.

I began the game, which meant Adam had last choice in the first round. This was considered a disadvantage when it was last played, so I thought it was a fair method of levelling the playing field against the might of Adam.


I was keeping pace with the other two quite happily throughout and made sure I was always cash-rich so I was never short of choices. Adam, though, made no money from his TV network until halfway through the game, and he was living hand to mouth until the end.

This lack of money almost blew up in his face in the last round when he forgot that he couldn't pay for his programming. He sheepishly changed a recent decision from Get Viewers to Get Money to avoid the hit on victory points he'd receive.

He might have still won, though, as he proved the last-player disadvantage to be an illusion.


Adam 142
Sam 125, plus money tie breaker
Andrew 125

I enjoyed it a lot and am keen to play again. With just three players, we'd shaved a full hour off the playing time of the previous four player game.

On the big table Down Force had ended. I paid it little attention, apart from the times when I took a photo, but Andy came out a clear winner, which makes sense since I remember him being good at Winners' Circle, too. No idea what happened to Joe.


Andy 24
Martin 19
Katy 15
Ian 11
Joe 7

So while we on the coffee table were still haggling over fading stars and dodgy TV formats, they played Hanabi (after Andy didn’t seemed hugely excited by the offer of Bemused, with the enticing slogan “we’re pretty sure you’ll hate it”). I felt a bit jealous when I saw this. I think it was Katy's first game, but I could be wrong about that.


They set about putting on a fireworks display and, although they didn't complete it and Katy often complained that she knew nothing about her cards, they got 20 points (out of 25) which, according to the German rules, was "Gut" and only one point off "Sehr Gut." Well done!

However, the two tables were completely out of sync. While they played Hana-bi, we started on Finca. Sam persuaded Adam to play it by suggesting it was exactly the kind of game that he was good at.

The last time Sam and I played it, we hid the bonus tile at the bottom of the pile of delivery tiles. This time, we didn't, instead preferring the official rules. We also didn't use the Special Ability tiles. As we're all still newbies, there doesn't seem much point. The game is already plenty complicated enough.


It was a tough game. I think both Sam and I split our tactics between trying to stop Adam and trying to not be last. Sam did that better than me, as his original prediction regarding Adam's suitability proved bang on the money.


Adam 53
Sam 39
Andrew 35

Another game I'm keen to play again. On reflection, I think three players might be the sweet spot: two players and it's too predictable; four players and it's too random. Just my impression, though.

While Finca was reminding us of Adam's immense AlphaGo-style ability at reading a game, The five on the other table were starting on a game of Kribbeln. In this game, Martin went very high on his Kribbeln right from the start, and came to regret it. Joe, though, stormed back with almost a clean sweep of round three after a poor opening. Ian, meanwhile, lived up to his reputation as Le Coq Blocquer when he consistently tied with Katy, taking points from her whenever he did.

Kribbeln: not a very photogenic game

Joe 27
Andy 25
Ian 22
Katy 22
Martin 18

Now we had all, finally, ended at the same time. There was a brief reshuffling of tables, with Joe, Sam, Martin and Katy deciding to save the Earth with Flipships. Andy, Adam, Ian and I went for the more prosiac option of real estate gaming with For Sale. It was an odd game for most of us who are used to the Italian edition, with it’s different number spread. Adam, though, had no difficulties in that respect.


Adam 65
Andy 55
Andrew 50
Ian 49

The invasion of Earth was still underway, but we ignored the possible extinction of the human race and chose No Thanks.

Three things in life are certain: death, taxes, and the suspicion that someone hasn’t shuffled the No Thanks deck properly. In today’s game, we began with a glut of cards in the twenties. I went for high twenties and got lucky. Adam and Ian fought over mid-to-low twenties and got in each others’ way. Andy went for mostly low cards, but got stung by a lone 30+ card.


Andrew 24
Andy 31
Ian 54
Adam 57

We had finished just as Flipships was entering its final round. By now Katy’s unerring accuracy had earned her the nickname Red Leader One. But despite the four of them wiping out the horde of alien fighters, the Mothership was still on four hit points, just down from six at the start of the game. So it was just a case of each player hitting the mothership once in the final round, and they’d win the game.

Martin went first. He hit it once, sticking to the plan. Sam was up next, but didn’t get a hit. Then Katy, who struck twice. Back on track!

All our hopes were with Joe. This genial guy, famous for his flicking issues with Ascending Empires, now had to save the planet. He felt the pressure acutely, all the more so since now we had to whisper since Adam was upstairs putting his son on the toilet. (It was now that Ian said the words which are now the blog article’s title.)

He flicked high and long. He flicked high and short. He veered far off course. He came so close. But not one ship found its target. The end of the world. A disaster.

We're all dead

The end of the evening, too. Luckily this evening was anything but a disaster. Thanks for hosting, Adam. And thanks for playing, everyone else.