Showing posts with label Guildhall. Show all posts
Showing posts with label Guildhall. Show all posts

Friday, 20 September 2013

Guilding the Lily

Today saw an Adam-less Roll For The Soul evening. Joe arrived first, sitting by the window, a suspicious bulging bag by his side. It wasn’t until I arrived that he felt secure enough to put the games out on the table. Although, if he had done that while he was alone, people might have thought he was selling them.

We began with Zooloretto: The Dice Game. Joe explained the rules to me and then new boy Martin arrived. He knew Joe because he’d once bought a bespoke Pax Porfiriana baize playing area from Joe, which is enough to make him best mates for life, so Joe invited him along to a games night. He seemed nice enough, and Joe explained the rules to him too and we began.

Zooloretto with dice is a shorter and sharper version of its big brother. I enjoyed it a lot more, and it seemed easier to set up trucks that would annoy other people. Maybe that’s because there were three of us instead of four. I got the lions bonus, and no negatives so I won. Hurrah.

During this game, a Spanish guy, Gonzales Gonzalo (or Gonz, with the z pronounced as “th”) arrived and asked us if we were a group of board gamers. A very small group, yes, but still a group, said Joe. He joined us, even though he’d only been passing by chance. He was pretty clued up on games, though, and he said he knew Guildhall well, so that was the next one the four of us played.

Well, he said he knew it well, but he didn’t know about the “two actions per turn rule,” and he thought that each player only had one. However, he adapted quickly and soon became the person to attack. Despite all that, he still ended as a clear winner.

It was much more fun this time. I knew what the signs meant and what the cards did. It all seemed to make more sense this time, even though I came last by a mile. I was also a little put out by how quickly Martin learnt to read the symbols on each card, suggesting that my initial bemusement was more my failing than the designers.

Then we set up a new game. A brand new game that Martin had brought, that needed the cardboard pieces popped out of their boards before use. This is usually one of the best bits of any game, but I felt a bit self-conscious doing it in public. Unfortunately, there are no curtains on the windows at Roll For The Soul.

The game was The Palaces of Carrara, and Martin (who’d played before) suggested we dive in with the advanced version of the game, even though the advanced rules come in an envelope with a sticker that says not to play this version until you’ve played the basic game at least twice. It's not often you see rules with a health warning. But Martin thought we were up to it. He set the game out, explained the rules and we were off. On the table, it’s a bit of a beast, and has all the appearance of a lengthy strategic battle. So I began with buildings that would score money, which I could use later to build buildings that would score points.

Except, I never got the chance. Just as I was getting going, Martin ended the game. Each game has a different set of criteria that needed to be filled by one player for the game to end. It just so happened that in this game, they were all quite easy to achieve. We all had one turn left before the game ended, so the best we could do was to score what buildings we had available. And then in the end of game scoring, Martin sped off further around the score track, seriously threatening to lap us.


After this, we chose Las Vegas as a nice antidote. Random, silly and confrontational in a way that Guildhall isn’t: You can always blame the dice. Two remarkable rolls will live on in the memory. Joe’s final neutral dice that, if it were a four, would ruin Martin’s $90,000 haul. It was a four. And also my roll of three dice (two mine, one neutral) that came up all ones, and somehow knocked out Joe while giving me a quite undeserved win in his place.

But Vegas is like that. Every roll of the dice tells a dozen stories. Martin came first again, with me in second. I left after this, but the three of them carried on, with some card game about storming Hadrian’s Wall. I’m sure Joe will fill us in.

A good evening, with some exciting new people arriving at the GNN Mansion. We must welcome them and make sure they never leave.

I mean, that they stay here happily. Not that we kill them.

Wednesday, 18 September 2013

Guild until Dead

With people away or otherwise engaged, it was down to just the three of us tonight: myself, Joe and Sam. Sam came late and was initially distracted by the realisation that he’d misplaced his phone. He must have left back at the Encounters Short Film festival. But after a couple of phone calls to ask people to look for it, we began gaming. This, alone, marks him out as a gamer extraordinaire. I would’ve turned right around and gone back, but not Sam. He pressed on with his need for games. Amazing.

We began with a new game, Guildhall. This card game was recommended especially to Joe by the guy who works in our regular games shop. Whether this is a good thing or not is still undecided. The illustration on box of the game does not scream “We’re gonna have a good time tonight!” according to Joe. Unless board gamers are supposed to identify with a Peter Postlethwaite lookalike holding some pigs.


There are six different types of cards, and five colours of each. Each player has to get sets of five that they can then cash in for a Victory Point Card which is sitting in the centre of the table. First to 20VP wins.


But each card (even some of the VP cards) gives extra bonus actions when it is played. Careful timing and chaining of these actions is essential for success. It’s an odd game, sometimes a little counter-intuitive (it’s possible, for example, to discard no cards as part of your go).


Maybe it’s a grower, but it didn’t shine on it’s debut. It’s also quite confrontational, which is a fine line to walk here at GNN Mansions. We like our combat to be snide and as undetectable as possible. I was first to twenty points, thanks to picking up a “9 VP” card, and having enough to get another card the next go round. Sam spent most of the game using the word “shitbox” when looking through his cards. Joe went for farmers in a big way. Each to his own, I suppose.

Andrew 20
Joe 13
Sam 12

After this, with Adam absent, we broke out the High Society! This slightly-too-random game of trumps is high on our list of greats, even if it is an acquired taste. Like caviar, or the smell of the carpets in Harrod’s Executive Suite.

The first card turned over was a “x2”, and I went for it big time. It looked like I spent too much, though, since two times nothing is still nothing, and Joe started to pick up cards of his own. Sam played it safe and steered clear of the red bordered cards. Meanwhile Joe’s investment on a “x2” card was undone when he found himself picking up a “1/2” card putting him right back where he started. As it turned out, he scored fewest points and had least money. Talk about riches to rags!

Andrew 22
Sam 18
Joe OUT! (but he had 12)

After two light-ish games, we next decided on Africana. This game is a madcap romp back and forth across a continent. Sam went for early assistants, hoping the –5 damage would pay itself back. Joe got one and I foolishly got none at all. Any mojo I once had with this game has long since vanished, since I felt myself falling further behind. Sam scored in most bonus categories, but Joe’s specialisation in trinkets got him 18 points right there, which was enough to see him past Sam.

Joe 48
Sam 45
Andrew 34

A lovely evening, complete with “burnt toffee” flavour chocolate. On the form table, Adam still sits in pole position, but I reckon I can take him! He ain’t all that! Someone hold my coat!







Points
Adam1 3 2 2 2 10
Andrew3 1 1 3 4 12
Sam 3 2 2 3 2 12
Hannah2 1 3 3 4 13
Joe1 3 2 4 4 14
Steve2 3 3 3 4 15
Anja3 2 5 1 5 16
Miles2 3 5 5 5 20
Jonny1 5 5 5 5 21
Quentin3 3 5 5 5 21
Lizzy2 5 5 5 5 22