Showing posts with label Honshu. Show all posts
Showing posts with label Honshu. Show all posts

Sunday, 13 August 2017

Played in Wales

A week in Wales with Mark, Katie, and the four sprogs meant that as well as the beach, chips and ice cream, we got plenty of gaming time as well. I took a couple of bags worth and all but three got played at some stage. Daytimes were often taken up with surfing...

Joe gets a push from Mark

...whereas the night - or the odd patch of rain - was about gaming. The hit of the week with Stanley and Peppa was Ninjato. I touched on this previously, but have since delved further into its depths with another four plays this week. I remain utterly terrible at it, whilst Stan won every time, to mine and Peppa's growing despair. It's fun calling Banzai, though the more I play the less 'lucky' the game feels - it's a tactical battle to keep control of Envoys and start rumours, which are as pertinent here as the cards in Stone Age.

Four skills, but I got nowhere

The early evenings were dominated by Insider, which everyone could and did get involved with. We played too many of these to count, but I was the Insider only once and every other player accused me! The successful Insiders, I noticed, didn't get too vociferous about accusing anyone. Sally was a terrible Insider too, but that was only because as soon as anyone accused her she hid her face in her hands. Mark, Katie and Peppa had the most success, whilst I offset my serial defeats with the joy to be found in the natural world outside:

that black thing is a bottle-nosed dolphin!

The other game that all the kids played was In a Bind - this was the Junior version, where there is marginally less physical challenge but the addition of making animal noises/waving/talking in a deep voice etc when you pick up a card. This is more fun than it might sound after a couple of glasses of the good stuff, but obviously the kids played it sober and seemed to like it too.

Peppa and Joe drew

Peppa, Stan and I also had a few goes at Cobras, which is another one I enjoy without ever getting close to winning. The closest I got was second place with game abandoned due to the late hour and surfing fatigue. I have never been so reluctant to bail on a game!

We managed one game of Near and Far, which my win at made some amends for continual thrashings on the Ninjato board. Mine and Stan's campaign game continues with me holding a slender lead overall...

Peppa and Stanley, both Near

...often the evenings had some kind of dance focus though, with Just Dance 2017 on the Nintendo galvanising all ages - with the exception of Joe - onto the floor. I have promised not to add any photos or videos of this, though, and considering some of them involve a balding tubster with no sense of rhythm, I'm happy to stick to that.

After kids had been scrambled to bed, we struck upon a pattern of Barenpark and Bandu. I had far more success in these arenas than I did Ninja-ing, Cobra-ing or Dancing, although Mark picked up a couple of wins in Barenpark. Tessellating bear houses was Katie's game of the week; in fact, although we also bashed out Wibbell and Honshu as well, Barenpark and Bandu were the nightly staples. Bandu got typically tense, and everyone had to perfect their 'Bandu Breath' - breathing off to one side so as not to disturb the fragile structures on the table...

Katie, breathing east

Late in the week though I thought it was worth introducing Mark to Flamme Rouge, which he fell in love with. It was a drunken Thursday night with everyone else in bed when we played three games in a row, Mark winning 2-1 with a deathly finish on the final race to clinch it!

This tablecloth did my nut in all week

We tried to introduce Katie to this cycling classic on our last night, but she felt she had done enough rule-learning for one week. So we stuck with Barenpark and Bandu, and when the ladies retired to bed Mark and I set up Flamme Rouge for one last race/game of the week; which Mark won, again on the final stretch!

We returned - heavy legged from the beach and heavy headed from margaritas, but sated. A lot of fun - Can't wait for Novocon now!

Saturday, 8 July 2017

Scythed Down

Today Stan and I found ourselves at home with a couple of hours before the next appointment (which happened to be his football team's awards ceremony). He requested a game of Scythe, and I readily agreed.

Stan set up as the Nordics, who are blessed with the ability to swim from early on, whereas the rest of us keep away from water until we've constructed at least one mech.


That's the tradition anyway, but I was playing as one of the 'Invaders from Afar' - the Orient, in this case (or as I referred to myself, purple), and my starting position meant I wasn't stranded until the evolution of mechs, I could just make my way to the interior as fast as I could go.

Unfortunately, I couldn't go very fast. The drawback of being purple is that your speed never increases, whereas others can go +1 on their movement by building the appropriate mech, who presumably gives everyone encouragement to give it a go. Movement in Scythe is pretty weird at the best of times, with characters and mechs being incredibly picky about where and when they can cross water.


But despite the lack of logic, it does have a lovely speedy flow of productivity about it. My special ability allowed me to leave traps, but we noted that in a two-player game it was easy for Stan to avoid them. He spread his workers and let his character roam, having encounters.

I was feeling pretty confident about the way things were going - I was well set for a few stars and had a strong hand of combat cards too. I warned Stan that - having stopped for lunch - we'd probably have to finish the game later. He nodded and abruptly put down his sixth star, ending the game with enormous popularity as I languished Tim Farron-like in the doldrums.

Stan 75
Sam 69

I was completely blind-sided by this, having been pottering about on my side of the board collecting wood to build a windmill.

This rude awakening was followed by the lads beating the dads at the dads v lads football match after the ceremony. Things have changed.

*

In the evening I introduced Sal to Honshu. She liked it so much, she held up the tablecloth for the last five minutes.


Wednesday, 7 December 2016

Can't Stop Shan't Stop

This week's GNN meet happened at Joe's cosy home. The six of us gathered around Joe's green felt table were Joe, Sam, Ian, Katy, Andy and me. Vague plans were suggested that we all play together, but instead we split into two groups.

Joe, Katy and I chose the Japanese themed card game Honshu. Meanwhile Sam, Andy and Ian broke open Ulm, described by Sam as a typical Euro game of gaining prestige in medieval Europe. It even came with it's own cathedral.


Honshu was substantially less ambitious fare. It's a trick taking, set collecting, city building game. Despite the three-pronged attack on our gaming senses it's quite a simple game. Each card has a number and a piece of the city on it. There are twelve rounds and in each round, every player plays a card face up. The highest card wins and that player may take whichever card they liked the look of and add that to their city with the proviso that it must overlap (or underlap) with another card.


There is a hint of other games in there. A bit of Between Two Cities. A smidgen of Isle Of Skye. But overall was quite a gentle laid back game, apart from the last minute panic from Katy when she realized she wasn't doing very well. This panic, as it turned out, should have been scheduled earlier:

Joe 61
Andrew 55
Katy 49

It was nothing to do with Japan, though.


On the other half of the table, Ulm was proving to be a bit of a steep hill to climb. In the early stages, I saw Ian shaking his head while laughing to himself and at one point it almost seemed like the game might be abandoned. Sam asked that it be given ten more minutes and apparently in that time it showed enough of its charms to convince people to last until the end.

Watching them play, I must admit it was one of those moments when I had a glimpse of what we must look like to non-gamers. The board was baffling, with a grid of 3x3 counters that shuffled around seemingly at random. There were boats and shields and icons and that cathedral which seemed to make Ian particularly angry, as he considered it to be, frankly, unnecessary and unhelpful.


But we had finished Honshu and we're pondering another game. Someone mentioned Botswana, but I didn't fancy it. It did, however, remind me of 10 Days In Africa so I asked Joe to dig it out. It was new to Katy, so she listened to the rules explanation with the same expression you might have if you were listening to a salesman you suspect is trying to steal your money. She had become increasingly concerned with her lack of form, and she didn't think this was the game to put things right.

And so it was. It's a game that doesn't encourage a great deal of banter so Joe and I tried to pep up our descriptions of winning journeys by building a narrative round them in the vocal style of Cary Grant. "I woke up in Morocco with no idea how I got there. All I knew is, I had to be in Somalia in ten days."


We played twice, with the second game happening at Katy's request, once she understood the rules.

Andrew 10
Joe 9
Katy 7

And then...

Joe 10
Katy 6 (wins on fewer transport tie breaker)
Andrew 6

Finally, Ulm finished with the scores at

Andy 53
Ian 45
Sam 37

Since we were all together again, there was a little talk of a six player. But instead we reorganized into new groups of three. I was lucky enough to have another of my suggestions brought to the table, and Sam, Joe and I played Can't Stop. Andy, Ian and Katy got busy with Port Royal.

Can't Stop was a cautious affair, with all of us keen to get counters on the board rather than push our luck. But as I took a 2-1-1 lead, with one row just one space away from completion. When it came to Joe's turn, he decided he had to go for it and, amazingly, he did. He finished two more rows to snatch the win.


Joe 3
Andrew 2
Sam 1

Since Port Royal was still ongoing, we brought out Land Unter. This trick taking game where it's usually better to not take a trick, had Sam baffled. We played through a single round while Port Royal ended.


Ian 12
Katy 11
Andy 5

At this point Ian and Andy left and we ended our fledgling game of Land Unter and began afresh with Katy on board. Katy won this game, which cheered her up considerably (or was it the ginger wine) now that her run of bad form was over and that there was one game that she could rely on to get her a win when she needed one.


Katy 10
Andrew 8
Sam 7
Joe 3

After this, we set off home. The division, with only two meetings left until the end of the season, looks like this.