Showing posts with label Hyperborea. Show all posts
Showing posts with label Hyperborea. Show all posts

Sunday, 30 November 2014

That was the week(end) that was

I was the first to arrive at Sam’s at 2.00. Sam and his kids, Stanley and Joe, were there and we were just about to play Indigo when Adam and Hannah (and baby Arthur) and also Martin and then Ian arrived. Since there were enough of us, we split into two groups. Martin, Hannah and I set up Greenland in the kitchen, while in the living room Ian, Stanley, Sam and Adam played Hyperborea with its custom made box dividers.


I was a little surprised when Hannah agreed to play, and also a little relieved. I thought that Greenland might be one of those games that you always think “I must play that again soon,” and then it turns into a game that you don’t really want to play because it’ll need a rule refresher. Like poor old Canalmania, which was vetoed on Friday for just that reason.

Greenland was kinder to us this time, with most of the cards staying on the warm side of the board. Hannah had plenty of energy and I was slowly picking up VPs for cards. But Martin, who has played it several times since his last GNN jaunt, was stashing away the iron like he was about to build a bridge with it. Then, in the penultimate round, he converted to monotheism, and was able to convert me, too, leaving all my victory points worthless as forgotten relics of a bygone age. Hannah, though, resisted conversion and stayed Pagan until the end.


Martin 47
Hannah 19
Andrew 16

One of the more one-sided games of the evening.

Hyperborea, which was played out to the backdrop of School of Rock, ended:

Ian 44
Stanley 36
Sam 34
Adam 31

Then there was a break for food. All of us, except Ian and Martin, set off to the local chippy for chips. While we were away, Martin beat Ian at Biblios and Red 7. I was the first to finish my small portion of chips and a pickled egg, so I joined in a game of Red 7 which ended early, with the scores at Martin 18, Andrew 14, Ian 0.

Next was a period of confusion as babies were looked after and children put to bed. During this time, Jon arrived and his first game was new to him: Raj. Easy to explain, even with the closing scenes of School of Rock in the background. He seemed to pick it up well, going from third to first in a strong final round. Almost as impressive was Ian’s ability at attracting red tiles.

Jon 47
Sam 43
Andrew 36
Martin 14
Ian -2

Arthur was by now fed, and Adam took him upstairs to get him to sleep. Hannah, Jon and I played the new slimline Take It Easy. It was a quick sudden-death one-round game and, once again, Jon did well at a game he’d never played before.

Jon 149
Hannah 105
Andrew 77

And this was Hannah’s fifth second place in a row! Congratulations to her on a rare Perfect Ten!

After this, Sam, Jon, Joe and Stanley played Galaxy Trucker. Joe didn’t last the distance, going to bed halfway through.


Sam 89
Jon 65
Stanley 55

During this, Hannah and Steve played Hey That’s My Fish twice. First time was a 51-46 win to Hannah, and the second more aggressive game ended 50-50. Hey That’s My Fish may look like a kid’s game, but it can be brutal.

Adam suggested playing Railways of the World. I was keen but we needed to start immediately if we were to fit it in before Arthur’s inevitable re-awakening which was to be Adam and Hannah’s cue to head back home. Since it had to be short, we went for a four-player game on the Mexico map. This would be cramped enough, but we made it worse by all clustering around Mexico City.


One thing was clear from our game: no one had the baron that rewarded least bonds. I think the most money that anyone made in a round was a mere $12,000. Martin and Adam made most of the running, but Martin pulled away with a convenient bonus for delivering to Culican. I didn’t really get going, but I did finish the Vera Cruz to Santiago link via the longest possible route. Ian spent little and used his trading depots to fullest effect.

Martin 44
Adam 33
Ian 28
Andrew 26

In the other room, Jon was introducing Hannah and the newly arrived Steve to the fun game of bee communication (I assume) Waggle Dance. It ended:


Steve 5 honey, 9 bees
Jon 5 honey, 10 bees
Hannah 3 honey

In the gap between RotW ending and Waggle Dance ending, Sam came down from putting Stanley to bed, and we engaged in a quick league of Cube Quest. It had been a while, and it was well overdue a return to the table. Everyone played two games, and after a lot of laughter and amazement at Adam’s flicking power (one cube went out of the room and was still spinning in the hallway for several seconds before it finally came to rest) Sam took the crown:

Adam's destructive power in full effect

Sam won 2 games
Andrew 1
Ian 1
Adam 1
Martin 0

Then, we were all together. We decided on one last quick game before Adam and Hannah left and we chose Tsuro! For eight players! This could really hurt someone on the form table.

Steve started badly and ended quickly: the only tile he played left him at the mercy of Ian, who promptly sent him off the board. Possibly a record for quickest defeat in Tsuro. On my last tile, I was stuck with a symmetrical tile, so it didn’t matter what I did, I was at the mercy of those around me. Annoyingly, Ian put himself on a collision course with me, while Martin was sent on a wild looping course to safety. How annoying. It was enough to assure him of first place as everyone else crashed out of that round, too.

Near the end of Tsuro. Steve's path to oblivion is highlighted, bottom left.

1. Martin
2. Sam
2. Jon
3. Hannah
3. Adam
4. Ian
4. Andrew
5. Steve

Adam and Hannah said their goodbyes, and we split into two groups of three. Ian, Steve and Sam played Istanbul and Jon, Martin and I played Impulse. There were simultaneous rules explanations as the two games were new to Steve and Jon.

Twin rules recitals

Jon seemed to get the hang of things very quickly, as the game progressed in a very unusual manner: Jon and I sped into a lead, with Martin trailing. His part of the sector was full of Build commands, so he soon amassed a huge flotilla of transporters that couldn’t move very far. Jon and I sent our cruisers over, and this was the most violent game of Impulse that I’ve been involved in, with some last-ditch defending by Martin.

Finally, I was on 13 points and Jon was on 14. I was sure he could finish the game with just one more turn, so I worked out how to get seven points in one move and end the game. Phew! My first win, and it felt good. Jon cursed that he knew he should’ve started attacking me before. The only reason he hadn’t was that I’d gone to the toilet, and he wanted to keep the game moving.


Andrew 20
Jon 14
Martin 12

Over on Istanbul, their first game ended

Sam 5
Ian 4
Steve 2

And since we were still knee-deep in space battles, they decided to play another round. I was able to watch the final exciting stages, with all three players on four gems. Sam had lots of money, but he was already on the gemstone dealer square. It looked as if Steve and Ian still had time to get a final gem. But no! Sam had a “move zero” card! He could activate the dealer again and he won the game!


Sam 5
Ian 4 plus 24 money
Steve 4 plus 17 money

After this, Jon and Martin set off home, but the fun wasn’t over yet! Not at all. Us three remaining gamers poured ourselves more whiskey and set off on a Timeline. Considering how drunk we all were, we began like geniuses: the first three cards of each player were correct. But I was able, somehow, to finish the game without a single mistake! If only I could remember what cards I had and where I put them.


Andrew 0 cards left
Ian 1 card left
Sam 2

And with the clock telling us it was 12.20am, we then began the last game of the weekend, Love Letter. I need to play more games when very drunk, because I won with a couple of bulls-eye guesses of Sam’s card after he’d looked at my hand and was clearly about to dump me out of the game.

Andrew 3
Ian 1
Sam 0

And then, finally, we wobbled off into the night. Our craving for derring-do and strategic battles completely satisfied. Until Tuesday, that is.

And so now the Form Table looks like this...







Points
Andrew 1 1 1 4 2 9
Katy 1 3 2 2 1 9
Jon 2 2 2 2 1 9
Andy 2 2 3 2 1 10
Sam 3 3 1 1 2 10
Matt 4 1 2 1 2 10
Ian 2 2 2 2 4 12
Martin 3 1 3 1 4 12
Hannah 3 3 2 2 2 12
Chris 2 5 1 1 4 13
Joe 3 4 2 3 2 14
Anja 2 1 1 5 5 14
Adam 3 2 2 4 4 15
Steve 3 3 5 1 3 15
Stanley 3 2 4 1 5 15

I’m top, holding off Katy and Jon on the “best most recent” rule. But what about the division, I hear you cry. Well, this is the division for just this weekend...


Sam wins on points, Katy wins on points ratio, and I take the medal table.

And since it’s the end of the month, it’s time for the monthly division, with the weekend included...


Sam heads on points again, but Martin currently leads the pack on the medal table and points ratio. Only one month to go!

Friday, 21 November 2014

Box Thresh

There are some sights you cannot unsee. Those images that remain seared on the mind, as if branded their by hot iron. Tonight had one of those sights.

Rushing out to a swiftly-arranged games night, I arrived on time with beer and chipsticks. Imagine my shock when I found Sam, hunched over the kitchen table, knife in hand, sawing a Take It Easy box in half! With Ian watching on as if this was the most normal thing in the world!!


It turns out that Sam hadn’t suddenly turned against one of his favourite games. Instead it was part of a new scheme to reduce the space taken up by of some of his games. Games which, he hastened to add, he would never trade away. Unless he tried to pass it off as a one-off limited edition customized release. The plan was that those games that live in boxes far larger than necessary would find themselves on a crash diet.

As for tonight, I had first choice and, although tempted by Railways of the World, I chose Istanbul. This time we went for the “Long” set up as suggested in the rules. This puts the gem dealer far away from anywhere you can make money, and the Sultan’s Palace was nowhere near the warehouses.


I did not start well, wasting a couple of turns getting from one place to another via a square that didn’t do me any favours, and then having to go back the same way. Ian used the Martin technique of ignoring the Wainwright and going to the Sultan’s Palace. It was a masterful plan and, unlike Martin, when Ian got his fourth gem, he didn’t struggle to get the fifth. He already had enough money to get his fifth from the Gemstone Dealer and there was nothing that we or anyone else could do to stop him.

Ian 5
Sam 4
Andrew 2

After this we went for another recent arrival, Hyperborea. This game of pulling cubes from a bag and taking actions accordingly had been played before by all of us, so it was only a formality to set up and start, giving Finn the cat extra time to enjoy it’s roomy and spacious box.


Unfortunately, I cannot find the piece of paper I dutifully wrote all the score down on(it might be on Sam’s kitchen floor). Sam won thanks to his army of men spread out across the board, despite Ian’s glut of gems. I came last, with my woeful presence on the playing area undermining my collection of cards.


Sam 50 something
Ian 40 something
Andrew 20 something

My memory is no more accurate than that. I think I’m still in shock from seeing Sam slice a game box in half.


Finally, we went for a short game to finish off. 7 Wonders! The old regular. Sam went for military and a bit of everything else, I went for blue buildings (32 points for them – I do remember that) and Ian went for sciences. Sam won by three points, iirc.

Sam 56
Andrew 53
Ian 42

More or less, anyway. I can always check later. On the Form Table, Sam leaps to the top and later that night he texted me the evidence of Take It Easy's new slimline look.









Points
Sam 1 1 2 2 1 7
Katy 2 1 1 1 5 10
Matt 4 1 2 1 2 10
Andrew 2 3 3 1 2 11
Ian 3 2 1 3 3 12
Martin 5 1 3 3 2 14
Anja 2 1 1 5 5 14
Joe 3 2 3 3 1 14*
Adam 1 4 4 3 3 15
Chris 4 2 4 4 1 15
Hannah 2 2 2 5 5 16
Andy 1 2 4 5 5 17
Stanley 4 1 5 5 5 20
Steve 3 3 5 5 5 21

Sunday, 16 November 2014

Hype or Boring-er?

Hyperborea is the new game on Sam’s already groaning shelf of games. Its vast box, unable to slide neatly into a space, sits on the edge, it’s spacious lid covering the spines of many other worthy contenders for our attention. In other words, it’s a bit of an attention seeker. And with it’s silly artwork of D&D style subjects, when Sam first bought it, I thought he’d made a terrible mistake.

But he was keen to try it again after an initial test run against Ian, and so I agreed. I ignored any attempt at learning the names for various pieces or colours, and concentrated on the rules that Sam was telling me.

It seemed like a bit of a point salad, or even a point soup, with almost everything you do getting some kind of reward if it was still on the board by the end of the game. Everything, that is, except fortresses: these flimsy castles which sound so promising when it comes to defeating enemy hordes, but vanish the moment it’s your turn again and you have to build your defences from scratch. Less a fortress, more an inflatable castle, as Sam pointed out.

There are icons a-plenty, and I’m not at all sure we got them right. But the basic mechanic of drawing cubes and using them to trigger actions was a smart one. Certainly, I had reason to like it when Sam went through a mid-game spate of unlucky cubes, forcing him to tread water for a few turns. But that’s life, really, isn’t it? And isn’t that what board games are all about? Dreams and hopes, plans and schemes, dashed against the rocks of cruel fate.

While ghosts dance at your misfortune...


The game is pretty fast once you get going, and it seems to offer a variety of paths to glory. But one thing is plain: too many cubes can slow you down, as you cannot clear your playing area until your bag is empty of cubes. Do you specialise in a small number of similar coloured cubes, or go for a smorgasbord of opportunities, picking up different coloured cubes as you go? I think you’d need a few games before a preferred strategy began to to emerge.

At the end, we were struggling to get our last player on the board when I bought up my fifth card, thus triggering the end of the game. But Sam had his stash of gems, and plenty of presence on the board. He took the win by a slim majority.

Sam 44
Andrew 42

That’s from memory, but the way. It might have been 64-62, but it was definitely a two-point gap. It was fun, and it’d be interesting to see how it plays with more people. Part of me wants to try the six-player version, and another part of me wants to remind the first part of me that that would take about three hours.

After this we played a nice two-player game of 7 Wonders. But, in a sense, there’s no such thing as a two-player game of 7 Wonders. Dirk has grown into a little character of his own, mostly as a witless dumping ground for dull cards, but occasionally with an uncanny knack of picking one player to favour over the other.

This time it was Sam who gained most from business with Dirk, while I was left scratching together coppers just to build another science. That was my strategy - sciences - while Dirk went for blue buildings, chaining them together for full effect, and Sam went for military, backed up by some nice guilds in the final round. It was a resounding victory for Sam, and a precious silver medal for Dirk.


Sam 60something
Dirk 44
Andrew 43

But I enjoyed it. I can’t believe there are people who don’t like the 7 Wonders two-player variant. It adds new strategies to what would otherwise be an exercise in futility.

And that was that for the evening! Non-leaderboard, although 7 Wonders should appear on the division, I suppose.

Friday, 7 November 2014

Hyper

Friday. Ian and I cracked into Hyperborea, the game with possibly the most teenage box (fantasy, weapons, mountains) and certainly the silliest title of 2014. However hearing good things I rose above my snobbery and traded in... er, Terra Mystica for it.

The theme is of tribes or peoples post-apocalypse in some distant planet, perhaps named after a bowling alley, reawakening their sense of adventure, exploring the largely hexagonal world, encountering each other and obviously fighting to the death the moment they make contact. There's also ruins and cities to explore and ghosts to kill. It's like a conglomeration of all the things that make games sound a bit silly.

But at the same time there's a really nifty mechanic at work - terminology allowing. It's been christened bag building or something on BGG. Basically you're generating movement up some advancement tracks as well as on the board, and the more you do this the more options you have in your exploring/fighting and the more gems (victory points) you generate. And how this happens is by pulling three cubes from your bag and seeing what you can do with them: certain combinations allow certain actions, and you can get cards that give more options and rewards too - although the cards cost you in grey cubes, which are mostly worthless.

As the game goes on you populate your bag with more cubes and have more options. It's reminiscent of the card-play in Dominion - not a game I'm fond of, but I found this more engaging. There are options - do you take an instant reward or gamble on setting a few possibilities up for your next turn? That part of the game was a very intriguing element.

4-player set up with invisible table

Although it took us two hours that was a first play and I think the alleged game time of 25 minutes per player isn't too far off, assuming all players know the rules. I also think plain wooden discs rather than designed plastic pieces would have been preferable to me - there's something about bright plastic that turns me off. But these minor gripes aside I think we'd call it a success - Ian would, too: he wiped the floor with me.

Ian 52
Sam 44

I then introduced Ian to 7 Wonders for two plus Dirk - it's really underrated as a two-player I think. The ghostly Dirk adds an extra dimension as you dump cards your opponent (Ian) wants and get Dirk to buy stuff from you. I exacted a small measure of revenge for my trouncing in Hyperborea...

Sam 73
Ian 52
Dirk 31

And with that we called it a night.