Showing posts with label Innovation. Show all posts
Showing posts with label Innovation. Show all posts

Tuesday, 31 December 2019

Studio Line

Games at Joe’s studio has been the GNN way of welcoming in the New Year for at least twelve months now, and this year was no different (to last year). Joe hosted Katy (who arrived first) then myself (fresh from Monmouthshire) and Martin (came after he’d had supper).

When I got there, after limping through Bristol’s streets with a dodgy knee, I found Katy and Joe deep in Lost Cities. These cities must have been cold, since Katy was wearing a scarf and a blanket while Joe looked like he’d just come to the studio straight from his trawler. I found the completely bemusing, as I watched them place cards, pick them up and say that they’re completely screwed on the blues or some such fatalistic sentiments.

Katy insisted on splitting up the scoring to enhance the tension, only to find Joe rendering the whole process tense-less as he strolled to a win using exactly those blue cards that Katy had been throwing away.


Joe 101
Katy 77

Katy then informed me that she had soundly beat Joe at Innovation 6-1, with Joe pointing out that there’s no scoring in Innovation, you either win or you don’t.

At this point the two of them set off to buy pizza while I rest my knee. I take the opportunity to look at the games that Joe currently houses in his studio. Martin, arriving shortly afterwards, referred to them as “the dregs” but it included Lords of Vegas and Oregon. Joe later told us that more games would be transferred here as he is having work done on his kitchen. He’s not going to get any work done at all this year. While we waited for the pizza people to return, Martin and I played one round of Air, Land & Sea.


Next up, with Babylonia being nixed by Katy and Hit Z Road getting the thumbs down from me, we went for the co-op hit of the year Die crew. We started on Mission 23, somewhere near Callisto (one of Jupiter’s 69 moons, according to the thoroughly-researched narrative text) and had five tasks to complete between us. It took several attempts, but we finally nailed it (with me as commanding officer, by the way).


After this Mission 24 proved to be tricky too (six tasks, but in any order), and when we realised we had failed by the slimmest of margins, we put the game to one side and chose a new game: 5211.

This Japanese game sees every player playing two cards from their hand onto the table, revealing them simultaneously. Then, every player plays another one, then a final one in the same manner. The idea is that if the cards in front of you belong to the most common suit, then those will score. But if there are too many cards of the most common suit (seven or more) or if two suits are tied, then they don’t count for anything.

There are a couple of other rules thrown in, but that’s the jist of it. Katy began by asking if the cards had been shuffled, before playing nothing but green cards for all of round one. She continued to profess a lack of understanding of the game.

Some slightly over-designed cards from 5211

Joe 29
Martin 15
Andrew 15
Katy 12

Next was a couple of rousing games of Crokinole. Joe and I were in a team against Martin and Katy and despite a few good shots from Katy (which belied her insistence she was bad at the game) it was Joe and I that won two games, without Katy and Martin scoring a single point. Actually, it was mostly Joe who demonstrated an almost pro level of skill, perhaps putting to rest his reputation for being bad at flicking games.


Next, seeing as how it was too late for Lords of Vegas or Babylonia, we saw the evening out with some lighter fare. First was Mamma Mia, complete with faux Italian accents and Katy’s over-excitement at getting the Mamma Mia card and, therefore, being in charge of dealing out the deck of cards announcing each ingredient in turn.

Katy got off to an excellent start, completing three recipes in round one while I did none at all. I didn’t recover but Martin did and managed to match her at the end of the final round. Martin looked up the tie breaker while Katy dutifully put away the game. Alas, the tiebreaker was “the player with most ingredient cards left in their hand” and Katy couldn’t remember at all. They decided to rejoice in their shared victory.


Katy 5
Martin 5
Joe 3
Andrew 2

And now, with time ticking on (almost eleven o’clock) we played our final game as a quartet: The Mind Extreme. We battled through the first five rounds until we arrived at round six with three shurikens and two lives. Incredibly, round six began with a flurry of cards played to red and we had to stop ourselves and play a shuriken to try and find out where we were in the grand scheme of things. A few cards later we played a second shuriken and then, finally, we ended after a tense stand off between Katy and Martin who eventually played their final cards to differing piles.

We revealed the white pile to show just one mistake: a transposed seven and eight. So close. We needed a perfect run through red, though. It wasn’t looking hopeful.


Imagine our surprise when we succeeded! The crazed opening to the round had, in fact, been us perfectly in sync. We were amazed.


And perhaps too complacent as we quickly came unstuck on the “easier” round seven. A bit of an anti-climax but at least I am now a member of the “I’ve managed to get past round six in The Mind Extreme” gang and I can wear its badge (with its very small text) with pride.

Once Katy had gone, Martin, Joe and I finished off with Kribbeln: the game of complete luck unless you’re winning, in which case it’s all skill. We all had our moments of failure but while Martin and I had two blank rounds, Joe had four.


Martin 19
Andrew 17
Joe 13

And now we were finally done at quarter past eleven. My knee had rested enough, so I was confident about my return and I was pleased to get a little more gaming in before the end of the year. Looking forward to 2020! Cheers, all!

Thursday, 29 March 2012

Let's Splay!

Tonight was the final night of the season. A rip-roaring affair as the regular four met up in a last desperate attempt to fling themselves across the finish line in first. Me, Adam and Joe arrived on time, with Sam promising to arrive after football (playing, not watching).

We began with a bit of comedy. Rattlesnakes is a game where your pieces are magnets and you have to place them according to the colour shown on a dice, without disturbing the others. If the pieces suddenly join together, or are repelled off the board, you have to pick them up. The first person to successfully place all their pieces wins. And it was great. A bit tense and a bit silly and definitely a great way to warm up for an evening's studious gaming.

fully loaded nest!

Andrew 0
Adam 4
Joe 5

For the first main game, we chose Hansa Teutonica. When we'd played it recently, Sam remarked that it was the kind of game that Adam would be good at. However, not even in our craziest dreams could Joe and I have imagined how quickly Adam would get the hang of it. It was the gaming equivalent of being in a cement mixer with rocks and stones, as Adam quickly increased his number of moves and his number of men available, and before long was picking up points for fun. Meanwhile Joe and I were trying to find somewhere on the board where we wouldn't accidentally give Adam a point. Or two.



By the end, both Joe and I were feeling pretty beaten up, and Adam's margin of victory accurately reflects the dominance he displayed during the game.

Adam 53
Andrew 36
Joe 30

It was still early and so we decided on a new game, Innovation. This card game takes each player through ten stages of civilisation from the early ages (illustrated by sort-of-cave men with bad posture standing beside a henge) to Space colonies. We had barely started when Sam arrived, so Joe went through the rules once more (which I needed) and the four of us began to play.

The rules were a bit complicated, but once you understood the jargon, easy to follow. The cards you play have icons around the edges, allowing you to carry out certain actions. By "splaying" your cards, a player could increase the number of icons on display. The actions allowed you to add cards, take cards from other people or generally mess things about.

Due to the random nature of the game I couldn't plan ahead at all, since I had no idea what would be in my hand until it was actually my go. And I got lucky, since I had lots of crown symbols and I got an action that needed lots of crown symbols. This action was powerful enough that, if I did it a few times, I was soon in a healthy first place and able to end the game.

Andrew 4
Adam 3
Sam 2
Joe 1

I found Innovation to be too random to be much fun, and it felt like a card game version of Robo Rally. And those occasions that I succeeded just felt like stumbling into luck. Pity, since the illustrations are quite nice.

All of which leads us to the final leader boards on the season. Last time, the great big leaderboard took too much time to sort out, so I've streamlined things. First is the Form Table, which Adam takes right at the end, and I scramble into second, pushing Jonny into third. Congrats Adam! You see, the form table is a sprint, not a marathon.







Points
Adam 2 1 2 1 1 7
Andrew1 2 1 2 2 8
Jonny1 1 3 1 3 9
Quentin1 3 1 13 10*
Steve 2 3 1 2 3 11
Sam3 1 4 3 3 14
Joe4 3 3 4 4 18
Hannah2355520
Anja3 5 3 5 5 21
Chris3545522
Paul4455523


Meanwhile, definitely a marathon, not a sprint is the old-style points ratio, which goes to Quentin. It's all about quality, not quantity with this guy and it's the second season in a row that he's won this particular category. And a quick tug of the forelock to Sam for winning most points overall.

The leaderboard...

PlayedPointsRatio
Quentin5255
Sam331534.64
Steve14644.57
Adam27120.54.46
Joe28112.54.02
Andrew331293.91
Jonny11423.82
Anja1343.53.35
Hannah3103.33
Chris382.67
Paul37.52.5


A finally, the Olympic-style leaderboard, which is like a marathon with sprinty bits. Sam is a comfortable winner this season despite Adam's late run of good form.


GoldSilverBronze
Sam12115
Adam1067
Joe849
Andrew3148
Steve362
Jonny306
Quentin302
Anja123
Hannah011
Chris001

And so that's it for another exciting season. It is Easter next week, so its still unsure if there'll be a games night next week, but one week off won't hurt us. Will it?

Not much, anyway.

* the decay rule – people with five results registered, after a while, will find their score go down one point per week if they don't attend for three weeks. It may sound harsh, but it stops the regulars getting resentful. If they attend another evening, all decay points are removed.