Showing posts with label Lost Cities. Show all posts
Showing posts with label Lost Cities. 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!

Wednesday, 29 April 2015

Murder most hurried

Tuesday night games was thrown into upheaval when a late cancellation due to illness was announced by potential hosts Adam and Hannah. Suddenly the full force of modern communications technology shifted into hyperdrive as a new venue was arranged. Or rather, Joe said he could host and everyone else seemed okay with that. We were six in total: Joe, Sam, Ian, Matt, Martin and myself.

We began with Kobayakawa and, while we all enjoy this slimmed down betting game, the last round does seem overly powerful. Once again, the player who won the final round won the whole game.


Joe 15
Andrew 5
Sam 4
Ian 4
Martin 4
Matt 0

Next we split, not into the more usual 3 and 3, but into 4 and 2. Martin was keen to play Witness, a game for four players only in which each game has a new brief scenario and each player is given a piece of evidence. We then whisper this evidence to the person beside us, who then has to whisper what you said AND their own piece of evidence to the person next to them. Very simple and very confusing as we try to remember what everyone said.


As me, Martin, Joe and Matt were setting this up, Ian and Sam went for a game of Letters from Whitechapel. Ian managed the best performance yet as Jack, lasting into the third round before being caught, leaving four dead bodies in his wake. Well done, Ian! But, technically, it’s a victory to Sam.

Board games! Such fun!

As for Witness, each case is solved by each player successfully answering three questions. The team needs to get 9 out of 12 or more to succeed. We played three times, solving a murder (9 out of 12) despite one piece of information getting lost somewhere, then we failed in our attempt at helping some people out of a maze of tunnels (6 out of 12, but Joe got all three of his right) and finally we opened up a combination lock with a five-letter word. 12 out of 12! Excellent. Although Joe took a surprisingly long time to work out the word from the letters C, E, H, I, N. (answer below the Division, if you want to work it out yourself)

Mortimer seems appalled at our deduction skills

After Witness, Jack the Ripper was still at large on the other table, so we played Potato Man. This superb trick taking game starring Evil Potato Man, Super Potato Man and Sexy Potato Lady is always a favourite. Especially with Martin. I can’t imagine why.

Martin 17
Andrew 15
Joe 13
Matt 10

By now Letters from Whitehall was over and Ian and Sam had begun on another two-player game, Lost Cities. I kind of recognised it, but didn’t pay much attention to it, I’m afraid.

Ian 71
Sam 56

Then just to fill in the time for Sam and Ian to finish off Lost Cities, we played Rattlesnake, the clever game of placing powerful magnets on a board on a rickety table. More challenging than usual. Martin was first to put down all of his egg magnets.

Martin first to have 0 eggs left
Matt second to have 0 eggs left
Andrew 1 egg left
Joe had lots left

Finally, we were all as one again, so we chose a couple of six-player games to round off the evening. First was Skull and Roses, the simple bluffing game that I’m really quite bad at. Boldest move was Joe who correctly guessed that there were 8 roses out of a possible 9 cards placed face down. Equally impressive, especially since it was for the win, was Sam’s guess of five roses out of six. It was correct, got him first place, and Joe revealed that his card (the one Sam hadn’t chosen) was a skull. It’s a game of fine margins, is Skull and Roses.


Sam 2 correct
Joe 1 correct
Matt 1 wrong
Martin 1 wrong
Ian 1 wrong
Andrew 2 wrong

Finally, Pairs was put to the table as a nightcap. On my way to the toilet, I heard someone suggest Timeline, but Martin firmly demanded Pairs. A decision he may regret. By the way, I recently picked up a handylittle cheat sheet for Timeline.


Pairs remains full of queer coincidence and strange self-defeating predictions as each player tries to avoid picking up a pair of any fruit/vegetable. Martin is an expert at this: his first was expertly aimed at Sam. Martin boldly said “There’s no way a lemon can kill anyone in this round” seconds before Sam was dealt a lemon to go with his other lemon, sending him out of the round.

But Martin didn’t learn his lesson, and his powers flew back in his face in the next round. Buoyed up by a first place in the last round, he optimistically said “I could get back in this!” just before being dealt his second cherry. Poor old Martin went bust four times out of five. I, on the other hand, didn’t go bust at all.

Andrew 21
Sam 20
Joe 17
Matt 9
Ian 8
Martin 6

And with that, the emergency games evening was over. It was just left for me to negotiate a tricky hill start crossed with a three point turn to take Sam home, and the tension and excitement was done for another week.




The five letter word was niche.