Showing posts with label San Quentin Kings. Show all posts
Showing posts with label San Quentin Kings. Show all posts

Wednesday, 18 October 2017

Prisoners of Preponderance

With Andrew set for distant climes and Joe unavailable, it was a mere quintet making up GNN last night - Ian, Katy, Andy, the host Martin and myself (Sam). Five is proving to be a difficult number in terms of gaming choices though. We went through Martin's collection making various suggestions that only played four, before coming to a final decision of Tammany Hall or San Quentin Kings. Perhaps it was Martin's relish in describing how brutal Tammany Hall was that made us plump for the latter - but as it turned out, San Quentin Kings is pretty brutal too. As one should expect from a game set in a prison.

Martin set about explaining the rules and I realized I was feeling sick. Was it the theme? Was it the fact I'd just eaten about half a kilo of popcorn? Was it the absence of Andrew and Joe? Or was it Martin's tablecloth, which he refused to remove, despite the combination of optically bedazzling pattern and bumps.

 dear lord

Combined with the fact I'd forgotten my glasses, I had to keep closing my eyes to focus on the words.

Fortunately the nausea passed, and I was soon ship-shape and ready to start being really abhorrent. In San Quentin Kings everyone is running a gang and trying to finish the game with the best reputation. Rep in this case is brought about by frankly horrible things - violence, bribery and drugs; the latter coming in three forms of brown horse, white horse and green baboon. The game plays over three years and in each year all the areas of the prison get activated: allowing you to recruit more members, get drugs or contraband, work out at the gym (improving your gang's fighting performance) and shank each other.

San Quentin, surrounded by acres of fencing

But how much you can achieve comes down to bidding - whenever an area gets activated there's a blind bid where gang members are simultaneously revealed. You can bid a lot, a little, or none at all. You can also bid different types of gang members. But that's just the start - now there are three rounds of fighting where you can add cards to your bid/gang in order to boost their strength. You hope for a matching card for your gang members because non-matching ones have no effect. But you can also get caught by a guard and sent to solitary, killed, or - just as bad - get out on parole. A gang member not actually in prison is of zero use. So having the biggest bid at the outset is no guarantee of success.

Mix in the bribes and it's a game that could have been called Take That, if the nomenclature didn't come with such melodic baggage. You can use them for all manner of chicanery, but it's more than likely your target will simply hit you right back, giving them the shall I-shan't I? feel of the highest bidding tile in Ra.

bribes

Each time you win a fight you gain a fight point, and having most fight points at the end of the game gives your rep a big boost. After the final (third) year, there's a riot in the yard - one final fight for no other reason than to punch each other in the face. Nothing to gain but gloating and sore knuckles.

I started reasonably well, building a hand of contraband that allowed me to make bribes. But often one bribe is simply parried with another, and I found them almost a source of frustration. After that though I played too conservatively, and ended up with a gang too small to have any real outcome on the game.

big guys; medium guys

Ian also started well but by the time the third year arrived, he still hadn't won a single fight and was well behind on the fight track. "That's because Ian's a pacifist!" Katy said defensively when Martin pointed it out. "No I'm not!" Ian retorted.  He announced that he was in a bad position: "A bad, bad, bad, bad position" to be exact, and said he'd lost. He was right.

Rear shows the fight track, with Ian (yellow) lagging

Despite Martin being in last on the reputation track everyone suspected he was going to win and kept stealing his drugs. He and Katy kept stealing each other's horses, much to Martin's chagrin. "I've got baboons coming out of my arse" he grumbled, like a resentful mule.

My hunch on the scores was Martin - Katy - Andy - Sam - Ian, but as it turned out Andy's largely narcotic-free approach saw him surge up the track in final scoring to clinch the win, with Katy third.

Andy 27
Martin 24
Katy 18
Sam 17
Ian 11

To borrow an appropriately judicial term, the jury seemed to be out on San Quentin Kings. Martin and Katy liked it. Andy didn't, as evidenced by his hurling his gang members down the table with the style of a leader who uses fear, not respect. Ian and I seemed to be havering; I think like me he felt it was a bit too chaotic for the two and a half hour play time. I'd try it again though.

After the riot everyone was ready for something a bit gentler, so we cracked out Mamma Mia.

pineapple and olive. the great lost pizza-topping combo

It was as tense as Mamma Mia can be, as after two rounds anyone - conceivably anyone, though Martin was lagging behind - could have won. I had a slender lead of one recipe, but Ian, Andy and Katy all had just one less than me. They all managed to draw level, whereas Martin and I floundered, leaving the scores at a near-equilibrium:

Everyone apart from Martin - 4 recipes
Martin - 3 recipes

There was just time for Martin to channel his disappointment into another scathing assessment of Uwe Rosenberg's big games (Andy and I tried to defend them, but we were no match for Martin's passion) before another classic GNN Tuesday drew to a close. Thanks all!

Wednesday, 28 May 2014

I predict a riot

This week’s GNN goodness began without me, since I was running behind time. Martin, Joe and Ian began with 10 Days in Africa. I arrived halfway through, and the room was deep in silent thought. Joe was first to declare that he was one card away from winning. This was followed by Martin saying the same. Joe managed to get his journey itinerary in place first. Martin showed that he really was just one away from a win (he just needed Nigeria) while Ian’s journey started well but then degenerated into a crazy mess of missed connections and flights that made no sense. Like if Hunter S. Thompson played 10 Days In Africa.


1. Joe
2. Martin
3. Ian

After this, since there were four of us, we decided it was the perfect time to play San Quentin Kings. This game of absurd jargon and feeble art has been hovering at the edge of the table for several weeks now. But it’s never been played, since it would inevitably cause other gamers to be jealous as we fought over drugs, bribed people, went to the gym or hung out in the cafeteria before having a jolly old riot at the end of the game.


The game is a bit Puerto Rico-ish in that when someone chooses an action, everyone gets to do that action. You can fight,or work out in the gym or bribe people. It’s such an accurate reflection of prison life that I started calling people “Fletcher” and banging my tin mug on the bars of my cell (that I had to bring with me).


That was all I did, though. My final score was so low, that it was more or less what you’d get if you did nothing all game. Ian had a large gang, and looked good for some bonus points at the end. Martin looked very strong, but it was the dark horse, Joe, who became king of the cells with his cast iron grip on the drug supply. Those bonuses (mostly stolen from Martin) gave him an unlikely win.


Joe 28
Martin 27
Ian 17
Andrew 12

Then we played Port Royal, the new card game that’s sweeping the nation. Joe, Martin and myself went for cutlasses (leaving Ian with none until the end of the game) and how useful they were! Joe, in particular, seemed to go on for ages, repelling ships, until his selection of cards covered most of the table!


Martin got past 12 points first, but I was hot on his heels, and in my last turn – the last turn of the game – I was able to buy two cards, which pushed me past Martin’s score. For the third time this evening, he’d had first place stolen from him at the last minute.

On the form table, despite being several thousand miles away, Sam rises to the top. Well played, that man!







Points
Sam1 2 3 3 2 11
Martin 2 2 2 2 3 11
Andrew 1 4 1 3 3 12
Gonz 3 1 4 1 3 12
Ian 3 3 3 1 3 13
Joe 4 1 1 5 2 13
Matt4 2 2 5 2 15
Will2 4 23 5 16
Anja 2 5 5 5 5 22
Steve 4 5 5 5 5 24

And as we enter the last month of the season, the Division looks like this...