Showing posts with label Tales of the Arabian Nights. Show all posts
Showing posts with label Tales of the Arabian Nights. Show all posts

Sunday, 20 November 2016

A Three-Game Weekend

Another weekend of cat-sitting for Sam meant another week of trying out some solo gaming. The main attraction for this week was Scythe, which Sam promised to leave behind this time.

I set it up on a wet and windy Friday evening on a day when the traffic had been so bad that I decided not to wait at a gloomy bus stop so I walked the four and a half miles home after work.


After this ordeal I was exhausted and it was a daunting challenge just to wrestle the Scythe board open and work out what was needed and what wasn’t.

The enemy AI works by means of instructions on cards. I was doubtful, having seen this method fail to work on Viticulture, but I was intrigued by how much there was on the card. Each on has a green half (which you use in the early part of the game) with orders and a more aggressive red half (which you use in the last two-thirds of the game) as well as a strip down the side which has orders in the event of any combat.

It’s a surprisingly flexible method, since it offers a number of options for the AI, and if the first isn’t possible, you move on to the next until you’ve executed its turn and got its reward for that round. This means it hardly ever gets stuck in a corner unable to move a la the dragons in Tsuro of the Seas, and it reacts with at least a semblance of intelligence.

In order to do this, it ignores most of the game outside territory and combat, producing no resources, completing no upgrades or recruits and placing stars only according to how long the game has lasted.

Since it was my first game, I chose the easiest setting: Autometta. This AI spends longest trapped behind water (until it’s allowed out after five rounds) and sometimes skips a turn completely. I also put our two bases on opposite sides of the board.

Once we got under way, I found it pretty intimidating. The AI, once allowed to cross water, makes a beeline for the factory hex. Meanwhile, I was still pottering around trying to build my first mech.


Combat is fun. Autometta’s choice of power and cards depends on the stats along the side of the next card from the top of the deck. It might instruct that if its power is 0-7, it uses 4 power, 8-14 uses 6 power and 15-16 uses 7, as well as how many combat cards to use (regardless of number of mechs it attacks with). However, there are some cards where it says to use 1 power, regardless of how much the AI actually has. This effectively fools you into using up a lot of power to win a battle when you didn’t need to.

Since Autometta plays a limited game, it misses out on a lot of scoring opportunities. This is balanced out by receiving an almost constant stream of money throughout the game.

At the end of the game, I launched two simultaneous attacks, one of which was on the central hex. I just got control of that which was enough for my sixth star and to end the game. It was

Me 56
Autometta 44

That was Friday evening, and then on Saturday morning I broke out the Caverna. It was my first time with the new bespoke wooden trays, and it made setting up a lot smoother.

Solo Caverna is more of a puzzle than a game, and did better this time. However, there were still moments when I regretfully made an inefficient move and I kept thinking I need to try again soon. Which is better: making everyone a warrior, or none of them? Lots of animals or lots of furnished caverns?

My score: 77

And on Saturday afternoon, while I listened to the football I thought about seeing if a one-player Eclipse variant existed but I found myself drawn to Scythe once more. The inclusion of four difficulty settings (along with the chance of placing the two factions nearer each other for a real challenge) made me wonder how I’d do against stronger foes. So I set up a game against Automa, the Normal setting on the difficulty scale.

I think I misread the rules last time, meaning that workers piled up on the central hex (meaning a big deficit in popularity if you want it) but it seems that instead, workers can’t share hexes. Rather, they should spread out across the board.

Before long I was cornered, and I was grateful for the yellow faction’s ability to hop to unused home bases. Out of three battles in the game, I won two and although I didn’t have the central hex I was confident and I ended the game by completing my hidden mission for my sixth star.

This turned out to be a mistake, since blue’s immense empire got it a huge bonus for territory (twice as much as mine) which gave it the slenderest of wins.


Automa 71
Me 70

Frustrating. But at least it shows that the AI is at just the right level for a challenge.

With that said, after I’d just lost to Automa I thought I’d try Scythe at its hardest difficulty, using two neighbouring bases. The hardest setting is called Ultimaszyna, which is a bit silly so in keeping with the GNN tradition of calling AI opponents “Dirk”, I’ll refer to the four levels of difficulty as Durk, Derk, Dirk and Dürch.

I chose blue, reasoning that the Swim special ability might be useful for a quick start. However, while my workers ran free and unfettered my mechs were stuck at first. This was important since by the time I got my ability to travel across lakes, Dürch had plonked one of his mechs in it.

I was trapped and, one by one, his forces hemmed me in. I had a flash of inspiration and built a mine so I could whisk myself over to the other side of the board.

Unfortunately, the next move, Dürch attacked and according to the list of criteria to decide which hex to chose, my mine was his target. I had one power, and Dürch had eight. I put it on the disk, and added my strongest card, hoping for a bluff on Dürch’s part.


It wasn’t a bluff. He crushed me. Then, just to add insult to injury, in his last move Dürch attacked a hex with three of my workers on it (the AI gets no punishment for attacking workers). I finished the game with seven pieces on my home base, doing nothing.


The final score sums it up neatly:

Dürch 100
Andrew 29

And so there was just enough time to sit down for some supper before I set out that evening to Joe’s for more games.

Games at Joe’s this Saturday evening initially looked like being a five-hander, maybe six. But people gave their apologies so when the hour arrived, we were down to three: Joe, Ben and me.

As it turned out, we only played one game. Or did we play a thousand and one games? See what I did there? We played Tales of The Arabian Nights, since Ben was keen to try and I (arriving last) was happy to oblige. It may have only been one game, but what a game. We laughed, we cried (with laughter), we cheated death, got repeatedly scorned and crippled, everything you’d expect from a tale from the Arabian Nights (even though the game itself, technically, never got past morning).


We set off, I as Ali Baba, Ben as Sindbad and Joe as Aladdin, I think. Hard to remember since those names weren’t mentioned again. During our adventures we had many experiences. I had a terrible run of luck at the start, being enslaved and ensconsilled (sp?) which meant I couldn’t control myself, nor could I keep my treasures and destiny points from whatever adventures I had.

Ben, on the other hand, had people throwing money at him. He may have been crippled but before long he was fabulously wealthy, with a mass of destiny and story points. It looked like he would surely win. But then he had to go on a pilgrimage and, being so rich, movement across land was painfully slow.

We had a series of anti-climactic adventures. I found The Crystal Palace, but couldn’t get in. I tried to woo a princess, but she turned me down flat. Wealthy Ben discovered the Cave of Wonders but then found out that he already owned one of the mythical wonders that it housed.

Joe went for odd choices, with great effect. He managed to drink a storm, which cured him of his ailments. He tried entering a glittering artefact, and ended up stepping through a mirror into an alternate reality. Although all he did there was look around the room for a bit.

He tried to impress a Learned Princess with his wisdom. She thought that books were all she needed in life and the pearl of wisdom Joe used to win this princess’s heart was “You can’t eat books.” It didn’t seem very wise to us, but it did the trick and got him twenty-four hours of rumpy-pumpy! For the rest of the game, whenever Joe thought a bit of wisdom would get his character out of a fix, he’d hopefully say “Er... did you know that you can’t eat books?” however the phrase didn’t come up again in the story. And, as a chat up line, I can’t imagine it working in real life either.

As Ben pottered across Asia, distracted by a pilgrimage, Joe and then even I managed to get enough points that, if we got to Baghdad before Ben, we’d win. Unluckily for me, I got married. This meant every time I had an encounter in a city, I had to go back home to check on ‘er indoors. Jealous type, you see. This involved a lot of unnecessary criss-crossing Europe.

It was Joe who got to Baghdad with the winning criteria fulfilled. All he had to do is stay in the city until the encounter was over, and hope neither of us got back, and he’d win!

It was surprisingly hair-raising. He uncovered a Strange Custom, which involved a widower being buried with their dead spouse. Joe’s wife then died, and although he tried to escape twice, he was buried alive along with her, with only a loaf of bread and some wine.

The game listed a number of talents that would be beneficial, but he didn’t have any so he had to wait til he passed out and a grave robber dug him up and stole his money. But he was alive and, crucially, still in Baghdad! He’d won the game! And in some style, too.

By now it was quarter past eleven! We’d been playing for over three hours (albeit with a half hour break while Joe gave his daughters a lift somewhere). And it was right at the end that Joe and Ben revealed they’d considered Brass as an option, but Ben preferred Arabian Nights, and they’d hidden Brass in case I came in and insisted on playing that! Makes you wonder what they think of me. I mean, I might have insisted, but not much.

Anyway, what a night of Arabian Tales.

All that was left for me this weekend was Sunday morning. Caverna and coffee. How civilized. First, just out of curiosity, I decided to see how big the board would be for a seven-player game. Pretty big...


As for the game itself, this time I noticed the Peaceful room which allows a player to remove weapons from a dwarf in return for food. I was able to use that to good effect, and get the bonus for weapon-less dwarves at the end of the game. And I got sheep breeding early and some nice fields yielding. I was confident of beating yesterday's 77, and I was right to be.


My score: 90.

Just ten off the “magical score” of 100! So close. Maybe next time.

Wednesday, 9 March 2016

The One Thousand Story Building

Games, eh? Remember when they used to be popular? Four of us do. Me, Sam, Ian and Chris arrived at Sam’s for our weekly fix of board games. Where was everyone else? Some had gigs, others had babies and maybe the rest had just seen the weather forecast. Whatever the reason, it was a sparse night.

And so Sam invited his two sons down to help get the evening off to a lively start. Chris hadn’t arrived yet, so the five of us sat down for a typically boisterous game of Midnight Party. No chance of waking the kids here: they were making the most noise!

Strangely, despite Ian starting with both his pieces next to Stanley’s, he was caught first in round one, while Stanley scored minus points to claim an early lead. However, luck never lasts long and it was Sam’s clever (if dull) strategy of popping in and out of the same rooms that kept him safest for most of the game.

Sam 10
Joe 28
Andrew 29
Stanley 37
Ian 56

After this, the boys were sent to bed while we played Igloo Pop. We dove straight in, without any practice, so I guessing, especially at the start. Guessing quite well, even if I do say so myself.


Andrew 13
Ian 7
Sam 6

By now Chris was here and we decided on giving The Tales of the Arabian Knights another airing. This game has recently got into Sam’s good books by enticing an increasingly apathetic son back into board games.

It was new to Chris, so there was a little explanation of the rules. But it’s mostly a game that you can pick up as you go along. The four of us set off and, like before, Sam’s early game was beset by bad luck. He was sold into slavery before the game even begun and before long he was wounded, ensorcelled and sex-changed.


My game could best be described as “an eventful holiday”. I got in trouble with the local police, and sort of dawdled around Northern Europe, ending up pious and outlawed. Ian started off with an apparent plan to be evil when he abducted a destitute sage. However, the story took a happy turn when Ian taught the sage so well that he mastered a skill.

Chris spent most of the game being envious, and trying to steal any treasure he happened to come across. The moral to this story is that greed and selfishness, if nothing else, get you what you want. Chris ended the game the richest.

Chris 21
Andrew 18
Ian 17
Sam 16

We decided to end the game at nine thirty rather than let it continue to its ending, since it was getting late. We filled the last hour or so with lots of fun and jollity.

We began with Spyfall. Katy’s classic “What’s the atmosphere like?” question was almost replaced by “What’s it smell like?” but we are too canny to keep returning to one question. We were probing, yet cagey. Insightful, yet vague to the point of confusion. We played four rounds. I was the spy twice and guessed the location both times. Ian was spy and got caught. Chris was spy and guessed the location wrong, although he was close: he said Space Station and it was the Polar Station.

Next we played Raj. A lovely card game where you usually end up wishing you didn’t know the people you were playing against as the rules seem to encourage a sort of telepathic cock-blocking whenever you see a tile you want.


The rule of drawn cards cancelling each other out meant that Ian picked up a 7 tile when Sam, Chris and I all played 15s. And Sam got an 8 tile when Chris and Ian played 15s, Sam played a 2 and I played a 1.

Despite this, I did well. I paid attention to when the 15s had been played and I won the first and third rounds to give myself a less-fraught-than-usual win.

Andrew 76
Sam 63
Ian 32
Chris 19

Then Sam suggested Team Push It, perhaps forgetting that there were only four of us this week. Instead we played individual Push It. Sam and I started well, with Chris not scoring at all. Then Ian cancelled out his lone point by sending the jack off the table.


Then Chris started scoring points. One after the other. He stormed past Sam and was hot on my heels. At this point, I was mocked for a bit of gamesmanship. In one round, I had the last go, and my lone puck was already the nearest to the jack. Rather than risk ruining that just for an extra point, I weakly flicked my second puck harmlessly away, prompting cat-calls and boos from Sam and Chris. Ian said it was a good move, though.

Andrew 7
Chris 6
Sam 3
Ian 2

With that, Ian and I called it a night. Sam and Chris tried out Cartography: a two-player game that Sam had got for Chris on his birthday. I watched for a bit, and left them to explore it’s Go-like depths.


I set off into a misty drizzle that turned into an icy downpour. Thank goodness I had decent waterproofs on.

On the Division, with Martin unlikely to attend with his new baby to attend to, it’s all about the chasing pack. Unfortunately Ian did an excellent impersonation of Arsenal this evening, losing vital opportunities to reduce the gap at the top. Meanwhile, my twelve point haul sees me jump from sixth to third.


Sunday, 11 October 2015

Don’t take it Persiannaly

This Saturday marked, quite by chance, the fifth anniversary of the first post on GNN. Joe hosted Sam and I for a little light refreshments and tactical exercise. Except that tonight, we put aside our wooden cubes and dreams of end-of-game bonuses and instead went for the story-telling giant that is Tales of the Arabian Nights.

A map with no cubes or railways on it? How can this be?

Joe’s tale most involved meeting ‘efreets. He met five in total during his travels. An evil ‘efreet cursed him, a vengeful ‘efreet stole his money and left him in a dirty alley somewhere. On the plus side, another ‘efreet gave him a magic ring and when he saved a fourth one from a house fire, it gave him access to anywhere on the board. Finally, he charmed the fifth ‘efreet with his stories and was made Sultan in reward.


My tale was all about social climbing.I found the lair of horrible creatures and became Respected. I helped a Noble Wizard kill an elusive beast and got a Robe Of Honour and became rich. I got two treasures, a Celestial Planisphere and a magic bead. Finally, I prayed for a maiden to save her from a dark serpent. She was so grateful that she became my wife.

Sam’s tale is about strength through adversity. He began the game lost in Pan Pan. Then a Mad Captain chased him, thinking he’d slept with one of his family, finally catching him and cutting his throat. Sam survived but was now Lost and Crippled and so unable to move. His social skills were lacking, as he tried to honour a beautiful princess who rebuffed him, and he spoke to an imprisoned prince but just made him angry. He also had to endure a week-long haircut.

In the end, Sam won. Despite his lowly beginnings, he completed his quest and then gained access to the Underwater Kingdom where he became friends with the king who let Sam sit in for him as king while he went on holiday. Sam returned to Baghdad as a Sultan and fabulously wealthy. He met a love sick maid and tried to woo her but, still in mourning for her loved one, she rebuffed him. Oh well.

Then Sam went home (I mean he really went home. This isn’t still part of the Arabian Nights) so Joe and I played a game of Manoeuvre, the war game of almost infinite possibilities. And an excellent chance to use Joe's hand-made dice tower.


Joe was the British and I was the French. It was pretty even at first, and then Joe found two of his units isolated far from the main skirmish so although he had more units on the board, mine were better placed.


But then my plan to attack the Dutch Belgians went awry. They survived, re-grouped and my Guard Cavalry found itself surrounded. After that, the battle was lost. Joe was able to march into my half of the board and pick up points.


Joe 7
Andrew 1

My final hand. Hmm, I suppose I'd better attack with the 8th Light Regiment.

And so, with the clock nearing midnight, we called it an evening, and I set off into the night. I saw no disguised beggars or enchantresses on my way home, but quite a lot of parked cars with the headlights and hazards lights on. Oh, Bristol.