Showing posts with label Terra Nova. Show all posts
Showing posts with label Terra Nova. Show all posts

Wednesday, 5 April 2023

Euro Currencies

Last night's GNN meet-up unusually had no Martin at it, as he was away in the US. There was also the rare and welcome sight of Steve, giving the room a slight 2013 kind of vibe. But before he, Adam H and Joe all turned up, at 7.30 there was just Katy, Ian and myself (Sam). And after comparing our weeks - they'd both been to gigs; Katy had crowdsurfed - we played Zombie Kidz Evolution. 

This is a couldn't-be-simpler co-op game of trying to padlock all four school gates before you are overrun by zombies. On your turn, you roll a die and a zombie (probably) arrives in the school. You can move one spot (or stay where you are) and eliminate one or two zombies in the room you stop in. Padlocking the gates is an automatic action, but the catch is there must be two of you present to do it, and if a room ever gathers more than two zombies you can do nothing about it. If you're asked to add more zombies and you've run out, you lose! Which was exactly what happened to us on our first attempt - each game takes about 5-10 minutes - before triumphantly applying padlocks on our second try. 

The game has legacy aspects too: win or lose, after X amount of games there are envelopes to be opened that will change it fractionally. Katy however was more excited by the stickers that get applied to the back of the rulebook, heralding victory or defeat. 

A freshly-shorn Joe arrived. He too had had an interesting week, removing his beard for the sole purpose of a fancy-dress party. One has to admire his commitment to character. With Adam and Steve not here yet, I thought we could bash through a quick play of Coral, as I (erroneously (obviously)) thought I remembered the rules.


This is another speedy game, but rather less co-operative. Each player wants to have the most visible coral (-the colours) from a bird's eye perspective at the end of the game (height being only a tie-breaker). On a turn you can either add a block adjacent to your coral piece, or move your piece: it can travel as far as it likes along the colour it currently occupies (ignoring height differences) or you can remove it entirely, to be returned on your next go. This option is a kind of hedge-betting; holding back your pieces to see what develops. But it can bite you on the bum if nobody else is doing it, as when someone runs out of blocks turns continue, but if you still have blocks after placing one you discard another. I'm not sure who won; it was either me or Joe, but Joe knocked the tower over at the finale and then Katy dove in and scattered the remains across the table - in delight or fury, I'm not sure.

By this time Adam and Steve had arrived and Adam was pointing out we were playing something wrong. I forget what now - there was a flurry of snack bowls on the table and I think I was tripping on sugar and salt. 

We split into groups of three, delighting in our opportunities to play euros without Martin making desultory comments from the sidelines. And indeed, he may have to hold back a gag reflex as he sees we covered the table in big, detailed  and chaotically garish boards. Ian talked Steve and Adam through Terra Nova, as I explained Rajas of the Ganges to Joe and Katy. 


Despite some minor options-overwhelm, Joe seemed to begin strongly, scrutinising the board, asking for one or two rules clarifications and discovering we'd been playing something (erroneously (obviously)) incorrectly about activating markets. I deflected blame by saying someone else taught me it. Joe was going the market route, pretty much ignoring the glorious buildings, whilst Katy and I did the opposite. Katy's early-game progress stalled, though, and she bemoaned her lack of dice, seemingly spending them the moment they arrived. 

In Terra Nova, things were marginally less boisterous, and Adam noted that it sounded like we were having more fun. 
"I'm not" Katy clarified. 
Perhaps she was dreaming of better times; being carried aloft by a crowd. 
Joe meanwhile continued to scrutinise, but his early momentum was lost as well - Rajas is a game of surges and lulls, I think - and as we entered the final stages, Katy's love of buildings surged her past Joe. I triggered the end of the game as we all built like deranged constructionists.


Katy's markers passed each other as well, but not quite enough to catch me. Joe's markers halted within touching distance of each other, making him slightly sad, even though he said he liked the game. But I managed to successfully navigate my way past explainer's curse to claim a win, albeit aided by a familiarity my opponents weren't equipped with. 

Ian wasn't so lucky. However it happened, the winner was the most-likely when they sat down to play it:

Adam 74
Steve 68
Ian 50

We'd squeezed out a quick game of Zombie Kidz while they wrapped up (and won! more stickers) but now Katy went home, perhaps with her interview in mind, and most of us agreed that So Clover was the next logical step. I'm not sure if Steve agreed or not: he said he wanted something fun. We were all immediately stumped by our words, except Joe, who finished in no time at all and started a side-game of competitive number-drawing. I was a bit slower, and less accomplished.


I didn't get a picture of Joe's as at the time I was trying to make sense of my words. 

Steve's Hare for March/Jelly was nice and I was impressed the group got Young/Berry from my clue of Virile. We overcame our collective pessimism to score a faintly remarkable 28/30. Excellent work! But now Adam and Steve left us as well, and the remaining trio played a vintage GNN game in the form of Love Letter.


I warned Joe as we established our 3-3-0 lead over Ian that he has form for coming back from the dead, and even reminded Ian when he complained about zero points that he'd recovered from worse. And so it was! I tried ejecting Joe with a Baron and got my just desserts, then Ian won two rounds in a row with a spy to claim victory! 

I didn't take many pictures, sorry. But a very fun night, thanks all. 


Wednesday, 4 January 2023

King of the Arables

I got to Sam’s at 7.45, just as Katy arrived too. In Sam’s kitchen We found Ian, Martin, and Joe to make up today’s sextet.

We began with King Up, a very simple game in which each player has a card with six (of a possible thirteen) kings listed and all you have to do is try to push your kings up the board. If a king gets to the very top, then there is a vote, and if no one vetoes this king then all your kings score according to the level they reached. But players only have two vetoes, so be careful when you vote. In round one, almost everyone voted against the first king to get to the top.


All the kings have names, but to use those names gives away the fact that you have them on your card, so they were given whatever name occurred to us. King Ian, for example, became King Isobel the next time they moved.



In round two, King Beatrice was pushed to the top almost immediately and no one vetoed her so the round immediately scored. This was good for Katy who was the only one to have Beatrice on her card. And, despite Martin winning round one and Ian winning round three, it was pivotal in her victory.


Katy 69

Martin 68

Ian 60

Sam 59

Andrew 58

Joe 40


Then we split into two groups. Ian, Sam and I played Terra Nova. I’d played it recently but was a little rusty. This time we played with Side B characters with more powerful abilities, and Sam’s used his character’s ability to use less power to do a special action to its fullest extent.



Sam 73

Ian 52

Andrew 49


Katy, Joe and Martin played Mille Fiori. It was Katy’s first go and it must be her kind of game, since she did very well. Well enough that Martin was very worried about letting her have the finger” for fear of what she’d do with it.



Joe 207

Katy 206

Martin  158


Then we rearranged. Four people wanted to play Akropolis, and in the end Joe, Ian and Sam played while Katy had to make do with Spots, the dice rolling dog game. Martin used one action, “Dogpile” (roll two dice and a buried dice) a lot right at the start and it did well for him. I used it and went bust. Katy was slightly less obsessed with treats than in her last game. The further behind I fell, the more I had to push my luck, and that never works.



Martin 6

Katy 3

Andrew 0


And Akropolis ended …



Joe 137

Ian 123

Sam 120


Then we played So Clover. Katy wasn’t keen since she always struggles but it’s such a good game that we simply can’t resist. For some reason our clues were quite agricultural. Sam had “Coop” for “Chick/Cabin,” Ian had “Farm” for “Hen/Carrot,” Katy also had “Farm” for “Country/Melon” and I had “Arable” for “Right/Ground.”


We got a perfect score but it was close at times. Katy got a cruel decoy that had two words that were a decent match for her clues, especially “sewer/clean” for “Dredge” but Sam wasn’t keen on it and he noticed that “lake/clean” was a better fit. Also, hats off to Ian who clued “Brie” for “Lady/Cheese” because, apparently, Brie is also a woman’s name. 


36 out of 36.


Katy was so pleased, she took my humorous suggestion of a group photo seriously and instead had to be content with a solo shot of her and her clover.



I'm not sure if Joe and Ian knew quite how sinister they looked.


Then I left and they played a couple of rounds of Hit


Katy 134

Joe 55

Ian 29

Martin 9

Sam zero!




Ian 100

Martin 82

Joe 59

Sam 39

Katy 10


Thanks all. See you next week.


Thursday, 31 May 2012

Terra Nouveau

Starved of games for the past fortnight, I sent out the call for extra-curricular activities on Wednesday hoping enough people would feel sorry for me to make it a GNN night proper. Clearly I underplayed my "poor waif" hand though, as it was just myself and Andrew who convened, making it non-leaderboard. Did we care? Not a jot, as we broke out Terra Nova, my trade with a BGGeek in Venezuela, which took about ten weeks to get here.

I had hardly started in on the rules when Andrew noticed the uncanny similarities between the meeples and Wallace of Wallace and Gromit fame.


Is there no escape from their ubiquity? Anyway after the tickly rules and underwhelming gameplay of Sator Arepo Tenet Opera Rotas (I couldn't even be bothered to blog my disappointment, even if I do like saying the name in the manner of a Gregorian monk in a particularly gloomy sulk) Terra Nova has an exceedingly simple and ingenious mechanic: After setting up (placing all our settlers on the board) you have three action points: The first must be spent moving a settler; as far as you like in any one direction. Then the second and third can be spent however you like between two options: moving a second (and possibly third) settler, and/or placing a fence adjacent to any settler you've moved.


That's it. The board is broken up into several terrains and scoring occurs when any section that contains three or less of them is fenced off. The most settlers within that area takes the points, or they are split if it's a tie. In this instance I rushed the endgame slightly, so I'll never know if I might have been able to eke a way past Andrew or not, but as it was he won in the tightest of finishes, 85 to 84.


I liked it. The early play is not as ingenious as the design, but it was an enjoyable battle of wits with an exponential ramping up of tension as the board closes itself out. And though it's to all intents and purposes an abstract I got the feeling we'd be more likely to play it again than Inka (which I liked but Andrew didn't) and the aforementioned Sator... which we both thought was crap. I could also see it coming out on a Tuesday once in a while.

After that we played 7 Wonders, and as with Terra Nova I made the early running only to find Andrew's long-game overhaul me, as he stared down my armies from his smorgasboard of blue buildings. *Mafiosi voice* I miss two weeks, suddenly I can't win a fockin' thing!

Here's Adam in those glasses: