On this Friday, Chris found himself banished from his own home and thus needed somewhere to pass the evening playing board games. Since I was in, and I figured my table was big enough for two-player Eclipse, I hosted a little tête-à-tête across the vast distances of space.
With two-players, there are only five III-level spaces, so the game really funnels the two players towards each other. Also, Chris suggested we try out the alien option. I was a warlike race, with high initiative and energy capacity right from the start while Chris could upgrade three times in one go, and could build for less money.
And talking of money, I had one of those games where I could barely get an orange cube down. It was frustrating, and I soon realised that, as Chris improved his fleet, I needed to make a mad dash for the centre and hope to hold onto it for the rest of the game.
Except I went in under prepared, hoping for some lucky dice rolls by the ancients. I had strong attack (+5) but next to no hull. It was an optimistic plan and one that didn’t work and also left me weakened and unable to stop Chris from rolling in on the next round.
In the end, I was forced to use influence discs to make sure I didn’t go bankrupt and, with that, my ignoble defeat was assured.
Chris 40
Andrew 23
After this we tried Tsuro of the Seas which was fun while it lasted but it can’t avoid a massive sense of anti-climax when someone dies. In this game, Chris died when a new dragon entered the game right where his ship was. Not a lot you can do about that.
1. Andrew
2. Chris
And finally we ended with Roll Through The Ages. There’s some luck already in this dice-rolling game, but Chris won thanks to an extra bit of luck on top of that.
When he built his fourth development, he decided to buy Masonry. As he did, he idly wondered aloud who would ever choose to get Granaries as it seemed fairly useless. Then I took my go and built my fourth development. And when it was Chris’ go again, he realised that he’d actually ticked off Granaries, and not Masonry.
He gamely played on, anyway, and then realised that thanks to Granaries he could sell a spare food for four coins, which meant he could build an Empire, getting him fourteen points and the win. Jammy sod.
Chris 32
Andrew 23
Showing posts with label Tsuro of the Sea. Show all posts
Showing posts with label Tsuro of the Sea. Show all posts
Saturday, 6 February 2016
Sunday, 27 April 2014
Six go even madder in Gloucestershire
A games weekend with children is neither a sprint nor a marathon. They’re an odyssey, an epic, a wide-eyed roller-coaster of emotions. Luckily, the kids were mostly distracted by a Nintendo DS or an iPad, leaving us adults to emote in relative peace.
Bad traffic and poor weather slowed down the journey to the venue for both cars: me Sam and Stanley coming from the West, and Chris, Paul and Ashton heading from the East. When we finally arrived (within a few minutes of each other) welcomed by the farmer’s wife and her dogs (one of which almost ran under Sam’s car as he was parking) we settled in to the cottage, pausing to look at the paganesque wicker sculptures of hares at the foot of a nearby tree. I hope that the rabbit's head we later found wasn't a sacrifice to some pagan icon.
Back in the house, Stanley and Ashton were very amused by the twin staircases that ran up either side of a supporting beam, and they soon decided which staircase belonged to who. Us grown-ups were sorting out more important stuff like filling the fridge with beers and sorting out the snacks.
Our first game was Timeline. You’d think that something so educational would be perfect for kids, but actually they were in the next room, watching TV. Chris won that, and then he won Tsuro of the Seas, which we played without dragons. We did try a three-player game of TotS with dragons and, after only two rounds, Paul won when an unlucky dice roll killed Chris and me at the same time.
(I won't put scores or anything like that on the blog post, but if you want details about the scores then you can download the spreadsheet from here.)
The first main game of the weekend was Quantum. I sped into an early lead, and so most of the third game was spent with the other three attacking me. Luckily I managed to get my final cube down just as Sam was threatening to sneak the win from me.
After this we played a series of shortish games. Sam won a Raj tournament, then I won Take It Easy and then No Thanks for possibly the first time ever! My run of good form was not to last, since we played it again and Paul won with only 5 points. I came last and order was restored to the universe.
The next day dawned bright and early, but Sam possibly dawned even earlier, as his energetic child was up and about before six. The rest of us we up and about by half past seven, and after various breakfasts, Stanley, Ashton, Chris and Sam played Astronauts, a card game about travelling the solar system and getting back again safely. Stanley won. Then Timeline was given another outing, with Sam finishing in first this time.
Then we decided to go for a walk, taking a closer look at some sculptures in a nearby field.
The cottage was near a pretty busy road into the nearest village, but a friendly passing horse-rider told us about a path into the village where there was a playground. We set off, buying supplies at a Post Office, and then found the playground. There we spent a happy half hour trying to throw a ball into the top of hollow spherical thing that would then sent the ball randomly out of one of four holes. At least, it would have if we’d managed to throw it in. In the 30 minutes we tried, I think we managed it four times.
Once we got back, we had lunch of meats, cheeses and a salad. Then Sam, Paul and I played Alhambra while Chris, Stanley and Ashton played Cube Quest. Sam went into a nearby town with the two boys to get some more supplies and give the rest of us some serious game time.
Acknowledging his sacrifice, we decided to play a game that he wouldn’t have chosen himself: Agricola. Although, with all the cards and boards, I doubt there would have been room on the table for a fourth player. Chris won, despite not having any animals at all on his farm, mostly due to me taking them and eating them as soon as possible. But he scored big on family, stone rooms and bonuses.
Following this, after Sam’s return, we went for an old favourite: El Grande. One of the earliest games we bought, and it prompted many memories of our earliest games weekend when barely a handful of games was enough to keep us going. El Grande was won in handsome style by Paul.
By now, the weather had stopped vascillating between rain and sun, and had settled on sunny for long enough for us to go outside for a while. First, the boys played on the trampoline, and then the six of us played Smite, the game of throwing sticks at other sticks.
Team Smith (Chris, Ashton and me) quickly took an early lead and it was a while until Team Morrison (Sam, Stanley, Paul) scored a point at all. They game took quite a long time until Chris finally threw the winning throw, and Chris later admitted he may have placed the oche a little too far away. Still it was fun.
After this, there were bangers and mash and Chris put Stanley and Ashton to bed with a story. Meanwhile, Sam and I taught Paul Love Letter. He proved to be a good student, since he won comfortably, 3 –1 –0.
Now it was the evening, it was time for something more serious. We went for Railways of the World. It’s a great game, epic in scale – both in terms of theme and the size of the map. Sam got an early lead, which he held onto since the end. Chris’ railway that hugged the southern coasts of the Great Lakes looked nice, but never run at a profit.
Then, for a complete change of atmos, we chose Dixit. This charming game of story-matching was the perfect way to wind down after the stresses of building railways. Chris won. And Chris was winner again in Incan Gold. Interestingly, in both of those games, Paul and I tied for second place.
Our last game of the late evening, which by now was turning into early morning, was Take It Easy. We battled through sleepy eyes, and our bingo calls became increasingly surreal as the game wore on. Chris won a close game, meaning he ended the evening with a hat trick of wins to lessen the hurt from Railways of the World.
The next morning, Sam said he couldn’t remember much about the last game of Take It Easy. That’s how we roll at GNN. Hard and fast!
There were no large scale games on Sunday. There was another game of Astronauts and then Chris beat me and Sam at Timeline. Paul, Sam and I sat down to try a new game, Fleet. Paul tutted at the olde-worlde style design paired with the pictures of modern fishing boats. We also tutted at the rules, and although we ploughed on until the end, we were never sure we were playing it right. We decided to research on the internet was necessary.
Then, another new game was brought to the table: Smash Up. Chris had bought this by accident when looking for King Of Tokyo. It didn’t inspire much optimism at first glance, with rules for each card and then rules for each area of the game. I had to stop to make pizza halfway through, and Sam admitted he wasn’t enjoying it, so the game was ended with Paul and Chris looking in best shape for the win. Paul’s robot zombie army seemed particularly powerful.
While I was cooking pizzas, we played Tsuro with Ashton as a fifth player. I forgot to write the results down to this game. Probably too excited from winning. And after food, the final game to hit the table was Raj. My run of poor form on this game continued, but Sam won, overcoming a 19 point deficit in the final round.
And so the weekend was over. We packed up and said our goodbyes. The roads home were much kinder, and we were back in Bristol almost before we knew it.
The Division shows how close it all was. I'm first in points, but I did play more games than anyone else. Chris won the medal table and Sam won points ratio, but both were winners by fine margins. Congrats everyone!
Bad traffic and poor weather slowed down the journey to the venue for both cars: me Sam and Stanley coming from the West, and Chris, Paul and Ashton heading from the East. When we finally arrived (within a few minutes of each other) welcomed by the farmer’s wife and her dogs (one of which almost ran under Sam’s car as he was parking) we settled in to the cottage, pausing to look at the paganesque wicker sculptures of hares at the foot of a nearby tree. I hope that the rabbit's head we later found wasn't a sacrifice to some pagan icon.
Back in the house, Stanley and Ashton were very amused by the twin staircases that ran up either side of a supporting beam, and they soon decided which staircase belonged to who. Us grown-ups were sorting out more important stuff like filling the fridge with beers and sorting out the snacks.
Our first game was Timeline. You’d think that something so educational would be perfect for kids, but actually they were in the next room, watching TV. Chris won that, and then he won Tsuro of the Seas, which we played without dragons. We did try a three-player game of TotS with dragons and, after only two rounds, Paul won when an unlucky dice roll killed Chris and me at the same time.
(I won't put scores or anything like that on the blog post, but if you want details about the scores then you can download the spreadsheet from here.)
The first main game of the weekend was Quantum. I sped into an early lead, and so most of the third game was spent with the other three attacking me. Luckily I managed to get my final cube down just as Sam was threatening to sneak the win from me.
After this we played a series of shortish games. Sam won a Raj tournament, then I won Take It Easy and then No Thanks for possibly the first time ever! My run of good form was not to last, since we played it again and Paul won with only 5 points. I came last and order was restored to the universe.
The next day dawned bright and early, but Sam possibly dawned even earlier, as his energetic child was up and about before six. The rest of us we up and about by half past seven, and after various breakfasts, Stanley, Ashton, Chris and Sam played Astronauts, a card game about travelling the solar system and getting back again safely. Stanley won. Then Timeline was given another outing, with Sam finishing in first this time.
Then we decided to go for a walk, taking a closer look at some sculptures in a nearby field.
The cottage was near a pretty busy road into the nearest village, but a friendly passing horse-rider told us about a path into the village where there was a playground. We set off, buying supplies at a Post Office, and then found the playground. There we spent a happy half hour trying to throw a ball into the top of hollow spherical thing that would then sent the ball randomly out of one of four holes. At least, it would have if we’d managed to throw it in. In the 30 minutes we tried, I think we managed it four times.
Once we got back, we had lunch of meats, cheeses and a salad. Then Sam, Paul and I played Alhambra while Chris, Stanley and Ashton played Cube Quest. Sam went into a nearby town with the two boys to get some more supplies and give the rest of us some serious game time.
Acknowledging his sacrifice, we decided to play a game that he wouldn’t have chosen himself: Agricola. Although, with all the cards and boards, I doubt there would have been room on the table for a fourth player. Chris won, despite not having any animals at all on his farm, mostly due to me taking them and eating them as soon as possible. But he scored big on family, stone rooms and bonuses.
Following this, after Sam’s return, we went for an old favourite: El Grande. One of the earliest games we bought, and it prompted many memories of our earliest games weekend when barely a handful of games was enough to keep us going. El Grande was won in handsome style by Paul.
By now, the weather had stopped vascillating between rain and sun, and had settled on sunny for long enough for us to go outside for a while. First, the boys played on the trampoline, and then the six of us played Smite, the game of throwing sticks at other sticks.
Team Smith (Chris, Ashton and me) quickly took an early lead and it was a while until Team Morrison (Sam, Stanley, Paul) scored a point at all. They game took quite a long time until Chris finally threw the winning throw, and Chris later admitted he may have placed the oche a little too far away. Still it was fun.
After this, there were bangers and mash and Chris put Stanley and Ashton to bed with a story. Meanwhile, Sam and I taught Paul Love Letter. He proved to be a good student, since he won comfortably, 3 –1 –0.
Now it was the evening, it was time for something more serious. We went for Railways of the World. It’s a great game, epic in scale – both in terms of theme and the size of the map. Sam got an early lead, which he held onto since the end. Chris’ railway that hugged the southern coasts of the Great Lakes looked nice, but never run at a profit.
Then, for a complete change of atmos, we chose Dixit. This charming game of story-matching was the perfect way to wind down after the stresses of building railways. Chris won. And Chris was winner again in Incan Gold. Interestingly, in both of those games, Paul and I tied for second place.
Our last game of the late evening, which by now was turning into early morning, was Take It Easy. We battled through sleepy eyes, and our bingo calls became increasingly surreal as the game wore on. Chris won a close game, meaning he ended the evening with a hat trick of wins to lessen the hurt from Railways of the World.
The next morning, Sam said he couldn’t remember much about the last game of Take It Easy. That’s how we roll at GNN. Hard and fast!
There were no large scale games on Sunday. There was another game of Astronauts and then Chris beat me and Sam at Timeline. Paul, Sam and I sat down to try a new game, Fleet. Paul tutted at the olde-worlde style design paired with the pictures of modern fishing boats. We also tutted at the rules, and although we ploughed on until the end, we were never sure we were playing it right. We decided to research on the internet was necessary.
Then, another new game was brought to the table: Smash Up. Chris had bought this by accident when looking for King Of Tokyo. It didn’t inspire much optimism at first glance, with rules for each card and then rules for each area of the game. I had to stop to make pizza halfway through, and Sam admitted he wasn’t enjoying it, so the game was ended with Paul and Chris looking in best shape for the win. Paul’s robot zombie army seemed particularly powerful.
While I was cooking pizzas, we played Tsuro with Ashton as a fifth player. I forgot to write the results down to this game. Probably too excited from winning. And after food, the final game to hit the table was Raj. My run of poor form on this game continued, but Sam won, overcoming a 19 point deficit in the final round.
And so the weekend was over. We packed up and said our goodbyes. The roads home were much kinder, and we were back in Bristol almost before we knew it.
The Division shows how close it all was. I'm first in points, but I did play more games than anyone else. Chris won the medal table and Sam won points ratio, but both were winners by fine margins. Congrats everyone!
Labels:
Agricola,
Alhambra,
Astronauts,
Dixit,
El Grande,
Fleet,
Love Letter,
No Thanks,
Quantum,
Railways of the World,
Raj,
Smash Up,
Take It Easy,
Timeline,
Tsuro of the Sea
Wednesday, 14 November 2012
The Resistance is Futile!
Tonight was the first "big" game night since my return from Japan, so I brought some Japanese Green Tea Kit Kats by means of celebration with me. Kit Kits are very popular in Japan because the Japanese pronounciation sounds very similar to "kitto katsu" which means "surely win" and they're often handed out at exam times, etc. I should've kept this in mind and made sure I ate them all before I arrived at Steve and Anja's. Instead, I shared them around. And I think Anja took two, which may have been the decisive factor.
But I'm getting ahead of myself. We (me, Steve, Anja, Sam , Adam and Joe) began with a rare contribution to the communal games cupboard from myself in the shape of Tsuro Of The Sea (or Tots, as Joe calls it). This new version of the classic lacks the purity of the original and the dice rolling slows things down, but having several menacing dragons marching around the board is quite exciting and I think we all did well for lasting as long as we did. In the end, it was Adam who sent Anja down a path straight to a dragon, and took first place.
1. Adam
2. Anja
3. Sam
4= Steve
4=Andrew
5. Joe
After this, we split into two groups of three. Sam and Steve were tempted by the gleaming newness of Mission: Red Planet, and Joe was happy to talk them through the rules. Adam, Anja and I went old school. Perhaps inspired by Chris' recent rediscovery, we went for El Grande.
I'll leave it for the others to fill in the gaps regarding their mission to Mars. But it seems like Joe managed to avoid Instructor's Curse this time.
Joe 51
Steve 43
Sam 40
Meanwhile, back in the olden days, El Grande was set up and our rusty memories of the rules were given a squirt of WD40 and put back into motion. And what a great game it is. All about bluffing and challenging and not annoying Anja early so she picks on you, using your bloody and bruised body as a stepping stone to greater heights. That's the mistake I made, and I paid for it in spades. At least that's how it felt.
But, in fairness, her tactic was the winning one as she sprang into first place in the final round, despite being in stoney last for the first half of the game. She admitted she wasn't sure how she managed to squeeze into first, and Adam seemed equally bemused, but the scoretrack doesn't lie.
Anja 150
Adam 149
Andrew 125
I'll be honest, I was very relieved that my happy memories of El Grande weren't the result of naive ignorance, and that it is a great game that still stands up today.
After this, the six of us joined together again for The Resistance. In this game, we secretly are assigned roles of resistance members or spies. We are then given five missions to complete. Spies can chose to ruin the mission, by slipping a Fail card into the deck of mission cards. The idea is to sniff out the spies quickly, allowing you to complete three missions before it's too late.
However, our innate suspicious natures came into play. I giggled, Adam was too quiet, Joe protested too much, and Anja didn't give herself a mission. All of these brought us into suspicion. In fact the only one who obviously wasn't a spy was Sam, whose air of bafflement and confusion was akin to James Stewart at his best. Steve was the only doubt.
I had him labelled as a spy, but no one listened to me, and thus it was that he was able to sabotage the third mission to take the victory with his partner-in-crime, Anja.
1= Steve
1= Anja
3= Andrew
3= Sam
3= Joe
3= Adam.
It's a game that's a lot of fun, and it's hard not to have a big smile on your face, spy or no-spy, while you're playing it. And it felt good to have a games night with more than three people there. Thanks everyone! Same time next week! Or earlier, if someone's wife is out for the evening?
On the form table, Steve leaps upwards and congratulations to Anja who takes first place for the first time. Meanwhile, Sam impresses everyone with a perfect score of sorts: all threes.
![]() |
The secret of success. |
But I'm getting ahead of myself. We (me, Steve, Anja, Sam , Adam and Joe) began with a rare contribution to the communal games cupboard from myself in the shape of Tsuro Of The Sea (or Tots, as Joe calls it). This new version of the classic lacks the purity of the original and the dice rolling slows things down, but having several menacing dragons marching around the board is quite exciting and I think we all did well for lasting as long as we did. In the end, it was Adam who sent Anja down a path straight to a dragon, and took first place.
![]() |
Dancing with dragons |
1. Adam
2. Anja
3. Sam
4= Steve
4=Andrew
5. Joe
After this, we split into two groups of three. Sam and Steve were tempted by the gleaming newness of Mission: Red Planet, and Joe was happy to talk them through the rules. Adam, Anja and I went old school. Perhaps inspired by Chris' recent rediscovery, we went for El Grande.
I'll leave it for the others to fill in the gaps regarding their mission to Mars. But it seems like Joe managed to avoid Instructor's Curse this time.
Joe 51
Steve 43
Sam 40
Meanwhile, back in the olden days, El Grande was set up and our rusty memories of the rules were given a squirt of WD40 and put back into motion. And what a great game it is. All about bluffing and challenging and not annoying Anja early so she picks on you, using your bloody and bruised body as a stepping stone to greater heights. That's the mistake I made, and I paid for it in spades. At least that's how it felt.
But, in fairness, her tactic was the winning one as she sprang into first place in the final round, despite being in stoney last for the first half of the game. She admitted she wasn't sure how she managed to squeeze into first, and Adam seemed equally bemused, but the scoretrack doesn't lie.
Anja 150
Adam 149
Andrew 125
I'll be honest, I was very relieved that my happy memories of El Grande weren't the result of naive ignorance, and that it is a great game that still stands up today.
After this, the six of us joined together again for The Resistance. In this game, we secretly are assigned roles of resistance members or spies. We are then given five missions to complete. Spies can chose to ruin the mission, by slipping a Fail card into the deck of mission cards. The idea is to sniff out the spies quickly, allowing you to complete three missions before it's too late.
However, our innate suspicious natures came into play. I giggled, Adam was too quiet, Joe protested too much, and Anja didn't give herself a mission. All of these brought us into suspicion. In fact the only one who obviously wasn't a spy was Sam, whose air of bafflement and confusion was akin to James Stewart at his best. Steve was the only doubt.
I had him labelled as a spy, but no one listened to me, and thus it was that he was able to sabotage the third mission to take the victory with his partner-in-crime, Anja.
1= Steve
1= Anja
3= Andrew
3= Sam
3= Joe
3= Adam.
It's a game that's a lot of fun, and it's hard not to have a big smile on your face, spy or no-spy, while you're playing it. And it felt good to have a games night with more than three people there. Thanks everyone! Same time next week! Or earlier, if someone's wife is out for the evening?
On the form table, Steve leaps upwards and congratulations to Anja who takes first place for the first time. Meanwhile, Sam impresses everyone with a perfect score of sorts: all threes.
Points | ||||||
Anja | 1 | 1 | 2 | 5 | 1 | 10 |
Adam | 3 | 2 | 1 | 2 | 3 | 11 |
Steve | 1 | 2 | 4 | 3 | 3 | 13 |
Joe | 3 | 1 | 5 | 3 | 1 | 13 |
Andrew | 3 | 3 | 4 | 1 | 2 | 13 |
Sam | 3 | 3 | 3 | 3 | 3 | 15 |
Thursday, 8 November 2012
The games we played were mostly on the train
We all love train games, don't we? Railways of the World. Ticket To Ride. Decathlon.
What's that you say? Decathlon isn't a train game? Well, it can be if you're with the right people.
Since myself, Sam and Joe all needed to go to London by train today, we decided to combine our journeys. I brought along eight dice and the rules to Renier Knizia's Decathlon for our journey. Joe brazenly sat at an already reserved table, saying that they probably won't turn up and if they do, then we'll move. I was highly doubtful, but I was made to eat my words, as none of the four people arrived to take their seats. I was a bit appalled too. Such waste.
But it meant we had a table, so we could play Decathlon. First, Joe successfully identified the dice I brought as coming from Troyes. Remarking that Joe's in-depth knowledge of games had now reached uncanny proportions, we began.
This is a game of ten dice-based challenges. It's all about pushing your luck, and trying to guess if you should go for another role for a higher score, but risk losing everything. Last time we played it was at Stabcon, where we got quite a crowd watching. But commuters are a tougher crowd and no one paid much attention to our cries of despair or victory. In the end, Joe won by a large margin, with Sam just pipping me to second.
Then in London, Sam cajoled me into visiting the Orc's Nest, a small but irresistible board game shop in the West End. I chose the newly released Tsuro Of The Seas, to go with my homebrew version of the original. And then Sam looked at a board game, Divinare, which caught his eye with it's mock Victorian spiritualist design. I liked the look of it too, and after a quick look on BGG I decided to buy it too.
Sam was at first tempted by a dice version of Biblios, but was then swayed by the sight of Village, a worker placement game that currently lies just outside the BGG Top 100. Back at the hotel, we got out Tsuro Of The Seas, keen to learn how the monsters would change the feel of the game. It's still much the same game of survival, but now with certain squares that move around at random, threatening to swallow you whole. It was fun, but I can't help thinking it's ripe for some variations.
Sam then opened up Village, keen to give it a go, only to find that it needed to stickers attached to the meeples before the game could begin. I looked through the rules of Divinare, but found it hard to follow the flow of the game, so I decided further research online was needed before bringing it to the table. After Sam had finished his sticking, it was late and we decided to call it a night.
What's that you say? Decathlon isn't a train game? Well, it can be if you're with the right people.
Since myself, Sam and Joe all needed to go to London by train today, we decided to combine our journeys. I brought along eight dice and the rules to Renier Knizia's Decathlon for our journey. Joe brazenly sat at an already reserved table, saying that they probably won't turn up and if they do, then we'll move. I was highly doubtful, but I was made to eat my words, as none of the four people arrived to take their seats. I was a bit appalled too. Such waste.
But it meant we had a table, so we could play Decathlon. First, Joe successfully identified the dice I brought as coming from Troyes. Remarking that Joe's in-depth knowledge of games had now reached uncanny proportions, we began.
This is a game of ten dice-based challenges. It's all about pushing your luck, and trying to guess if you should go for another role for a higher score, but risk losing everything. Last time we played it was at Stabcon, where we got quite a crowd watching. But commuters are a tougher crowd and no one paid much attention to our cries of despair or victory. In the end, Joe won by a large margin, with Sam just pipping me to second.
Then in London, Sam cajoled me into visiting the Orc's Nest, a small but irresistible board game shop in the West End. I chose the newly released Tsuro Of The Seas, to go with my homebrew version of the original. And then Sam looked at a board game, Divinare, which caught his eye with it's mock Victorian spiritualist design. I liked the look of it too, and after a quick look on BGG I decided to buy it too.
Sam was at first tempted by a dice version of Biblios, but was then swayed by the sight of Village, a worker placement game that currently lies just outside the BGG Top 100. Back at the hotel, we got out Tsuro Of The Seas, keen to learn how the monsters would change the feel of the game. It's still much the same game of survival, but now with certain squares that move around at random, threatening to swallow you whole. It was fun, but I can't help thinking it's ripe for some variations.
Sam then opened up Village, keen to give it a go, only to find that it needed to stickers attached to the meeples before the game could begin. I looked through the rules of Divinare, but found it hard to follow the flow of the game, so I decided further research online was needed before bringing it to the table. After Sam had finished his sticking, it was late and we decided to call it a night.
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