Tuesday, 4 November 2014

Week-ending Empires

Post-Rushay, I (Joe) almost - almost - felt gamed out. But our friends Henry and Rachel arrived on Halloween for the weekend, and that could only mean one thing - more gaming. Henry is a joy to play with - he's super-keen to try out anything new I might have acquired since his last visit, is a very gracious loser and gloats delightedly over each and every win. The perfect gamer!

Though he brought 1989, Dawn of Freedom with him, which we had played in the summer at his, the gaming ops points this weekend weren't really long enough to delve back in to anything that lengthy. That didn't stop Henry suggesting Julius Caesar, Hammer of the Scots and Warriors of God at various points. We also had Lost Valley out of the box several times, which Henry loved the look of; but without Martin to untangle the rules (particularly the two-player variant, which requires each player to control two prospectors), it also fell by the wayside.
Here's some gaming snacks, against a background
of the game of 1989 we played in the summer 

We did play was a lot of Machi Koro - which remains a current favourite of mine. We played in the garden, as this was the unseasonably warm Halloween - but as dusk fell and the kids all went off to the annual Bristol zombie march, we attempted a 2 player game of 1944: Race for the Rhine.

The circumstances weren't ideal, as I had to go upstairs and answer the door to trick-or-treaters every 90 seconds, but even so it didn't feel any less arbitrary than the 3 player game Martin, Sam and I played a few weeks ago. It's going on the next BGG Math Trade . . .

On Saturday we all went on a long walk in the Cotswolds, but in the evening we found a sizeable gaming window while waiting for supper to cook. First up was Razzia, with Flo and Matilda.
Razzia is the gangster-themed card-only version of Ra, with no disasters. Henry and I have splayed a lot of the iPad version, and I guess it's only real USP is the portability, but I really like it as a quick alternative version of its big brother. Not sure anyone else was that enamoured . . . though Flo won.

Henry and I then played a quick game of Race for the Galaxy, including the Alien Artifacts expansion, which is always a pleasure. Then we opted for Russian Railroads. Half way through explaining it I panicked that I'd over-reached; we were playing on the kitchen table and supper was not far off. But Henry's a quick learner, and we knocked out the game in little over half an hour. It was really good to play it again, actually - it's a very neat game, if a little one-dimensional.

Once the kids were abed Henry and I tried to entice Cha and Rachel to play a game. Neither were terribly enthusiastic, but agreed to play Long Shot, which I'd recently played at Rushay. Charlotte said that hearing us play a few days before had reminded her how much she doesn't like it, but graciously agreed to give it another try; and Flo joined in to make five. In fact Flo won. Next day Charlotte said she was now convinced she actively dislikes the game, but I think it's great, and in fact is particularly good for a late night session where you don't want to have to think.

The ladies left us to it at this point - it had gone midnight, after all. But Henry was still willing, and I, hapless dolt that I am, couldn't resist the chance to play another old favourite that he hadn't tried: Ascending Empires! It wasn't great with two; despite the relative simplicity of the rules, it's easy for a player to exploit a given strategy if the other doesn't know the way to combat it. But it reminded me what a great game it can be with three or four, and I'd really like to get it to the table again soon.
Just take an action and it's the next player's turn; the play is super fast and really interesting, despite my inept flicking.

Sunday morning we gazed longingly at Lost Valley, and then confusedly at the rules, before packing it away and playing Russian Railroads again. We both tried for the Trans-Siberian this time, but Henry spread his energies amongst the other three tracks as well and I was allowed an easy win.

After lunch another three rounds of Machi Koro, and our good friends had to hit the road. I hope Henry does pick up Lost Valley, so that when we next get together, around Christmas, we can have another game. Martin, your special trays are now secured with rubber bands - I'll bring it to the next games night I'm able to make. Hey perhaps we could even play it!!

Monday, 3 November 2014

The Constantinople Gardners

Ian, Sam and I met up for some weekend gaming. New to the table was Istanbul, GNN’s first dip into the murky waters of Essen exclusives.

The game plays out across a four-by-four grid, which can be either one of the arrangements suggested in instructions, or it could be completely random. Each space has an action, and the idea is to work out how to best put these actions together in order to buy gems. The first to reach a certain number wins the game.

You have a stack of counters, and every time you move to a new place, you take that action and leave one counter behind, like a little trail of rabbit droppings. However, once your stack of counters is exhausted you either have to retrace your steps (which means you can use that action again) or you can go to the fountain and gather everyone back again. But the fountain doesn't have an action, so it feels like a wasted move.


It's nice and fast-moving. It seems to scratch a similar itch to Five Tribes, with the random board and moving, but with far less processing power needed to work out what you should be doing. Ian, Sam and I liked it enough that once we were done with the first game, we decided to play again.

The first game ended:

1. Ian
2. Sam
3. Andrew

And the second ended

1. Andrew
2. Sam
3. Ian


After this, we went for something warm and comforting that we all knew and loved. 7 Wonders was pulled down from the high shelf it sits on, and we started to play.

Again, the GNN aversion to sciences was in full view, as none were built in round one and the moment I decided to take the plunge and try them, Sam started building them, too. In the end, I forsook science, and went for big blue buildings and a couple of guilds to squeeze me past Sam's armies and Ian's other guilds.

Andrew 57
Sam 55
Ian 47

Finally, to finish off the evening, we went for No Thanks. Should've know better, with King Of Chains at the table. Ian went on his usual run of good luck, putting together another improbable series of cards.

Ian 31
Andrew53
Sam 58







Points
Ian 1 3 3 1 2 10
Andrew 2 1 1 3 3 10
Sam 3 2 2 2 3 12
Joe 3 2 3 3 1 12
Martin 5 3 2 1 1 12
Katie 1 5 1 2 4 13
Chris 4 2 4 4 1 15
Matt 1 3 2 5 5 16
Hannah 2 2 2 5 5 16
Adam 4 4 3 3 5 19
Stanley 4 1 5 5 5 20

Thursday, 30 October 2014

Essen Essence.

So this years Essen came and went and a 5th Wednesday in the month meet for the Reading Boardgame Social was hastily arranged so that the multifarious purchases of the group could be tabled. I arrived just in time to squeeze myself into a 6 player game of Colt Express. This game has an impressive "board" as it is made up of 6 little 3d train carriages complete with engine.

You want theme? - you got it
In this game each player is a wild west bad ass robbing a train of all its swag. Using a deck of movement cards you program your moves by handing them to the dealer in a predetermined turn order so that they can be re-revealed.
My baddie
Those familiar with Roborally will see a similarity here. Other players actions can interfere with your actions and cause unexpected results. Add into the mix that you can pick up damage from being shot by others and a roaming marshall you have something that starts veer into party game territory. It's not as frustrating as Roborally and only lasts four rounds. Its fast moving and actually a lot of fun with 6 players. Any hoo I managed to win in slightly fortuitous circumstances when a player carrying a suitcase full of cash dropped into my carriage at the same time I had programmed my guy to sock anyone nearby in the jaw. He dropped his booty and my next card was to pick it up.....

Me 3200
Dave 2000
Shane 1750
Chris 1550
Matt 1250
Paul H 1150

Next up for those wanting a challenge was Steam punk space exploration game Onward to Venus. This beautifully themed concoction is set in our very own solar system and playing factions that were world powers in the Victorian era. I got Ze Germans because they were the yellow counters and was facing the massed ranks of Russia, Britain, France and USA. The object of the game is to spread your influence around the planets and moons of our solar system setting up mines and factories, nabbing resource cards, victory point counters and averting the odd crisis. Players with the most mines and factories on a celestial body wins VP's in a 1st 2nd 3rd kind of way.

Earth - In an alternate Victorian space age universe

I decided I liked the look of Mars so in my first turn I flew my little space rocket to the red planet leaving one troop ship back on earth for reinforcements. This, I found out quickly, was my first mistake as no sooner than I had left orbit when the next player beat me up and nicked my factory. "Welcome to Earth!" My next mistake was to be taken in by a damsel in distress. Next to me Laura had been steadfastly collecting action cards until it was discovered that she had passed the 10 card threshold. Since we were all new to the game I felt it unfair to penalise her into discarding them as she had been using actions to collect them, therefore we agreed she could use them next turn. To repay that kindness she promptly destroyed several of my military units using the same cards in her hand that I had strived to save. (This is a little dramatic. She probably would kept those anyway BUT THATS NOT THE POINT.) In fact this became quite a theme throughout the game with my shiny yellow units being taken off the board due to a Yankee sneak attack. It was enough to give one a complex. Anyway the damage was done and the game owner Chris, strolled to the win.

Chris 41
Laura 34
Daryl 31
Me 22
Dave 13

The night was still relatively young so I jumped table again and joined the unboxing of another new game Boxes. This extremely simple game appears to have taken it's inspiration from the bizarre and not and all staged TV programme Storage Wars. Here, like the show, we are bidding for unknown lots of cardboard boxes each of which may or may not contain things of value. At the start of each round players may look at a certain number of boxes secretly so that they might be able to decide how much to bid. Multiples of the same colour goods create a bonus. Bidding is in two forms, closed and open.
Totally pointless gavel

I managed to not win any boxes at all through out the game. The prices just seemed too high.  Therefore I was left with the money I started with! It wasn't a winning strategy.

Paul 4150
Matt 3480
Me 3400
Paul H 3360

To end the evening we then played a couple of games of timeline which I seem to be quite good at and won both games. In fact I don't think I've lost with my deck yet....

Wednesday, 29 October 2014

Four Tribes. Five Days.

Five days in Dorset with four families - Joe's, mine (Sam), our friends Tom and Hannah (plus Theo and Esme) and Alison and Simon (plus Elliott). It's something of a tradition now, as this was the third year running we piled into a rambling 1930's house and indulged ourselves in fine wine, fine food and of course, games.

It's only really myself and Joe who are committed gamers, but Tom, Simon and most of the children are at least intrigued, and often keen. It was amazing to watch how young children will pick up a game very quickly, whereas some of the adults will start to glaze over, defeated, as soon as there is a third or fourth rule.

I'd brought along a few games and Joe a few more. We both had a new purchase with us - Istanbul for me, and Machi Koro for Joe. Both were big hits.

Image courtesy JackyTheRipper

Machi Koro is a game of dice and cards. Thematically each player is building a city, and they grow from their initial two cards (Bakery and Wheat Field)) by generating money to build more buildings (or other things, such as the curiously un-urban Forest), which beget more money, which beget more buildings and so on. The first player to build four specific landmark buildings - Radio Tower, Train Staion, etc - wins. Personally I didn't get on with it. A series of rubbish dice rolls and consistent strategic ineptitude on my part in three attempts all ended with me soundly beaten and somewhat frustrated. But I was the sole voice of dissent, as Joe, Tom, Simon and the kids played it serially over the five days to much appreciation. I think Tom usually won.

Istanbul won the Kennerspiel des Jahres, the award for the "Gamers Game" this year, apparently seeing off Concordia in doing so. I don't know if it's the better game, but it's certainly more accessible. It's slightly reminiscent of Five Tribes in layout and movement, but any similarities end there, as the game moves much faster and finishes much quicker. Each player is trying to be the first to get a number of gems - 6 in a two-player game, 5 with more. Everyone has a merchant they move around the variable set-up board, dropping off assistants to do tasks in worker-placement style. You can try and generate money and buy gems, or pay for them with resources. Getting certain in-game bonuses or extras will also get you a gem. Key to the game is movement - you can only do the action of a building if you're dropping off or picking up an assistant, so you can't go scattergun all over the place.   I played this as a two, three, and four player and enjoyed them all - admittedly I won them all, but Tom never played it.

 Image courtesy Kenneth Hiew

Cube Quest was also a big hit, particularly with the kids. Big Joe and I spent a good deal of our time searching for cubes behind or under furniture as the flicking velocity increased. It's a great leveller, Cube Quest. I won a few games - but I also lost to both Little Joe and Stanley, and Stanley defeated Tom (Tom!) with possibly the Flick of the Trip - a two-mat sniper-style hit on Tom's King.

Little Joe prepares for battle

Possibly the biggest hit, though, was a variation on many party games which Alison introduced: one by one the adults chose a book and read out the title, and blurb on the back. Then everyone wrote their own opening line to the book in question, and they were all (including the real one) read out. Points are awarded for a correct guess and for anyone who guesses your own faked effort. I won this game narrowly but it helped me massively that, being only fairly drunk in a room full of paralytic people - courtesy of some extremely strong margaritas - I had my wits reasonably about me. I have never seen Joe as drunk as during this game. I'm not sure I've seen anyone as drunk as Joe during this game. He fell off his chair three times, went outside for a mysterious 'walk', and fell asleep upstairs during the last round whilst the children - still up to witness events - regarded us all with appalled, yet justified, disdain. The game definitely benefited from our inebriation though, as well as an impressive collection of 1950's literature on the house's bookshelves - titles including The Swish of the Curtain, The Houses Inbetween, Destination Unknown - and best of all Gently Sahib, the story of a tiger killing someone in a sleepy England town and poor old Detective Gently assigned to investigate. Our own investigation of the novel itself featured a fleeting appearance of Sausages and Mash, the game of reading out sections of a book and turning any words beginning with S or M into 'sausages' or 'mash' - or variations thereof. No-one - or maybe everyone - is a winner with this venture.

Our rival to Simonen

Other games were played - Dominion, Fauna, Camel Up and X-wing (basic version). The latter three were curiously flat: Charlotte admitted Fauna had never lived up to its first play when there was hysteria over the Bushy-Tailed Gerd. Though we played to the end nobody requested it again. I had a disaster, finishing stony last and embarrassing myself by thinking Balearic music came from Central America. Music and geography - not my specialisms. I tended to focus on the map and not guess at length and weight that much. Personally I really struggle with weight once you get beyond a pound - I've realised I measure weight in terms of cheese.

Dominion, and Elliott's leg.

But Fauna was probably the success of the non-successes; Camel Up was okay but it lacks the immediacy of something like Cube Quest, and actually is a tiny bit fiddly rules-wise for something that plays in 20 minutes. X-Wing I really need to learn the proper rules to, as the base game - played by Elliott and I - is fairly dull. I'll bring it along to GNN and let Matt teach me! Trans Europa also saw the table at one point early on, and the eerily prescient event of Tom winning happened. I think apart from Fauna and Cube Quest he may have won every game he played.

Take It Easy got played a couple of times, with Joe beating me in a two player, and I'm not sure who won the group game. Probably Tom. Wizard also made the table, although I only witnessed a small part of the game which was Theo going for every single trick in two subsequent rounds. Tom won.

Simon won Dominion (Tom didn't play) in a tie-breaker with Elliott, who had a bit of a crazy week overall. On the second night he fell out of a tree and broke his leg in two places. He spent a night in hospital and then returned with his limb in a cast and recommenced gaming, albeit more statically before. As someone who can generate a few days' worth of complaint about a split nail, I take my hat off to his calm stoicism throughout the whole episode. He also - pre-break - beat myself and Theo at Raj, when I picked up two minus cards thanks to the boys tying on lower bids. A late surge when the boys were left with low-numbered cards was not enough to catch up. Oh Raj! Why dost thou forsake me so?

There were also several games of Top Trumps, both Stan's several-years-out-of-date European Football Stars deck (Tom beat Stan) and Joe's Transformers version. I now know that Optimus Prime travelled to Earth after thousands of years in search of the Allspark, only to find his nemesis Megatron awaiting him. Poor Optimus.

Vegas, and the crossword

We didn't spend the whole time at the table. There was walking and beaches and Lyme Regis and football and cycling and even mushroom foraging, leading to the discovery of the Shaggy Ink Cap, which is non-poisonous unless eaten with alcohol, or even (apparently) combined with potent aftershave. Simon already knew this, as he recounted the fact that Georgians tried to cure alcoholism by feeding the afflicted with the shaggy ink cap, and thus supplying them with non-fatal yet lingering hangover symptoms.

We didn't need mushrooms for that.

Shaggy

On the last night we played (Las) Vegas (Tom won) early in the evening, and Joe's plan for Lords of Vegas as the main event were stymied by lengthy meals and lengthier chat, including Joe himself coming up with the tagline for the relaunched Soda Stream: Force Air Through It! He did still try and push Lords of Vegas through, but at 10.40pm, my shying away from it dissuaded others. Sorry Joe. Instead they played Long Shot, the game of betting on plastic horses. In fact that's what he, Tom and Simon are playing now as I write. All that remains to be seen is who finishes second behind Tom. I'm going to bed.


We are the gentle knockers

Martin and I arrived at Adam and Hannah’s and gave the secret (almost silent) knock on the door to gain entrance without waking the baby. Hence the title.

With Joe and Sam off on holiday somewhere (with their families too, I guess) and Matt having to be at someone’s birthday again (were all his friends born on Tuesday or something?) we were six at first. The aforementioned Adam, Hannah, me and Martin, as well as Ian and Katie.

We began with a jolly six player: 6nimmt. Martin had brought the classic cow-themed version, so we were not distracted by visions of zombies while we played. Nevertheless, the result was remarkably familiar. Ian got locked into a spiral of picking up cards in both rounds, and ended the game. It did seem a lot like Hannah and Katie were picking on him.

Martin 1
Hannah 11
Andrew 14
Katie 28
Adam 30
Ian 68

After this, Hannah decided she was too tired to play, but she stayed around long enough to watch the opening stages of the dramatically titled Google Datacenter Manager. This is a re-themed version of Palastgeflüster, and the idea is to get six different cards from your hand down onto the table in front of your with no duplicates. To do this each card has a special action (swap, discard, show hand etc) that will allow you to change your cards.


It’s a nice game. There did seem to be a lot of downtime between turns, especially since the next player is determined by the colour of the card just played. This means it could be a long time until your next turn. Mind you, Martin did say we were playing a lot slower than was usual. But there’s plenty of opportunities to try and ruin your opponents game, so there's some potential for some back-stabbing fun.

Martin 3
Ian 3
Andrew 2
Katie 2
Adam 1

After this we played Mamma Mia, the card game of pizza creations. The game involves playing ingredient cards from your hand onto a steadily increasing pile and, optionally, playing a pizza card too. The idea is that the ingredients of each pizza can be made up from the ingredient cards in the pile below (and in any left over cards you have in your hand at the end of the round). It a game of memory and some gambling, too, as you can play a pizza card hoping that the previous pizza cards failed, leaving you with enough ingredients to succeed.


It was a fun game, but the most fun was seeing Adam fail to make pizza after pizza. Cruel, perhaps, but we’ve all had games like this. Which is why it’s alright to laugh when someone else has one. Katie, meanwhile, played well and ended with a comfortable lead.

Katie 5
Ian 3
Andrew 3
Martin 3
Adam 0

Finally, we ended with two rousing games of No Thanks! Both were pretty strange. In the first game, I got lucky early on with chaining together 35-34-33, which left me with lots of coins. I effectively just watched the rest of the game. Ian nearly got minus points with a series of short runs, which would’ve joined up if only he’d picked up that one card instead of sending it round.

Ian 2
Andrew 20
Martin 35
Adam 51
Katie 75

After this, we figured we could squeeze in one last game of No Thanks. This time it was a closer affair. Ian astonished us all with another chain of cards. Katie did much better in her second time playing and Martin came last with a usually respectable score of 25.

I thought I'd done pretty well with this...

... until Ian did this!

Katie 14
Ian 16
Andrew 21
Adam 23
Martin 25

And with that, we gentle knockers sped off into the night.

On the form table, despite his appalling start to the evening, Ian rises up to second. In fact, I think most people have improved their standing thanks to Adam tumbling from top to second from bottom in one evening.








Points
Sam 3 3 1 3 1 11
Ian 2 1 2 1 6 12
Andrew 3 2 2 2 3 12
Joe 3 2 3 3 1 12
Martin 5 3 2 1 1 12
Katie 1 5 1 2 4 13
Chris 4 2 4 4 1 15
Matt 1 3 2 5 5 16
Hannah 2 2 2 5 5 16
Adam 4 4 3 3 5 19
Stanley 4 1 5 5 5 20

And on the Division for this month, Martin is sitting pretty on the Points and Medal Table. Hannah takes first place in Points Ratio.


Wednesday, 22 October 2014

I pity the Thule

Although three of us had been playing the night before, that didn’t stop us from re-entering the fray. Battle-hardened, war-weary, fight-fatigued and spat-spent, Ian, Sam and me joined Martin, Adam, Joe, and Hannah for our regular Tuesday meet.

At first, we were six because Hannah was putting baby Aurthur to bed. We filled in the time until she could join us with Timeline. Inspired by Chris’ mixed set, Sam bought a new deck of cards, and wanted to give them a test run. The theme was scientific discoveries, and there was some concern over the wording on some of them. For example, the first calculation of the distance from the Earth to the Moon. Is that the first accurate calculation?

Reservations aside, it was still an educational game, and it got the evening started.

Ian 0
Andrew 1
Joe 1
Adam 1
Sam 2
Martin 2

After this, we split into two. Three of us (me, Joe and Martin) played Greenland, Phil Eklund’s new epic of obscure but accurate pieces of history. In this case, something to do with surviving on Greenland. The other four went for Amerigo. And I’m glad to say that us playing Greenland were sitting to the North-east (just about) of those playing Amerigo. It’s these little details that make it all worthwhile, isn’t it?

Being in different rooms, I only caught a glimpse of their progress of Amerigo when I went in to get another can. I did notice that Ian had made an early dash for the big island in the middle. I thought he had it sown up, but maybe he’d made his move too soon, since the scores at the end were:

Adam 121
Hannah 115
Sam 107
Ian 98

As for us in the other room, we spent a peculiar evening in the company of Phil Eklund’s latest. Our early suspicions that we were about to have a unique gaming experience was supported by the baffling slogans on the box. No eye-catching commercial-friendly words to tempt you into buying the game. More like impenetrable one-sentence explanations of certain rules (what is a "biome", anyway?) and an illustration of a typical playing card with the words “Put husband here” next to a big red arrow pointing to a woman on the card.


After a rules explanation, we had to go through ten turns (each one a generation (not literally)) and at the start of each turn there is a random event that we all have to deal with. Our first event was fairly benign: Beaver Pelt Fad. But as the game came to a close, we were all struggling to keep our number of meeples up. Even Martin.

The playing area is made up of two rows of steadily shifting cards. You can place meeples on them to hunt there (using dice) and if you’re very lucky you may get three-of-a-kind (for example) that lets you keep the card, either for victory points or as a bonus action you can put in your hand for later use.

Joe had a very up and down game, going from a hopeless situation to sitting pretty and then back again during the ten turns. I started brightly but went into a slow decline thanks to being particularly prone to shark attacks. Martin had a bit of a benefit in that green get to start of a part of the New World with plenty of wood to burn to get energy.



My tribe, the Thule (hence the hilarious blog title) are great at kayaking, but I found little opportunity to exploit this. Joe’s tribe began with a domesticated animal: a pony. Before long he found it too expensive to keep, so he killed it, only to realise the next go that he couldn’t travel as far, and he regretted his rash decision. Maybe he should have kept the pony and let an elder die instead.

We ended with the event Dense Summer Fog, complete with bland illustration. I’ll say this much: Greenland is a game which offers experiences that no other game does. Martin ran away with the win, while I just about scraped second thanks to me killing a polar bear in the second round.

Martin 27
Andrew 8
Joe 6

It was fun, but I couldn’t tell how much of that fun was due to the absurd events and cards that come up throughout the game. I’m sure we skipped over a lot of the rules. There was very little fighting or marriage. I’m sure there are greater depths to this, and the dice rolling certainly livens the game up, especially as you can collect cards that influence the dice results in your favour.

I hope we play it again, since it would be stupid to only play it once and base your decision on that.

Amerigo and Greenland both ended at around the same time, but after an evening as intense as this one, there was little chance of one last party game to finish off the night.

It’s close at the top of the form table, with just four points separating first and fifth.







Points
Adam 1 2 2 2 1 8
Martin 1 3 1 2 2 9
Andrew 2 2 2 1 3 10
Sam 3 3 1 3 1 11
Joe 3 2 3 3 1 12
Ian 4 1 3 4 2 14
Katie 3 2 6 1 3 15
Chris 4 2 4 4 1 15
Matt 1 3 2 5 5 16
Hannah 2 2 5 5 5 19
Stanley 4 1 5 5 5 20

Tuesday, 21 October 2014

Fun With Dead Civilizations

Tonight Chris was in town, and so an APB was sent out from GNNHQ for any willing and able-bodied gamers to rendezvous at Sam’s. To play some games.

Chris, Sam, myself and Ian were tonight’s brave players. When I arrived Sam was showing Chris the basics of Five Tribes, and as I walked into the kitchen Sam looked embarrassed and declared “We’re not playing it” in exactly the tone of voice the people usually use for “Mother, I’ve never seen those magazines before in my life.”

That was put away and Ian arrived. Chris suggested we play his new copy of Timeline: the general interest edition. I usually do well with Timeline, but it’s usually about inventions. This edition had things like The Introduction of Clementines and The Domestication of Cattle. It also contained the curiously but vividly illustrated Invention of Hypnotism.


I had no chance with trivia like this. I’m used to historical events, not stuff like “First person to balance on the two back legs of a chair” or whatever. Chris fared better.

Chris 0
Sam 2
Ian 3
Andrew 3

No one seemed to be in the mood for anything long, so a pile of hour-long-ish games was produced, and from this Ra was chosen. I don’t have a great record at this, and Chris hadn’t played it in years. Surely, this would be a walk in the park for Sam. I went for monuments early and Sam’s first round collection of Niles looked like it would pay off, were it not for a conspicuous lack of floods in round three. Chris went for a little bit of everything and ended up with a large bit of nothing. Ian wrestled with several inner demons while choosing whether to bid or not, and in the end he seemed quite happy to not come last. My magnificent megopolis was not enough to overturn Sam’s lead.


Sam 39
Andrew 30
Ian 18
Chris 13

What next? Well, in the face of a ticking clock and terminal indecision, you can always rely on 7 Wonders to be the right decision. I got a very ordinary Wonder, which only got me money for my troubles. It was so bland, I’ve forgotten which one it was.

I played a fairly simple game, avoiding war and scoring a bit in each other category. Chris was scuppered as his initial plan of going ballistic with guns and bombs was undone by Sam and Ian having exactly the same idea.

Ian had good guilds and Sam scored almost everywhere.

Sam 55
Ian 50
Andrew 47
Chris 37

There is a 7 Wonders division, and I’ll be honest it’s a little embarrassing. Sam and I have played so often that we’re over forty points from each other and our nearest rivals. Is Sam’s score of 150+ points a sign of genius, or a signal for help? Gonz wins points ratio with another high score that will probably stay for a while.


Next up was Poison. Another Knizia, and another interesting game. Ian went for the unique tactic of trying to score most in all colours. And, surprisingly, he did it! Alas, there were four poison cards to drag him back in the first round. Otherwise, a sterling effort, and one that I didn’t think was possible!



But it’s a high risk strategy, and Ian’s eagerness to pick up cards was easy to exploit. Both Sam and Chris got through rounds picking up no points at all but it was yours truly, Mr Consistency, who took first place.

Andrew 15
Chris 16
Sam 18
Ian 26

Finally, there was room for one more light game, and Camel Cup had been mentioned throughout the evening. Clearly an irresistible treat, especially after all those savoury llama snacks that Chris had brought with him


Once down on the table it teased us with its probabilistic delights. Was it really possible for Orange Camel to piggy back on other camels from fourth to first? Well, anything is possible in this game. Just not very probable, that’s all. Why on earth did Ian bet on it, then?

Sam 37
Andrew 30
Ian 30
Chris 26

So... to the Form Table!

Not much has changed, not even after five games in an evening. Oh well.







Points
Sam 1 3 1 1 2 8
Adam 2 2 1 1 3 9
Martin 1 2 2 4 2 11
Andrew 2 1 3 2 3 11
Katie 3 2 6 1 3 15
Ian 3 4 2 3 3 15
Chris 4 2 4 4 1 15
Joe 3 3 1 3 5 15
Matt 1 3 2 5 5 16
Stanley 4 1 5 5 5 20
Hannah 2 5 5 5 5 22