Wednesday, 10 September 2025

Losing ones marbles

Joe, Martin and I rolled up to Steve and Anja's last night at the allotted hour of 8pm and whilst we waited for our final member Pete, I took the liberty of setting up Whirly Derby, which I'd brought with Louie in mind - but also myself, as I find coloured marbles spinning in ever-decreasing circles somewhat hypnotic. 


Pete arrived and without further ado we began racing. The rules are simple: each player has a 'paddock' of five marbles and over eight races you secretly choose how many to enter. Any raced marbles are lost - maybe they use the opportunity to escape captivity - but twice a game you can re-up and refill your paddock again. The basic game offers points prizes for first, second and third, but we played the advanced where some prizes combine (for example. the player with the most 1pt cards scores 15pts). 


There's some fuzzy edge cases that the brief rules don't cover, so we house-ruled them. The 'Slowness' bonus of the last marble to finish returning to its owner was a good rule, almost raising more drama than the winners did. But the game - or my copy - we found somewhat flawed as both our 8 races and several experiments we did after proved that Martin's green marbles were marginally smaller, and Joe and Louie's black and orange marbles seemed destined to finish last. Steve's blues were also quite innocuous.

Martin 54
Sam 29
Pete 15
Joe 11
Louie 6
Steve 5

Anja returned from packing Lennon off to bed just as we packed up, and split into two groups, Joe talking our hosts through the delights of Into the Blue as Martin explained Tower Up to Pete. 



Pete took to the game rather well. I think I got my best score ever as I decided to forego my usual flippant moves for a marginally more considered approach. This kept me competitive and elicited the odd satisfying noise from a chagrined Martin. But it wasn't enough to stop Pete, who nabbed first place on two objectives and took the laurels. 

Pete 56
Sam 54
Martin 48

We took a stroll to the impressive front room, where the contrast between the decor (floridly resplendent) and the activity (a Knizia dice-chucker) made for an enticing spectacle. Molly felt there was room for a final touch, however, and she sat on the activity to prove it. 


Steve took this one, pipping Anja by the narrowest of margins.

Steve 20
Anja 19
Louie 17
Joe 13

Louie now made his way to bed too, leaving six of us. We plumped for For Sale, which - I seem to say this a lot - was more fun than my photo makes it look. 


We actually played twice. In the first game Joe ran out of money and ended up with two very high property cards and three rather low ones. In the second he changed strategy but suffered a similar fate. Steve forgot that money was also points in the second game, and a recount boosted him into runner-up position. I managed to win both; I'm still not sure how. 


It was getting late-ish now so we pulled out those green plastic clovers and set about it. Oddly the clue 'marble' came up here, on Anja's clover, and we debated how likely a marble cup might be, although this gave way to Martin saying 'a jar of marbles' several times. Martin's 'Ramadan' for moon/fast was a highlight, and we successfully matched marble with dream/hearth. Despite some stumbles over Steve's clue of Argos (our mythology was a bit foggy) this was a broad success, racking up four sixes and two fours for 32/36.


And that was that for another Tuesday. I'm not around next week, have fun!

Friday, 5 September 2025

49 auctions

 Tuesday games night began with message fro Sam containing a photo of a pile a Heck Meck tiles with the comment “Joe just beat me 15-0”


By the time I'd arrived, though the attendance had swelled to six of us. Joe and Sam were joined by Martin, Pete, Katy and myself.

Katy joined last and tried to remember if she'd met Pete before and she wondered whether or not to turn down the c*nt level. She discussed this out loud such that, whatever level she finally chose, Pete was prewarned about what to expect. 

Although, as it transpired, there were to be few opportunities for evil tonight, as the games tended towards the more party end of the scale. We began with Invaluable, an auction game in which players bid on cards of two colours and add it to their tableau to try and make continuous runs of the same colour for points. All cards were dealt out, and each one would be put up for auction by the end of the game.


“49 auctions?” asked Joe, incredulously. And he kept a rough count of how many auctions were remaining. “Only 25 auctions left,” he cheerily pointed out, mid game.

Martin and Katy were the last players who bought anything, with Martin bidding 3 every time, trying to push up the price. We began with only 12 tokens, so I wonder if we were too timid. The money from winning bids would go to the player auctioning the card and if the auctioneer bought their own card ("eating your own shit," we soon dubbed it) then the money would leave the game entirely.

In the final reckoning, my row of seven yellows scored me a bumper crop and I ended up winning.


Andrew 48
Sam 46
Katy 46
Martin 41
Paul 37
Joe 35

Interesting game, but that’s quite a slim game mechanic to stretch across 49 auctions.

Since there were six of us sitting around a circular table, it seemed to lend itself to a couple of team games. First was Team Trio, the game where you have to collect three of a kind by choosing from other peoples’ hands, asking “play your lowest card”. We split into teams of two, and every time someone completed a three-of-a-kind, the other two pairs were allowed to exchange cards, and Katy and I demonstrated some top level psychic connection as we kept swapping cards of the same value.

Martin & Joe 2
Katy & Andrew 1
Sam & Pete 0

We stayed sitting where we were for another team game: Team Play. Joe experience a little bit of a Mendela Effect when he seemed convinced that the cards in this game went up to 9, whereas they only reach 8. I was actually about to agree with Joe until Martin pointed out the truth of the matter.


So, with the fabric of the universe back in place, we began. It was close at first, with all three teams having three tricks each. Then Martin and Joe got three more tricks in their next turns.


I often got “style points” for completing missions that don’t rely on matching colours with cards in matching colours. But style points don’t have a value. Not even as a tie-breaker. Instead Katy and I went for high value missions, meaning that although Martin and Joe triggered the game end, we had more points at the final count.

Katy & Andrew 30
Joe & Martin 27
Sam & Pete 25

I had time for one more quick one and it was Captain Obvious. In this game, we use our wipe-clean board to write a sentence of random length containing a word chosen by a player from a card. Then our boards are passed to the left and our neighbours delete one word, replacing it with “blank”. The idea is to read out the sentence and hope the other players can’t guess what the missing word is. A point to the reader if no one can guess, but a point to the writer and the guesser if they get it right.


Martin 11
Joe 7
Katy 7
Sam 6
Pete 4
Andrew 3

And with that, I had my rucksack back on my back, despite talk of So Clover, and off into the night. Thanks all.

Thursday, 28 August 2025

Ego-friendly

 This week, once I'd knocked on Sam's front door, Adam H ushered me in to a game of Cross Clues already featuring Joe, Ian, Pete, Martin and, of course,  Adam and Sam. Pete handed me a card before I'd even put my rucksack down.

A whirl of an introduction and, with hindsight, I perhaps shouldn't have been so keen to guess Martin's clue of Firefighter since I noticed that “cat” was one of the words and firefighters save cats, don't they?

Well, this one didn't. 


Best clue/guess went to Martin and Pete. Martin clued “Jenkins” to which Pete said “war and ear,” getting Martin's reference to the war of Jenkin's ear which is a real thing, apparently. 

23 out of 25

Then we paused about what to play until Laura arrived. We decided to set up two games which she could join once she was here. Me, Martin, Pete and Sam played Ego (a bit like Beowulf) while Adam, Joe, Ian and eventually Laura played Silos (a bit Municipium). Nothing in common, except for a large spaceship piece as the centrepiece of the game.



Pete had never played Beowulf so Sam explained the rules from the ground up. The risks, the betting, the scoring and the disapproval of the aliens - shiny red tokens swiftly named “angry babies.”


Ego played like a sci-fi themed Beowulf: you take risks, prepare for expeditions, bid on things and so on. From very early on, Martin complained that he had too many cards and as the game drew to a close, his collection of cards swung into action. Sam, meanwhile, was doing fine until the last two rounds where his luck ran out and the angry babies began moving in his direction. Pete ended with no angry babies at all for a 20 point bonus which meant that Martin wasn’t completely alone at the top of the scoreboard.

Martin 62
Pete 42
Andrew 16
Sam 15

Martin said he missed the storyline of Beowulf and also the sense of risk. Looking though the game box, we looked at some extra optional bits of the board which can add to the game and bring in new challenges. Maybe the game would be better if we used those.

Silos was still underway. I hadn’t paid much attention to the game apart from noting the repeated use of the phrase “pull a human from the bag” and the fact that some of the meeples wore hats.


Laura won and Ian “a distant last”

Meanwhile, Martin, Pete, Sam and I had played two other games. The first was Bomb Buster. It was Pete’s first go, and so Martin talked him through the rules. He then looked at the special conditions for Chapter 18 (out of 66, still a ways to go) and found they removed a lot of what he’d just explained.


Never mind, we had use of a “general radar” for our piece of equipment, allowing us to search of wires according to the turn of a card. Slowly we picked off one value after another until we had succeeded.

Hoorah!

We also played Chocolate. A grid of 4 x 4 face down tiles and five discarded (also face down) tiles depicting chocolates of various shape/flavour are revealed one by one and players have the opportunity, on their turn, of picking up a card with a potential end result (ie, three dark chocolate next to each other or more green than pink in one half of the grid) and a value which will count towards you if that card proves to be correct.


It’s rather enjoyable. Slightly luck-pushy but not overly so. We did ponder a variant in which a card with an end result that is already apparent should be removed and a new one revealed. Maybe next time, then.

Andrew22
Martin 20
Pete 15
Sam 15

And with that, I was gone. Thanks al and I leave Sam to fill in the rest of the evening’s doings...

*

After Andrew left someone suggested 6 Nimmt and without further ado the cards were dealt out and people began cursing in earnest. The cursiest were Ian and I, who did appallingly. Whilst Martin was chortling insufferably on the other side of the table - enough for me to call him the C word as I picked up another haul of cards - we just kept on picking up bullheads, and even Pete's diabolical last round of 40 points didn't get him anywhere near us. 

Martin 15
Adam 27
Laura 37
Pete 51
Joe 53
Ian  63
Sam 70

Now Laura and Adam left too and the five remaining decided it was So Clover time. We opened with a bit of a damp squib - I forgot to take pictures but there were some fours and even a three witnessed. Mostly it was notable for Ian's weekend combo (throne/explosion) popping up in exactly the same formation for Pete. Ian had clued 'regicide' - Pete went for diarrhoea. "I prefer diarrhoea" Ian admitted graciously. 

So - although we lost Joe before it happened - the four of us went again. This was an improved effort, although we did start with a 3: Martin's combos of jelly/cavalry and skin/revolver throwing us for/from a six. But everyone appreciated Darcy as a clue for moist/master. 


We followed it with three sixes and ended the night with a decent 21/24. Thanks all!

Friday, 22 August 2025

When the going gets turf

 This week GNN returned to Joe’s studio as a venue. When Joe let me in, we tried to remember the last time there’d been a games night here. Something to do with a birthday and going for pizza, maybe just after the lockdown.

But enough reminiscing - in Joe’s studio were Pete, Adam H, Ian and Martin mid-way through a game of Abluxxen. Joe ate while he played and I sat down to watch. I discovered,as I did, that I couldn’t remember the rules. Everyone seemed to have a lot of cards in their hands, but as the game neared its end, everyone started shedding. Martin played eight 3s and then seven 6s in two rounds. This was pivotal as the game ended soon after.



Martin 12

Adam9

Joe 4

Ian -1

Pete -2


Then we split into two groups. Joe, Ian and Adam played Azul while Martin, Pete and I played Samurai. This Knizia game appeared on GNN some years back (quick check, oh my god, 11 years ago) and it’s simple strategy found some favour. Now Martin has a copy, it’s back on the table.



The two games, side by side, meant the room was pervaded by thoughtful silences and frustrated sighing. Samurai, in particular, saw some hefty pauses for thoughts. My best move involved me putting down two tiles and clearing out the Edo area, picking up a rice bale and the other two removed from the board because of tied results. 


Before long, the struggle was to try to place your pieces without leaving an opportunity for another player to finish surrounding a piece and pick it up.


1= Pete

1= Andrew 

2. Martin 


I enjoyed it and Martin seemed happy with his acquisition, although he blamed his last place on the fact that his best tiles didn't come out until the end. 


Across the table, Azul went into a rare sixth round. After Martin commented he'd never seen that before, he was assured that this was Azul “on another level”. They didn't specify if this level was higher or lower.



Adam 91

Joe 80

Ian 78


Next was talk of another couple of 3 player games before Winner's Circle/Royal Turf but I was keen for a big 6-player finale before I left so Winner's Circle (the tiny Japanese edition) was brought out. In this game a die is rolled and that tells us which category we can use when moving a horse of our choice.


In order to best appreciate the die-rolling aspect, the dice arena or, if you will, dice stadium Das Exclusive was brought to the table and so we were given the rare treat of playing with a dice arena larger than the game itself. 



We played by the original Royal Turf rules, in which the horses are drawn randomly but each colour has certain characteristics. White, for example, starts in pole position and has one side that's  got one category that's over powered while the others are dismal, while Orange (starts at the back) was balanced on all categories. 



It didn't work quite as well as Winner's Circle style random horses since the horses at the back couldn’t move until the horses at the front did, giving those horses are distinct advantage.

After round one, I was in the lead with £550 from what I thought were some shrewd decisions. Then, after the discussion about how slanted the game seemed to be in favour of those at the head of the pack, the contrarian in me wanted to win by choosing a different path. In the third and final round, I chose horses further back and foud myself struggling to keep them out of last, while the usual suspects sped off to a quick win.



Pete won in the kind of rags-to-riches story that Hollywood would love. After round one, he’d done so badly that he was, technically, $100 pounds in debt.

In the final round, though, he demonstrated almost psychic form-reading abilities. He bet on the top three and pushed himself into first.


Pete $2000

Martin $1800

Joe $1450

Ian $1200

Adam $1150

Andrew $1150


He even magnanimously agreed to pay off the $100 he owed after round one - after he’d worked out he would still be in first.


At this point, I set off, happy and satisfied for another week.


Thanks all.


Saturday, 9 August 2025

Greenbank rangers

 This week, with a lack of available venues, five of us converted on the Greenbank pub in Easton for the week's bout of games. This meant I took the train, which gave the whole thing a sort of games weekend vibe. I got off at Easton, and found that Katy was on the same train. She'd even got on at the same station as me but, for whatever reason,  we hadn't seen each other on the platform.

And so we arrived together at the pub where we found Joe, Martin and Ian already playing a game. I didn’t recognise it nor take a note if its name but I do know that Ian won again soon after we sat down.


The first game the five of us played among the hubbub of a busy pub was Bomb Busters. Martin asked if anyone needed a rule refresher and I admitted I’d never played the game at all. I was quickly brought up to speed and thrown in at Chapter 17. This meant that the “captain” had to lie about whatever clues they were giving regarding the value of their wires. 


Since I was the newbie, Martin suggested I rethink my first guess since it was a number that could be a red wire and thus end the game. I did so and we were safe. Until the very next turn, when Katy confidently chose a wire, and Ian revealed it to be red. Game done after three turns. “Did you enjoy it?” Joe asked me.

We played again and this time we were a little more circumspect and we were able to complete the chapter, with Martin having both red wires.


Then I noticed that there was a couple in the corner also playing games. I was impressed that this pub had such a pro-gaming clientele until Martin explained that they’d leant them a copy of So Clover. And they were playing the competitive variant. Amazing.

In a far corner of the pub, the strains of folk music could be heard. “Is that live?” Joe asked and, confused by the background chatter, I asked if he’d said “Is that Laibach?” which would have been a remarkable change of style for Slovenia’s greatest band. But the music was live. Every Tuesday, apparently.

After a lengthy break to cue at the bar for drinks, we got out The Gang, competitive poker. It didn’t end well. We did so badly at our second attempt that the hands were almost perfectly ranked in the opposite order that we’d bid. When we’d finished (ie gave up) Joe expressed confusion after how successful they’d been last time. Martin bemused me by saying there was a competitive variant of The Gang. But surely that would just be Texas Hold 'Em, wouldn't it? 


Finally (for me) we played Mamma Mia! It had been a while since I’d played this game and I had a brief rules refresher. It was a harsh game - bombastic pizzas (needs 15 ingredient cards to complete the pizza) were surprisingly successful which meant the table was often swept clean of any available ingredients. In round one, Ian, Joe and Martin didn’t make any pizzas at all, while Katy managed two.

But right at the end, I came good - I was the last to play cards and so, of course, I put down some ingredients and a pizza. It turned out that this was to be the winning move as my final pizza could be completed and I took a last-minute win!


Andrew 5
Katy 4
Martin 3
Ian 2
Joe 1

And with that, I was out the door, retracing my steps through Easton’s backstreets, and arriving at the station with minutes to spare before my train home.

Thanks all. It was a blast.

Wednesday, 30 July 2025

It's the trick that kills you

Steve and Anja were our hosts last night, with Louie sadly unwell enough to join but Lennon pitching in to open proceedings with a nine-player crack at Flip 7. Weirdly, this was suggested by Martin, even though he has regularly disdained the game. As is our established preference we took out the Freeze cards, although in hindsight they might have helped Ian and Lennon, who both imploded with incredible regularity. In fact I'm not sure Ian ever got past three cards. Adam did though. He almost needed an occasional table for his cards at one stage. 



Adam 202
Anja 152
Sam 146
Steve and Martin 89 each
Katy 66
Joe 54
Ian and Lennon - DNS

We split into two groups. Joe joining the Dalton-Dales for a gambol around the pyramid in Camel Up...


...whilst Martin explained the rules of Skull Queen to Adam and Katy (Ian and I had played before).


Both games took quite a while, even though we only played four rounds of Skull Queen as opposed to the one-round-per-player. The game is somewhat like contract whist in that you're predicting trick wins, but you're predicting for each suit rather than overall, and incorrect predictions can end up giving you zero points if your prediction pirates plunge off the plank. 


Martin dicked Katy over on her very first trick, rationalising that it was 'the best way to learn'. Katy frowned. To my left Joe was enjoying the racing/betting experience of camels who are capable of flea-like springing onto each other's backs, apparently having never played before. We were sure it did the rounds on GNN about ten years ago, but maybe Joe was playing Brass or Agricola. 


There was no Explainer's Curse for Steve as he ungulated his way to a convincing victory:

Steve 46
Anja 29
Joe 26
Lennon 22

And we wrapped up around the same time:

Sam 96
Adam 81
Martin 76
Katy 75
Ian 69

The double-movement cards (5 pushes the loser down twice, 8 up twice) played a significant role in prompting pirates into the pointless sea. Now there was some chat and bedtime duties so the remainder of us played The Gang. 


We made a poor start, although it was a close-run thing with first Jacks and 10s and then sixes and eights (I think?) the wrong way around. Down 0-2 to the incoming cops things looked bleak. But we rallied, aided by a Muscle card, and pulled off a slightly curious win: in the final round all but Joe had their strongest hand in the table cards. This drama didn't quite captivate Steve though, who chose reading his book over being dealt in for the finale. Steve! It's games night!

Everyone bar Lennon was back at the table now and we split into two fours, with Joe leading Anja, Martin and Adam in a game of TRND, which unfortunately I know nothing about, and the rest of us playing a hugely dickish session of Misfits. 




In game one, Ian defied gravity, physics, expectations and the fabric of reality as he pulled off three or four insane moves, earning him the title Prince of Darkness. Both he and Steve started new towers with horrible foundation blocks that we managed to build upon regardless. 


Ian took the win, but as TRND was ongoing we began again. There were rules arguments as Katy attempted to executive-decision Ian's opening gambit - upside-down cloud - back to him. There was a group decision that the cloud rolling didn't equate it falling. Then it fell anyway. 


There was a lot of shenanigans and complaints that the TRND players kept 'using the table' but Steve overcame all obstacles to claim the win: this 'despite Katy' my notes say. TRND finished with Martin the victor; not sure the word 'convincing' does the margin justice:

Martin 85
Adam 36
Anja 9
Joe 4

Joe's final hand was one card away from a huge points haul: close, but no red chair. We did briefly flirt with the idea of one last game, but that crushing disappointment for the Berge turned out to be the night's last act. We trundled out into the night, sated. See you in a couple of weeks!

Sunday, 27 July 2025

TRNDing

 
I arrived at Sam’s house at the same time as Ian (bike) and Katy (walking) and, technically, also Andy M but he stayed sitting in his car for now.

Inside, the three of us found the host and Joe and, shortly, Jo in attendance. We thought of a game we could play that would allow any latecomers to join in, and so Cross Clues was brought to the table.

It was clearly going to be tricky with “Air” and “Airport” next to each other on the y-axis. But it turned out that “hat” proved more difficult. Joe had to repeatedly warn us “I still don't think it's Doctor/Hat.” Sam clued “Fedora” which baffled us as to which hat it should be. It turned out to be “lentil/hat” because both are kind of brown. 


23 out of 25

Everyone had, by now, arrived. Adam H and Andy M rounded off the numbers. We had a rare treat of staying as a single group for the next game. Jo had brought in a few prototype games that they'd been working on. Exciting times. It had been a long time since GNN had hosted anything that could be described as a homegrown game and now there were three!

We chose Squirl, since it could comfortably include all of us playing together. It's a word game where everyone builds up words, letter by letter, left to right, using letters that appear on a card revealed at the start of the round. 


Jo talked us through the rules and, like consummate play-testers/clueless idiots, we kept asking for rules clarifications throughout the first few rounds. Each letter had a value and occasional bonuses would appear in order to tempt players to gamble on an unlikely letter. 

It was fun. I played a very pedestrian game, with words like “glitter” looking a bit ordinary next to Sam's “crypt” and Joe's “vexings”. Mid-game, Katy realised that her word “vertigo” wouldn’t fit into the six spaces on the sheet.

Andy poured Maltesers into the same bowl that had previously held Frazzles while he predicted that we’ll all be swearing soon. By the end, I’m dead last but there’s a moment of tension while the scores are added up - will the inventor be beaten at their own game?

No, it seems not.

Jo 143
Andy 129
Adam 124
Joe 120
Sam 115
Ian 115
Katy 87
Andrew 71

Despite my placing, I enjoyed it and was impressed to hear it’ll be published in a couple of years or so. You read about it here first!

Finally we split into two groups. Me, Joe, Andy M and Katy went lighter and shorter. Jo, Sam, Ian and Adam H played Foundations of Metropolis . I know little about that game except the end results.


Sam 82
Ian 72
Jo 69
Adam 62

At the lighter end of the table, the four of us began with TRND - a set collecting card game with chairs. It’s blindingly simple.Three colours, three types of chairs. You pick up and discard from the array of visible cards or just pick up (and don’t discard) from the deck. Once you have a hand of identical chairs you reveal your hand. Last one to reveal gets no points. First to 81 wins.


So simple, but with a push your luck aspect, especially when there are only two people left and the temptation to get out as soon as possible for fewer points is too great to resist.


Andy 86
Katy 72
Andrew 34
Joe 16

Then we played Xylator. The packaging of this game had earlier caught Katy’s eye with its polar bear playing a guitar-shaped xylophone. Joe explained that it was a trick-taking game with, admittedly, a lengthy back-story to explain the cover art. Andy had to go at 10.15 and I was thinking about bed too, so we only played one round.

If TRND is simple, Xylotar is anything but. The cards come in five colours and the highest value of each colour is different. All cards are dealt out and then we arrange our hands numerically, but trying to do so in such a way to disguise the real value of the card because once that’s done, the cards are placed face down so the only information available is the colour and the person next to you uses it as their hand when playing a round of, basically, whist.

After a single round, the scores were.

Andy 9
Joe 8
Andrew 5
Katy 2

It was interesting. Hard to tell what was going on after a single round, but I’m curious to see what strategies emerge after several plays.

With that, I was gone. Thanks all. See you all soon.

*

Sam here. Just to add that we played a couple of games of So Clover and another newbie of Jo's which was a Perudo-esque risk-taking, word-making game that was a lot of fun. I now don't remember who won though.