There were six of us at my (Sam's) house last night, and we played a medley of new and (somewhat) old, with chief purchase culprits Martin, Joe and myself all introducing new titles. I sinned first, as Martin was first to arrive and I proposed we play Link City whilst we were waiting, as the others could chip in as they joined us.
This is a co-operative venture not a million miles from So Clover, but rather than looking for word connections on a leaf, we're building a city from tiles. One player takes a turn being the mayor, who secretly assigns the three new tiles to the three locations chosen by the deputy mayor (ie player on the mayor's left), which are represented by the road cones. Then all the non-mayor players try to figure out what the mayor would have chosen. Public toilets next to the train station or the park? Consulate next to the bank? As the others arrived - Joe, Katy, Ian and Adam H - everyone took a turn.

But despite triggering the bonus cone with our all-answers-correct early on, we serially failed to agree on the best-laid town plans. Correct guesses are placed where 'planned' whereas wrongly-guessed tiles still get placed, but in non-scoring locations: those with no orthogonal adjacency. In theory you can rescue the situation with subsequent turns, but we never looked in danger of doing so. After Adam pronounced the town population 'idiots' - we got all his wrong - Link City ended with us on 14 points, 6 below the cut-off for 'funky town' and well into the zone of disdain.
We flirted with the idea of splitting into threes but then Joe coquettishly showed us YUBIBO, a co-op game that played six, and we felt why not, especially when we saw the sticks and balls in the box.
In this game, each player has a colour and on your turn you flip a card which tells you which other player you're going to combine with to hold a stick - and using which finger. Players can only use one hand for the stick work, and the game swiftly escalates from curious to madcap.
It's a tricky game to get action snaps of, but fortunately Little Joe (-now taller than me) was on hand to help out in the paparazzi department.
The goal is to get all the sticks airborne at the same time, a task to which we did not seem suited, collapsing at first six and then eight (I think) before we pivoted to the 'balls' version of the game, where instead of adding a stick, you can place a ball into the structure. Balls can't touch fingers or other balls!
Unfortunately we discovered this morning that each pair of sticks can only support a maximum of one ball, so our triumph evaporated overnight. Meantime though there were other triumphs to be claimed: Martin began teaching Joe and Katy his new game, the trick-taker Dr Science, and I ran through the rules of TwinStar Valley with Ian and Adam.
Both took about an hour, but other than some audible scorn at the other end of the table I missed the empirical parameters of Dr Science as I was focused on the grave ramifications of fruit delivery in fictional future Norway.
As with Railways of the World, we're building a shared network where players can use each other's routes at a cost. Unlike Railways, the destinations themselves - the markets - are also owned, but each one specialises in two kinds of fruit: deliver that kind there and you pay the owner a coin for each one. Deliver anything else and it costs you nothing, but the fruit must be sold instantly, rather than kept back for a later transaction - prices are constantly fluctuating depending on what is sold.
The actions you take are on a separate board, bringing a slightly puzzly euro-flavour to it all, as players can and do get in each other's way on this board. We found it interesting and pretty fast-moving, with the caveat that as newbies we seemed to hit clutch points where someone was forced to grow (add fruit to the board) only for the next in line to instantly deliver it. Maybe it's all about those early routes.
Ian 46
Sam 34
Adam 29
Martin had already won Dr Science:
Martin 30
Joe 27
Katy 24
And they were now playing Fives, so we started more town planning with Tower Up.
I decided fairly early that I wasn't going to focus on bonuses but instead try and get lots of visible roofs. Then I noticed Adam was in contention for bonuses and had more roofs than me. Meantime Ian put his energies into the bonuses, and ended up with a whopping 19 points for them. It was enough for another victory:
Ian 53
Adam 49
Sam 45
Fives had now finished too. Once more, I missed everything at the end of the table, lacking Andrew's multi-tasking skills on this front. But I did make a note of the scores.
Joe 14
Katy 6
Martin 5
As Tower Up was concluding they played a couple of rounds of Jungo, with Martin and Joe taking one apiece as Katy called them names. She now said she would go home unless we played So Clover, so we did, twice. In the first attempt, we overcame our bafflement at one of Joe's clues (akubra) to gather a decent 31/36
Then in the second, we made an incremental improvement, scoring 32/36 instead. I liked Joe's
bar for chocolate/weather, and Katy's initiative to invent a word (
automusic) for violin/robot.
We now lost Adam and Katy to fatigue, sadly, but the remaining four felt with the hour not yet 10.30 there was time for another something or other. We settled on Take Time, another co-op, this time about playing a bunch of numbered cards around a sort of clock - largely face-down - and trying to make sure their values ascend around each segment.
New to Ian, but it's not heavy on rules so we brought him in on Chapter 2 and kicked things off with a convincing win. The next clock - there are several - was rather more tricky, and took us several attempts. Then with clock number three we made surprisingly short work of it, ending the night with a collective victory. The rain from earlier was now thankfully gone, and shortly so too were the gamers. Fun night.