After a flurry of drop-outs, additions and venue changes, four of us ended up in the Greenbank last night for Tuesday games. First to arrive were Jo and Martin, and as Jo had returned from Essen with some finds they had begun with one of them: Kruiswoord. This has a Battleships-type set up with each side calling out letters instead of grid numbers, and both players choosing where to place said letters in a crossword of their (semi) own devising. I arrived in time to witness some of the madness.
Scoring is like Scrabble, although there may be some enforced nonsense words - these don't score. Martin took this with a slender 97-94 lead and we pivoted to a three-hander of another newbie, this time tabled by Martin: Upland and Prairie.
Despite the wildlife setting of placing three animal-themed disc types on the board, this is really an abstract. The board begins uninhabited, and each turn you draw three discs randomly from a bag: one must go on the board, the other behind your screen, and the last one goes back in the bag. On the board are five critical locations that will trigger the end game if an animal forms a contiguous path between either two of them (the dark hexes above) or the other three (marked with flowers). So the colours don't represent the players - not necessarily anyway.
When the game ends you either want to have the hidden majority of the connecting animal to win, or - if no animal manages this before the discs run out - the most sets of all three colours. The catch is that to further the colour you're backing, you need to spend it, and both Jo and Martin wagered on the tie-breaker. I was one cat away from winning for my last three turns, but didn't draw one!
2 Jo
3 Sam
We were setting up another of Jo's Essen trove when Andrew arrived, so dealt him in. This was the co-operative racing game Vroom, which takes a Mind-esque approach to car movement: each of us have a car, and each round we play a single card (values 1-7) and move our car along the track a distance that we hope represents the strength of our card.
The finish line is the other side of the table, and at least one car must reach it after five rounds, before we reveal our played-cards, whose cumulative value must match the car's relative position: ie if you won, your cards would total the highest, whereas if you were last they should be lowest. If we succeed, we win!
Except we don't yet, because there are two races to go. First ,the distance doubles, meaning you need to double the relative value of each card. Then everyone adds a random element to the racetrack and their car must pit-stop at it during the race. We triumphed collectively with Jo generally the fastest, Andrew the slowest, and Martin and I messing up the pack but saved by the two get-out cards. Fun!
Next: another newbie! This was Martin's self-requested birthday present of definitely-not-cooperative Green City, where we're all trying to move our passengers along the various generated routes - walk/cycle/tram/bus - from the edge of town to their designated destinations.
Each turn you add a single tile to the board as it fills up with routes, the catch being that a tile will only ever offer two of the possible four ways to travel. If you connect one of your citizens to their objective, they instantly commute and are removed from the city and placed on one of the matching tracks instead: these are triggered at certain junctures of the game and everyone on them scores for each passenger they have present. A track scores less the more populous it gets, so having a single person there when the scoring tile pops out can be very rewarding.
With four players you only get nine turns for the entire game, but it's a head-scratcher all the same, with multiple passengers to please, different ways to travel having different distance preferences, and the horrifying possibility that many of them will end the game unconnected: at this point they all travel by car (the grey track above) and get minus points. Martin hammered us as Andrew's car-based endgame had him breathing in bad particles:
Sam 54
Jo 52
Andrew 32
We felt we hadn't learned enough new games yet so went for one more: Jo's La Cuerta, another from the Essen bag. This is a card game where we're travelling on a kind of tapas pub crawl, going from bar to bar consuming padron peppers and wine etc before someone has to pick up the bill. The last bit is what everyone's trying to avoid.
On your turn you can add to one of the food groups (meat/fish/veg) with the caveat that the cost must at least match whatever's been played already. Or you can always order more wine, or you can 'discover' that the restaurant actually burned the latest dish (see above) in which case you won't be ordering any more of that. Or you can order coffee, in which case nobody can order more food or wine and you either order more coffee or play a special, like reversing turn order or running off to the toilet - effectively dropping out of the round. Or announce it's your birthday in which case, obviously you won't pay. Or - horror of horrors - pay for everything.
You can always choose to pick up the bill, but strategically this would be early rather than late in a round, as the costs will mount up, occasionally into the hundreds of euros. We start with E1000 and as soon as someone hits zero, the player with the most cash left wins. This was me in game one, as Martin was completely tapased into financial disrepair:
Jo 950
Andrew 925
Martin -5
We played again, with Jo clinging on to a solid second as positions changed wildly around them. I thought I was doomed, stuck on a paltry 50 euros, but then Andrew had to pay something like 600 euros for some cheese the restaurant had managed to burn.
Jo 735
Sam 50
Andrew -loads







































