Wednesday, 12 August 2026

Lynx: the Freebie for Men

Adam H was first to arrive at my house last night, followed by Adam T and Ian. Having caught up a little on Big T's new life pattern and even discussed Tom Stoppard, we realised we might as well game whilst waiting for Martin and Pete. We played Qork. 


Maybe the less said about Qork the better? It's one of them that seems to raise laughs whilst playing and a happy groan when it's over. But I like it anyway - and it was over pretty fast because our stragglers arrived and we could now play 'proper' games. For what it's worth I was in the lead, and I remarked that this would probably be my last chance of winning tonight. It was meant ironically at the time.

With the full six in situ we kicked off with Meister Makatsu, Knizia's weird deck-dwindling trick-avoider. I remarked that having won my first game, I'd do really badly now. That was meant to be ironic too. 

gamers, with passer-by

Reiner delights in interaction and this is one of his dastardlier affairs, where winning tricks is minus points and winning them late in the game makes everything worse. Points are bad:

Martin 4
Pete 6
Adam 9
Big T 16
Sam 18

We nearly split into two groups but Big T suggested Challengers instead, so we set about building our decks looking for synergies that would harpoon the opposition in a mini-game of war. As he was in the middle of the table against the wall, we gave Big T the static spot in the chair-switching and at one stage he asked Martin to get him a beer for the fridge as he was kind of stuck. 
"I'd get you a beer anyway" Martin said.
"I didn't bring any beer" Adam quipped. 
Maybe you had to be there. 

I do have an excuse for this shit pic

I began as badly as always and continued in that vein as an ocular migraine hit and I had to squint at everything to try and read it properly. Weirdly - or maybe not that weirdly - I won two matches that way, as if the power of comprehension was getting in my way. But the guys to beat were Martin, Ian and the Big T, as Ian's just missed out on the final:

Martin 39
Big T 33
Sam and Adam H 17 each
Pete 2

Pete was nonplussed by his score of 2 until Martin told him to flip the trophy over to reveal the actual points, but it was 2 on the other side as well. Scenes!

With my vision now back to normal I got to watch the final showdown. Sadly it was a bit one-sided as Martin had constructed some kind of bonkers combo that regularly gave him a power of 15, causing opponents to scuttle their deck each time they wanted the flag!

look how much Adam is enjoying Martin's triumph

Now we did split into trios, with Martin successfully Shanghai-ing a reluctant Adam into playing Lynx with he and Ian by repeating the offer to go trapping over and over. "Is this a Knizia you got in a trade?" Adam asked him. Martin replied no before adding it was a game he got sent free with a Knizia he got in a trade. 

Gearing up to trap

The rest of us set up Hanami, the bizarrely reskinned Samurai with vicious picnicking theme. I warned Big T that Pete had won this with ease last time we'd played, but didn't listen to - or probably even understand - my own advice. Adam T began building a big presence around Tokyo whilst Pete and I skittered around Japan, laying our hexagonal blankets in the most rewarding spots. If you've not played Samurai (or Hanami) you're basically trying to have the most influence on picnic spots/cities when they're surrounded, to claim the 'celebration' tokens there.

late game 

Having the most of a particular token scores you a whopping single point, so the game often goes to tie-breakers. Allegedly anyway - as with the last time we played, Pete triumphed with two celebration tokens, ousting Adam into second. I was nowhere - I had something like 6 out of the available 30. Great game though!

Pete - most savage picknicker
Adam T - fiesty sandwiches 
Sam - squashed packet of supermarket crisps 

Lynx was still ongoing at this point with the only thing I could glean being that for a game with a grizzly wilderness hunting theme they seemed to be doing a lot of bidding. Big T suggested we embark on a trek of our own with the next in the trick-taking Lord of the Rings series, the Two Towers. I was happy to try it - I have fond memories of the first game even if the lustre wore off before we ever finished the 18 chapters. Things have hotted up in the new edition: the orcs have arrived. 

fuckers

The Crew-esque mechanics and narrative structure remain, but the towers themselves take the form of cards and automatically win tricks they're played in (unless both are played to the same trick). The three Orc cards automatically lose. In the first chapter Aragorn (Adam) must win the most tricks in conjunction with whomever has the black tower. Boromir (Pete) must win two tricks before the towers appear and Legolas (me) just needs lots of forest cards, as though distracted from the quest in hand by botany. 

the road goes ever on and on

We nailed chapter one first time, then moved on to chapter two. Big T made an excellent Aragorn and we saw off a nail-biting distribution of forestry to claim another first-time victory! Well done us. 

Lynx wrapped up now as well, with a series of noises that suggested it may not return to the table any time soon. "Fine" is not a lofty recommendation in these game-rich times for a 90 minute game of bids and Martin reflected again on how it came free, as though looking at a bang average pizza crust left on a paper plate. He and I were up for some Alibis but it was fairly late and people were tiring so we pivoted to our classic of So Clover. 

If you look at the right-hand side of this photo you get a glimpse of what an ocular migraine is like. 

"This is going to be a 36 straight out of the gate" Martin announced, employing irony more successfully than I did earlier. There were some excellent clues here, with Ian's Showcase for trophy/cinema and Martin's plumber for common/apprentice, but we came unstuck with Pete's clover, failing to perceive more than one association we should have spotted. As always though, a fine way to end. 

30/36


Thanks all. 





Tuesday, 11 August 2026

Green on Green on Green

 A majorly late, and majorly minimal, account of last Tuesday's, sliding in under the wire just before tonight's games.

We were four; Katy, Ian, Martin and me (Joe), at mine. We took advantage of that fact to play some card games, starting with a Friedemann Friese gem called FTW; Fuck The What? according to Katy. That does sound like a feasible name for a party game, to be fair.

I didn't capture the gameplay, in all it's rainbow-coloured glory, but here's the box - green on green. 



Katy was wearing green too, and Martin noted the general green-ness of everything. In any case we were all green at FTW, and whilst the gameplay is simple, along the lines of Abluxxen or Fuji Flush (sort of but not really) any obvious winning strategy eluded us. It reminded me slightly of 6Nimmt. We all liked it, would like to try again.

Katy 153

Ian 136

Joe 113

Martin 84

Next up Null unt Nichtig, a much older German (no shit) card game which Martin was briefly in possession of, having collected it from someone to deliver to someone else. A simple trick taker with five suits, the twist being that you don't have to follow suit; highest card wins, and you'll bank your won cards by suit, scoring the top card of each at the end of the game. Along the lines of Sticheln, it's a game of crapping on your opponents from a great height, to gails of laughter and howls of despair, as you ensure their high scoring cards get covered by zeros (two in each suit). 

It was completely beastly, and I did terribly. I'd play it again, but it's currently winging its way to its new owner. Feel like it might be playable with a Sticheln deck - does that have two zeros? 

Martin 110

Katy 96

Ian 80

Joe 73

(I think I've got the scores the right way round - I wrote them all down but not in order, and without the game titles).

It was only a little after nine, but Katy was keen to a) play So Clover and b) go home and get some rest, so we bust it out and played three rounds. I think we only achieved a perfect 24 on the last round - in any case that's the only one I took a photo of.  More green! I seem to remember Ian getting royally portobello-ed but I can't remember the details now. If only I'd taken more photos.


After this Katy left, and we three played three rounds of 2Win. I tried a strategy of starting high, which failed miserably in the first game, as I failed miserably to draw any nines. I tried again starting a bit lower in the second game, and succeeded admirably. In the third game I lost again - in the end we won a game apiece. Harmony was restored, and we bade one another good morrow. A fun night, thanks all.


Thursday, 30 July 2026

The Three-tile Problem

 Absent for the past three weeks, I arrived at Joe's place at 7.20 but was not cordially invited down to the kitchen. Instead, he and Katy came out and we all got in Joe's car. We picked Sam up from his house and all of us drove across town to Steve and Anja's. Once we had finished catching up with each other’s news, we played a game called “count to 20” where we all have to, collectively, count up to 20 but not say the same number at the same time. We succeeded on our second attempt and Joe rewarded us all with tiny snacks hidden away in his car.


We arrived a little early, so we sat somewhat awkwardly in Joe’s car parked in Steve and Anja’s driveway. After a few minutes, we went inside and were greeted by Anja. We settled ourselves around the games table and, after a few minutes, Ian came in through the door that lead to the kitchen, as if he’d been there all along.

Steve was out with his son, so we began with Blob Party, a game which is like the opposite of Just One. A category is devised using two cards and then people have to think of the word that everyone else will think of. Before we began, Katy asked if the “blob” in Blob Party was a reference to periods. Was this the level of word association we’d have to deal with?

The gimmick in Blob Party is that there is a blob that is initially shared out equally among the players with a single plastic eye stuck on it. As players guess the same word, their blobs are conjoined, complete with eyes, to create a bigger blob. 


Sam and I bonded in round one and then Joe and Katy joined together in round two. Eventually, only Anja was alone. She seemed ambivalent about joining the hive mind, comparing it to the Borg, but she wrote Chelsea for “Flower Event” and so did we, and the game was complete.


Next up, now that Pete had arrived, we had another quick and silly game: Qork. In this game one player rolls two large dice under a cup. They lift the cup and if the result is a double or adds to seven, then they have to use the cup to trap as many corks as they can - each cork is tied to a string that, in turn, is being held by a player. These players have to yank their corks as quickly as they can to avoid being caught.

And that’s a sentence I never thought I’d write.


Sam wondered aloud who had the quickest reactions, so I filmed one round in slow motion and can say (based on a single data point) that the order, from quickest to slowest, is: Pete, Sam, Katy and me (tie), Joe then Steve (Ian was the dice roller in that round).

It was fun. Pete pushed the laws of probability to extremes by (a) not rolling doubles or sevens for ages and then (b) rolling in such a way that the dice ended up on top of each other. Not to be outdone, Steve then needed several attempts at rolling in a way that both dice finish on the mat. Joe took what was a simple party game and added a dickish aspect. When he was dice-roller, he’d feint to catch corks even when it wasn’t needed, causing people to yank their corks without good reason and pick up a penalty point.

In the end, after all this, the scores were (less points are good)

Sam 3
Joe 5
Andrew 7
Pete 7
Katy 8
Steve 9
Ian 10

Now we decided to set up something more substantial. Joe had brought Lords of Vegas, so me, Katy, him and Ian set up to play. Steve, Pete and Sam set up Five Towers while waiting for Anja to finish domestic duties and watering the neighbours’ flowers.

I know little about Five Towers, except the scores


Steve 41
Sam 29 
Pete 20

Then they set up Hanami, Knizia’s reskinning of Samurai, so instead of a game about picking up tokens based on your strength in surrounding areas having a war-theme in Samurai Japan, we have a game with exactly the same aggressive mechanic with a theme about picnics during the blossom-viewing season in Japan. Anja joined them once she’d returned.


Pete won. I wasn’t told the scores except “it was a whitewash.”

As for Lords of Vegas, I started badly as my brilliantly lucky 2-tile silver casino was stolen by Katy who turned it into her 3-tile silver casino. A fantastic move, but it still quite annoyed me. However, Silvers didn’t pay out until the end of the game, by which time it was my 5-tile silver casino once more.


Katy, Ian and Joe constantly fought over a 3-tile casino in the corner of the board where they all had one die. But no matter how often Katy or Ian reorganised, Joe always won.

But Ian had a seemingly strong position at first, with a number of plots on the strip that he couldn’t afford to build on. But mid-game he had some actual buildings there when the Strip paid out and he became the richest player on the board. He used some of that money, though, on the third attempt at unseating Joe from his place at the top of the 3-tile casino. Still no success.

Joe smartly redecorated his small gold casino to green, giving him enough gold tiles to take over a 5-tile casino, turning it into a 7-tile gold casino sitting on the Strip.

Finally, I got the silver casino I lost in round one and it immediately paid out! Any thought that this was my moment was dashed in the next round as Katy’s own 6-tiler pays out and she surges into first.

In fact, it was very close for all players for most of the game. It was only when I turned the 7-tile casino into a 9-tile (with three dice from three players) and then I won the reorganisation that it looked like we had a definite winner. I now had a 6-tile and a 9-tile on the Strip. The next round was Game Over and the Strip paid out one last time.


Andrew 36
Katy 32
Joe 20
Ian 20

Phew, my first LoV in years and what a journey it was. We finished at the same time as Hanami, so we ended with one more communal game: Just One - the opposite game to Blob Party we played at the start! Each player gives clues to a word-guesser, avoiding repetitions.


Katy asked for no high brow clues but the word she chose was “muse” which kind of suggests high brow stuff. Joe went all cryptic on me, cluing “anaethestic” for “number” (as in something that makes you numb) and Steve clued “#” but I read it as “hash” which, with Joe’s clue, made me guess “drug”. Nope.

Sam got lucky as we all clued separate but obvious clues for “buffy”. He got it in two seconds. Amazingly, no one put “vampire”.

Anja’s word was “sleeve” which she failed to get, distracted by Joe’s clue of “Wizard’s”. He later explained to us in the car that “wizard’s sleeve” is in Roger's Profanisaurus. “Ian said he was thinking of writing it,” he added, in his defence.

According to my notes, we got 7 out of 12 with a bonus point for someone guessing the eliminated words.

And that was that! Since I had no work the next day, I was able to stay until the end - a rare treat these days. Thanks all, it was a lovely evening.

Wednesday, 22 July 2026

Alibi checks out

Another warm evening began with one of those things GNN doesn't have a tag for - conversation. But this didn't last long and soon we were trying to impress Meister Makatsu with our ninja moves, a theme so far-fetched for this game of card-shedding that Martin's inward sigh could be heard as he began explaining it to us. 



We were six: as well as Martin and myself (Sam) Pete, Ian, Adam and Joe clustered around the table. Meister Makatsu is a demanding meister: our goal is to try to not win tricks - of a sort - as each round we play two cards of four, from three potential suits, with the highest in each suit claiming a point - points are bad - unless it's the orange suit, in which case it's two points. Unless it's round two in which case tricks win 2 points (orange 4) or round three in which case 3 (6). Getting rid of high cards early is ideal and there's definitely some luck. You don't want all your high cards at the bottom of your deck. 


But there are also two cards you'll never play, so the last hand gives you something of a get-out clause. I hoovered up more early tricks than felt ideal, but things worked out for me in the final round, when I got nothing at all. It was a game notable for how much it made Martin swear at us. 

Sam 7
Joe 9
Pete 10
Ian 13
Martin 16
Adam 19

Next up was Qork. This an extremely silly real-time reactions game where one player - the Cupper - rolls and reveals two big chunky dice. All the other players have corks on strings on a Qork mat and if the dice are doubles or add up to seven, must whip the corks away before the cupper slams the big rubber cup down on them. If you're caught, you get a point and as with Meister Makatsu, points are bad. If you yank your cork unnecessarily, that's a point. If you're the cupper and you don't catch anyone, that's a point for you. 


It's very stupid. Most of us at some point yanked our corks in a panic and Adam gamely gamed the system by lifting the cup off the dice to hold it immediately over the corks. Perhaps that helped him. Pete's reactions seemed like they could use some work, but on the other hand I'm not sure when this skill has real-world applications. He triggered the endgame by hitting ten unwanted points.

Adam 3
Martin 4
Everyone else: miles behind.

We did a third game with six of us: 2 Win. I think this has been explained elsewhere but it was a first time playing with so many players, and it seemed to go down pretty well. Martin chose to start fairly high and kept b[icking up cards for being the highest until Adam stormed past him into the early nineties. 


Despite his proximity to a century, Adam survived a couple more rounds whilst first Pete Joe and Ian and then myself fell by the wayside. But Martin clung on for the win. 

We split into threes now, with Martin and Joe introducing Pete to an old and fairly brutal Knizia tile-layer called Genesis and myself Ian and Adam opting for Rebuilding Chicago. 


Genesis is pretty simple. Players 'collaborate' on creating terrain types, but fight over majorities with only first and second place scoring. Each area must be at least three tiles, but there's also bonuses to be had for the largest of each terrain type (x2), and the largest of overall x3. There's also obstructions on the board to factor in, meaning you want to avoid the geographic cul-de-sacs that inevitably emerge. 

Final board (face-down tiles are just denoting scoring)

Pete took a debut victory here as Martin fell victim to Explainer's Curse. 

Pete 45
Joe 39
Martin 36

In Rebuilding Chicago we don't have that shared space, but the timing and claiming of events was the most critical in this play that I've yet encountered. 


Ian and I could probably have done more to hamper Adam though: not exactly a whitewash but a solid win thanks to his late-game placing of Landmarks. Thank God Ian ended things before he could build a third. 

Adam 154
Sam 143
Ian 129

In the short time Chicago overran Genesis, they'd played Chocolates, also known as Martin's Revenge.

Martin 25
Pete 17
Joe 11

I missed every chocolate-based photo opportunity as I was so focused on polyominoing in Illinois, but I did manage to snap Martin packing it away, apparently in a fine late-evening mist. 


It was late enough that Adam felt he could clover before bedtime, so that's what we did. Some really good stuff here and oh-so-close to a Record of Legends score of 36/36. We fell just short on Pete's clover which had a slightly unfortunate red herring of rifle, which we thought went with repartee. We should have listened to Adam, who correctly thought it was comedy/tennis. A solid clue, but 34/36 ain't half bad, and a memorable play as well for Martin's workplace tale of an abandoned Zoom call after someone shared their screen in a highly unsuitable manner. Not him, I should make clear.  
 

So we then lost Adam to the night but felt it was early enough that we could play on, and stayed in cloveresque territory with newbie Alibis. 


Like So Clover, it's a word-association co-op, with a theme that floats away in the breeze, although the deduction element is intact: we're collectively trying to work out who the 'criminal' is and we all dealt two of the line-up ourselves. First off we must convey which two we have by looking at the random words on them and attempting to link them in a clue: just like one side of a clover, basically. Then we announce our clues one at a time and everyone ticks off which pair we think that player has on our own little elimination boards.


After that we all announce who we are and hope that at least one other player deduced correctly: if so we can reduce the 'heat' on us by one. Then we'll remove three heat for every player who successfully figured out who the criminal was; the goal being to remove all the heat over three rounds. 


And we succeeded! It was a close-run thing but we swept the board win round three with everyone figuring out that Japan was the rogue word (I forget which superhero it was though). A great success, and a fine way to wrap up the evening. 

Wednesday, 15 July 2026

It ain't over til it's over. Oh it's over.

Partly due to World Cup fever - other fevers are available - this week's GNN hit a very quiet patch, with only host Joe and myself (Sam) sat across the table from each other when the allotted hour came. Katy was going to join us but she was running a little late, so we kicked things off with a couple of head to heads, starting with Faraway. 


I have never won this game before, but Joe put all his eggs in one huge point-scoring basket, and though he pulled it off my many-cards approach was enough for a narrow victory.

Sam 78
Joe 73

We followed that with Pickonimo/Heck Meck, where Joe got off to a terrible start, getting nothing at all on his first three turns. I hoovered up a whole bunch of tiles, but was concerned that as the game closed out I'd start busting. Joe didn't think I had anything to worry about - but he was wrong. Revenge of the Berge!


Joe 10
Sam 8

Katy now arrived - complete with a new bike - and we debated what to play before settling on Eldritch Horror. We'd flirted with this at the weekend and failed at the hands of the Ancient Ones - could we do any better this time? 


Inspired by the works of HP Lovecraft, this undertaking sees us trying to solve clues, defeat monsters and close gates to horrible netherworlds. It's very Pandemic-like in some ways - a combination of hitting objectives whilst firefighting hordes of diseases (or in this case, ghosts, shoggoths, and the perpetual threat of insanity). Joe played Charlie Kane, a politician with powerful influence. Katy was Jacqueline Fine, who had a strong command of Lore. And I was Lily Chen, who mostly likes kicking the shit out of things. 


We began strongly. Joe used his influence to good effect, and his special power to share the love - or more specifically, some asset cards - with Katy and I, We begin navigating the board in search of clues and gates to close, but round two is our first hairy moment as a Reckoning is triggered and Joe narrowly escapes death. 


Katy is doing some terrible dice-rolling and only her powers and cards are rescuing her. But our biggest problem is the current Mystery: four must be solved to win the game, but we are making absolutely no progress on the first one at all, thanks to the circumstances of the nasty Mythos cards and our poor gate-shutting efforts: we sashay around the planet only to faceplant whenever something important is needed to be done.


Katy twice sacrifices her own health to save Joe and I losing (more of) ours, and although I finally close a gate at the fourth time of asking we still fail on the mystery front, and as time is getting on, elect to pack the game in because after nearly two hours we're no closer to the end than when we started, and completing four mysteries before midnight looks unlikely. We're disappointed. I have loads of lovely kit now thanks to Joe, but am feeling a bit like the all the gear, no idea version of Lily.


Lovecraft was a horrible racist anyway. With all the terrors back in the box there was plenty of time for So Clover. I was quite pleased with my clue of bile for ambulance/mustard, but I hadn't spotted the word body on another card, dammit. We flailed about slightly on our first attempt with Katy and I not in tune with Joe's clever clueing. Our second looked more promising with two sixes but Joe had had a bunch of tricky combos and we fell short again!


Despite us trying to save the world and deciding it was all too much effort, it was still pretty early. But hot and tired from our endeavours we decided to call it a night. Hope to see you all next week. 



Wednesday, 8 July 2026

The Seven Commandments

There was at one stage nine of us last night at Anja and Steve's house, although the ongoing pipe-based escapades of their particular street meant we were never actually all at the table at the same time. Such is life when, like Steve, you plumb in the moonlight. 

But we began as an eight. Whilst Anja was getting Lennon settled, the assembled ranks of gamers placed their wagers on Hot Streak. With the full complement we elected to eschew the drafting and play the 'secret betting' variant, where you simply choose a racer to back based on the cards, and most also go with your hunch on a side-bet. There's a little less control in a game with minimal control already, but it plays nice and rapid. 


As is the way with Hot Streak, there is no official winner - the rulebook foretells your future instead - but unofficially this was Pete's game: he ended with $38 ahead of Joe's $28, with the rest of us dismally arrayed between 8 and 15. 

We split into two groups with Martin and Joe introducing 2 Win to Louie and Ian whilst the rest of us played the simple-yet-inscrutable dnup. 


Having already played 2 Win I can give a brief précis. Each round players choose two cards to play as a number, with the significant caveat that it must be higher than their last one (-your first number can be anything, but you want it to be reasonably low). If you play the highest number, you get a card from the deck. If you play the most stars - these pop up on some numbers - you also get a card. And you get a card in another way I can't be bothered to explain here. However you get 'em, cards are good because the winner of 2 Win is the last one standing: as your cards run out you either don't have enough or, more likely, your numbers are too low. 

from earlier

Joe won this, with Louie second and Martin and Ian first out. Meantime Steve was unscrambling dnup's inscrutability with some success, picking up a win in just three rounds despite asking what the rules were during the second one. 



The 2 Win gang had now subbed Louie out for Anja and set up Martin's new trick-taker Master Makatsu, so we moved on to Mykerinos, my new second-hand classic of the Beige Games Era. However at this point - I missed how it happened - Steve was called away to plumb. Being unsure how long he'd be, Adam suggested we play dnup again, and won just in time for Steve's return. We'd fleetingly seen him covered in water as he passed through the house like Super Mario, but now he was back and dry and ready to dig for artifacts. 


In Mykerinos then we send archeologists out to dig in order to claim cards at the end of the round via area majority: first place gets first choice, second gets whatever's left over. The cards you harvest will score points at the end of the game: exactly how much depends on what rooms you're able to reserve in the museum back home: you can sacrifice a card to take the reserve action instead. 

dig

the museum

The catch with the digs is that there's limited space and players get in each other's way. Mykerinos also does not like you branching off from your digs, so you can only extend them from either end, with up to two cubes. Or you can start a new dig anywhere with one cube. Or you can pass and keep cubes back, or you can call on a Patron. 

from earlier

Claimed cards, as well as being your points, also flip over and become special-move-endowing patrons, something Adam put to good use as he used Lady Violet to continuously claim extra cubes from the supply in a limited economy. Despite my earlier reservations and ousting of Pete for shared card objectives, it was enough to give him a victory on a tiebreaker: cubes left over. Steve's strategy of asking what the rules are halfway through served him less well here than in dnup.

Adam 51 + two cubes
Sam 51 + no cubes
Pete 40
Steve 27

Whilst all that was happening, Ian had won Master Makatsu (points are bad) 

Ian 14
Martin 15
Anja 16
Joe 18

And I know little of it despite Martin explaining the rules to me in the car on the way home. That was almost twelve hours ago now and things have changed. I do know that Ian followed this with another win in Mille Fiori, staging some kind of epic comeback from the mid-game doldrums. 



Ian 203
Anja 184
Martin 182
Joe 161

And now, as the room vibrated to the sound of Molly's snoring...


Adam left for home. Anja suggested So Clover, but we realised nobody had So Clover with them. Then Pete said it might be in his car - in case of breakdowns I suppose - but with demurring voices Adam and Katy not present we realised we could play Triangulation, and broke into teams. And what a game it was. 

I kicked things off in moronic style with The Ten Commandments. Not only did I confuse the commandments with the deadly sins but I wrote 'ten' as one of my clues, thinking Ha ha, there are ten of them to myself. Dumb as a bag of spanners, leaving teammates Joe Ian and Steve at a loss.

Because we failed in round one, I cost us a point. But then I redemptively suggested Big Bird from Martin's large and yellow and it proved correct! We just about got Disneyland after Pete's gracious giveaway that we were close, and Joe twigged that Steve's clues were about Zoolander. 


Anja's team successfully got IKEA and then we failed to grasp Ian's clues for Tim Burton (though Joe's idea of Beetlejuice got us very close!). Down to the final round and we flipped over Martin's DC and five, initially making us think of comic superheroes before I wonder if the Pentagon was in Washington. Ian thought it was, and we intercepted for the win! 

In a quirk of fate Martin realised that - having intercepted Joe's launderette and blue for Levis - their team would have won if he'd written his clues a little slower and they'd have gotten to guess first. Crazy. 

But now the hour was past 11pm and so we wrapped up another week.