Saturday, 19 September 2026

How to win 2 Win

 My first games night in over a month and I strode towards Joe's with such purpose that I walked straight past it and had to turn back.
In Joe's kitchen were the six friendly faces of Joe, Jo, Martin, Ian, Adam H and Sam. They had done that old familiar trick of starting a game, safe in the knowledge that this would magically cause another gamer to arrive at the door. And it worked, but they kept playing while I sorted myself out. 

The game was Win 2. A card game where you play two cards from your hand to make a two digit number. The player who plays the highest gets a new card to add to their hand. The trouble is, in each round you have to play a higher number than before. The winner is the player who lasts longest.

Sam started cagey, keeping his numbers low such that by round three he was still only on 19.while Joe had 66. But by round 7, his cards had forced him to advance to 98, meaning he really needed to draw two nines to avoid defeat. He didn't, but equally Joe, Martin and Adam also couldn't progress. That left Jo and Ian and Jo found they couldn't play again. Ian, last man standing had won and did a little showboating by putting down 99 as a final hand.


Ian wins

Next we split into two. Jo, Martin, Sam and I played Better Letters while Adam, Joe and Ian chose Renature.

Better Letters is a word game which is played on a grid of cards which describe a rule that a word has to obey, such as “Must start with a P” or “must have two syllables”. The players have one minute to come up with a word that meets as many rules as they can, tracing a path across the grid. Each square gives points, especially if you're the only player who uses it.

I got lucky in my first round as the very ordinary word FLOATS landed on some unused tiles and picked up 5 points while other longer and more inventive words didn't score as high. And that's kind of the interesting part: the notion that long words would score highest isn't always true. For example, my FIREFIGHTING was outscored by Sam's MUNCH.



It was fun, although the games one minute time limit seemed punishing, but at least it kept things moving. And it was fun. I know Adam won't believe it, since he seemed to physically recoil when the game was described to him, but the agony of trying to come up with a word that maybe fits just one more rule is quite a challenge. 

Jo 45
Martin 31
Sam 29
Andrew 27

After this, Renature was still half and hour from completion so we left them to their curious incantations of “badger, badger, badger” and we played The Crew: Journey To The Centre Of The Earth. 



This new member of The Crew family had a twist. Each round had a score allocated to it, either according to difficulty or by how well you do. And overall success is measured on a little track which we make our way down, trying to reach the destination before another meeple does.


We thought this new format worked well, and it meant that there was no risk of getting stuck on one hand, getting frustrated at playing the same rules over and over.

There was one round in which each player secretly wrote down how many tricks they would win. In that round, at least, the camaraderie among us was replaced by something more dickish.

But we achieved our goals and got to the destination before the automatic meeple did.

Success!!

Also at this point Renature ended,  with Joe sadly adding up what his points might have been if things had turned out differently:



Adam 82
Ian 53
Joe 40

At this point I left. Nice to be back after all these weeks. I'll let Sam take over…

Post-Andrew, we were still at six and as Martin said to the room, the night was young. There was some low-level debate before we all realised we were happy to play Phantom Ink. At least initially. Joe and Martin became the spirits (ie clue-givers) and the rest of us the Media (ie idiots). Martin was paired with Jo and I whilst Joe teamed up with Ian and Adam. 


Jo and I asked Martin if the word was (associated with) a Greek or Roman figure of mythology, who would it be. Martin wrote DEM and I honestly didn't have a clue, but Jo figured out it was Demeter. Then Joe's first clue was AG before he was silencioed, leading us to think of agriculture. Jo suggested Bread, and we went for an early guess. Wrong! Martin gave us the first of many meaningful looks. 

Fortunately the other team were struggling too, and we were all - even Martin - baffled by Joe's DISS, even after he added an O to the end. Jo and I were still on a wheat theory but more guesses proved wayward, conjuring only an air of jadedness from our spirit, like he'd done a long week at the clueing office and didn't need this shit on a Friday. Ian and Adam went wrong again too and Jo and I were left with our two theories: the long-mooted wheat, or Jo's recent theory of jam. I was allowed to choose and guessed wheat - it was jam! The other team won. My biggest contribution was selecting defeat from victory. Or maybe just being generally baffled. 


Next was So Clover. I bashed out my clues feeling reasonably okay about three of them, but the fourth hit the rocks and we kicked off with a 4. We followed that with three sixes, however, before we reached Joe's, who had - with some ambition, it seemed, clued apple and scrumpers next to each other. Amongst his cards were the words fruit and orchard. We were initially flummoxed, but when we looked closer and tried some things out, we were still flummoxed as well. "Joe!" Martin castigated him. Joe chortled. In fairness though it did make sense in the end - we'd maybe just ported a little spirit confusion over from the previous game. 


Both Ian and started making moves to go, and Adam did go, but Martin suggested Slow Co-ver, his invention of last week where there's a single clover and you're all trying to come up with the same clues. We did very well! The scoring is still under discussion but Ian and I combined, and then there was a trio of hits, and a couple more and we were so enamoured we played again. At this point Jo stopped, reaching peak clue for the evening, and merely watched as the scene played out before them. It was another minor triumph. Tweak the scoring, pdf the rules, stick it on BGG and before you can say 'solo mode' it'll have it's very own just an activity thread. 

Until next week!








Wednesday, 9 September 2026

Tom Selleck

Games night. After the extremely rare occurrence of a Missed Tuesday last week, Joe was first to arrive at my house and, out of practice at opening boxes, we sat and chatted with Sally and our guest Cassidy for a good twenty minutes. Then Adam H and Katy arrived and normal service resumed. 

First up was Joe's madcap trick-taker, the hairily-themed Moustache.  

This is a must-follow game where each round players split into temporary teams, with the goal to win the cards with stars (ie points) on them. Whilst there's no trump as such, there is a ranking of suits, so if you're out of the lowly green you can effectively trump in with any other suit. But over four rounds a new rule is introduced in each one (there are sixteen rules total in the box): in round one, we had all pink cards are placed face-up on the table so everyone can see what everyone has. In round two pinks became worth extra points, in round three a card was passed to the left after every zero was played and in the last round something else happened that I've now forgotten. 

Joe and Katy rinsed Adam and I initially, and then did the same in round 2. Katy and Adam narrowly beat Joe and I in the third round and then I lost again with Katy at the end. My experience of this game was basically being some kind of curse on my partner. 

Katy 10
Joe and Adam 9 each
Sam 0

I suggested we try out my mini Robo-Rally dice game, which dumps the card programming in favour of dice instead; the catch being that everyone rolls at the same time and as soon as any one player is finished they start putting a time pressure on everyone else. 


It's speedier than the original in that you can tick off a checkpoint just by going over it, and there's no falling off the board. But it still manages to produce a fair amount of chaos, to which I added by not explaining it very well and forgetting the order things happened in. 

Martin, post-gig, turned up just in time to see Adam win, whilst I punched the air in excitement that I finally reached the first checkpoint on the same time (and relief it was all over). We heard the gig was full of 'old bald men' and Joe and I wondered where our invites had been mislaid. 

We debated what to play next and Joe lobbied for Knizia's Hollywood Blockbuster. Martin gamely took on the rules-explanation and did it far better than my Robo-efforts: basically whilst the theme is making movies the mechanics are all about auctions (Katy: "Not auctions!") with the goal being to assemble the various persona needed to complete your movie: director, actor, camera, special effects and so on. The movies vary in their make-up, with the only hard and fast consistency being a director and the optional guest star. 


Over four rounds we bid for these people and the winning bid gets distributed amongst the losers. A completed film instantly scores the sum value of its component parts (the title also has a value) and there's prizes for best movie in each genre, best movie overall, and even the highly-contested worst movie overall, which was won by Joe after I, perhaps understandably, couldn't get an actor attached to my dogshit sci-fi Star Battles. How can you resist a title like that? Especially 'Keanu Breeze' in it.


This was a tie in the end. Martin's collection of actors stood him in good stead throughout but Adam's focus on quality over quantity meant his late surge of releases pulled him level. 

Martin and Adam 73
Katy 59
Joe 55
Sam 37

At this point Adam left for home, unable to to be tempted by So Clover. So it was just the four of us for our traditional closer, and we did pretty well, only being thrown off by the idea of camp-stick for Martin's clue of flagpole, to his chagrin/palpable disdain. 



After that we tried a game Martin had come up with this very evening, which Joe christened Slow Co-ver (rhymes with clover). We placed a single clover on the table with cards in it as per usual, but then take a clover each and secretly write our own clues for the shared clover. The goal is to try to write the same clue as everyone else, for a point - although as Martin pointed out, Slow Co-ver could be played competitively. 


Though I neglected the pictures front we enjoyed this so much we played twice more, improving a little each time. Weirdly our last effort had the same combo Sally and I had encountered the night before: past/drink, so I put the same answer she had, mead. Joe and Martin did the same, whereas Katy went for port. It was the closest we came to a perfect point. 

And on that high-note, the games concluded. 

Sunday, 30 August 2026

Some kind of Bala

A summer games weekend. On Friday night Ian and Katy were first to arrive, and after some uncertain naming hesitation on my part - Gambala? Gambola? - loosely inspired by Shambala, which was the reason my house was empty in the first place, Katy insisted it would be Sambala, in honour of me - or at least my email pushiness. I overcame my initial reluctance to use it as excuse for my excesses as the evening progressed - an evening that began with 5 Towers. 

This was new to both Katy and Ian but it's a simple game: we're all building the titular towers and each round we bid on how many cards we'll take to do so, adding them in descending numerical order. You can 'tear down' a previous card, but doing so costs points. Katy kept her powder dry here as Ian and I built, and cleaned up thanks to Ian's shortage of tower tops that increase your score. 

Katy 31
Sam 23
Ian 21

Adam arrived in time to watch the count-up and was intrigued to try it, but we realised with an hour until Anja got here we could do something chunkier, and settled on The Quest for El Dorado, mixing in some of the expansion options I picked up on a recent jaunt to Norway. We added Dangers (though this morning I realise I forgot one of the boards for it) - which are the same as normal spots except you can't end your turn on them - and some crocodiles, which can only be navigated with an exact-number card (the suit doesn't matter) and the Muisca, a local tribe who'll help you, but potentially opponents as well, for reasons I won't explain here as it never happened in the game. 

Adam warned everyone that in the last game I blocked him from card-shedding spots and I began with a similar strategy, trapping Katy behind a mountain as everyone was slightly appalled at me. "It's Sambala" I said. She and I lagged behind and constructed decks as Ian and Adam journeyed forward and Adam went back and forth between a dangerous valley so much that he got his deck down to just four cards. "But three of them are shit" he said. We didn't believe him but it turned out to be true: he was caught and overhauled. I sailed off into a healthy lead with a streamlined seven cards, and felt optimistic that El Dorado was calling my name. But then I stalled at a watery barrier and was caught by everyone. 

It was suddenly tense. Adam removed the barrier but blocked one way. I went the other but for two turns running didn't draw the cards I needed. Katy and Ian were blocked by the pair of us - but not for long, because suddenly Adam - now with some powerful cards - sped off to the end and won. Katy wanted to play for second place until she realised she couldn't get to El Dorado, but I could.

Adam wins
Sam sort of second

Anja still hadn't arrived so we set about playing Poison, still with its Joe-infused Dwarves of the Twilight Galaxy box cover. Katy didn't remember (or know?) the rules, but insisted on not learning them and that she'd get it as we went. This made for a slightly staccato game as apparently brewing poison is not as simple as it sounds. 


Unless you're Adam. We only played one round but he squeaked a narrow win over Quiet Ian, who had gone about his business attracting less opprobrium. 

Adam 2
Ian 3
Katy 8
Sam 17

We stopped after the single round because Anja was now here! After a brief catch-up we returned to business with co-operative Wavelength, with my first spectrum being good superpower/bad superpower. I felt my clue of being able to nap at a moment's notice was not a bad guide, but Katy had to be talked down by the others from seeing it on a par with flying, invisibility and time-travel. We hauled in a three points, but then went off the rails somewhat with our next few clues - we undervalued Ian's A4 writing pad and Anja's perception of country music - only to stage a late-game recovery and come oh-so-close with 13 points - two shy of the official victory condition. 


Not that it matters, as Katy rightly pointed out. Next up was Fun Facts, new to Anja but an easy teach and not a million miles from Wavelength. It transpired that desires to go to space was split along gender lines, with Anja and Katy willing to spend zero pounds on getting there and the boys more sympathetic, although Ian thought he'd get bored and Adam thought he'd get sick. I was more keen: I liked the idea of zero gravity and peeing in my pants.


We didn't do too badly, although the rulebook was hardly effusive about our score of 26. Next up was the little-recently-seen Perudo! What a cracker this game is. 


Adam and Anja took the early hits as Anja kept calling dudo, with mixed results. She was first out, followed by her neighbourly nemesis, as Katy insisted everyone target me as I still had my full complement of dice. It sort of worked: Ian fell next leaving Katy and I on a single die each. Despite her insistence that I had a huge advantage, I've been here before: like poker, my game is only solid until a showdown and then it disintegrates. 

1 Katy wins
2 Sam
3 Ian
4 Adam 
5 Anja

There are no pictures of So Clover, because Katy was so appalled at the outcome of her clover that she flipped it face down. We hadn't figured out what she'd meant with the clue shit, and it's now lost to memory. Mine anyway. Comments are available. 

So Clover: 22/30

There were some good clues, but I've forgotten them too. I was slightly drunk and reading Adam's clue of enrobed as enro-bed for some reason set me off, so while everyone else solved his clover - 6 points! - I had my head on the table. Possibly informed by this, but hopefully the late hour, Ian and Adam took their leave and the remaining trio played Misfits. 


Several collapses later, I took the win and Friday was done. 

On Saturday the games began a little before midday, as Katy and I had a Clans of Caledonia rematch. She had extra order-fulfilment options, I knew how to sail. The last time we played this Katy obliterated me, but on this occasion she struggled to get going and told me that she hated the game in rounds 2 through 5. It was closer than we thought though, and whilst I won my score did not eclipse Katy's in the last game.  

We moved on to another medium-euro: Rajas of the Ganges. 

Here there were very divergent tactics: I built markets and Katy buildings. Buildings race you around the track faster than markets - but they're a score-once-and-done option. Without any trade in her province Katy had no incentive to score markets, and so I took another win here - again, a close one though. 

Katy's province: lacks cornershops

By this time we'd eaten lunch and other gamers were looming. We bashed out a year of Cozy Stickerville as we waited: a game you famously cannot lose, as it mostly consists of putting stickers on the board and regretting your decisions. 

As we ended a mostly-fallow year of having not enough wood to do anything, Anja, Steve, Lennon and Louie all arrived, and hot on their heels Pete, Laura and Ryker. 


We split into two groups. I joined the Dalton-Dales for Forbidden Desert and the remaining quartet began playing The Mind, with hilarious results. I think in the time we set up and reminded me of the rules they'd failed on level 1 three times, then triumphed and called it a win.


Meanwhile in the desert I was being reminded of how much sand there was. 


So much in fact that I took it upon myself to spend most of my turns removing it, as it bothered me. Lennon did lots of excavating to find things, Steve employed his magical powers of movement and Anja had a knack of finding tonnes of equipment. Louie generously sacrificed a lot of actions to stop Storm cards being drawn and basically save our asses. Despite this, it didn't help: we ran out of sand and lost. 

Meantime the others had played Magical Athlete, which was won by Ryker on his GNN debut...


And they'd also played Misfits, the winner of which I totally missed as I was buried in a dune at the time. I heard a big crash at one stage though, and there were the usual alarms about elbows on the table.


We now lost Katy to Weekend Plans and shuffled ourselves into a big group for a revisit to Louie's Game Off, last seen when Martin harrowingly sang Happy Birthday to Steve on a games weekend. 


In this game you go around the table and roll dice to see who you challenge on your turn, then choose what sort of challenge it'll be. Louie and I had to moonwalk, and Lennon saw me off easily in the slowest-press-up face-off. Anja and Lennon both had to sing their highest pitch, and she lost to Louie in the rhyme-off of words that sound like 'right'. The kids dominated here: Louie won with the 5 cards needed to end the game, Lennon runner-up with 4. Whilst Pete and Steve also scored, Anja and I were left with nothing but a vestige of our Game Off worthlessness. SAD. 

Lennon and Louie had a game of Crokinole but decided one round was enough. I'm not sure who won.


Then Lennon, Pete and I began a game of Ticket to Ride: Berlin but there was now an interval for fish and chips, of which there are no pictures. Thanks to Steve for making the run to the chippy (and let me know what I owe!). After the meal Anja thrashed Steve at Trickarious whilst Pete took a narrow win in Berlin. 


There was time for one last family game before the curtain fell, so we played In Vino Morte. Twice actually. Anja ousted Steve in the final round in game one, but in game two Lennon poisoned everyone but himself! I've never seen that before. Extra points for the face of an arch poisoner too. 


Steve now ran the family back to the house whilst Pete and I fretted about what he might like to play, going around the houses circa games night 2012 until we realised we all liked Root. So we set it up and happily his eyes lit up on seeing it. 


He was the industrious Marquis, Pete the expansionist Eyrie and I the sneaky Woodland Alliance. We all forgot some minor elements: Steve the hand limit and I a faction specific thing. Pete managed to forget he was charismatic, which Steve pointed out takes some special kind of charisma. But Steve's eyes, so bright before, were increasingly dark as I dicked everyone over with my sneaky ways. 


As is the way with Root, knowing someone is an asshole and stopping them are two different things. Probably my more recent experiences told - Steve hadn't played in years. 

Sam 30
Pete 16
Steve 12

Steve took revenge in The Quest for El Dorado, which we were surprised to learn he had never played before. No expansions then, just a lot of card shedding: early for me, later for the others. I felt I'd put myself into a good position and reached El Dorado first - but Steve's collection of cave tokens saw him sashay in behind me, and his collection of barriers trounced my one.


1 Steve - Indiana Jones
2 Sam - Small Round
3 Pete - Rene Belloq

After all the excitement of the day I was fading a bit but we squeezed in one last dice-chucker in Pickomino. 


I had just finished telling them about my brother-in-law taking a worm and then rolling seven ones when Steve did something remarkably similar. There's more to it than that but I'm not sure the anecdote will survive the transition to print. He won this too: my huge early lead collapsed into nothing and Pete couldn't get what he needed to deprive Steve of another victory. 

Steve 6
Pete 3
Sam 0

Sunday arrived, bright but not particularly early. Pete was still asleep in the front room when I went out for food supplies, but joined me shortly after my return. We had coffee and a chat and then thought what the hell, we'd play a game. This was Babylonia. 


It's not a game that tells much of a story but my two-player training versus Martin possibly helped here as I took a decent victory. 

Sam 125
Pete 85

We pottered a bit and ate lunch before gamers arrived: Jo was first, and we swiftly set up a trick-taking game called Power Vacuum, where we are trying to be top appliance. 


It was bananas: each trick the winner can take a point or reserve a card for the next round. More alluring is playing the lowest value card, where you can manipulate the energy supply to the appliance of your choice, or away from an appliance of your choice, or maybe both: each player has an area they score because it's themselves, but also bids you can make about which appliances will be most/least energetic. Despite the appliance theme, you also build statues of yourselves. I'm never going to look at the Nutribullet the same way again. 


We didn't manage a whole game but Pete was leading Jo 28-20 and I was back on 17 when Katy arrived, and we switched to another tricktaker Jo had brought with them: Daytime Minutes. 


Back in the world of sentient beings, we're now avid phone users in the early 2000s struggling to manage our minutes. I found this easier to parse than Power Vacuum but I'm not sure I can explain it coherently: each card has a time value and the winner takes all the cards of the led suit. Each round has a maximum time anyone can have and you want to not go bust, and also have not spent the least time: in either case, you lose one of your precious SIM cards. 


Also, there's potentially (in fact, always in our game) two suits in each trick, so with it two winners. Although you don't always want to win, obviously, because Minutes.


Adam H arrived in time for the finale, as Jo and Pete both went bust and Katy, who still had two SIMs, took a win. It's a great game, allowing room for lots of jokes about phone calls to your mum. Katy did one of these and then realised she had to call her mum later. 

Now a five, we introduced Jo to dnup, the spiritual sister of Scout. 


It was a funny game, with a lot of enforced busts and the odd reluctant rotation. I'd like to say my convincing win was because I know what I'm doing, but I think we all know better.

Sam 4
Adam 1
Everyone else 0

Katy demanded Misfits next. We mentioned to Jo that we didn't play the official rule of 'if half the pieces fall, you must take the entire tower' and inevitably bumped into two situations where it suddenly made sense.


By Misfits standards it was a bit of an epic: probably well over half an hour, and Katy ran out of time and had to leave, graciously taking the shitty base for herself before she did so. She wanted to claim a win - she had fewest blocks - but we wanted to keep playing.


As I write now I can't actually remember who won though, although my sources tell me it was definitely Pete (sorry Katy). Mel was now imminent and Adam suggested she would love Steam Power, so we set up and talked both she and Jo - and me, to some extent - through Wallace's Light Railways. (at this point Blogger's labelling runs out of space)


My recollection of the game is one of mild bamboozlement: I do find it - as I repeatedly told everyone (sorry) a very hard game to read, and forgetting a key connections rule meant I inadvertently cheated as well. Thankfully I wasn't in contention though. It looked very much like it might be Pete, who seemed to be scoring contracts almost every turn from about 20 minutes into the game. 


But one should never write off Adam in these scenarios, and when Pete triggered the end game the one turn the Creeping Custard still had in him was enough to hoist him to victory! At least that's what I thought. As it turned out I was simply innumerate (and used to Adam winning). 

Pete 39
Adam and Jo 33 each
Mel 26
Sam 22

Pete had one more game in him and after a surprisingly short debate we settled on The Shipwreck Arcana, something I last played probably nine years ago and had mixed up with Bemused I think. Fortunately it's Jo's favourite game and they knew it inside out, nursing us through the baffling confection of possibilities, often as much about choices you don't make as ones you do. 


We are collectively trying to get seven right answers, the question being a slightly Bilbosque what have I got in my pockets. Although we work together, the active player must keep schtum as everyone tries to figure out as much as they can about a numbered tile in their hand, by examining what tile they aren't hiding - and where it is. The discarded tile goes next to a clue, which hopefully leads everyone to identify what you're hiding.


That's a very loose description anyway. Guessing wrong - or having the card 'fade away' by having too many tiles beside it - causes Despair: reach seven despair and you instantly lose. 

This was fun: we won but not without help: we did a relatively easy setting and had some considerable luck when my first hand was the same as Adam's, so I just copied what he did. It's very clever. 

We now lost Pete and Mel and were down to the last game of the night - and the weekend. I mentioned Hanami and Adam and Jo were both amenable, so we started out on the game that should surely be called Picnics for Dicks, as we serially shenaniganed and caused even the usually-zen Jo to cry out in despair several times.


I thought if Adam had only won lamps, I might have an outside shout of beating him on the tie-breaker. But he didn't and I wouldn't have. A convincing victory for Mr H, vanquishing the ghost of Steam Power. 

Adam 2
Jo 1
Sam 0

And finally, after around twenty-three weekend hours of gaming, your insert-festival-name-of-choice-bala was over. What a lovely weekend, thank you everyone!