There was a Beano story once, where the character (Dennis or
Minnie, or it might have been Rodger) wished it was Christmas every day. By the
end, they were sick of it. This has been the concern of the Bracknell Trio with
their favourite game, Lords of Waterdeep. If they play it too often, will its
brilliance fade? This week, enough was
enough. Chris was urged to set up Lords.
Paul
accelerated into an early lead, rapidly knocking off the relatively low-reward
quests. So fast and furious was his quest completion, it was hard to pin down
exactly what he was after. James plucked up the purple wizards, so it was clear
he was after the Arcana quests. And he soon had a couple of 25-point quest
cards and a 20-point one in his hand, optimistic that the high-scoring quests
would win him the game.
Chris
bought buildings. Soon, he had a commercial empire. Though it was more like an
empty precinct in a struggling seaside town. And as he dropped further and
further behind, he bemoaned his luck and his tactics and woefully buried his
head in his hands each time he missed a good quest card. But James was having
none of it. It was glaringly obvious that Chris had the Lord card that favoured
buildings. Chris’ acting was fooling no-one and James and Paul had to keep up
the momentum knowing full well Chris could come steaming back when the bonuses
were counted.
But Chris
did execute the cruellest, most devastating move of the game playing an
Intrigue card that wiped out any Clerics in any opponents’ taverns. Paul and
James’ taverns were packed to the rafters with clerics one moment... Eerily
empty the next.
Paul was
almost always in the lead. James would momentarily leapfrog ahead as he
completed the high-scoring quests, but Paul was slapping down the cheap and
cheerful quests faster than a kid playing his first game of Snap.
The game’s
rounds ended with Paul just ahead of James and Chris a long way behind. Paul
totted up a lot of bonus points where James didn’t have that many. So the gap
widened. But Chris was just about to announce what had been obvious from the
start. Buildings make bonuses. Just how fast would this terrible actor come
zooming round the scoring track?
It didn’t
happen. He’d actually been after commerce and warfare. Not buildings after all.
He’d built those to produce the resources that would pay for the quests that
would grab the glory but fallen too far behind in doing so. It’s not a tactic
he’ll be using again. Chris’ commentary on his tactical shortcomings was not an
act at all. Just genuine despair.
So, for pudding it was going to be 7 Wonders, the B-sides. Again
a game they all know quite thoroughly now. Paul had Babylon and went for
military mastery, adding a dab of science in the third round. James had Giza
and steadily assembled the points through structures and the completion of all
his wonders, plus his yellow cards. Chris had Ephesus and stacked up the
structures too, before making a killing with a couple of cracking guild choices
at the end. With three coins worth a point, Chris’ pile of dosh helped seal the
victory.
Chris had the Grand Palace. So there’s still not been a game
where someone has built the grand palace and not been victorious.
Final score: Chris 54, James 53, Paul 47.
Genuine despair it was, when I realised my tactic of being the resource master was a duff one and that it had taken me 4 turns to clear one warfare quest.
ReplyDeletePlus everybody going for commerce made it tricky!
I was just about to make a quip about Chris' running commentaries on his own failings when I remembered I complained I was going to finish third in Railways last week. That was about 5 minutes into the game.
ReplyDeleteIt's I do have a tendency to explain my failings although I been a lot better since we've done our thing over here. Wednesday though I really did screw it up!
ReplyDelete