I arrived at after eight at Mel’s to find eight gamers already squeezed into one room. I had already missed a game of Just One which ended with 7 right out of 7. "We bossed it," Martin informed me.
Wednesday, 26 January 2022
What will a zen do if a shin can sen?
I arrived at after eight at Mel’s to find eight gamers already squeezed into one room. I had already missed a game of Just One which ended with 7 right out of 7. "We bossed it," Martin informed me.
Sunday, 23 January 2022
Two-Headed Beasts
On Friday Chris and I (Sam) met for some gentle two player-games whilst Ashton and Stan zoomed around the house on hoverboards, making beeping noises and throwing a bouncy ball at each other.
"Does that bother you?" I asked Chris.
"To be honest, I hadn't noticed" he said.
Chris hadn't noticed partly because after introducing him to the magic of Cross Clues, we'd gone for the not-usually-2-player space battle of Eclipse.
Eclipse is engineered to push players towards each other geographically and aggressively. With 3 or more there are extra layers of tactical thinking and nuance to play. With two, it's much simpler, although the goals are still the same - you score points for territories, developed tech, and prowess (or even lack of prowess!) in battle. Chris and I started either side of the galaxy's centre, but had very different experiences. My exploration found lowly, unoccupied worlds, waiting for pink habitation. As a result I built an economy swiftly, whereas Chris found himself beset by The Ancients, hostile forces bent on - not unreasonably - hanging on to the last vestiges of their civilisations.
Mid-game I felt comfortable - I was taking more actions than Chris and calmly spreading tendrils across the galaxy. But Chris used what little flex he had to arm his ships to a degree I think it's fair to call 'fucking nuts' and when the endgame arrived, the classic battle-for-the-centre wasn't enticing me in.
Each player's goal is to build their Raja's palace - on a separate board - by paying for tiles to place there. The USP with Rajas is that tiles score in two different ways (cash and fame) and these currencies are tracked around the board: but going in different directions. Your goal is to get the two markers to pass each other.
The last time I'd played Andrew had totally schooled me, so I copied his fame-heavy strategy as Chris built numerous markets and coined in the cash. The catch with the market route is that for every space the fame marker moves, the money marker needs to move twice for equivalence. I thought I might have run out of steam as Chris, in the last round, suddenly sprang up the track at terrifying velocity - but I held on for the win.
Sam - Raja
Chris - Raja not
There was just time for another blast at Cross Clues...
Before we called it a night. But what a night it was - Chris' mad cat Daisy decided to start mewing at 3am outside my door and opening the door seemed to upset her even more. Chris found a bed for me away from the noise, but I was now neurotically wide-awake and remained so until around 5. I wouldn't have mentioned it all, except for the fact on Saturday night I had a date with Martin, Joe and Katy for...
DOPPELKOPF
Martin had been playing this partnership trick-taker online a lot and wanted to try it in the room, so the three of us signed up to experience it's unique charms. As trick-takers go, it's quite long (2 hours!) and also - even for a game genre that positively bubbles with unusual twists - kinda bonkers. The game can be played with a standard deck (or decks plural, actually) of cards, but thank God Martin had the bespoke deck: without it, we would have definitely struggled!
Although each round - usually - sees players establish temporary partnerships, the game is won and lost individually. The lowest card is a nine, and a ten is higher than a king, so the suits run from ace down:
Ace - Ten - King - Queen - Jack - Nine.
But forget suits for a moment because over half the deck are actually trumps, and for the trump suit you - usually - ignore the standard suit on the card entirely. There are also two of every card, with - should duplicates be played in the same round - the earlier breaking ties. Most of the cards are also worth points (point values between 2 and 11, thankfully also printed on the cards) and the partnership that claims the most points wins the round.
But when (all) the cards are first dealt, players don't actually know who they'll partner with initially. The Re partnership is determined by the players holding the two Queens of Spades Clubs (the 19 trumps) and the Kontra whoever isn't. If one player is dealt both queens, they can announce they need a 'marriage' and the first non-queen player to win a trick is the Re partner. Unless someone decides to play... solo!
A full game of Doppelkopf takes 16 rounds, but every player must at least once play a round solo. When this happens, they choose from a smorgasboard of solo parameters: same rules as partnership, but swap out one 'trump' suit for a 'non-trump' suit? No trumps at all? Only queens are trump, or only jacks? The solo rules sometimes make things simpler, but the swapping of suits - in a game where some suited cards are trumps (and therefore not the standard suit on them) and some matching suited cards aren't, sent all of us tumbling into a pit of continuous confusion!
Apart from that, the basic rules of Doppelkopf came into focus reasonably quickly. But wait! There are numerous additional flourishes - pages of them on wikipedia, apparently - and we mixed in a few. A standard round is worth a point, but possibly more if it's a big win, and more still if the winners (or indeed losers) announce it ahead of time. Winning a hand of tens and aces is a doppelkopf: bonus point! Winning the (trump) ace of diamonds (the Fox!) from an opponent is worth an additional point. Winning the Jack of Spades - Charlie Miller - in the final round is an additional point. These various points, when the planets align, can accrue spectacularly: Martin and I both got seven points for a single round at one stage, as the Kontras looked on at the disaster playing out forlornly.
Joe sank to minus 13 points at one stage, whereas as Katy and I lingered around the zero mark, Martin surged ahead to a dozen or so points. He assured us all that the points could easily swing back the other way - nobody believed him, though. Until they did.
I have to confess I made a couple of left-field moves that came off more by luck than judgement, dumping a valuable club in order to be free of clubs and finding it went to my - then unknown - partner. Often in Doppelkopf though momentum seems to swing with earlier trick-winners falling away. This is no more pronounced than in the solo rounds, where Joe, Martin and I all failed to win, but Katy pulled it off with some aplomb. With 11 o'clock looming we took the decision to cap the game at 12 rounds instead of 16 - perhaps prompted by my yawning, although I was enjoying the game - and Martin and Joe were forced to play the last two rounds as their solos. Both were disasters, which helped push both myself and Katy past Martin into first and second. Joe, who seemed to be regularly harpooned by fate, was still stuck on minus 13 points. But as Martin pointed out, since the halfway point his haul of zero was considerably better than Martin's own, as he was belatedly hit by explainer's curse.
Sam 9/ Katy 3/ Martin 1/ Joe -13
We finished off with the current nightcap de rigeur of Cross Clues, then called it a night. Thanks to Daisy, I could barely remember the last hour of the evening, but at least I slept ten hours. I'd like to play Doppelkopf again as well - it was kinda nuts, but sort of alluringly so...
Wednesday, 19 January 2022
From Deep Sea to Deep Sleep (and back again)
I (Sam) broke my recent lazy habit of Voi-ing to Joe's house and actually got on a bike again, arriving ruddy-faced from the cold to find Laura already there and Martin, presumably, en route. Along with Joe that was it! A surprisingly player-lite games night of just four. We began by plunging into the watery depths to play Crash Octopus.
This is a fairly silly dexterity game where players each have a boat, and are trying to collect treasure by flicking it into said boat (you can also spend a turn moving your boat instead). In your way is the furious octopus - and the other players. Whenever someone 'finds' treasure, they stack it on their boat and then the octopus might attack: all players take a turn dropping a die off the octopus' head and sending it hurtling, if you can, into the other boats. If it knocks stuff off, that's just too bad!
If the die didn't hit a ship you move the octopus instead: blank-side up is a tentacle, pink-side up is the head. The constantly shifting octo-parts mean your ship can go from comparative safety to immediate danger, as the head looms up beside you. But you can always try and move it with your own 'attack' by bouncing the die away from your boat...
I wouldn't argue it's the most elegant design ever, but it was 20 minutes of chaotic fun, and supplied the surprise of the night when Joe's octopus attack saw the die spin around Martin's boat: without actually touching it at all, it nudged Martin's treasures into the sea!
Joe and I took the laurels here with three matching treasures each. I think Laura had one and Martin none. Next up was Sheepy Time, where one swapped one nightmare pursuer for another.
This was new to Martin and Laura, but is in essence a luck-pushing game of trying to get the most sleep: every time your sheep manages to complete a circuit of the course and jump the fence, you - potentially - score five points, but face the dilemma of 'waking up' 'calling it a night' -ie dropping out of the round and banking your score- or keeping going and risk getting nothing if the Nightmare completes a full circuit before you do. Appended to that are various powers around the edge of the board you can access by spending 'zees'.
Additionally, each round sees your target of 'winks' - what you need to win - drop to more immediately-achievable levels depending on your level of success. Last time I played fairly conservatively and did really badly. This time I can vouch that ignoring zees and focusing entirely on movement is also a moribund strategy. In the final round I dropped out to propel myself from last place to a potential second, only to discover - as Joe won - that according to the rules there is no such thing as second.
"You're a nothing" Martin clarified. It was karma for my making chicken noises at Joe, I guess.
I didn't make note of the scores, but it was along the lines of
Joe something
Everyone else: nothings
Martin and Laura were keen to introduce Joe to Quirky Circuits, the game of navigating automated vacuum cleaners around tables and bees over anthills. Like The Mind, players play co-operatively but without knowing which movement cards they've played until all are revealed. The goal in each round is to navigate a thing (vacuum collects dust, bee picks up and delivers pollen) until it's tasks are complete. As well as the above catch, there's also the fact you have a hand of just four cards and - in some rounds - must play one, or even two of them, before the others. Everyone's also on limited time, as rounds are powered by a battery that's slowly running out...
We hoovered the lounge easily though, introducing Joe to the basic concepts, before stepping outside and taking control of the bee. Now our task was a little more difficult, as the teenage bee was still getting used to the concept of braking: if you went fast, it would drift another square.
On the other hand, cards that rotated the bee north could be very helpful. It was a close-run thing in our final game (of four) as the ants nearly carried off the pollen and the battery was in the red, but we completed the task with seconds to spare! On that note of triumph, Laura departed and the three of us settled on The Crew: Mission Deep Sea.
Sunday, 16 January 2022
Terraforming the Kitchen Table
On Friday just gone, the plan was for Andrew and I (Saxons) to face off against Steve and Ian (Danes) in the great 878 Vikings rematch - we enjoyed our last sally so much - but covid complications harpooned Steve's involvement, and try as I might my black market boardgamer connections came up with nothing in terms of a Replacement Steve. Come 8pm, we were a trio, and forewent dice-chucking in the distant past in favour of terraforming in the distant future - rather than the 3+ hour epic of Terraforming Mars, it was the more recent card-based version: the snappily-titled Terraforming Mars: Ares Expedition.
Admittedly, this isn't how the game itself terms them, but it's the easiest way to learn. The nub of it is neat, simple, but glommed onto the basic terms and icons is a veritable smorgasboard of secondary icons and currencies that may or may not come into relevance, depending on what card you play. It was this stuff that smiled on me as I began with a hand of 'Earth' cards that seemed to synergise well, picked up more Earth cards, and also began ramping up my Titanium cards as well. Everything seemed to gel, and I took a convincing victory over the debutants (I'd previously played solo)
After shaking my victorious fist in their faces though, we all agreed that the absence of any meaningful player interaction and the enormous splurge of cards across the table didn't send TM:AE vaulting into the GNN Hall of Favourites: the engine building was fun, but the theme seemed like an irrelevance and the fact all players do all phases simultaneously was a bit of a death knell: it's necessary, as otherwise the game is going to be rather long, but the sum result was all of us mumbling to ourselves at the same times for an hour and 45 minutes. Maybe for two it'd be fun, if players took turns and actually paid attention to each other?
Anyway, after the damp squib of space Andrew took his leave, and Ian and I realised we still had more games in us. We bashed through Kingdomino, I retained the title of Mr Biblios, and then we wrapped up with a couple of cracks at two-player Cross Clues, which is pretty tricky if you hit a pair of dud combos: without others to take up the slack, the sweary mumblings brought Ares Expedition back to mind - but these pauses were never long, and somehow Ian kept making sense of the appallingly random shite I was clueing him. A fun way to end an evening that had felt just a little too exploratory for our liking!
Wednesday, 12 January 2022
Tout toot
And they did! They all looked pleased with themselves and a little bit tired as well. All that tooting, I suppose.
It was fun in a cruel kind of way. Ian played strategically, passing whenever it looked like some kind of bidding war was about to break out. Therefore he was always cash rich and as the three of us ran out of money, he was able to buy three tiles for the minimum bid, unopposed. When a winning tile was revealed neither Sam, Laura nor me had enough money to outbid him.