Monday, 28 February 2022
Stumble Brothers
Tuesday, 22 February 2022
Competition on the High Street
With several absentees due tonight, I (Sam) suggested an impromptu GNN last night (a Monday!) at my place, and Adam H and Katy joined me. As we were just a trio, and euro-sympathetic trio at that, we debated some lesser-seen titles (Rajas of the Ganges) before Katy alighted on IKI. I said it was a bit more complex than Rajas, and nobody batted an eyelid. We opened up the box and coos were heard at the various bits, so without further ado we set up and I did my best to cover the rules.
In IKI, players wander their Oyakata (big pieces) around the High Street, visiting the various shops. But they also populate those shops with their kobun (little pieces) who gain experience whenever someone other than their owner takes what they offer: food, wood, cash, and so on. They also get experience whenever the Oyakata completes a circuit of the street: when they can gain no more experience, they 'retire' and sit under your player board with their feet up. Your kobun can now be used as another character!
What you're trying to do in IKI is a melange of euro-y things: build buildings, gather sets (fish/pipes/tobacco/character types) and occasionally get in each others' way as you jostle for position. Critical to everything are your firefighting skills: not only do they protect you from a fire that's predictable in its timing (but not it's direction) but they also establish turn order.
"I can't help feeling you're negligent" Adam remarked.
Sam 4 (Mr Biblios)
Adam 4
Katy 3
Tectonic stuff. There was just time for some cheese pie and a blast at Cross Clues before we called it a night. Cross Clues was excellent as always, with some vague and frankly bad clues (many mine) somehow being correctly identified, and a last-minute-push dragged us to a half-decent score of 18. A delightful night: mildly-shit-stirring puzzling in IKI, Biblios as opaque as ever and Cross Clues just good solid word-associating silliness. Thanks both!
Monday, 21 February 2022
Sol Solutions
Saturday was Chris' birthday and to celebrate five of us converged on his house to let loose on a game of Twilight Imperium. My clever plan was to get there at 2pm for a refresher before we kicked off at 3pm. When I arrived at 2.15 I discovered my clever plan was actually a shit plan, though, as everyone was already present and raring to go. Thus, thanks to my cognitive confusion over simple timekeeping, I sat down to a game with high mental demands having last played it over 2 years ago.
What's more, Chris had since then added an expansion. As well as asymmetric factions with asymmetric ships and abilities, there were now several characters to either start with or unlock, and additional shenanigans on the board. Fighting down the urge to run back to the car, I took the most straightforward faction - Sol, with a dude who looked a bit like James Cordon - and set up in a corner of the galaxy nestled between Jon (black) and Aiden (pink). Opposite us were Paul (red) and Chris (yellow), with Stuart (orange) parked at the far end of the table. They all had faction names and strengths, and probably objectives as well, but at the start my main goal was not holding anyone up any more than I already had. Fortunately both Chris and Aiden coached me through the early turns, which followed a pattern for most of us of expanding out across the board, and in Jon's case, threatening anyone who came near his ships.
TI has an intriguing political system, with players all choosing roles at the start of each round and - at some point - activating them for the primary ability. When this happens, everyone else can - potentially - activate the secondary ability, if they have a strategy token. But timing is critical, and you might want to delay your role by taking a tactical action instead - shuffling across the board, finding things, maybe starting a bit of aggro. Being able to take a place-holder type turn is helpful, and TI's multiple currencies of strategy tokens, tactical tokens and roles is further appended by both commodities and the numerous trading options: Chris got stuff off Jon simply for not firing at him.
At the end of each round there's also a new law or directive that comes into play - or not. Players use influence they have in the galaxy (by controlling planets) to sway votes in the way they'd like them to go. Stuart had a leg up here as his faction often seemed to have a controlling voice in the room when motions were proposed: his ability was +6 influence on every vote. Chris' additions to the game even included a whiteboard they kept track of various things - turn order, points-scored etc - and any passed laws were added to this.
But while Stuart was having his say in the corridors of power, out in the militarized zone of the board it was all about Jon and Aiden. Jon had powered and threatened his way to the centre of the galaxy (Mecatol Rex) to establish an early lead, but mid-game Aiden's patient fleet-building suddenly exploded its way across the board, riding over Jon in Mecatol Rex and trampling Chris' yellow fleet underfoot. Paul, Stu and I - the relative newbies, with a couple of plays each - all watched as Aiden spotted his potential competitors and put them to the sword.
It had taken me a couple of hours to fully almost comprehend what was going on around me, but as we entered the endgame phase in the evening (after Chris' delicious chilli) things finally swam into focus. Curiously, as the parameters of the game began to make sense, I began making stupid mistakes. On the last round I activated my remove all tokens dude too early, and sent my flagship off in the wrong direction to score a public objective. I wouldn't have won, but sticking to the plan I'd made might have snuck me into joint second.
However the winner always looked like Jon or Aiden. And in the penultimate round, despite Aiden's huge presence across the board - and verbal brinkmanship! - Jon scored three points to catapult him to a point from the 12 he needed to win.
Jon's ships, thanks to yellow and pink incursions from Chris and Aiden, were now blockaded in to a single hex, albeit there appeared to be about hundred of them there. If we were playing to 14 points it was clear the game would be Aiden's, but as we'd agreed on a dozen, there was the mystery of whether Jon had it about him to score the single point he needed, from a secret objective, perhaps, or getting the last trade good to 'buy' a point from the public objectives. Despite the misdirection, Jon had the trade good and wrapped up the win - aided by me, as I'd naively agreed to 'Support the Throne' (get a point each) with him in the preceding round...
Jon 12 / Aiden 11 / Chris-Sam 9 each / Paul 8 / Stuart 7
It hadn't felt like it, but eight hours had passed since we'd begun! So we wrapped up the evening with sillier fare in the form of Say Anything, a party game where the active player picks a question that doesn't have a categorical answer (eg What would I call my pet lion/ How do I remember the 90s/What's the best toy for an adult etc) and all the other players write potential answers. The active player then chooses one of these answers, but before revealing their choice, the other players all vote on which one they think was chosen (you can vote for yourself).
The answers varied from mildly smutty to wildly inaccurate, with Aiden not choosing 'inflatable Jon' from Jon as his favourite toy. I did badly with Say Anything; I think Aiden won. It was fun - the type of game where scoring is almost irrelevant. But it was now about midnight and with galaxies won and party games partied, everyone headed off into the night.
Except Chris and I who played his birthday present from me, So Clover. It's better with more than two (officially it doesn't even play two!) but it was a nice way to put a second wrapping on the evening. Time for bed!
Wednesday, 16 February 2022
Real Life Trolling
We briefly threatened to be a six last night but as soon as Laura joined, Andrew dropped out, and a quintet it was. The sparsely-populated GNN evenings continue! Maybe Mel should host again, we had to turn people away that night.
Anyway Joe was hosting and Ian, Laura and I were early enough to try a team crack at the officially-two-player A Little Wordy to kick us off. Each team draws vowel tiles (4) and consonant tiles (7) and from the available eleven letters, makes their own secret word: it can be any length, from one to eleven. Then the teams swap tiles, and try to work out what the other's word is.
Sunday, 13 February 2022
In space, no-one can hear you eating too many chipsticks
Long-mooted and anticipated, yesterday at the early hour of 3pm Ian, Chris and I sat down to play Xia: Embers of a Drift System (unofficial tagline: it rhymes with higher). Ian was new to it, so we spent about ten minutes going through the basics, before embarking on an odyssean journey through space, time, and shitloads of dice.
In this sandbox game, everyone starts out as 'unknown' but, like needy D-list celebrities, have a yearning for notoriety, and seek it through a variety of ways: exploring, trading, completing missions, mining for relics, blowing stuff up, upgrading their ship, helping others, buying their fame, or even just being lucky: a roll of 20 on a d20 instantly pushes you up the Fame track. Whenever the points leader hits certain junctures on said track, events or titles are triggered: the former as you might imagine (things happen/parameters change) and the latter offer faming opportunities for whosoever completes the criteria: first to do three blind jumps (exploring without looking) on a single turn, say.
Everyone's ship has room for outfits (engines/weapons/shields/etc) and any un-outfitted ship sections are basically room for carrying cargo. The ships are varied, and each come with special powers options: Chris, for instance, could never be stopped by planetary shields (although he could take damage from them, as he was repeatedly reminded by fate)
I thought I was off to a good start in my Puddle Jumper ship until I blind-jumped into a star at the end of my first turn and died. Chris and Ian began with more caution, and were rewarded with life. But Ian's Numerator ship attempted to mine and failed, taking on a huge amount of damage. Xia does not ease you in lightly...
It also doesn't offer enormous amounts of luck mitigation. Over a long game, it balances out to some degree - or one would expect it to - but Chris' ability to repeatedly roll low numbers for everything he attempted was something to behold. Even when he rolled high, Xia laughed in his face:
"I get a fame point if I roll a 20?" he clarified.
"Yes" I said, before he rolled a 19.
That said, Chris was first to upgrade his ship (The Krembler, which Ian referred to as the crème brûlée) and Ian swiftly followed with his new Skimmer. Whilst they pimped up their rides, I was taking a more opportunistic approach, zipping around the outskirts of space, picking up points for exploring and doing the occasional but of mining on the side. I was managing to keep a slender lead on Ian in the Fame stakes while Chris, aided by his relentlessly bad rolling, was still dawdling back at the start points-wise.
After an hour of pootling around picking up the odd point, players (and the three non-player characters: trader, outlaw and law enforcement dude) start to get a bit busy. Titles are available to claim, Missions are being completed, and people feel confident enough to kill each other (and claim both points and bounty for doing so).
I nurdled my way to the 15point winning condition, but we were all enjoying ourselves so much we agreed to play on to 20, which was when things got really political. Ian killed Chris. Chris respawned and killed Ian. He upgraded his engine and killed the trader by ramming into it at high speed. I ran away, and by exploring and being the first player to do X (eg use the space-jumping gates) pushed myself within reach of the win. But Ian and now Chris were both hot on my tail, and when I failed to successfully mine for victory Ian nearly grabbed the win by looking for Signs of Life on a dead world, but he didn't find it. I saw there was a way to triumph, but I needed to grab the final two exploration tokens on the board, and thanks to some fortuitous rolling, I grabbed the 20th point and victory with it!
But stop-press because as I write there's a stewards' enquiry: I realised last night (at 2am obviously) that I might have (literally) cheated death on my penultimate turn when a comet moved handily out of my way. I'll have to clarify that on the rules, but either way a rematch feels most welcome.
Plus, it was extremely early in GNN time, so we had the evening stretching before us to dispose of, and dispose of it we did. Whilst I read a story to Joe, Ian thrashed Chris at Pickonimo:
Ian 15 / Chris 4
Not as shaming as my historic 18-0 drubbing at the hands of my brother-in-law, but clearly Chris' rolling hadn't improved on land. Then we played a new Ticket to Ride-style game of spies: Spy Connection.
In Spy Connection you're completing missions by getting your spy (big meeple) to visit them. But your spy can only visit them if they're on your network, which is established by your agents (little discs). It's easy rules-wise: you either take another mission from the available four, or expand your network: when you expand you can move your spy before and after doing so. The catch is your only have fifteen agents, and they have to do a lot of work: as well as making your connections (which can cost two agents per connection if another player is already there) they also keep tabs on where your spy has been on your mission cards, and might also be needed to pay for taking a mission card in the first place.
Fortunately, you can drag as many agents back off the board as you need at any time on your turn. Unfortunately, doing so breaks up your network, arrgh! It's quite a nice combo of simple-rules and head-scratchy decisions that doesn't take too long. Ian completed the game-ending 7 mission target before anyone else, and Chris and I couldn't catch him with our last turns:
Ian 32 / Chris 29 / Sam 24
It was about 9pm now so we felt, with Andrew due at the unseasonable hour of 10.20, we had time to squeeze in a game of Quantum. We put together a tight, claustrophic board and were very quickly in each other's ways and faces.
Chris - wins / Sam 2 cubes left / Ian 3 cubes left
With time on the clock we broke out (to my mind, the underrated) Menara, a co-operative tower-builder where you place columns to add levels and try not to make the whole thing collapse. Unfortunately, the levels were coming out at us in fairly unhelpful order, with a series of little ones followed by a series of big ones: it was like trying to construct an inverted pyramid, and we should have taken the option of expanding our base (if I'd thought to suggest it). Things were looking sort of navigable, if not easily-so, when I caused the entire thing to collapse right after Chris said "That should be fine".
Everyone loses.
We had a fairly average (15 points) crack at Cross Clues, and then Andrew arrived! Straight from work, I offered him a cup of tea but he said he would prefer whisky. Ian and I joined him as we played Cross Clues again, this time with an assemblage of words that seemed more fluid and the mind of Endersby to pitch in, strutting our stuff with an almost-entirely non-cheating 25!!!
Although Andrew had only just arrived, he was already making noises about going home, but we squeezed two more games out of him and ourselves. I managed a win at a fairly low-scoring NMBR9:
Sam 66 / Andrew 47 / Chris and Ian 42 each
Before we wrapped up an epic session with High Society. Chris came back from the dead here having spent the vast majority of the game with the "Minus one card" card in front of him. I was points-leader but spend too much. Ian compiled a decent score but then took the minus 5. Andrew sailed to victory through a stormy sea:
Andrew 18 / Chris 8 / Ian 5 / Sam BUST
And eight hours after we started, we were done!
Wednesday, 9 February 2022
Shear Heart Attack
In the next round Joe passed his pillow by a decent ten-point margin and ended his game. Adam and I had to keep going and I was pleased with my final score of thirteen points past my pillow, but Adam won decisively. Despite having a pillow furthest along, he used a series of tiles to spin him around the track several times, ending up as the eventual winner.
Sam and Ian started with clear rounds and Ian was last to pick up any trick at all, and he did so with a bemused “what’s going on?” It was close and we entered round four with Joe leading 6, 7, 7, 8, 8. It’s a shame that you don’t get points for accurately evaluating your hand, because Sam perfectly predicted his own downfall. Joe, meanwhile, went clear just when it mattered.
Wednesday, 2 February 2022
Land of the setting sun
The card tells them what direction, how far and how many landscapes they can pick up. Once they “paint” these landscapes they can “sell” them for points, assuming the icons in the top left corner match the icons listed on one of the cards laid out across the top of the playing area. Once a card has been painted, it’s removed from the area, potentially blocking in other artists since you can’t move across a space.
It may look very soothing, but the opportunities for ruining your opponents’ plans make it somewhat stressful. It took me a while to get the hang of things and I was by far the latest to actually sell anything. Katy and Adam tied and Adam had to check the rules for a tie-breaker which happened to rule in his favour.
Katy’s by-now-legendary clue of “the” during a game of Just One was brought up again in conversation so you can imagine our surprise when she turned over her clover to reveal one of the clues as being “I”. This time the clue was considerably more apt since it linked to the words “Top, Phone.” I think the quickest to be solved was Ian’s one, with the clues/words: Jacket/Envelope and Potato; Knight/Queen amd Champion; Pirate/Water and radio; Caw/Crow and grate.