Wednesday 20 March 2024

Does God Play Hab & Gut

Adam, Hannah and Arthur were our hosts last night as we belatedly marked Katy's birthday with cake (brought by Katy) and kicked off the evening with an injection of comestible caterpillar while Arthur loaded the table with potential games we could play. As an eight however - along with the hosts and Katy, there were Martin, Ian, Joe and myself - we settled on Codenames Pictures. I was clue-giver for the Hillmann-Morrison team and Joe clued for everyone else.

We got off to a good start with the team successfully reconciling my clues for mischief before Joe's team hit back, opening with a salvo of success and following it with such wild and wacky clues as 'Linux' (Martin remembered there was a Penguin, Katy spotted a penguin in the cards) and we stumbled on my clue of breakfast as I hadn't spotted a melting clock was actually dribbling out of a saucepan. These are the kind of sentences you don't write about original Codenames!

Joe/Ian/Katy/Martin: clues cracked!
Arthur/Adam/Hannah/Sam: clues crocked

In theory it was now Arthur's bedtime, so we separated into two groups for the evening's main dishes. Ian Adam and Katy ruminated on a Mad King Ludwig rematch before settling on World Wonders after Katy saw the bits. Martin took Joe and I into the other room and talked us through Dawn of Ulos, which he'd been sent to review. 


The game wears its influences on its sleeve, apparently, being a mash-up of Acquire in it's shareholding and takeovers and Tigris & Euphrates in how said takeovers are resolved: here, rather than investing in buildings we are backing various factions on the map. Each turn you must play a tile that will strengthen an existing faction or perhaps introduce (or re-introduce) a new one, which are triggered by available spaces their (plastic mini) leaders can sit on. Then you may either buy up to three cards in any faction, or sell one card for its sale value, in which case you also trigger its faction-specific ability. 

As tiles are added the factions grow in strength: each one gains 1 strength for the terrain types it likes to control (2 types per faction). But as they grow in strength they also become more expensive to buy, and tempting to sell. The catch being if you sell, you are sacrificing valuable cards for their sale value, whereas at the end of the game they'll be worth their higher strength value. 


So  there are already some chewy decisions, but that's before we get to the combat/takeover, where the Tigris comparison takes over: when any of these faction-controlled terrains join up, play is suspended until the battle to control all of the connected terrain is resolved. This is a comparison of current strength, plus any matching faction cards any or all players want to contribute to boost the strength of either (or both) sides. Another catch: you must sell at least half of any cards you put towards battle, and don't get to trigger the ability. 


Whew. While we were all at degrees of bamboozlement, the vibe in the kitchen was slightly less furrowed, as various wonders were built around the pleasing mini-conurbations. 

Back on Ulos, I had concerns over Martin's Ratfolk - not actually his, but I knew he had a lot of Ratfolk cards - and I invested a fair bit of time destabilising them by pillaging - placing cubes on the terrain they like to reduce their strength. 


Then I triggered a battle where, thanks to my surfeit of Goblins, I won. Martin rued his decision to not commit more of the furry little shits to the cause, but it was too late: the Ratfolk were off the board and needed re-establishing. Joe, meanwhile, fretted over the Sheki being either absent or seemingly under-powered, but his late-game push to embolden them - and a face-off with the Orcs that I foolishly supported myself - pushed the Sheki into a more rewarding spot, and Joe into a convincing debut win:

Joe 100
Martin 89
Sam 88

(Last night I was actually second, but a rules clarification this morning pushed me into third!). 

We were all intrigued, if not fully in love. If the idea of Gods being shareholders is a stretch, the fantasy theme kind of suits what's happening on the board. The rules aren't onerous, but the ramifications of each action are, which means not only calculations of current worth and future potential but, ideally, having an idea of what cards your opponents hold. It's kinda bananas, like Hab & Gut's shares crossed with Ethnos' area control crossed with something a bit more combative. 

Or, as others have said, Acquire with T&E. I just haven't played Acquire. 

In the kitchen they had finished as well, with Adam taking the win!




Both games had taken a surprisingly long time, with the hour now past ten. We regrouped together and played co-operative Hitster, the Timeline-style game of placing musical hits in chronological order. This was mostly notable for the weird song about sailors at the docks and all of us being appalled that Beyonce's Crazy in Love is now 21 years old. TWENTY ONE YEARS! That's older than the blog, which feels like it started when Simon & Garfunkel were in the pop charts. Here you can see our bewilderment. 



With the game not having an 'official' co-op iteration, we agreed to play until we failed ten times, and did reasonably well, almost running out of table. Joe's Steely Dan-era knowledge helped us in the 60's and 70's and Ian's ear for production values often clarified things later. I only turned thirty in 2000 but anything after 1990 seemed a mystery to me, and my guesses were usually wayward. Overall though, a more than decent stab and a fun way to end the evening!


So thank you to our hosts, many happy returns to Katy and kudos to Ulos for giving us an unusual experience. As we left, Martin remarked that someone born when Crazy in Love came out would now be graduating University, and it completely ruined the mood. Until next week!



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