Wednesday, 29 May 2024
John Cougar Fremen Camp
Sunday, 26 May 2024
Orbital Problems
A Saturday evening of games kicked off with Andrew and I watching the tail end of the FA Cup. Once upon a time the cup final would have felt like a seismic event to us, but in these days of country-financed football clubs and billionaire playthings, the sheen has worn off and rather than watch the post-match trophy-lifting and back-patting, we played Kingdomino. I forgot to take any photos, but Adam arrived as we hit the home straight and I took a reasonably convincing win. We set up Caldera Park and Ian arrived to join us, kicking off the night proper with a quartet of gamers, surrounded by washing.
Suddenly Adam started scoring. While his rockets were still ponderous in the extreme, his planning department was pissing all over ours and in three turns he scored 21 points. I picked up another Mission card I couldn't do and then the game ended. Ian and Andrew had a couple of Missions each, I had about 6. Adam flipped over something in the region of 20, and most of them scored (when they don't score, they cost you points instead).
Andrew 40
Sam 39
Ian 18
"I'm never playing this with you again!" I cried accusingly.
"That's what you said last time" said Adam.
Wednesday, 22 May 2024
Robot Bedtime
Anja and Steve were our hosts last night, and though the rain did its best, Ian arrived by bike to join Anja and Louie, Martin, and myself. While we waited for Steve - at work - and Adam - waiting out the rain - we cracked out a one-round game of Cabanga.
Ian won the round with three of us on 2 points and Louie on 3. But with the late arrivals now here, it was time to split into groups. Anticipating Louie's keenness, I'd brought Robot Quest Arena and he got that set up with Dad and Adam. Meantime Martin talked Ian, Anja and I through the quirky rules of Cascadero. Andrew has already covered this in the previous post, but it felt on first blush a bit like Reiner thinking How can I make Babylonia more thinky, and longer. The map is still dynamic and it's still about connections, but no longer predominantly focused on having a huge network - although it doesn't hurt.
I'd helped them set up RQA but I didn't have time to do a brief overview as I was trying to hold everything about Cascedero in my head, a task I was to fail at. But Adam scanned the rules and they were up and running. Louie had a P2 W2 record at this, could he keep his 100% intact? As you can see, Steve had other ideas.
We kicked off in Cascadero and despite Martin's clear explanation I had already rearranged a pivotal rule in my head, and I began what I thought was canny play only to subsequently notice everyone else was scoring points. For myself if nobody else: you don't score a point per envoy in a network that joins a town. But you do want to arrive later than the other players, with at least two envoys. Or one envoy with a seal. Where do you get a seal from? From Reiner's five available tracks up which you are pushing cubes for bonuses.
Many of these bonuses are better for the first claimant, so each track has an element of racing to it. But Cascadero also has objectives - eg first to connect like-coloured towns, first to get all cubes to x spot or above on the track - and, lest we forget, the very Knizian bunfight taking place on the board itself, where there is racing-to, blocking, hoping-none-will-block and general chicanery. My head was hurting, but I was at least entertained by the play on Radio RQA transmitting from the other side of the table.
Pinter would be proud. I advised Louie to make a note of social services number and then wondered who I could call as Anja and I watched Ian and Martin sear off up the track, fifteen or so points ahead of us. Martin's blue cube had already reached the top of the track (should you not complete the track of your own colour by game-end, it's an auto-lose) whereas we were also lagging in the cube department. The board looked like a dog had eaten some Totterdown Lego and thrown up and Anja and I, united in our despair, agreed that discs would have been better than horsemen for 'legibility issues'. I insisted on lying my envoys flat, telling everyone that it made the board easier to read, but secretly feeling that they deserved no better, having disappointed me.
In the Robo Arena, Adam was telling Louie "This is how it feels" in a tone of voice that suggested some kind of frozen dish was being served. In Cascadero, the end was approaching. Ian had few envoys left and Martin kept bemoaning his lack of seals. From somewhere, Steve had produced a cuddly seal and kept making it talk, adding a modicum of surreality to proceedings. But when things ended, they ended surprisingly. It was tense, so tense that when Martin mentioned closing the purple curtain nobody had the will to say anything juvenile. Anja and I had staged a mini-recovery of sorts, though we still lagged and Anja's cube hadn't reached the top of her orange track. I knew I needed to place just one envoy to get the yellow cities connection award (2 points) but I'd totally forgotten the 10 point bonus for connecting all coloured cities. I think Anja may have too; she got the reward but seemed remarkably underwhelmed by it, not even bothering to announce, or maybe even award, her big points swing after quietly placing an envoy:
Thursday, 16 May 2024
Bum Puppet
Sam, Adam T, Ian and Katy played Via Nebula, which seemed to be about clearing fog. But I didn't follow it much after Katy said “Let's play nice.”
During this game, Joe pondered that whenever he saw a bonus track, he always wanted to bump up it. This was deliberately misheard fro comedy effect and gave us this week's blog title.
We played Spectral, a deduction game in which players secretly look at cards (in a 4x4 grid) and note the clues revealed in order to deduce where the most jewels may be. And to avoid the demons. It was okay. Sam seemed to struggle, although he said he felt confident heading into the closing stages, while I was confident of where to avoid but didn’t pick up enough gems to make an attempt on the lead.
With five out of five, it was all down to Joe, but alas it wasn’t to be. Despite his second chance at getting some workable words, we failed twice to get his clover right.
Thursday, 9 May 2024
Psychic Failures
Friday, 3 May 2024
Indian Winter
Last night three of us - Ian, Chris, and myself - faced off across the board of Vijayanagara: The Deccan Empires of Medieval India 1290-1398. This is a GMT game but flies in the face of GMT's standard output in terms of accessibility and brevity: I taught it in 15 minutes and we finished in a shade over 2 hours.
The game is a fight for power across the provinces that all begin the game under the control of the Delhi Sultanate, played by Ian. Chris (Vijayanagara, yellow) and I (Bahmani, blue) are the upstart empires sensing weakness and looking to gain control for ourselves. Ian begins the game cash rich and in command of every province, meaning his victory marker currently sits at 18 compared to mine and Chris' zero. We're at peace, meaning all the provinces are tributaries, happily - or begrudgingly - deferring to the Sultanate's power and numerous troops. But we're scheming.
Ian doesn't just have the Vijayanagara and Bahmani to worry about though - from the north, Mongols periodically invade, making it as far as Delhi - Ian's capital - and generally getting in his shit.
It works like this: each round a card is flipped denoting turn order and offering an event. One by one we decide whether to take the event (a special action, for one player only) do a command & decree (two distinct actions, again for just one player) or a limited command/pass (limited action/get some cash). The catch is that command & decree and about half the events make you ineligible for the next round, essentially sacrificing a turn for jam now.
That's as complicated as it gets: the actions are largely get some dudes on the board, move them around, attack each other and - for Chris and I - rebel against the Sultanate's rule, wrestling a province from Ian's grasp. Doing so pushes our victory marker up the track, and drags his down. Other actions get you cash and cavalry, which are dead handy in combat.
Chris and I also have an influence track to ponder: you can feasibly stay at zero influence for the whole game, but increasing it not only makes certain commands and decrees more powerful, it also affects the victory point marker for the Vijayanagara / Bahmani. Influence entices us away from the unspoken - or often spoken - agreement to attack Ian: if we manage to knock each other out of a province, our influence goes up and the other empire's decreases.
Combat is simple too: attacker rolls four dice and defender two: each side does damage for rolls that match or are less-than units-present. So if you have six units, all your rolls will be hits! The aforementioned cavalry come into play here: used to 'charge' and decrease a die value by one, or 'screen' and remove an opponent's hit.
Essentially it's a game of shenanigans: more reactive and tactical than beholden to long-term strategising. Power ebbs and flows and there's a palpable bit of leader-bashing, although the Sultanate cannot attack the Vijayanagara and Bahmani empires unless they have rebelled in that province, meaning they have to march past 'obedient' smirking Amirs and Rajas to reach their more brazen co-conspirators.
The other empires start off focused on the Sultanate, but late-game are just as likely to be attacking each other, using special decrees like Conspire and Compel to engineer treachery amongst the ranks of their opponents. Which is handy for Delhi as the game-end is triggered by the Mongols launching a huge invasion on the capital, meaning the Sultanate player has a kind of pub-carpark finale where they can gain as many as three points - a big swing - or lose up to three, depending on how many Mongols remaining in Delhi after the battle. Ian had prepared well and managed to defeat them all, giving him the maximum points haul. But the abrupt ending had favoured me and I finished a point ahead of him!
Ian 10
Chris 7
We all liked this. It has an epic feel but moves at a reasonable clip, and I think familiarity would bring the play-time down further. The asymmetry is noticeable but not at Root-levels of density, and you sit out far fewer rounds than standard COIN games in the 'eligible' stakes. What's more it finishes early enough to play Little Tavern (Chris won) and So Clover (twice) where Ian's clover appeared to be solvable with a single card:
Wednesday, 1 May 2024
Synergies
Another rainy day at least had the promise of games at the end of it. I arrived at Joe's early and to kick off the evening we combined dishwasher duties with some quick fire questions from League of the Lexicon, discovering that the phrase rise and shine comes from a plea to the sun. We were maybe hoping for something more idiosyncratic, involving shoes, but reality yet again disappointed. Then things perked up again as Katy, Ian and Adam T all arrived. Joe started the evening in earnest by prompting a game of Mind Meld, which is basically Medium without the cards: two people volunteer random words and then after the 3-2-1 countdown, announce them: Katy and I began with book and shirt. Then the first pair of players to think of a connecting word put their hands up, and we repeat the process until a pair of players finally say the same word.