Wednesday 16 October 2024

Space Arseholes

A very sparse Tuesday met with just three attendees last night: Ian, Martin and myself (Sam). Martin was first and complimented the new look kitchen, which will look even better once the huge radiator dominating the floor has gone. It's so big it feels like its presence is an extra person lying on the floor, in a cardboard coffin. While we waited for Ian we played a couple of rounds of Odin. 


Ian arrived with the score at 3-2 in his favour but I declined to award him victory, with plenty of time to recover had we kept playing. Instead we set up one of Martin's newbies, Up or Down. This is a game of building columns of cards that, like Lost Cities, may veer numerically up or down, but once you start in a direction you're committed to it. You can only ever have three columns, so if you're forced to take a card that won't fit into a set, you have to sacrifice a set of your choice and start over (although these discarded cards are worth a point each)


You have a hand of three cards and add to your set by playing into this central display, slotting your card into the place it would go in number order (above, for example, you could only play 66-68 between the 65 and 69) and then claiming one of the cards it's adjacent to. Then you replenish your hand with the top card from either deck: face-up or face-down. When the cards run out your columns score number of cards in them x most cards of a single colour. 


Because the numbers keep changing and you're watching both that wheel of possibilities and the sacrifices you're making in your columns, it's quite a thinky undertaking, albeit also ripe with dickishness, particularly at the end-game where everyone must play the cards from their hand too. Ian came out top, despite announcing his impending doom:

Ian 103
Martin 91
Sam 62

Then we moved on to a game deserving of its own curtain flourish and red carpet: Knizia's new space racer, Orbit. This only just launched on Kickstarter yesterday (along with two others by the doctor) but Martin had been gifted a preview copy. It's a bit like Powerships with more control over your own movement, but less of the environs, as the other players keep moving things just as you're about to reach them. 


The goal is to visit all the planets before returning to your own: first home is the winner. You have a hand of cards and on your turn you play one card and activate all the actions on it, in whatever order you choose. There's a number that moves your ship around the intersections of the grid, usually a planet to move along it's orbital path (the one card that doesn't move any planets changes the flips the direction of travel instead) and possibly extras like improving your hand size, improving your energy capacity (energy can be spent on additional movement) or replenishing up to your energy limit. 


As you barrel around space visiting planets, you keep progress on your player board. Knizia has also thrown in space stations that are dotted around the galaxy: ending your movement here grants you a bonus: the aforementioned upgrades/energy, hyperjump portal (jump to another hyperjump space) or hyper accelerator cannon (move as far as you want in any straight line). Additionally, if you're on a planet when it moves, you move with it.


Everyone can see everyone else's progress and play cards accordingly to push planets away from them, something we all fell foul of. Martin got off to a thrilling start but his seemingly unassailable lead turned out to be assailable as first I, then Ian, caught him up while he dawdled in deep space. All of us gave ourselves one planet remaining to visit, but despite having precious few upgrades, luck favoured me as hopped onto the purple planet on the way home to my own. A galaxy of space arseholes, this is Knizia at his most dickish.

Sam wins
Martin and Ian - lose

We moved back to Earth for Landmarks - a third new set of rules for Ian, although probably the easiest of the night. Despite the theme of exploring an island for treasure before seeking the exit, this is a word association game that plays a bit like So Clover on a map. One player knows the landscape of the island, which is made up of treasure, traps, curses (lose the game) an amulet (heals a curse) and water (replenish tiles) and must guide the others to treasure and then safety by writing words on tiles and hoping they'll place them where the clue-giver/navigator intended. 


Two curses or running out of tiles before finding the exit is a loss. In our first game I was the navigator and tried my best to guide Martin and Ian to first the treasure - success! - and then the exit - fail!

Navigator's secret map

Martin took over the navigator role for game 2 and was immediately frustrated by the game's occasional woolliness: oftentimes steering your team can feel like a lottery because a clue may clearly go with word x, but if word x has three open hexes next to it, the team has no idea which one you want them to go to. That had us all slightly baffled, although having played successfully with Sally the night before, I was more forgiving of the rough edges. Martin spent much of his navigator time with this expression:


But despite his chagrin, his stint as a navigator was a success - we only picked up two treasures but got off the island alive! And having escaped, we perused the shelves and Ian suggested Mille Fiori. 


I got off to a good start here, completing early bonuses to establish something like a thirty point lead. But as we all know, 30 points in Mille Fiori is nothing, and though I held them off as long as I could, both Ian and Martin overtook me. For a while we were bunched close together in most un-Fiori-like fashion, but when we hit the final round Martin pulled off some kind of bonus-triggering spell and moved just out of reach. With his final turn he built on that lead, with Ian taking the collateral as the side-points I scored from his turn pushed me into second by a wafer-thin margin:

Martin 199
Sam 180
Ian 179

It was getting late but there's always time for So Clover. Our first attempt was a triumph, with a rock-solid 18/18 just as Martin had predicted - and this was despite neither Ian nor I being sure who Boadicea was. I felt she was heroic, and Ian rightly felt the Romans were involved somehow. We nearly went wrong in multiple ways before we went right:


Thrilled with our eighteen, we played again. Instantly everyone was complaining about their words and Martin decried our decision "Never play again after an eighteen!" he wailed. We kicked off with a four, got another four, and decided we'd go for all fours. We got them! A triumph of sorts. 


That was it. Ian and Martin navigated their way past the sentient radiator and vanished into the night. 



Friday 11 October 2024

Everyone meet in San Francisco

 The rain that had peppered Bristol’s streets faded away in the evening, allowing walkers and cyclists alike the chance to converge on Joe’s kitchen for another night of games.

Before I'd even arrived, I was informed of an early game between Joe and Sam of Crokinole which was won by Joe.



I had to take a detour to a pharmacy so my ETA went back to 8pm and when I finally arrived, they (Joe, Adam T, Sam, Martin and Ian) were just finishing a game of Money.

Martin won, top of a crazy spread of scores that left Joe bemused as to what exactly he did so wrong. 



Martin 840

Adam 510

Ian 280

Sam 210

Joe 40


We were currently a six and we were expecting Katy at 9, dashing over from her book club. What could we play in an hour? Around The World In 80 Days was mooted, but probably too long with six.


Instead, Ian,  Sam and Joe played Foundations of Metropolis. A game I still haven't played but looks like area-control mixed with tetris. 


Adam, Martin and I pretended to think about what to play but, with a copy of Impulse on the table, it was never in doubt. 


We set up with only the slimmest of rules refreshers needed. We began in quite a generous mood, I put a draw card on the “impulse” (the communal row of cards we can all use) that allowed us to all take more cards into our hands and this seemed to set a trend. Adam even checked the rules regarding whether a player can draw more cards if they're at the hand limit. 


Over on Foundation, Ian made some disparaging remark about Joe not having any money. Sam, meanwhile, cried out “tear down those schools!” with delight. In the end, Joe upends Ian’s dismissive attitude towards the poor with a win.




Joe 105

Sam 101

Ian 86


As for Impulse, we were pretty close together until Martin attacked Adam and landed on 12 points - the level from which he usually pushes on to the game-winning 20-point mark. I had to do something so, after Adam sadly defended himself against further attacks from me, I used up most of my cards and all of my plan in one big push for victory. I got as far as 16 before I stalled. Still, I told myself, if Martin doesn’t reach 20 points, I’m a certain winner!


What a delusional fool I was.



Martin 20

Andrew 16

Adam 7


Now Katy was here. I don’t remember if there was a slight staggering in the end of games or if fate just kept us in the same groups, but Katy joined Sam, Joe and Ian for a delightful romp of Around The World In 80 Days. Martin, Adam and I decided on another old familiar, San Francisco.


This meant that one group was playing a game in a location that appearing in the other group’s game. I don’t think that’s happened since Wallenstein and Castles of Burgundy were played on the same night.


In fact, we noticed that 80 Days contained a lot of locations with games named after them (London, Yokohama etc…). We considered a variant whereby landing in a location meant you had to all actually play that game. The longest board game in the world!


We started at about the same time, with Katy promising us that she’d let us know when they arrive in San Francisco.


As for the games, Joe spent 12 days going from Bombay to Calcutta on an express elephant. Ian, for the record, was first to get to San Francisco and the first to return to London. [spoilers for the original novel] And he didn’t even need the International Date Line quirk to succeed [/spoilers]



Ian 72

Katy 73

Joe 90

Sam stuck in New York


As for the real San Francisco, it was all about Martin. Whatever I tried, nothing seemed to stop him from picking up massively beneficial cards. He built skyscrapers, completed rows, got architect tokens. Adam and I were reduced to fighting over majority points for most workers in a row. My two skyscrapers at least stopped it looking like I hadn’t even tried.



Martin 16½

Adam 8

Andrew 7


At this point, not quite ten o'clock, I chose the sensible option and left. I missed the rousing finale of 80 Days but got the scores from Sam in a late night message.


Then I learnt about their two attempts at So Clover. The first ended 31/36 but was notable for Joe’s clue of Dildo for double/end as “it was the only thing I could think of with two ends.”



Then they tried again with 34/36! Oh, So Closver!


Thanks all. Special as always.

Thursday 3 October 2024

Key(s) to Victory

 A quartet of gamers congregated this evening at Joe’s. I was a little late and I found Joe, Sam and Martin deep in thought over a game of fiction. This plays the same as Wordle, except that one of the clues given is a lie. Therefore, the player(s) trying to guess the word also have to work out which of the clues in each guess isn’t true.

 


The game also comes with some nicely illustrated cards that contain sections from classic literature, such as Wizard of Oz, The Great Gatsby, etc. In these sections all the five letter words are highlighted, with those unique words picked out in yellow. I suppose knowing which novel a guess comes from might help the guessers?


Anyway, Sam and Joe eventually got the word, Swarm, having agonised over the ramifications of each clue being a potential lie.


As a foursome, we began with Agent Avenue or, as Joe called it, “A gent. A venue.” This takes the ancient mechanic of going in a circle, trying to catch your opponent, and adds some cunning double bluff as the distance that your “agents” move is decided which of two cards you pick up at the start of your turn. 




There are only two agents, so we played as teams. At the start of the round, the two players on a team chose a card from their hand. One is placed face up, the other face down. And then the other team chooses which card to take.


Do they take the safe option – the visible card? Or do they gamble on the hidden one that may send your agent many spaces forward or drag him back?


It was a lot of fun and it got pretty desperate towards the end when the draw pile ran out and we had to rely on those cards left in our hands.



But most fun was had from the unexpected innuendo as the two people on each party would ask each other if they wanted to go face up or face down. Oddly, it never stopped being funny, like extremely polite foreplay.

Andrew & Martin - Spycatchers!

Sam & Joe - face down in the gutter


Then we dug out Mille Fiori, an old familiar that we could set up and get going within seconds. I chose red instead of purple, somehow mistaking my usual favourite for blue. Not sure what happened.


By the end of round 1 Martin has chained together a bunch of keys for an extra go and a twenty point bonus such that the scores were Martin 57, Andrew 13, Sam 8, Joe 7. Surely it was done and dusted.



But then we whittled away his lead and I managed to chain together a 35 point move and squeezed a few points ahead of him! Maybe there was hope! 

Well, no. At least not for me. I was stuck with some dopey cards and I fell further and further back. Joe, meanwhile, shifted up a gear and in the fourth round - when Martin was starting player and theoretically had the biggest advantage - he was able to overtake us both. He was in the lead in round five, when he was starting player again. Could he make the advantage count?



Well, he didn’t have time to find out, as Martin got just the card he needed that scored big and put down his last two tiles for a win.

Martin 213

Joe 194

Sam 175

Andrew 158


Next up was Montage, the crossword game. Joe and I played against Martin and Sam. In this game allows a guess to stand if it fits in with the letters already on the board. For example, when Sam gave the clue “job” for a four letter space, I said “work” and Joe said “poop” and either would have been fine.



Joe and I started well and completed a “zone” (four zones for the win) but then Sam clued and Martin guessed their way through a storming run that saw them complete three zones in one turn and then, shortly after that, finish the fourth for the win.

Sam and Martin 4

Joe and Andrew 1


At this point I went home. The promise of So Clover couldn’t keep me - too many word games, even for me. But they played on without me, scoring 11/18 and then 18/18.


Thanks guys, see you soon.