Although we had unfortunate late drop-outs (Pete and Andrew) there was still a solid six last night at the table. Long-time absentee Adam T was back, and he, Ian and I kicked off the evening whilst we awaited the others with a game of sumo-wrestling shoving match Slambo. I didn't snap pictures but here's my hand v Martin at the weekend.
It's super-simple. All we're doing is playing cards to a shared discard where we keep track of the current, cumulative value, as blue cards (positive) force it up and red cards (negative) down. If anyone is forced to take the value over ten or below zero, they have lost the bout and everyone else gets to crow 'Slambo!' at them. Shame is enforced - in the form of a card - and as soon as someone loses three bouts they lose the game - whomever has least shame at this point wins. We didn't get to three, as other sumo wrestlers were arriving around us, but Adam was least shamed when we packed it back into its tiny box again.
Sam - average sumo
Ian - abashed
Now Katy and Adam H were here I took the liberty of setting up Whirly Derby. Martin's infamous greens (win most races) had been replaced by a new set from the publisher, and Katy dismissed insider advice on the outsider-ranked black marbles, saying she would navigate the problem with skill. Joe arrived to find himself already marbled, so to speak, as we began racing in earnest.
Katy's confidence seemed to evaporate fast as the blacks stayed true to the bookie's predictions early on, and Ian - playing green - got off to a solid start. Despite the new green marbles being clearly larger than the old set, class is permanent and they seemed keen to dominate.
Not entirely though - Adam T's reds pulled off the result of the game with this finish...
...causing him to - temporarily - change his feelings about Whirly Derby not being a 'proper' game. However, it wasn't enough to catch Ian, and again there was talk about perhaps adding a bidding phase for the marbles: green still seem strong, and blacks trailed in nearly last:
Adam T Red 43
Sam Blue 21
Joe Orange 20
Katy Black 14
Adam H White 10
Steam Power shares a lot of genetics with Railways. There's no turn-order auction or special cards, but you're building track to deliver cubes from factories - this time to fulfil contract cards. There's only four resources and, as with Railways, you can share connected networks. Unlike Railways, once you've started building track, you can only extend from there and not jump around the map - Germany, in our case.
Adam - yellow - and Joe - red - began contesting the mid-west whilst I struck a more independent note in the south. I forgot to take any photos again (apart from the one above) but overall the vibe is recognisably Railwaysy whilst being faster: as soon as anyone completes X amount of contracts (11 with three players) endgame is triggered, so there's a balance between building an empire and exploiting it for all you can. As players can take cubes from opponents factories there's a tangible, and not always totally inadvertent, dickishness to things. We enjoyed it, although Joe and I probably knew what would happen score-wise going in:
Sam 60
Joe 48
Mille Fiori wrapped up at exactly the same time, having exhibited the same levels of shenanigans and muttering throughout. All three players had taken turns leading, but it was Ian - green! - who emerged triumphant in what, for Mille Fiori, was a tight finish.
Adam T 190
In the Fellowship, we took on Chapter 13, where we set out from somewhere or other hoping to reach Moria (I think) and mechanically, this meant a 'long' chapter where multiple hands are played until all 7 (or 8, if you include the optional Bill the Pony) characters have made it through.
We got off to a solid start, with a clear opening round as Frodo, Merry and one of the Elves made it through the gauntlet. But Boromir - morally compromised - and Aragorn - picky with numbers - both harpooned the second round.
Then we rallied somewhat, used the Mithril shirt to protect Frodo, and finished our jaunt to Middle-Earth with a solid victory. There was a brief debate about continuing into Moria, but it was another long chapter so we elected to move on to the different speed of Gadget Builder.
This is an UNO-inspired card-shedder where you can play like UNO - play matching colour-or-number cards to a shared discard pile - but you can also spend cards to build gadgets which give you special powers. The gadgets are helpful, but you can only use one per turn and you can't go out if any of them are unused. First to three rounds wins, and we were poised at a 1-0-0 score when the others finished Fishing, with Katy the victor in an incredibly tight finish, as all anglers brough their hard-won North Sea experience to bear:
Thanks for blogging Sam, and everyone else for playing, it was really nice to be back after a few weeks of no gaming!
ReplyDelete