Showing posts with label Castle Dice. Show all posts
Showing posts with label Castle Dice. Show all posts

Thursday, 14 November 2013

Cubist Panting

In what's shaping up to be a bumper week of games Chris found himself Bristol-bound again, and we took the opportunity to break out Cube Quest.

After an initial salvo of plays that rivalled anything in terms of impact on GNN, Cube Quest has returned to the shelf. It was as if somebody turned the harsh fluorescent lights on during a Freemason's goat sacrifice and everybody suddenly got a bit embarrassed and shuffled off home.

But now it was back. The silliest game we know - and what's more, Chris had never played it before.

He was dazzling

And what's more what's more, we've been playing it wrong! I realised something was amiss when Joe sent me the link to the review on Shut Up and Sit Down. Initially I thought they'd missed a line in the rule book, but on reflection I wondered, who would be more likely to get the rules wrong? Two games journalists who make carefully conceived and edited games podcasts, or a terminably fatigued man with a history of rule-getting-wronging? 

So. We played it right last night - and the correct rule about release rolls is this: after flicking, if your piece lands in your opponents territory "right-side" up, there is no release roll. It just stays there. However if the piece lands "shadow-side" up, then it is removed from the play area and rolled. "Shadow-side" up, and it's out of the game. "Right-side" up, and it stays in play, but is returned to your castle.
It's better.  We both set up somewhat defensively and had issues getting our pieces to engage with battle. But after some serial suiciding, Chris took a pot shot with a plain old grunt and smacked me off the board.

We moved on to Castle Dice, which is something of an enigma. Last week Joe especially was unmoved by it, but Andrew and I have enjoyed a couple of two-player games, and my kids keep demanding to play it all the time. Often first thing in the morning. And on Sunday, my mum (playing with me and the boys) broke the habit of a lifetime when instead of disdaining any game that isn't Scrabble, she actually suggested I bring Castle Dice with me next time I come to visit. I'm still reeling from that.

Chris hadn't played this before either, but if you're not coming of the back of an intensive Railways workshop it moves along at a fair old lick. By the time round three came he was up to speed, and we took a break to go off and play football.

*intermission music*

Then we came back and Chris beat me 12-10. It would have been nice to get one more game in but by this time it was nearly eleven, and Chris had a long drive home. I'd be interested to hear Chris' take on a game that continues to divide more people than a cardboard Russell Brand. 
Until tonight then!

Wednesday, 6 November 2013

All the world’s a gauge

This Tuesday evening started a little earlier than usual. With a pre-arranged game of Railways Of The World: Great Britain on the agenda, we were keen to get started. Sam picked me up at 7, and we set off for Joe’s, texting him that we were on our way.

He wasn’t standing outside, so we parped the car horn. After few seconds he appeared, still chewing a mouthful of food, clearly still having his supper. We pulled over and waited for him. We felt a little guilty while we sat in the car. I mean, even though we’d arranged it, perhaps being this early was testing the patience of Joe’s family too much.

But then Joe got into the car, all doubts were banished and we were off again! We arrived at Adam’s house and as walked up his garden path the signs weren't good: The lights were all out and, as we discovered, when we knocked there was no reply. We stood around, trying to not look like feckless layabouts, and hoped that he hadn’t gone to my place. Maybe we had arrived too early after all.


But after a few minutes, a light from inside turned on. Hope! We knocked again, and there he was! Adam, with a bushy-beard and sparkling eyes, looking more like a Beatrix Potter character with every passing day.

We set up the game, and then Hannah arrived, so she decided to play too! Everything was falling into place. Thank goodness we set off early.

Adam got into an early lead with some choice bonuses, and Hannah, too, made good use of the London hotel, to add extra value to her south-east network. I went for Scotland at first, but found myself cut off, so I started again in South Wales. I was the first to deliver to Bristol, and I was disappointed that there was no bonus for being the first to deliver to the home city.


Sam turned his back on his past strategy of piling on the bonds, and instead played like a puritan. He tussled with Adam around Liverpool, and lorded it up in the Midlands.

Joe spent a lot of the game in last, rubbing his face in anguish, and complaining whenever it was his go. But he came good towards the end. Not enough to trouble the leading pack, but enough to save his blushes.

In the end, it was right down to the wire, with Hannah’s baron netting her a bonus, while Adam’s didn’t, but in the end Hannah cursed her five bonds to Adam’s two, dragging her back into second.

Adam 71
Hannah 70
Sam 59
Joe 50
Andrew 42

After this, we decided to try the new face on the GNN scene, Castle Dice. Previously, this was a light and pleasant way to spend forty-five minutes. But tonight, with four players who were used to the thoughtful ponderings of two hours of RotW:GB, it stretched out to double that.


Joe and Adam both reserved judgement on the game once we’d finished, but they seemed to enjoy it. A bit. They sort of tip-toed through the rules. The game had quite a different feel to it than before with  some long pauses before turns were taken. A couple of times, I wondered what they were thinking about, and maybe I was missing something. Obviously so, since I came last again.

Sam 13
Joe 11
Adam 10
Andrew 7

With two lengthy games, we made sure that even if we arrive early, we sure as hell don’t leave early!







Points
Sam1 3 1 2 1 8
Adam 3 1 2 3 2 11
Joe 2 4 2 3 2 13
Gonz5 2 3 2 1 13
Chris1 1 3 4 5 14
Andrew4 5 3 4 3 19
Hannah2 5 55 5 22
Steve2 5 55 5 22
Anja3 5 55 5 23
Quentin3 5 55 5 23

Monday, 4 November 2013

Castles upon Castles

Today Sam sent out the call for a brief two-player of his new game Castle Dice. Already a huge hit with the youth of today, how would the elders of society take to it. At first, I wasn’t keen but Sam kept mentioning he had beer, so I was finally persuaded.

Castle Dice, a little bit Scripts and Scribes and a little bit Roll Through The Ages. Dice rolls give you resources, that you can spend to activate cards that get you more resources. Meanwhile, barbarians come along after every building round (since the sight of scaffolding sends them into a fury) to remove resources, unless you have guards.


After the dice are thrown, they are all put into the middle where players take turns in picking the dice/resources they want. Thus, if your luck with these little fate boxes is lacking, you can rely on others to roll what you want.

It’s fun and fast moving, plus it’s remarkably easy to learn. I’d love to play it with four, and with cards hidden. As it was, we played everything out in the open to help me learn the rules. And learn them, I did. I got busy with buildings and their victory points with barely a glance at the market.

Andrew 12
Sam 7

After this, we thought about a shortish game, a little under an hour. 7 Wonders was considered, but perhaps a little overplayed of late? Instead we went for A Castle For All Seasons. Last time we played, Adam pointed out that it was just a case of “whoever gets the unbuilt buildings bonus wins” and it was sort of true again here. Sam got two men in that bonus area, and got the win.

Sam 67
Andrew 49


A Castle For All Seasons is an odd game. When it works, it all seems to run smoothly, like a well-oiled bicycle. But one mistake, and it’s as if the chain slips off. The only way to get back on track is to stop completely, and by that time your opponent has sped past you.

But after that I was away. Sam made toast under the grill and I stepped out into the brisk November air. Until next time... which is a whole twenty hours away!

Sunday, 3 November 2013

Agri-roller

Rainy Sundays are good for card-sniffing. We'd broken out new purchase Castle Dice the day before but played with simple, almost completely made-up rules, like a cow-and-poultry Scripts and Scribes. But both Stanley and Joe said they wanted to play the whole game and, I have to say I'm impressed, they sat patiently and learned it.

And then played it three more times, once with the visiting Mark and Peppa.

Pork chop!
 
It must have been nearly called Slightly Silly Agricola, as that's kind of what it is - Agricola crossed with Stone Age perhaps as there's quite a bit of dice-rolling. Over seven rounds everyone is trying to build the best castle, and to do this you generate resources through the dice-rolling, and use the resources to build parts of the castle. They come in the form of cards, but there are host of character cards too, to add variety and flavour, and many of these generate "villagers" for you who bring their own little bonuses and assistance.

It's really quite moreish - the appearance and learn-as-you-play aspect makes it nice for the kids but there's definitely room for strategy, and even some spicy screwage if you take a dice you don't really need to stop someone else getting it. Oh and there's animals and barbarians too! And you can stop the barbarians by scaring them off with a pork chop.

We've had a great laugh playing this and I think it's a bona-fide kids/GNN cross-over. Like Cube Quest but with dice instead of Grunts. Mmmmm.