Showing posts with label Caverna. Show all posts
Showing posts with label Caverna. Show all posts

Friday, 23 June 2023

I want it noted

Last night I beat Adam at Caverna. I had played it more recently than him, and he was distracted by children demanding crisps/first aid as well as more grown-up conversations with eye-witnesses, but let's face it this will never happen again and it should be noted.

Mwah ha ha ha etc


Wednesday, 1 March 2017

From Ostrich to Ore Storage

Tuesday night this week fell on Adam and Hannah's house. In attendance were the two hosts and Martin, Ian, Katy, Joe and me. We all arrived pretty much on time and, in a break from usual proceedings, we had only the briefest chat before the first game was chosen. Having seen that Joe had brought Caverna, Adam put his name forward as a potential player. Joe and I joined him and so we set up in the front room.


The other four played Reined Knizia's Rheinlander. A game about which I know nothing, except for the laughter I heard from the next room, and the final scores that astonished the pessimistic Katy who was sure she was last. Meanwhile, Hannah proved to be unstoppable.


Hannah 52
Katy 36
Ian 35
Martin 32

After this, they played Game Of Thrones: Hand Of The King. This ended...

Hannah& Katy 5
Ian & Martin 2

And this was followed by Rolling America.


Katy 8
Martin 10
Hannah 11
Ian 11

And then Eggs of Ostrich, after Hannah had retired to bed.


Martin 6
Katy 6
Ian 5

All of this excitement occurred quite without my knowledge. I was engrossed in the adventures of my little dwarvish tribe in Caverna. I was the first to have an extra dwarf, and this advantage lasted a couple of rounds so, early on, I was feeling pretty good about my situation.

Joe built the Office Room, allowing him to overhang his tiles off the board for two victory points. He frequently bemoaned his choice, gazing sadly at the wide open spaces in his tableau. But then, whenever he placed a new tile, he'd overhang again, unable to give up on the dream.

Adam went for plants in a big way, not bothering hugely with his caves. I was so impressed by his first moves (get veg, get grain, slash and burn, then sheep farming and build fences) that I copied them as soon as I could. And then, because they worked so well, I did them again. Basically, Adam's opening gambit became my mid-game strategy.

In fact, we all followed a similar path, often choosing each others favorite options. I didn't go adventuring, relying on rubies to get me stuff quickly, much to Joe's annoyance. Adam and Joe both had adventurers, so they were constantly jostling with each other for the best spaces.


While the folks in the other room sped through several games, we appeared to slow down as we approached the end of the game. In the final stages, it was clear that Adam had won (as Hannah had predicted, putting his chances at "100%") but the battle for second was far from over. But Joe's choice to build a Writing Room, absolving him of seven minus points when he had nine empty spaces on his board, proved pivotal.


Adam 88
Joe 75
Andrew 71

It was a great game and I can't complain about bad luck or anything since I thought I'd played a decent game. It was all about small margins. Between me and Joe, that is. Adam was far off in the distance. Plus, this gave him a unique Perfect Five. He'd only played five games this season and he'd won them all. A remarkable achievement, and one that pushed his points ratio up to a stratospheric 5.4, if only for a moment.

By now, though, the six remaining gamers were all together again and there was talk of Fuji Flush to finish the evening. It was new to Adam, but it's not a difficult game to explain.

We played two games, and both were characterised by Adam and Ian being first to get down to their last card and then everyone else trying to stop them or, failing that, join them.

The first game ended


Adam 0 cards left
Ian 1
Katy 1
Joe 2
Martin 2
Andrew 3

This result meant that Adam had matched my "Smug Six" of six wins in a row. And with his only six games of the season! One day, they'll build a statue to him. Although, someone did point out that this season he'd only played when he'd hosted and was well-rested. Hopefully we'll soon see what his away form is like.

Then we played again, and this time, Adam couldn't quite force his way across the finishing line in time.

Ian 0
Katy 1
Adam 1
Andrew 2
Martin 2
Joe 4

And as for those all important Dick Points:

Adam 5
Ian 4
Katy 4
Martin 3
Andrew 2
Joe 1

And if you're now saying “Look! Dick Points are a way to win!” then I wag my index finger in the air, say “aaah” and then wag my index finger some more before pointing out that Adam only had one Dick Point in the first game, where he won. The two aren't necessarily linked. Correlation doesn't imply causation. There. A statistics lesson for us all.

Speaking of which, here's the Division...


I was going to do something exciting with it, but it's already exciting enough. I'm going to go and have a lie down now.

Sunday, 12 February 2017

Birthdaycon

By curious chance, four of us GNNers have birthday’s close enough to each other that we can organise a games weekend on the flimsy pretext that we have successfully circumnavigated the sun again. Me, Sam, Chris (all February birthdays) and Paul (March) all gathered at Chris’ house on Friday evening for a couple of days’ worth of board games.

Sam and I arrived at about quarter to eight, too late to join in with the earliest games: two rounds of Heck Meck between Paul, Chris and Chris’ wife and recent convert to (some) Eurogaming, Jacquie.

Paul 12
Chris 6
Jacquie 0

Jacquie 9 (highest tile)
Paul 9
Chris 0

Once us two latecomers had got settled in (and Sam had played against Chris’ kids at Rhino Hero), our first game was Las Vegas. A nice light, jovial game of dice-rolling to get us started. Chris had a poor last round to drop back into third while, as I recall, Sam picked up some choice wins due to a number of draws.


Sam 520
Andrew 390
Chris 340
Paul 260

After this Sam suggested Black Orchestra, the co-op game of killing Hitler. Chris is not a fan of the co-op style of gaming, but I thought this game might be one even he’d enjoy. It has a sort of Escape From Colditz vibe and an accidental dark humour to it, as the game instructs Hitler and his deputies to amble around Germany, stealing cards and items from you.


But best of all, we finally succeeded! We carried out a coup d’etat in the Gestapo HQ, with all of us present along with Hitler and a whole bunch of dice. Just as Chris was about to roll to see if we were able to finish him off, Paul yelled out “Wait!” freezing Chris mid-shake. Paul then checked a few of his cards before saying actually, no, it’s fine, carry on. After that moment of high drama, Chris rolled the dice and the plan worked perfectly.

We win! Hitler is dead!

Then we got out Istanbul for our next game. We laid out the tiles according to the quick set-up, and Sam certainly lived up to that. He used the Sultan’s Palace to great effect, while the rest of us wandered around warehouses.


Sam 5
Chris 3 + cash
Andrew 3
Paul 2

After this we got out an old familiar: 7Wonders. This favourite never ceases to amaze with its new ways of winning. This time, Paul came away the clear victor thanks to his four (yes, four) guilds netting him thirty points by themselves.

My losing tableau

Paul 61
Chris 47
Sam 47
Andrew 43

This was followed by Biblios, which Sam won more or less with the hand he had at the end of the draw phase, hardly buying any cards in the auction phase.

Mmmm, Biblios....

Sam 6
Andrew 4
Paul 3 + brown
Chris 3 + blue

Interesting fact about Biblios: I haven’t scored over five points for almost two years.

It was by now the end of the evening, so we finished on Push It, giving our colours new and exciting names: Chris was callisto, I was brusque, Paul was octavio and Sam was vongeburp. Chris sealed the win thanks to me hitting the jack neatly between his two pucks.

Chris 12
Paul 6
Sam 6
Andrew 2

Saturday morning and I popped back into Bristol to turn off my heating and pick up Concordia from Sam’s house. I was back by mid-morning, and we picked up where we left off with Tinner’s Trail.


Sam’s monopoly of the Lizard was enough to see him into first place. Chris controlled the eastern part of the board while Paul and I fought over the middle.


Sam 106
Chris 85
Andrew 63
Paul 55

Then, after lunch of pizzas (bought by Sam and prepared by Jacquie) we all sat down for a five-player game of Caverna. None of us had played with more than three players that we could remember, so it was a new and exciting experience for all of us. Especially Paul who’d never played it at all.


It turns out he did pretty well, coming in second just by playing the most Agricola-like bits, and ignoring anything new. He also kept slashing and burning when I wanted to, leaving me seeking other options and ending the game with six unused spaces on my board. Even Sam’s two dwarfs did better than my three.

Sam's stash of stone

Chris 72
Paul 64
Jacquie 61
Sam 50
Andrew 44

We all agreed that with five players, it’s more of a bun fight, with fewer options available. Chris and Jacquie were even forced to go adventuring, which they hardly ever do in their two-player games.

After this, Sam went off somewhere (to call his family, I think) and the rest of us played Heck Meck. Jacquie told us that she’d asked someone to translate the German phrase on the front of the box, “Heckmeck im Bratwurmeck” and the closest they could get was “Hullaballoo in the sausage worm area”.

Most of the hullaballoo in this game involved passing round the 21 and 25 tiles. I got an high tile early on and tried my best to defend it, but to no avail.


Paul 6
Chris 5
Jacquie 4
Andrew 3

After this, the kids Ava-Rose and Ashton joined me and Chris for an exciting game of Outfoxed. I explained the rules, but got one wrong (I forgot you had to announce what you wanted before rolling the dice) but it hardly mattered. We turned over an number of suspects early on and each clue seemed to point to Ingrid as the pie-thief! Eventually, we were certain of our convictions, so we accused her and we were right!

We win!

This was followed by the adults sitting down to play Love Letter to fill in the time until lunch. Ashton asked why it was called Love Letter and I had to admit there was no real reason, despite the first three pages of the rule book trying to convince you there is.

"Are you the handmaid?" Chris asked...

Chris 3
Andrew 1
Sam 0
Paul 0

After this came supper followed by a couple of games of 6nimmt. In the first, a four-player game, we all suffered one bad round:


Chris 50
Paul 63
Andrew 68
Sam 73

During the next five-player game I suffered from a lack of attention, playing cards I thought would be safe, missing the fact that they picked up all the cards from a different row.

Paul 16
Sam 27
Chris 36
Jacquie 39
Andrew 74

Now it was half past eight and if we were going to play Concordia, we would have to do it now. Paul was given a summary of the rules and we found out we’d got another rule wrong with our version drastically increasing the number of movement actions each piece should have. Oh well, c’est la vie.

I started feeling ill halfway through and missed two whole rounds while on toilet duty. Also, Chris’ cold, a bother for him for the whole weekend, seemed to get worse. On the other hand, Paul seemed to get the hang of the game quite quickly. There were moments of AP for everyone, and by half past ten we had reached the end.


Sam 91
Chris 87
Paul 78
Andrew 77

Next up was Codenames. Another new game for Paul, but the first round (with Chris and I as spymasters) was relatively straightforward.

Chris & Paul wins!
Andrew & Sam loses!

In the second round, with roles reversed, Paul & Chris shot off into an early lead, meaning Sam had to take a few risks with his guesses. Luckily, Chris mistook Paul’s clue of “Country Club” (“Is Country Club okay as a clue?” he asked. “It has to be, now” replied Sam) to mean “millionaire” and in that moment, Sam & I snatched the win as I finally understood Sam’s cryptic “Snow White” clue from earlier in the game (“poison” and “mint”).

A bad start

Sam & Andrew wins!
Paul & Chris loses!

The last of the biggish games to be played was Medici. This old favourite needed barely a breath of rules explanation, as we set up and sorted things out. Sam spent most of the game berating himself for spending 9 on two tiles (a five and a one, not matching) in the first auction of the game. He seemed to recover quite well. Other notable events: the gold tile was the very last to be drawn in both rounds two and three, and I filled up my final boat for the princely sum of £3!


Sam 134
Andrew 109
Chris 103
Paul 97

Finally we ended on Push It. Or, in this case, Extreme Push It. Usually, extreme sports are invented to increase adrenalin and push the body to its limits. Extreme Push It came about due to a reluctance to move our chairs. Instead, we stayed where we were and placed the jack in the middle of Chris’ extended dining table, meaning we all had to negotiate two small ridges in the table top where an extra middle bit had been slotted in to lengthen the table.


Oh, how we laughed as our pucks jumped and skipped about. Would the result have been any different in a normal game? We will never know. But it ended (with bespoke colour names in brackets)

Sam (Tacitagreement) 7
Chris (Clunge) 4
Paul (Pastiche) 1
Andrew (Louvre) 1

And so, to bed. Our game-athon finally drew to a close. Sam and I set off early Sunday morning. Many thanks to Chris and Jacquie for hosting and thanks to Paul for making the trek across England to join us. All that’s left is the division and it’s nice to see three different winners for the weekend.


Congrats to Sam, Chris and Jacquie and thanks to all. It was a blast.

Thursday, 5 January 2017

Caverna laugh?

The first fixture of the year looked destined to be a washout with seven no-shows due to an illness which may have spread at Christmascon. But Joe wasn't about to let GNN falter after all these years and made the icy trek to Easton to entice Adam and Hannah into a game of Caverna.

The lengthy setup and rules explanation was only toddler-interrupted a handful of times, and we got down to the business of dwarven dwelling development, daring deeds, dirt digging and drift mining soon after 8.30. The game has you develop a smallholding featuring sheep, pigs, donkeys, cows, wheat and pumpkins (to feed your family and score points); mine a mountain for ore (to equip adventurers) and rubies (to do almost anything you want); and send your dwarves on strictly non-perilous yet somehow exciting adventures to bring back such things as wood, stones, sheep, cattle, cheap fencing and interior decoration.

Hannah and Joe both specialised in mining and adventure early on, allowing them to develop their caves quickly, while I (Adam) got my farm up and running with wheat and pumpkins planted and sheep already shagging come the first harvest.

We played a rule wrong for our first adventurer each (the one about adventure-dwarves levelling up after a trip where they bag multiple rewards). Joe spotted it after he and Hannah had both got a couple of free promotions so kindly let me do the same. But with a game this complex only one quickly-corrected error signifies heroic rules explanationeering.

Joe was first to increase his family size to three and then to four and dotted his mountain with ruby mines, only developing his forest and investing in animals relatively late to feed his hungry masses. He used his rubies to annoying effect during the game with his adventurers often jumping the queue to steal the best spaces, but was beaten to both the ruby spaces on the last turn, hurting his bonus buildings (treasure hut) badly.
Adam - Joe - Hannah

Hannah grew to four dwarves a little later than Joe and tried to balance her smallholding - planting fields, breeding animals, mining ore and rubies and levelling up adventurers nicely she scored in every category on the points sheet except gold coins. Notably she had to keep building mines for the donkeys to live in as they bred.

I stuck with a size three family and relied totally on a sinister industrialized agribusiness cramming animals into every nook and cranny. My game-end bonus buildings boosted animals, sheep and wheat/pumpkin pairs, so my 30 animals and 17 plants brought in 3/4 of my points. Joe's 48 points just for the little shields on the board convinced me he'd won until the scores were totted up:

Adam 102
Joe 81
Hannah 74


My cruel disregard for animal welfare (and the aforementioned bonus buildings) won the day. With the clock showing 11pm we packed away (fitting Joe's deluxe pieces back into the box is a game in itself) and said fond farewells, congratulating ourselves on keeping the GNN flame burning through these pox-riddled times.


Sunday, 20 November 2016

A Three-Game Weekend

Another weekend of cat-sitting for Sam meant another week of trying out some solo gaming. The main attraction for this week was Scythe, which Sam promised to leave behind this time.

I set it up on a wet and windy Friday evening on a day when the traffic had been so bad that I decided not to wait at a gloomy bus stop so I walked the four and a half miles home after work.


After this ordeal I was exhausted and it was a daunting challenge just to wrestle the Scythe board open and work out what was needed and what wasn’t.

The enemy AI works by means of instructions on cards. I was doubtful, having seen this method fail to work on Viticulture, but I was intrigued by how much there was on the card. Each on has a green half (which you use in the early part of the game) with orders and a more aggressive red half (which you use in the last two-thirds of the game) as well as a strip down the side which has orders in the event of any combat.

It’s a surprisingly flexible method, since it offers a number of options for the AI, and if the first isn’t possible, you move on to the next until you’ve executed its turn and got its reward for that round. This means it hardly ever gets stuck in a corner unable to move a la the dragons in Tsuro of the Seas, and it reacts with at least a semblance of intelligence.

In order to do this, it ignores most of the game outside territory and combat, producing no resources, completing no upgrades or recruits and placing stars only according to how long the game has lasted.

Since it was my first game, I chose the easiest setting: Autometta. This AI spends longest trapped behind water (until it’s allowed out after five rounds) and sometimes skips a turn completely. I also put our two bases on opposite sides of the board.

Once we got under way, I found it pretty intimidating. The AI, once allowed to cross water, makes a beeline for the factory hex. Meanwhile, I was still pottering around trying to build my first mech.


Combat is fun. Autometta’s choice of power and cards depends on the stats along the side of the next card from the top of the deck. It might instruct that if its power is 0-7, it uses 4 power, 8-14 uses 6 power and 15-16 uses 7, as well as how many combat cards to use (regardless of number of mechs it attacks with). However, there are some cards where it says to use 1 power, regardless of how much the AI actually has. This effectively fools you into using up a lot of power to win a battle when you didn’t need to.

Since Autometta plays a limited game, it misses out on a lot of scoring opportunities. This is balanced out by receiving an almost constant stream of money throughout the game.

At the end of the game, I launched two simultaneous attacks, one of which was on the central hex. I just got control of that which was enough for my sixth star and to end the game. It was

Me 56
Autometta 44

That was Friday evening, and then on Saturday morning I broke out the Caverna. It was my first time with the new bespoke wooden trays, and it made setting up a lot smoother.

Solo Caverna is more of a puzzle than a game, and did better this time. However, there were still moments when I regretfully made an inefficient move and I kept thinking I need to try again soon. Which is better: making everyone a warrior, or none of them? Lots of animals or lots of furnished caverns?

My score: 77

And on Saturday afternoon, while I listened to the football I thought about seeing if a one-player Eclipse variant existed but I found myself drawn to Scythe once more. The inclusion of four difficulty settings (along with the chance of placing the two factions nearer each other for a real challenge) made me wonder how I’d do against stronger foes. So I set up a game against Automa, the Normal setting on the difficulty scale.

I think I misread the rules last time, meaning that workers piled up on the central hex (meaning a big deficit in popularity if you want it) but it seems that instead, workers can’t share hexes. Rather, they should spread out across the board.

Before long I was cornered, and I was grateful for the yellow faction’s ability to hop to unused home bases. Out of three battles in the game, I won two and although I didn’t have the central hex I was confident and I ended the game by completing my hidden mission for my sixth star.

This turned out to be a mistake, since blue’s immense empire got it a huge bonus for territory (twice as much as mine) which gave it the slenderest of wins.


Automa 71
Me 70

Frustrating. But at least it shows that the AI is at just the right level for a challenge.

With that said, after I’d just lost to Automa I thought I’d try Scythe at its hardest difficulty, using two neighbouring bases. The hardest setting is called Ultimaszyna, which is a bit silly so in keeping with the GNN tradition of calling AI opponents “Dirk”, I’ll refer to the four levels of difficulty as Durk, Derk, Dirk and Dürch.

I chose blue, reasoning that the Swim special ability might be useful for a quick start. However, while my workers ran free and unfettered my mechs were stuck at first. This was important since by the time I got my ability to travel across lakes, Dürch had plonked one of his mechs in it.

I was trapped and, one by one, his forces hemmed me in. I had a flash of inspiration and built a mine so I could whisk myself over to the other side of the board.

Unfortunately, the next move, Dürch attacked and according to the list of criteria to decide which hex to chose, my mine was his target. I had one power, and Dürch had eight. I put it on the disk, and added my strongest card, hoping for a bluff on Dürch’s part.


It wasn’t a bluff. He crushed me. Then, just to add insult to injury, in his last move Dürch attacked a hex with three of my workers on it (the AI gets no punishment for attacking workers). I finished the game with seven pieces on my home base, doing nothing.


The final score sums it up neatly:

Dürch 100
Andrew 29

And so there was just enough time to sit down for some supper before I set out that evening to Joe’s for more games.

Games at Joe’s this Saturday evening initially looked like being a five-hander, maybe six. But people gave their apologies so when the hour arrived, we were down to three: Joe, Ben and me.

As it turned out, we only played one game. Or did we play a thousand and one games? See what I did there? We played Tales of The Arabian Nights, since Ben was keen to try and I (arriving last) was happy to oblige. It may have only been one game, but what a game. We laughed, we cried (with laughter), we cheated death, got repeatedly scorned and crippled, everything you’d expect from a tale from the Arabian Nights (even though the game itself, technically, never got past morning).


We set off, I as Ali Baba, Ben as Sindbad and Joe as Aladdin, I think. Hard to remember since those names weren’t mentioned again. During our adventures we had many experiences. I had a terrible run of luck at the start, being enslaved and ensconsilled (sp?) which meant I couldn’t control myself, nor could I keep my treasures and destiny points from whatever adventures I had.

Ben, on the other hand, had people throwing money at him. He may have been crippled but before long he was fabulously wealthy, with a mass of destiny and story points. It looked like he would surely win. But then he had to go on a pilgrimage and, being so rich, movement across land was painfully slow.

We had a series of anti-climactic adventures. I found The Crystal Palace, but couldn’t get in. I tried to woo a princess, but she turned me down flat. Wealthy Ben discovered the Cave of Wonders but then found out that he already owned one of the mythical wonders that it housed.

Joe went for odd choices, with great effect. He managed to drink a storm, which cured him of his ailments. He tried entering a glittering artefact, and ended up stepping through a mirror into an alternate reality. Although all he did there was look around the room for a bit.

He tried to impress a Learned Princess with his wisdom. She thought that books were all she needed in life and the pearl of wisdom Joe used to win this princess’s heart was “You can’t eat books.” It didn’t seem very wise to us, but it did the trick and got him twenty-four hours of rumpy-pumpy! For the rest of the game, whenever Joe thought a bit of wisdom would get his character out of a fix, he’d hopefully say “Er... did you know that you can’t eat books?” however the phrase didn’t come up again in the story. And, as a chat up line, I can’t imagine it working in real life either.

As Ben pottered across Asia, distracted by a pilgrimage, Joe and then even I managed to get enough points that, if we got to Baghdad before Ben, we’d win. Unluckily for me, I got married. This meant every time I had an encounter in a city, I had to go back home to check on ‘er indoors. Jealous type, you see. This involved a lot of unnecessary criss-crossing Europe.

It was Joe who got to Baghdad with the winning criteria fulfilled. All he had to do is stay in the city until the encounter was over, and hope neither of us got back, and he’d win!

It was surprisingly hair-raising. He uncovered a Strange Custom, which involved a widower being buried with their dead spouse. Joe’s wife then died, and although he tried to escape twice, he was buried alive along with her, with only a loaf of bread and some wine.

The game listed a number of talents that would be beneficial, but he didn’t have any so he had to wait til he passed out and a grave robber dug him up and stole his money. But he was alive and, crucially, still in Baghdad! He’d won the game! And in some style, too.

By now it was quarter past eleven! We’d been playing for over three hours (albeit with a half hour break while Joe gave his daughters a lift somewhere). And it was right at the end that Joe and Ben revealed they’d considered Brass as an option, but Ben preferred Arabian Nights, and they’d hidden Brass in case I came in and insisted on playing that! Makes you wonder what they think of me. I mean, I might have insisted, but not much.

Anyway, what a night of Arabian Tales.

All that was left for me this weekend was Sunday morning. Caverna and coffee. How civilized. First, just out of curiosity, I decided to see how big the board would be for a seven-player game. Pretty big...


As for the game itself, this time I noticed the Peaceful room which allows a player to remove weapons from a dwarf in return for food. I was able to use that to good effect, and get the bonus for weapon-less dwarves at the end of the game. And I got sheep breeding early and some nice fields yielding. I was confident of beating yesterday's 77, and I was right to be.


My score: 90.

Just ten off the “magical score” of 100! So close. Maybe next time.

Sunday, 30 October 2016

At a table for one

This week, while several GNNers are off having a games festival in Ilfracombe, I was cat-sitting for Sam. This gave me a chance to try some of the single player versions of recent favourites.

I began on Friday evening with Viticulture. This game has been a big hit recently, but how would the game stand up away from the thrust and parry of real opponents?

Unfortunately, not too well. The method used to place your opponents workers is to draw a card at the start of summer or winter and place workers accordingly. Since the game uses a two-player set up this means certain spaces will be unavailable, unless you use your grande.


With these obstacles in the way, the game gives you seven rounds to beat twenty points. I managed it (got to twenty-five) but it didn’t feel that satisfying. It lacked a certain something.

Then on Saturday morning, I broke out Caverna. Recently, this has been the go-to game for Agricola-style worker placement since it avoids the most stressful part of Agricola, trying to feed your family.

Well, in the single player game, that part is back: every round after round five is a harvest! This can cause some serious issues with AP.

Also, and this is the clever bit, when a space has six resources on it, it will reset at the start of the next round. When I read that rule I thought, fair enough, I’ll just wait until it is full and then take it. The trouble is, by that time, I had other plans in motion and the idea of using a go just to pick up lots of stuff seemed like a waste.


The cards for the later rounds are always in the same order, so the game can play out the same way each time, if you do the same things. I got to 59, but the rules suggest that 100 is possible. I’d love to know how. Anyway, this is an excellent version of Caverna and one that really captures what’s so good about the main game.

My board at the end of the game

Finally, on Saturday evening, I went the full Matt Damon and played Terraforming Mars. Now, this must be mankind’s second attempt at colonising the red planet, because the game begins with two cities and two bits of greenery already on the board. After that, you have 14 rounds to achieve all three game-ending criteria.

Blimey. 45 credits and +/-2 on criteria

I enjoyed it, but found my progress rather slow. When round fourteen was over, I’d barely got halfway to each of the end-game targets. Perhaps I haven’t played it enough to know how the cards work together, but it seems like a tough assignment to beat.

Let's science the shit out of this!

It's all getting a bit I'm The Boss

Plenty of production power

But not enough time to make it pay.

So, anyway, that was my weekend. Disappointed by Viticulture, delighted by Caverna and still undecided on Terraforming Mars.

Thursday, 6 October 2016

Appetite for Construction

The last few days - and evenings - of Sally's prolonged absence are now upon me, and I decided to see them out in much the same way I started them - by playing games to what to most people would be an obsessively unhealthy degree. But I'm not most people, and neither is Chris.

We sat down last night having set up Caverna, braced for the long haul. But of course, Caverna is only a long haul with four (or three, if Ian or Steve play) and we zipped through it nippily enough. Chris needed a couple of rule-reminders, but overall didn't seem too rusty. Three-quarters of the way through the game I saw that whilst my mountain was nearly dug, his was still the Dwarf equivalent of a embryonic maisonette. But any confidence I had evaporated as his plans seemed to coalesce over the last couple of rounds to facilitate some hectic building.

stuff

I held on for the win, but it was closer than I'd suspected it would be.

Sam 70
Chris 56

It was only half nine, so we had the option of taking on another Euro-y game. But Chris suggested Cosmic Run, and I'm never going to turn that down. Not after just playing Caverna, anyway.

matter

I decided to pick up cards if I could, rather than ignore them, and did pay notional heed to that intent. But it's hard to ignore those tracks when the dice-rolling is good... whilst Chris seemed to pick up cards at every given opportunity, I only ended up with three in the fastest game of Cosmic Run I've yet played:

Sam 69
Chris 62

It was 10pm now and I was pretty tired, but agreed to one more game: FUSE, the game of co-operative bomb defusal. If anyone hasn't played this, it's a high-pressure hoot; the game lasts ten minutes exactly (unless you win, in which case it might be less) during which time you're trying to 'defuse' cards by placing dice on them of a certain colour, number, or combination thereof. We didn't realise I'd dealt too many bomb cards in the first game and exploded like amateurs snipping wires randomly. But the game had woken me up, so we went again, this time with the correct amount of cards... we dallied with doing the easier 'training' mission, before going for the standard one - and we did it! With literally ten seconds to spare. 

Sunday, 10 April 2016

Bad Tibiria! Naughty Tibiria!

Saturday games at Sam’s. Ian and I arrived at 7 for a quick run through some games with Sam’s kids. Spyfall, Cardline and Riff Riff were squeezed into something like half an hour. Cardline is the only game that needs an introduction: it’s basically Timeline but with Marvel super heroes and instead of years, you have to place the cards on the table according to statistics: either intelligence, strength or something else.

I did badly, not recognising anyone on the cards and, for some reason, Joe didn't do well either. Ian won the game, showing just how much of his youth he spent immersed in the world of super heroes.

Stanley won Riff Riff thanks to his technique of calmly putting things on the boat without really thinking about it.

After this, the boys went to bed and we decided what to play. We knew Chris was en route and I mentioned he’d be keen to play Caverna. Sam wanted something a little shorter, so we considered others. But when Chris turned up, the ill-disguised excitement he displayed when Caverna was mentioned meant we couldn’t turn him down.

We unpacked as quickly as possible and got Cavernaing. I got off to a flier, being the first to get a new family member. But Sam soon overtook me in the baby business, eventually ending the game with a family of six. He also got some choice bonuses, as did I. Ian went ruby mining in a big way while Chris went down the vegetable route.


We all ran into trouble early on as one harvest followed another and we struggled to feed our families while trying to plan for the future.


The game was notable for me getting in people’s way. It seemed no matter what I did, I had ruined someone else’s plan. I apologised but secretly I was quite happy about it.


Chris complained about too many inefficient moves and Ian was last to expand his family. As such, despite some high scoring bonus rooms, they came third and fourth. And everyone completed their farms and caves, which I was impressed by. I didn’t note the scores, but it was something like:

Sam 80something
Andrew 70something
Ian 65
Chris 63

Then we packed it away. After Thursday’s debacle with leaving an essential part of Railways of the World unpacked, Sam was keen to double check. And, indeed, the lid came off and went back on again twice as we found stray parts of the game (including, shamefully, part of the playing board!). Finally, we got it all away, and Sam picked the box up to take it into the next room.

And in doing so, uncovered yet another counter from the game!

Well, with Caverna finally packed away, we moved on to lighter fare: Tsuro. And what a game it was. All four of us were still alive and fighting with only five spaces left on the board. Impressive. Then, like dominoes, we all died one by one as our last tile inevitably finished us off.


Andrew
Ian
Sam
Chris


Finally, Sam dug out Sumeria, the game of meeple placement and movement that effects a city’s standing. Move into an area, that area shuffles up on the list, with only the top three cities scoring any rewards per round. It’s a short game. At least Sam thought it was. Then he saw that the rules suggested six rounds. We played three.


I think Sam won. Then Ian, then me. I know Chris came last, because he commented on his evening of fourth places as we packed up to leave. Than made it easy to remember, at least.