Tuesday, 22 July 2014
Large Mahal
First, we played Taj Mahal, a game of trick-taking set in the North-West of Iandia, although the map is somewhat lacking in detail or atmosphere and I noted it might as well be set in Staffordshire. It’s a game that doesn’t get to the table very often here at GNN towers but, when it does, it’s usually a treat.
Sam and I needed a big rule refresh, and Ian hadn’t played it at all, so Sam took the risk of getting Explainer’s Curse and went through the rules. It’s a nice trick-taking game of quitting while you’re ahead, but it would’ve been nice if it had been a little bit more in character. As we moved around the twelve unnamed provinces, taking anonymous cities and fortresses, it all seemed a bit shallow. Sam commented Taj Mahal would get played more if it looked nicer.
We also had to stop halfway through when we realised we hadn’t been scoring for links between provinces. We’d assumed that it was some big end of game bonus, but when Sam double checked the rules, he found we should have been doing them as we went. We spent a few minutes trying to recreate our moves, and readjust our scores accordingly.
In the end, it was the elephants what won it. Ian and I went for economic power, while Sam when for chains. Ian snuck it right at the death. Grrr.
Ian 61
Andrew 60
Sam 42
After this, we wondered what to play to finish the evening off. We chose Citadels, figuring that with three players, it wouldn’t be that long. Sam explained the rules to Ian, and we were off. The assassin seemed to have quite a grudge against the merchant and, as such, it was not a quick game. Halfway through, I suggested we finish on the seventh building, not the eighth and happily, Sam and Ian agreed.
But eleven o’clock, I was in a position to build three shitty districts and trigger the end of the game. It wasn’t quite enough, though. Sam only build six districts but they were all high-scoring and he got the rainbow bonus, putting him in first and cocking a snook to Explainer’s Curse.
Sam 27
Andrew 26
Ian 25
Three hours of play, and only two games. I won’t be fooled by Citadels again.
Hmm, the moment I get some free time, I’ll have to sort out the Form Table...
Thursday, 27 March 2014
Growing pains
We started off the first of tonights Bracknell league games with the crop building card game Nile. We had never played it with three before as it had previously always been a bit of a 2 player filler. James and I struggled to get crops planted of a diverse enough nature, whereas Paul gave a summary demonstration of crop rotation. I got stuck with a hand full of Papyrus and no chance to lay it as flood after flood of Papyrus came off the deck to prevent me from planting. After the third deck had been worked through our final harvest decks were revealed. Paul got at least two of everything where I was lacking in one type and James in two.
Paul - 2
Chris - 1
James - 0
| Table cloth thematically sound |
7 Wonders was happily unboxed next and the executive board decision was taken to use the B sides of the wonders. James got Giza with its appetising 20 points, Paul the Colossus of Rhodes, with only 2 stages, and mine was the Temple of Artemis with it's fairly uninspiring victory points.
Players strategies took a familiar path as sciences where largely ignored (By the end of age 2 I was the only player to have one) buildings quickly gobbled up and, Paul and I vying over the military. In the third age Paul took the best guild which gave points for neighbours buildings and I was taking the best blue cards owing to the fact I was the only person that could use glassware. Luckily for me everyone was still ignoring sciences so I was able to add to my solitary one to make three of the same type and a valuable nine points.
Chris - 47
James - 41
Paul - 40
Finally we took on another game that up until now had only been played as a two player, Citadels. James and I were just working up to something that might have resembled tactics, if you cocked your head to one side, squinted and jumped up and down in a figure of 8 when Paul laid his 7th and 8th buildings. James and I had 4. Damn.
Paul - 27
Chris - 20
James -13
The table so far - Paul and James are joint second only separated by the order of the alphabet.
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Gold
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Silver
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Bronze
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Chris
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4
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4
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2
|
|
James
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3
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3
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4
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Paul
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3
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3
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4
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Wednesday, 29 May 2013
Wonders and Citadels
But that’s all to come. We began with Anja and Hannah upstairs talking about babies or whatnot while three fellows (me, Steve and Jon ) played 7 Wonders downstairs. It was short and we all knew the rules (more or less) and we got stuck in. Although our memories were a little rusty, with a little reference to the rules, and Steve made a mistake which he didn’t realise until a few turns later. He didn’t ask to take it back, though, saying it was “ancient history” which got an appreciative chuckle from the other two players.
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| Marilyn the bunny admires my still-unstarted wonder |
As it turned out, I ran out of money at the start of round three – a disastrous place to be broke. Jon and Steve were cash rich, but Steve was a late convert to the joys of war and science, while Jon was scoring in all categories. In the end, I was saved by some cheap blue buildings and my “copy guild” super power.
Jon 50
Andrew 46
Steve 40
After this game, Anja and Hannah came down with the baby and, after a little discussion and rule-telling and exchanging of babies, we were ready for our next quick game of the evening: Citadels.
Now, when I remember previous games of Citadel, they do seem fairly short. But then, they are usually two or three player affairs. It turns out that five-player Citadels is a bit of a beast. Everyone suffered a bit of AP, and the game took a little longer than we expected.
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| Citadels: not a photogenic game |
Both Anja and Steve suffered from consecutive assassinations, and Hannah had her money stolen twice by Jon, but despite all that and having to feed his newborn child, Steve came out on top. Jon fell just short, and the eternal Warlord (which is why she kept being assassinated) Anja squeezed into third by attacking Hannah on her last go. An action which saw me earn fourth.
Steve 32
Jon 30
Anja 22
Andrew 20
Hannah 17
And so it was that our "two short games" ended at half past eleven in the evening. All of this means that Jon leaps up to fourth, while the three absent leaders enjoy another week in the penthouse suite of the Form Table.
| Points | ||||||
| Joe | 1 | 1 | 2 | 1 | 2 | 7 |
| Sam | 2 | 1 | 1 | 2 | 3 | 9 |
| Adam | 1 | 2 | 4 | 3 | 1 | 11 |
| Jon | 2 | 1 | 2 | 3 | 5 | 13 |
| Anja | 3 | 1 | 1 | 3 | 5 | 13 |
| Hannah | 5 | 2 | 1 | 4 | 2 | 14 |
| Andrew | 4 | 2 | 3 | 3 | 3 | 15 |
| Steve | 1 | 3 | 4 | 4 | 4 | 16 |
| Quentin | 2 | 2 | 3 | 5 | 5 | 18 |
| Will | 3 | 3 | 5 | 5 | 5 | 21 |
And since it's the end of the month, it's time to look at The Division. Well, the core four are rewarded for their loyal attendance, by taking the top four places but that shouldn't detract from Adam's stunning run of form which has put him on top of the table. And Sam is the new Mr Consistency, having never placed outside the top three. It's very much between those two for the top of the table. In terms of Points Ratio, it's a little more clear cut, with Anja a full 0.92 above her nearest rival Steve.
Tuesday, 24 January 2012
Italy, the 16th Century

Thursday, 8 December 2011
Torres Redux
Digging up the Past.
I surveyed my modest stack of games and caught Stone Age coyly winking at me. As much as I love the old flirt (SA, not Paul) I thought maybe tonight was it was time for a change. Tikal had been lurking around in my attic for several years, unplayed, until I noticed some months back that it had 2 players written on the side. This game, it must be said, was always well received and it's surprising it never received more plays.
In Tikal you adopt the role of a director on an expedition intent on uncovering Mayan sites located in the dense Jungle. You take turns to reveal tiles which may have any one of a blank space, a temple, an artefact haul or a Volcano! (Quite how you would miss seeing a bloody great volcano is beyond me). The latter tile sparks off (pun intended) a scoring round, of which there are four in the game. The tiles can be laid in any adjoining space that allows a path back to the start and are revealed in a semi random fashion.
Each player gets 10 action points to spend on ...err actions. They can be dig for treasure, develop a level of temple, add expedition members, create a new base camp and so on. The essence of the game is to get yourself in positions of power around the temples so that you may gain the points during the scoring round.
Unfortunately it wasn't until the second Volcano had come and gone that I realised we hadn't been doing the scoring rounds correctly. Crucially, both players are allowed 10 action points before they score however we just played whoever it was that got the tile. Me. Although I was slightly ahead Paul graciously turned down my offer of equalising the scores.
The game played out as I expected it would, like a a mad trolly dash to grab the abundant goodies with little to prevent you doing it. The 3 and 4 player game (Like so many of this type) have a limiting effect on resources. The rules did not have amendments for 2 players which I felt it needed. In the end I ran out the winner due to my well excavated temples!

Final scores on the night went as follows
TTR
Chris 127
Paul 106
Citadels
Chris 31
Paul 13
Tikal
Chris 172
Paul 153
On Monday I met up with James again and we managed to squeeze in 3 games, two Citadels and one Carcassonne : Discovery.
It was a whitewash and he won all Three.
Dang! A trip to the games shop in January I feel to expand the collection..
Thursday, 24 November 2011
A few acres of tiles
The rules didn't seem overly complex but the powers that the characters held required constant referral. For two Citadels newbies the interaction between the characters and what was a "Good" move remained elusive until near the end. Realising that I had built a whole bunch city cards and was near to closing out the game I began to choose my characters a lot more carefully. It would seem that some cards like the Bishop, Warlord and Assassin become a lot more sought after as the game progresses. It's then that you see how neatly balanced this game really is. I managed to negotiate my way through to an eighth city card and that was that. I really liked it but I could see Paul was left a little cold by it and so we hurriedly moved on to our next game....
Chris 30
Paul 16
Which was Stone Age! Oh no everybody groans..... Well I won so there, and I did so without my new tactic of throwing Paul's workers under the washing machine panning out as I had planned.
Chris 243
Paul 200
The time was 21:45, the night was still young! So we unboxed Carcassonne the Discovery. Paul hadn't played it in at least 10 years but hadn't lost any of his skill as a tile laying magician. In fact if anybody needs their bathroom doing then Paul's your man. Although you will have to be happy with a perfectly tessellated satellite picture of a fictional medieval country as thats all he does apparently. We were neck and neck all the way through but this was all balanced by whether one of Paul's early mountain dwelling meeples would be lucky enough to find the piece of land which had two corners mountain opposite two corners grassland. Twice I picked the ideal tile and quickly placed far far away. Fortunately for Paul his meeple got the map turned the right way and found the perfect tile, scoring 18 points (A lot in this game) and taking any chance of a comeback away.
Paul 117
Chris 103
We had managed to get all three in by 22:45 and not have to break any traffic laws getting Paul to his train on time. Hoorah.
Name Played Won
Chris 18 12
James 7 3
Paul 11 3
Sunday, 9 October 2011
Bite my finger
We chose Citadels as our game. Easy to learn, yet tense enough to make you mistrust your fellow man. We explained the rules to Dan, and the game commenced. I found myself on the receiving end of both the assassin and the thief in round one, effectively giving the other two an one-round head-start. But that’s all part of the game, isn’t it? Dan generously missed a go in the next round when he forgot he was the thief until it was far too late. Sam built lots of green buildings but then was too scared to chose the Merchant since he figured it would be a prime target for the assassin.
I battled back, with two “six coins for eight points” cards boosting my score, and Sam went for an early shut-out by building a lot of lesser cards. In the end, the game was surprisingly close. If the Bishop hadn’t been killed in the final round, I would have won. Meanwhile Sam discovered in some post-match analysis that he could have come first if he’d used his Warlord instead of building. But in the event Dan came away winner.
Dan 35
Sam 34
Andrew 31
A “quick” game of Trans-America was suggested. Again, Dan was a newcomer to the rules, but this is a game that needs barely any introduction, and he was soon up to speed. I started well, winning the first two rounds, but then I was stung for nine points in the third. Sam won the last two rounds to take first place overall.
Sam 5
Andrew 13
Dan 14
Oh, and the explanation for the post title? During the evening, Dan told us about some unused footage from the documentary about monkeys he’s currently making, which involved an alpha male monkey bumming another monkey while a third monkey pushed his finger in his mouth in some weird primate fetish. Unfortunately, some people taking photos can clearly be seen at the edge of the screen. Otherwise it may have been usable.
Bloody tourists.
The leaderboard...
| Played | Points | Ratio | |
| Sam | 5 | 21.5 | 4.3 |
| Andrew | 5 | 17.5 | 3.5 |
| Adam | 3 | 14.5 | 4.83 |
| Joe | 3 | 10.5 | 3.5 |
| Dan | 2 | 8 | 4 |
Tuesday, 23 August 2011
Bonjour Bristol
I go away for two weeks, and we have branches? At least it's not factions.
If this continues we'll be able to have a Eurovision style contest - 'Wilkommen, Bracknell - can we please have your scores for Ticket to Ride'?
But really, the more the merrier. If I'd had internet access out in France I'd have joined in. But I didn't, so I couldn't. I did manage to get some games played though.
I was only allowed a small-ish bag of games, so I took my box of card games, Stone Age, Thurn and Taxis, Pergamon, Dixit and Battle Line.
However, the Thurn and Taxis box also contained Settlers of Catan.
In the Pergamon box I'd managed to find space for Notre Dame and Aton, and secreted within the capacious Stone Age box were Alhambra and Lost Cities.
The Battle Line box also held Haggis, Row Boat and Citadels, and the Posion box is far too big for the game itself; much better with Tichu, For Sale, Mu, No Thanks and Coloretto in there for company.
And what did we play?
If it was up to Bea (9), we'd have played nothing but Dixit. It was in fact one of the game highlights of the holiday, playing Dixit in the garden with the girls and my parents-in-law.
I can't think of another game that could be played by six people aged 7 to 70, first-time and seasoned gamers alike, that would be such fun, and a proper game - it's a worthy Spiel Des Jahres winner, and a very unique game.
My father-in-law William is always up for a game, and I had high hopes for Aton, mine and Sam's current two-player favourite. We played once, but it didn't really grab him.
We played a few games of Battle Line, a great Reiner Knizia two-player card game of war in the ancient world - very thematic, even though you're basically making poker hands. But the one that William really took to was Lost Cities; RK again, and a game that really deserves its classic status - everyone I've introduced it to 'gets' it within a single round, and wants to master it. It may be less strategic than Battle Line, but easier to grasp, pick up and play.
Matilda's go-to game was Coloretto, and I played a few games with all the girls; despite the fact that their main strategy was fighting over who got to collect pink, I consistently lost . . .
In exchange for taking them swimming one gloomy afternoon, Matilda and Bea agreed to a game of Thurn and Taxis; Bea won, but they haven't asked to play again. Funny, I thought Matilda might find it an interesting step up from Trans Europa.
Again at Matilda's request, we played a game of Alhambra, and I was reminded of what a great game for three or four it is; and what a long one too, for kids.
And in the evenings, Charlotte and her mum were persuaded to join us menfolk. That's when I realised I'd brought too many games. I couldn't decide what to play; the first night we played Tichu, which didn't go down a storm. I should have learned to avoid card games after that, but the next night, despite showing them both Pergamon and Notre Dame, I ended up suggesting Mu. I found a good teaching method, but we started too late, and it was a giant flop.
Everything changed, however, after I sniffed out a games shop in La Rochelle . . .
I couldn't resist Martin Wallace's new game, A Few Acres of Snow; it's a two-player game based on the battle for control of Canada by the British and the French, which uses a Dominion-style card-drafting mechanic. No, Charlotte didn't play it; and by the time I'd got to grips with the rules, William had headed back to London.
But while I was there, I picked up Pickomino - the Reiner Knizia dice game some of us played at Stabcon with Hammy (he called it Heck Meck). It turns out that if you're allowed to play it yourself, rather than being told what you should do on each roll (Hammy's preferred method), it's really rather good fun. We played it with Charlotte's parents, and I played it with the girls. And finally, we all played it together; in fact we played it every day of the holiday after I bought it.
It's a good little push-your-luck dice game, the pieces are very tactile and lovely, and the worms give it that extra hook for the kids. There's an awful lot of luck, but that's perfect for what it is; and when the dice-gods smile on you, and hand you the single, solitary worm you so desperately need on your eighth dice, well, you smile right back at them. Would make a nice game to end a tuesday night . . .
So Dr Knizia does it again - I could have just packed Pickomino, probably.
Except the box is so small, I couldn't possibly have squeezed the other games in there. JB
Friday, 22 April 2011
"Your purples are fine," the doctor said
First up was Citadel. Since it was the first time since Stabcon that we’d played it, there was a quick run through of the rules before we launched ourselves into a world of medieval town planning in the face of a constantly shifting monarchy and a shockingly high crime rate of thefts and murders.
It’s a game that encourages suspicion and double-crossing. The Architect, for some reason, was particularly picked upon by thieves, while the assassin roamed unchecked. Meanwhile, Sam was building a wide and varied selection of buildings, and quickly became the person to attack. Of course, he then took defensive measures to protect his lead. In the last round Adam used a warlord to take out one of my buildings, thus giving him second spot.
Sam 36
Adam 26
Andrew 22
Joe 19
Citadel had been suggested by Joe as a quick opening game, but it proved to be surprisingly lengthy, taking a little over an hour for the game to end. Not to be deterred, though, we chose Tinners’ Trail as the next game. Adam was quickly told the rules, but perhaps not quickly enough judging by how quickly he grew accustomed to them.
I chose to score big in round one, and then not score at all in round two. That was my strategy, but it failed in the face of three other more measured approaches. With no capital to buy more mines in round two, I was left behind in terms of mining capacity in rounds three and four. Adam, meanwhile, took to the game like a duck to water and soon became Cornwall’s own Rockefeller with six mines to call upon in the last round.
The tensest moment of the game, though, concerned the track used to decide whose go it was. Joe said that the counters moved up to the highest available space and that’s how we played it before, whereas Sam and I expressed surprise since we hadn’t played it like that in our first game at all: instead everyone kept to their original track. Joe firmly insisted we had, sparking a brief debate about how we'd played it before. But when Joe went to the toilet a quick conflab between me and Sam confirmed our original memories: we hadn’t played like that. We didn’t press the matter though, since even if we had played it our way (which, according to Joe, we hadn’t) we were wrong, and the rule book was quite clear on this. This controversy was perhaps the closest that our little games night has come to fisticuffs, but any unpleasantness was avoided by simply not mentioning it again and watching Adam win while the rest of us tussled for the minor positions.
Adam 81
Joe 76
Sam 76
Andrew 73
So now it was eleven o'clock: time for Sam to head back to get enough sleep in order to face his two young sons the next morning. But Joe had other ideas. He suggested a new game: Poison by Reiner Knizia. Just the mention of that name is enough to make grown men happily submit to sleep deprivation, and Sam is no exception. He agreed to a brief one-round taster but after the first round Joe just happened to mention that a full game would last only another three rounds. Sam was already hooked and saw out the game to the end.
In this card game, picking up cards and scoring points is bad but if you really have to pick them up, then it helps to specialise in picking up one particular colour so if you had the most, they wouldn’t count against you. It’s this kind of cunning twist that we expect from Reiner Knizia, and this is where this post's title came from. At the end of one close round, I reassured Joe that "your purples are fine," by which I meant: he had the most purple cards. These innocent words were twisted such that I appeared to be talking about Joe's plums, and much hilarity ensued.
Once the laughter had died away, Joe mentioned that, according to the internet, there didn’t seem to be any strategy. But having already played a few rounds against his super-intelligent children, Joe clearly had an advantage against us newbies. Adam made the early running, but was undone when his strategy suddenly stopped working in round four. So much so, that it pushed him from first to last! Sam and myself, meanwhile, managed to erase the humiliation of our first round with a clean zero-point last round, putting us in joint second.
Joe 23
Andrew 27
Sam 27
Adam 32
This doesn't change the Leaderboard in terms of points scored but, as usual, I already find myself drifting to the back of the pack regarding points ratio: in this category only 0.06 of a point separate first from third.
The Leaderboard...
| Played | Points | Ratio | |
| Sam | 8 | 37.5 | 4.69 |
| Andrew | 8 | 32.5 | 4.06 |
| Adam | 6 | 28.5 | 4.75 |
| Joe | 5 | 23.5 | 4.7 |



