Tonight’s games night was hosted by Katy since none of the big-hitters were available. Thus we were faced with the prospect of a games night with people who only dabble in games-buying. Luckily, we had enough games of quality to be sure of a good night.
We were Katy, Ben, Ian and myself, with the vague promise of Matt turning up later on. We began with Decathlon, the dice-based sports-themed multi-mini game by Knizia. We chose it because we could easily stop it if Matt arrived.
But first was the small matter of snacks. I brought the Cheese Puffs that Ben had brought to previous games night for the past two weeks. This time, instead of being passed over, they were the first to be decanted: into a lovely piece of kitchenware.
As for Decathlon, we got three events in and, although Katy was enjoying it, it was clear that Matt wasn’t going to arrive and I (and Ian ) were keen for something more substantial. Especially since Ben had brought Lords of Vegas with him. So we ended after the shot putt. I’d taken notes of the results, but I’ve lost them now. I was probably ahead, but we can’t call it leaderboard.
Instead we geared up for a proper game: Lords Of Vegas! A game that needs no introduction. We gambled. We hustled. Katy sped off into an early lead with a purple casino that kept paying out. Hardly any greens had come out, so that was the focus for most early building.
In the mid-game, there was a lot of sprawling, and redecorating in order to take over neighbouring casinos. It was tough, but since everybody knew the lay of the land, it was expected. Everyone, it seemed, gave advice on how to screw over everyone else.
Mid-game, I was lagging in last with Ben in third, Katy in second and Ian out in front thanks to a five-tile silver casino that he built without any sprawls. It just fell into his lap. There was loads of reorganising as people gambled on holding onto a casino just long enough for it to pay out before it was re-reorganised.
I put my all into two big casinos, one of which was a five-tile green casino. The other three tussled for control of several others and I wished I had just one dice involved, just to have an outside chance of taking over.
We gambled a lot, too. Sometimes risking the future of an entire turn on the roll of some dice. Ian's was a popular casino and, after initially off-setting everything, he started to rake in the money as we rolled seven after seven. I worked hard to remind everyone that they weren't gambling one dollar, it was one million dollars!
At the end of the game, I was behind by a country mile and built an expensive three-tile casino on the strip just because my green casino (not on the strip) wasn't paying out at all.
Ian 49
Katy 44
Ben 20 (plus cash)
Andrew 20
I checked the last unused quarter of the deck and there were three green cards in there. Talk about backing the wrong horse.
With that, we were done. Thanks for hosting, Katy, and for the lovely gin.
On the Division, she rises back to the top.
Showing posts with label Decathlon. Show all posts
Showing posts with label Decathlon. Show all posts
Wednesday, 17 August 2016
Thursday, 17 April 2014
Roll for the soul of the undead
Tonight, as with Tuesday, the Easter break saw a dip in our numbers at the fortnightly Roll For The Soul gathering. It began with just the three of us: me, Sam and Ian, like a little reunion of the meet from earlier this week. The three of us chose a table and ordered food. With this in mind, we began with a little Decathlon to fill the time until the table was clear enough to host a full game.
We played a truncated game of five rounds, and because time was short we eschewed the usual method of adding up the scores to see who’d won in favour of a medal table, with ended in a draw! Thanks to a tie in the high jump, we all one two events each. I was most impressive in the 100m, though, scoring 31 points (compared to Sam’s 17 and Ian’s 15) in only two rolls. That’s the closest I’ll ever get to feeling like Usain Bolt.
After this we considered playing Castles of Burgundy, but with a live gig schedules for later and a need to move tables at some point, we chose Hansa (lent to Sam by Joe). It was new to me and Ian, but it’s not very complicated so we were up and running before long.
Hansa is quite a dry, thinky game and didn’t lend itself well to the hubbub and noisy ambiance of Roll For The Soul. It was hard to concentrate, or be very engaged in a game as abstract as this. Ian said he liked it. We had to stop halfway, to make room for the musician to set up. I didn't mind when we were interrupted.
During the game, two other people arrived: Gareth and Katy. We told them we’d let them know when we were going to start the next game. Then we realised we didn’t have any five-player games. Without Joe or Martin to supply the games, the pickings were pretty slim.
Sam decided he’d go back to the studio to do some work, leaving me, Katy, Ian and Gareth. Gareth brought a few games: Pandemic and Dominion (plus expansions) and Zombie Dice. We went for Divinare, since I thought it was the right length with the option of a quick game to finish with.
I bought Divinare years ago and then didn’t play it for ages, but recently it’s come into its own. It fits that niche of light but challenging and you don’t have to play all rounds if you don’t want to. But we did. Katy was excited at first, insisting that she was a bit psychic, but then complained that the game had nothing to do with psychic powers. Time after time, she was on the correct space, on a board only to have to move since she had the card for that particular board in her hand.
I enjoyed it, and the musical accompaniment wasn’t too distracting. Gareth won, and Ian came last with no points at all. I suspect he was playing for zero in the last round once he realised he was way off the pace with one point. The fact that he got it is quite impressive in its own way.
Then we ended with a couple of rounds of Zombie Dice. Collect brains, while avoiding gunshots. That’s the basic aim of this dice game. You can stop your go at any time, and take the brains you’ve collected. If you get three gunshots, then you lose all the brains you had.
Katy sped into an early lead with an impressive eight brains on her first go. But then she didn’t score again for the next three rounds. I won, with 17 points.
The second time, Katy tried to encourage Ian by saying “This is your time!” when he began to roll his dice. At first, it didn’t look to be doing much help. In fact, it looked like a bit of a jinx as Ian was still in last in the fifth round. But then suddenly his luck did change, and with two good rounds, he ended the game in first place with 19 points.
Although the music was still playing, the games were over. We left the sticky table and set off home.
We played a truncated game of five rounds, and because time was short we eschewed the usual method of adding up the scores to see who’d won in favour of a medal table, with ended in a draw! Thanks to a tie in the high jump, we all one two events each. I was most impressive in the 100m, though, scoring 31 points (compared to Sam’s 17 and Ian’s 15) in only two rolls. That’s the closest I’ll ever get to feeling like Usain Bolt.
After this we considered playing Castles of Burgundy, but with a live gig schedules for later and a need to move tables at some point, we chose Hansa (lent to Sam by Joe). It was new to me and Ian, but it’s not very complicated so we were up and running before long.
Hansa is quite a dry, thinky game and didn’t lend itself well to the hubbub and noisy ambiance of Roll For The Soul. It was hard to concentrate, or be very engaged in a game as abstract as this. Ian said he liked it. We had to stop halfway, to make room for the musician to set up. I didn't mind when we were interrupted.
During the game, two other people arrived: Gareth and Katy. We told them we’d let them know when we were going to start the next game. Then we realised we didn’t have any five-player games. Without Joe or Martin to supply the games, the pickings were pretty slim.
Sam decided he’d go back to the studio to do some work, leaving me, Katy, Ian and Gareth. Gareth brought a few games: Pandemic and Dominion (plus expansions) and Zombie Dice. We went for Divinare, since I thought it was the right length with the option of a quick game to finish with.
I bought Divinare years ago and then didn’t play it for ages, but recently it’s come into its own. It fits that niche of light but challenging and you don’t have to play all rounds if you don’t want to. But we did. Katy was excited at first, insisting that she was a bit psychic, but then complained that the game had nothing to do with psychic powers. Time after time, she was on the correct space, on a board only to have to move since she had the card for that particular board in her hand.
I enjoyed it, and the musical accompaniment wasn’t too distracting. Gareth won, and Ian came last with no points at all. I suspect he was playing for zero in the last round once he realised he was way off the pace with one point. The fact that he got it is quite impressive in its own way.
Then we ended with a couple of rounds of Zombie Dice. Collect brains, while avoiding gunshots. That’s the basic aim of this dice game. You can stop your go at any time, and take the brains you’ve collected. If you get three gunshots, then you lose all the brains you had.
Katy sped into an early lead with an impressive eight brains on her first go. But then she didn’t score again for the next three rounds. I won, with 17 points.
The second time, Katy tried to encourage Ian by saying “This is your time!” when he began to roll his dice. At first, it didn’t look to be doing much help. In fact, it looked like a bit of a jinx as Ian was still in last in the fifth round. But then suddenly his luck did change, and with two good rounds, he ended the game in first place with 19 points.
Although the music was still playing, the games were over. We left the sticky table and set off home.
Friday, 21 March 2014
Trouble comes in threes
Today was the first day of Spring and, bang on cue, the sweet Spring showers began. Despite an email from Adam saying he was unwell, and strong suspicions of a low turn-out, I set off into the rain.
Martin was the only one there at the start, and since I wanted to eat, we played a game that was low on meeples and cards: Decathlon! Adam may not enjoy this collection of 10 mini-games of luck, but Martin and I do. It was a close game right up until the final round, the 1500m, where sixes are subtracted from your overall score of all eight dice. Martin used up most of his re-rolls trying to get rid of a series of sixes right at the start, and ended the race with a score of 3. I rerolled only if I got ones or sixes, and came away a comfortable winner.
The Gonz turned up, wet from the rain, bringing a number of games, none of which were in their original boxes. We set up Oregon. Martin explained the rules to Gonz, and he said it sounded intriguing. Certainly, its Kingdom-Builder-style card aspect meant he felt right at home. The two of them managed to use buildings to unflip there “extra-go” and “joker” tiles, leaving me stranded far in last past, despite having lots of gold. Martin won.
During this game, the cafĂ© turned the house lights down. Unfortunately, this meant we couldn’t really see the board clearly. Usually, we use a side lamp to illuminate us, but we were sitting too far from a power point to make that a viable option. They tried pointing the lamp towards us from across the cafe but that didn’t make much of a difference. In the end, after other customers starting called the staff Spoilsports, they turned the lights back on.
Then, if Oregon wasn’t Kingdom-Builder-ish enough, we decided to play Kingdom Builder. A similar pattern emerged, as the two practised players shot off into the distance, with me just entertaining myself with my massive empire. Sure, Martin may have won the game (only four points ahead of Gonz), but in the parallel universe where this actually took place and didn’t stop after Gonz ran out of pieces, my empire would have risen up and crushed Martin’s and Gonz’s tiny, splintered settlements one by one. At least, that’s what I’m telling myself.
Then Hanabi was suggested. I was worried, since my last experience with this game involved Gonz getting frustrated at my inability at working out the most logical consequences of his clues. Once I mentioned that, Gonz was even more keen to play, just to show me how wrong I was. And we did okay. We got to 21 points. Not bad at all.
But that was it for me. I left at that point, while Martin and Gonz pondered about a final two-player game of the evening. As I walked out I heard Gonz suggesting his new Street Fighter type game. I shall have to wait for the comments to find out what was chosen.
Martin was the only one there at the start, and since I wanted to eat, we played a game that was low on meeples and cards: Decathlon! Adam may not enjoy this collection of 10 mini-games of luck, but Martin and I do. It was a close game right up until the final round, the 1500m, where sixes are subtracted from your overall score of all eight dice. Martin used up most of his re-rolls trying to get rid of a series of sixes right at the start, and ended the race with a score of 3. I rerolled only if I got ones or sixes, and came away a comfortable winner.
The Gonz turned up, wet from the rain, bringing a number of games, none of which were in their original boxes. We set up Oregon. Martin explained the rules to Gonz, and he said it sounded intriguing. Certainly, its Kingdom-Builder-style card aspect meant he felt right at home. The two of them managed to use buildings to unflip there “extra-go” and “joker” tiles, leaving me stranded far in last past, despite having lots of gold. Martin won.
During this game, the cafĂ© turned the house lights down. Unfortunately, this meant we couldn’t really see the board clearly. Usually, we use a side lamp to illuminate us, but we were sitting too far from a power point to make that a viable option. They tried pointing the lamp towards us from across the cafe but that didn’t make much of a difference. In the end, after other customers starting called the staff Spoilsports, they turned the lights back on.
Then, if Oregon wasn’t Kingdom-Builder-ish enough, we decided to play Kingdom Builder. A similar pattern emerged, as the two practised players shot off into the distance, with me just entertaining myself with my massive empire. Sure, Martin may have won the game (only four points ahead of Gonz), but in the parallel universe where this actually took place and didn’t stop after Gonz ran out of pieces, my empire would have risen up and crushed Martin’s and Gonz’s tiny, splintered settlements one by one. At least, that’s what I’m telling myself.
Then Hanabi was suggested. I was worried, since my last experience with this game involved Gonz getting frustrated at my inability at working out the most logical consequences of his clues. Once I mentioned that, Gonz was even more keen to play, just to show me how wrong I was. And we did okay. We got to 21 points. Not bad at all.
But that was it for me. I left at that point, while Martin and Gonz pondered about a final two-player game of the evening. As I walked out I heard Gonz suggesting his new Street Fighter type game. I shall have to wait for the comments to find out what was chosen.
Thursday, 8 November 2012
The games we played were mostly on the train
We all love train games, don't we? Railways of the World. Ticket To Ride. Decathlon.
What's that you say? Decathlon isn't a train game? Well, it can be if you're with the right people.
Since myself, Sam and Joe all needed to go to London by train today, we decided to combine our journeys. I brought along eight dice and the rules to Renier Knizia's Decathlon for our journey. Joe brazenly sat at an already reserved table, saying that they probably won't turn up and if they do, then we'll move. I was highly doubtful, but I was made to eat my words, as none of the four people arrived to take their seats. I was a bit appalled too. Such waste.
But it meant we had a table, so we could play Decathlon. First, Joe successfully identified the dice I brought as coming from Troyes. Remarking that Joe's in-depth knowledge of games had now reached uncanny proportions, we began.
This is a game of ten dice-based challenges. It's all about pushing your luck, and trying to guess if you should go for another role for a higher score, but risk losing everything. Last time we played it was at Stabcon, where we got quite a crowd watching. But commuters are a tougher crowd and no one paid much attention to our cries of despair or victory. In the end, Joe won by a large margin, with Sam just pipping me to second.
Then in London, Sam cajoled me into visiting the Orc's Nest, a small but irresistible board game shop in the West End. I chose the newly released Tsuro Of The Seas, to go with my homebrew version of the original. And then Sam looked at a board game, Divinare, which caught his eye with it's mock Victorian spiritualist design. I liked the look of it too, and after a quick look on BGG I decided to buy it too.
Sam was at first tempted by a dice version of Biblios, but was then swayed by the sight of Village, a worker placement game that currently lies just outside the BGG Top 100. Back at the hotel, we got out Tsuro Of The Seas, keen to learn how the monsters would change the feel of the game. It's still much the same game of survival, but now with certain squares that move around at random, threatening to swallow you whole. It was fun, but I can't help thinking it's ripe for some variations.
Sam then opened up Village, keen to give it a go, only to find that it needed to stickers attached to the meeples before the game could begin. I looked through the rules of Divinare, but found it hard to follow the flow of the game, so I decided further research online was needed before bringing it to the table. After Sam had finished his sticking, it was late and we decided to call it a night.
What's that you say? Decathlon isn't a train game? Well, it can be if you're with the right people.
Since myself, Sam and Joe all needed to go to London by train today, we decided to combine our journeys. I brought along eight dice and the rules to Renier Knizia's Decathlon for our journey. Joe brazenly sat at an already reserved table, saying that they probably won't turn up and if they do, then we'll move. I was highly doubtful, but I was made to eat my words, as none of the four people arrived to take their seats. I was a bit appalled too. Such waste.
But it meant we had a table, so we could play Decathlon. First, Joe successfully identified the dice I brought as coming from Troyes. Remarking that Joe's in-depth knowledge of games had now reached uncanny proportions, we began.
This is a game of ten dice-based challenges. It's all about pushing your luck, and trying to guess if you should go for another role for a higher score, but risk losing everything. Last time we played it was at Stabcon, where we got quite a crowd watching. But commuters are a tougher crowd and no one paid much attention to our cries of despair or victory. In the end, Joe won by a large margin, with Sam just pipping me to second.
Then in London, Sam cajoled me into visiting the Orc's Nest, a small but irresistible board game shop in the West End. I chose the newly released Tsuro Of The Seas, to go with my homebrew version of the original. And then Sam looked at a board game, Divinare, which caught his eye with it's mock Victorian spiritualist design. I liked the look of it too, and after a quick look on BGG I decided to buy it too.
Sam was at first tempted by a dice version of Biblios, but was then swayed by the sight of Village, a worker placement game that currently lies just outside the BGG Top 100. Back at the hotel, we got out Tsuro Of The Seas, keen to learn how the monsters would change the feel of the game. It's still much the same game of survival, but now with certain squares that move around at random, threatening to swallow you whole. It was fun, but I can't help thinking it's ripe for some variations.
Sam then opened up Village, keen to give it a go, only to find that it needed to stickers attached to the meeples before the game could begin. I looked through the rules of Divinare, but found it hard to follow the flow of the game, so I decided further research online was needed before bringing it to the table. After Sam had finished his sticking, it was late and we decided to call it a night.
Sunday, 8 January 2012
Five go mad in Stockport
Friday
Imagine unfolding a board game, and it doesn't stop. It covers the whole table, then the floor, then finally a whole conference hall of a medium sized hotel! This would not be dissimilar to Stabcon. Games which usually sit in a cupboard only to be allowed occasional visits to the kitchen table are suddenly given free reign to run around and do what they like. Now the players are not sat at the edge but are suddenly surrounded.
This environment seemed to affect some of the attendees. At Stabcon they were no longer geeks on the margins of society but were now in their element – they had status, walking around with all the confidence of a meeple who knows exactly what his next move will be. Some of them also dressed with confidence, albeit misplaced, with a wide selection of figure-hugging t-shirts, low-slung jeans and hats that were a couple of sizes too small for the wearer's head.
It was Steve's first Stabcon and as we pulled into the hotel car park, his first impressions can't have been good as the first identifiable gamer we saw was a guy with long greying hair and beard. Meanwhile, after only thirty seconds in the Stabcon hall, I heard someone cry out "Panic not!" and I wondered if it was going to be even geekier than last year. We signed in at the hotel, registered at Stabcon and grabbed a table.
Our first game was Wallenstein, a strategy game which involves moving coloured cubes around a map and in times of warfare, pouring the conflicting armies of small coloured cubes into a tower, hoping that yours will come out of the bottom while your enemy's cubes get stuck. It's a nice mechanic, and kind of random but not bad random, like dice. Plus, if you lost one battle, you could console yourself that your stuck cubes may be dislodged by your next battle, giving you an advantage.
We played quite happily, with a little help from a passing gamer who watched for a while and pointed out whenever we got a rule wrong. Joe also tried to count the number of women present since his wife was curious as to how many women turned up to these things. But on his first attempt, someone asked him what he was counting and he was too embarrassed to finish, and then on his second go he gave up saying "It's too difficult to tell!"
After Wallenstein (all results on the image at the end of the day's report), Joe suggested High Society. Reiner Knizia's cunning twist on bidding games. In this each player bids for cards numbered 1-10 or for a card that'll double your score. They also bid to not pick up bad cards such as –5, lose a card, or halve your score. The twist is that the person who has the least money remaining automatically loses, so there's no point in throwing your cash around like Mr Moneybags. It got a good response from me, but Steve admitted to not being sure what was going on. This was to become a recurring theme of the weekend.
We went to a nearby carvery for our dinner, just as we had done last year. They didn't remember us, though. Steve had the vegetarian option – a Wensleydale Bake which turned out to be mostly onions under it's thick layer of cheese.
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| rapt attendees |
They then played Inka, which Joe wasn't too keen on, since there were simply too many variables to keep track of. Sam won this tile-sliding/rotating game too.
Meanwhile, me, Steve and Adam played Ascending Empires for some flicking fun. This Subbuteo in space got a few comments from people passing by who were interested in the game (and perhaps curious as to why Steve and Adam had large piles of victory points in front of them, whereas I seemed to have none). I was behind almost from the first flick, as Adam and Steve built up on techs. Eventually, I picked up three victory points after an exciting space battle with Steve. A battle which, according to Steve, cost him the game. Oopsie.
Then Area 51 regular Big Mike arrived asking if he could join a game. Joe and Sam were in the shop, and Adam, Steve and I were unsure what their plans were, but we agreed to a quick game of Tsuro. Easy to explain and fun to play and quick to finish – it was the perfect option. After we finished Big Mike seemed amazed that I was writing down the scores for future reference. "Live for the moment!" he exclaimed, which in any context other than a board games convention may have been life-affirming and exciting. As it was, he said it just before suggesting a game of Notre Dame.
After that there was a quick reshuffling of competitors. We chose Tinners' Trail but Big Mike was put off by the idea of a Martin Wallace game, so he went to teach Joe and Steve Priests of Ra.
Meanwhile, Sam, Adam and myself were joined by Simon (another Area 51 gamer) for his first ever tin-mining based game. He picked up the rules fairly quickly, and he kept up a commentary on his thought processes, perhaps hoping for us to jump in and offer a better option. Which we did... sometimes. Our game ended just before Joe and Steve's Priests of Ra, which they did not seem keen on. In fact, they walked out of the hall with all the relief of a half-drowned man crawling onto a river bank.
By now it was nearing one o'clock in the morning and so we ended our first day.
Saturday
Saturday is the day when most people attend Stabcon, and by the afternoon, every table was taken. At one point we left our table clear at lunch and lost it to another band of gamers. This relegated us to the wobbly table at the side. Nearest the bar, though, so not all bad.
But I'm getting ahead of myself. In the morning, after breakfast, we chose another new game, the eternally mispronounced La Cittá. I never really pressed people on the proper way to say it (Chi-TA, rhymes with pitta) and I'm glad I didn't because I doubt I'll ever hear it mentioned again. This game did not go down well, although we knew we weren't playing it in optimal circumstances: Five players, none of who had played it before.
This meant there was a lot of thinking in silence, and Adam quietly played Angry Birds on his phone between his goes. After a little under three hours, we decided to stop the game after the fourth round. Obviously the slow pace and unfamiliar rules can't have helped. I felt I had a fairly good grasp of it before too long, and perhaps as a three-player it'd be more interesting. Sam didn't seem keen on hanging onto it, so perhaps we'll never know. His quote, as we put it away, was a plaintive "Oh God, it's hideous!"
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| La Chitta (translation: 'the shitter') |
After our lunch of sandwiches, Joe played Last Will with some other gamers, Sam and I played Mr Jack while Adam and Steve decided to tackle Twilight Struggle. I thoroughly enjoyed Mr Jack and I think it may be my favourite game of the weekend – short and simple, but very cunning. I lost both times, though.
Considering that Steve had already struggled with the rules of several games so far, I thought his choice to try and recreate the entire latter half of the twentieth century was a bold one. Especially against arch-tactician Adam. At one point I heard him ask Steve "Are you sure you don't want to invade Pakistan?" and I felt very grateful that he never joined the army or went into politics.
Despite Adam's warmongering, the game played out almost in real time and was abandoned after three hours, with no sign of Glasnost happening any time soon.
Meanwhile Sam and I chose a game of Alhambra. Perhaps he wanted to avenge his recent collapse in form. Dirk, once again, joined us and, once again, made the early running. But this time, Sam played a solid game, running out a clear winner.
Joe came back from his game of Last Will, declaring his affection for the game and the silliness of its theme. We played Ticket to Ride Switzerland – a map especially for three players. I really enjoyed this. It puts more emphasis on picking up more routes (which I did three times) which gives it an aspect of gambling, and the wild cards are only useful for tunnels. Of which there are a lot. Despite being the same game, TtR Switzerland has quite a different feel to the regular version. Meanwhile, Adam had got caught up in a short game with some other people, which he won.
Frequently during the weekend, between games, I'd wander around to see what other games where being played. I'd pause at each table to take in a little of the atmosphere and see if it looked interesting. At one table, I saw people sitting around a table without a board between them, and I wondered what game they were playing. It took me all of five seconds to work out that they were just chatting.
The five of us reconvened for a game of Joe's new game Mammut. Sam sat it out, happy to just watch. This game is a cleverly devised game of acceptable greed. Each game begins with a collection of Stone Age goodies (food, fire, animals, furs) from which each player may take as much as they like. But if they take too much, the next player is allowed to take their stash, returning one item to the centre. So each player needs to judge what is advantageous, but still doesn't look so great that someone else will take it. Added to this part of the game is a scoring system that confused Steve a bit, but we played on quite happily.
After our second visit to the carvery for dinner, we set up a game of Navegador on our wobbly table. Area 51 stalwart, Cuz walked past and said "I love this game. It's totally busted", meaning there's a sure-fire way to win the game. Since it was new to all five of us, it was slow going at first and Cuz's words hung heavily over the table. But as we got the hang of it, we started to enjoy it. I was black, and I was keen to recreate the historical arrival of the Black Ships from Portugal and their arrival in Nagasaki. But Steve beat me to it, and he was blue. Whoever heard of the Blue Ships from Portugal?!
By now, it was getting late. We played two games of High Society and then Sam and I called it a day at around half past eleven. But Joe, Steve and Adam weren't so easily satisfied. They hung on for one more game of Mammut.
Sunday
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| attendees playing Roads and Boats — a sunday Stabcon stalwart |
Me, Adam and Joe were the early risers and, after breakfast, we got ourselves a decent table. Steve arrived before long, and we discussed what to play while waiting for Sam. In the end we decided on Reiner Knizia's Decathlon because it's easy to learn and you can just stop when you want.
This game – a ten-event collection of dice games loosely themed on the events of a decathalon – was certainly easy to learn. Adam didn't like the lack of strategy, but it was certainly popular with other gamers. It was the only time in the whole weekend that we had spectators watching, Up to five people at one point.
Adam considered joining in with a game of Eclipse that was just setting up, and asked if any of us were interested. Eclipse was the top game of the convention, with as many as six games going on at the same time. It looked like an over-complicated monstrosity to me and the wide variety of plastic bits on the table didn't inspire confidence. Steve said he may try it next year if people are still playing it after all the hype had died down.
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| the ubiquitous Eclipse |
Sam arrived, and we gave Navegador another try. As we played, I felt my gaming legs giving way. I was disadvantaged early and seemed unable to do anything about it. Two new tactics came into play, as Sam kept his boats near colonies allowing him to quickly claim them if anyone came close, while Adam sat on the advantageous Navegador card until it really helped him a lot.
Steve had trouble telling the difference between selling and processing goods, and I always wanted to do the action that I had just gone past. At the end, I thought Adam was the clear winner, but that turned out to be wrong! Sam won, with Joe in second. Then, as we were packing away, Joe realised he'd put a vital multiplier token on the wrong part of his playing board, costing him four points and first place!
Finally, we started to pack away and take things to the car, but there was time for two last games of Tsuro with a passing gamer from Sheffield. This was her first Stabcon but not her first gaming meeting, and we learnt that it wasn't very well publicised compared to the other board game conventions. After hearing this we wondered if we'd somehow stumbled upon a hardcore clique of gamers. And, if so, is it bad that we felt quite at home?
Sam and Joe finally got to chat with board game designer Martin Wallace, which must've been nice for them. As we drove away from Stockport, Joe surprised me by asking us if we thought Stabcon could last another day? I don't know about Stabcon, but I don't think I could have.
The final leaderboard puts Adam at the top of the pile for this year's visit to Stabcon! Congratulations.
| Gold | Silver | Bronze | |
| Adam | 8 | 7 | 2 |
| Sam | 8 | 3 | 4 |
| Andrew | 3 | 8 | 3 |
| Joe | 2 | 4 | 7 |
| Steve | 1 | 4 | 4 |
Labels:
Alhambra,
Ascending Empires,
Decathlon,
High Society,
Inka,
La Citta,
Last Will,
Mammut,
Mr Jack,
Navegador,
Priests of Ra,
Ticket To Ride,
Tinners' Trail,
Tsuro,
Twilight Struggle,
Wallenstein
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