Showing posts with label Junk Art. Show all posts
Showing posts with label Junk Art. Show all posts

Wednesday, 22 August 2018

Junk Junkies

After two weeks of trios, GNN swelled in size to a whole quintet of gamers. Initially, there was Joe, the host, Sam, returning from holidays, Ian, returning from illness and me, again. Later Andy M was expected to join us.

We began with one the games that Joe bought in Germany; Kimono. This is a Mammut-esque card game of dividing a group of objects (in this case, pieces of Japanese finery) in two and then players secretly choose which one they are interested in. If you're the only one who's interested in a group, then it's yours. Otherwise it stays on the table and is divided again. And so the process repeats.

On top of this, any group that can't be shared goes into the bin, as does any group chosen by no one. This is important, since one of the cards on offer each turn allows you to collect whatever is in the bin. This may, of course, be nothing. You score points for sets of things up to a certain number, but anything above that number and the collection will count against you.

The only photo I took of the game that was in focus.

It's quite a thinky game and I didn't really get to grips with it. I like to blame Joe's German beer, which he was drinking from a chilled glass. This left little puddles of water wherever he put it on the table and it seemed no matter how often we cleaned up, there was one more patch of water. Very distracting.

Ian had a great third round, picking up lots of stuff from the bin. Joe and Sam ended the last round with a selection of things that would score Sam negative points, no matter which he chose. He cleverly chose the same that Joe did, meaning he wouldn't have to pick anything up at all.

Ian 46
Sam 40
Joe 36
Andrew 18

During this game Andy arrived. We pondered something a bit meaty and substantial, but before we chose one we decided on a quick game of Illusion.


This game of area judgement made its debut last week and Sam and Ian were both intrigued. Its a bit longer with five, especially since we began with four incorrect challenges, all being made by different players. We were amazed at how good we were at working out the ares of things, even if we did all have to make a conscious (and sometimes verbal) effort to remind ourselves to change colours from round to round.

In the end, another incorrect challenge (this time by Joe) finally gave Andy that crucial third point.

Andy 3
Andrew 2
Sam 1
Ian 1
Joe 0

Next up was Skull King, a trick taking game in a similar vein to Voodoo Prince. In this card game each player has to bid on how many tricks they will take this round, not unlike Contract Whist. Except, that the deck contains certain Special Cards, pirates, mermaids and the Skull King himself, which are more powerful than the usual suited cards.

The other difference to Contract Whist is that bidding for and winning no tricks gets you the Round Number x 10 in points. As such, the longer the game goes on, the more powerful it becomes.

I set off into an early lead and maintained it, keeping a hundred point gap between me and my nearest rival until round eight.


My nearest rival being Andy who was, at one point, in a distant last with -30 but had since put together a run of form. His early confusion was gone and we'd quite forgotten how he'd asked to change his bid after everyone else had bid and we had to remind him that, technically, that would be cheating.

Instead now he set up a grandstand finish, with him on 190 and me on 210. I bid an exceedingly possible three tricks and, since he doubted he could get four, he went for no tricks at all.

It was tense. At least, it was for us two. The other three weren't in contention, although we should note Sam's last minute dash into third place at Ian's expense. In the battle for the top, both of us completed our bids, but mine got me 60 points and Andy bagged a cool ton.

Andy 290
Andrew 270
Sam 140
Ian 80
Joe -20

Next was a request from Andy, who was keen to try Junk Art. This "Bandu with benefits" is fun but I always feel it overstays its welcome. While I don't dislike it, I prefer Bandu's simplicity.

Joe, meanwhile, admired Junk Art's aesthetic qualities and it's hard to argue. From my brutalist architecture to Joe's forgotten shelf in a garden shed, the structures were nice to look at.

Brutal

Joe's shed in the distance

Since Joe's table has a bit of a wobble, there was a strict No Elbows On Table rule. Sam also observed "Bandu breathing" (breath out with you head turned up and away from the table) in times of high excitement. Andy's habit of sometimes slamming cards down on the table often caused some consternation but no actual collapses. Joe, despite losing the cooperative round, ended with most fans.

Joe about to topple the tower

Joe 16
Andy 14
Andrew 12
Ian 12
Sam 8


Time was ticking on but we had enough time for one more game: Face Cards. This recent arrival also raised some interest after the blog post for last week, and now it was time to see how it played with more players.


Well, it was a bit slower. With Ian and Andy both on their fourth beer, there was a bit of analysis paralysis. I (still sober, teetotal for the night) lacked imagination with my chihuahua/lynx pair (both animals) and geisha/bride (both women) but I did get chosen, more often than not. Others were more ingenious, with Karl Marx being successfully linked to some kind of owl. I didn't take too many notes, but the scores fell in quite a orderly manner.

Andrew 11
Ian 11
Joe 8
Andy 8
Sam 8

And with that we were done. I slipped out, apparently unnoticed, into the night and home to bed. Thanks for the entertainment, guys. Let's do it again next week.

Sunday, 12 November 2017

We’ll always have Powys

GNN games weekends are the semi-regular binge of board games that allow us to experience things that simply wouldn't happen during a typical evening session. Such as a hungover Ian trying to sleep in a nook by a window while all around him is chaos, or Katy swearing loudly at noon or my attempt at playing a dense, convoluted eurogame while also making pizzas.

It all began on Friday. I got a lift there with Sam and Stanley. We off at four o'clock, and the journey was pretty straightforward, taking about an hour. No such luck for Joe and Katy who had left Bristol at one, but managed to get lost three times, meaning it took them three hours. "We were so lost, we found a games shop in Monmouth," explained Joe.

Either way, when we arrived at Crickhowell (in Powys), Joe Katy, Hannah, Adam and Arthur were already there. And, far from chucking our stuff into rooms and getting straight down to some serious gaming, we stood around and chatted, apparently oblivious to the neat stacks of games in the corner of the room.


The earliest sign of our competitive spirit was a brief spell on the table tennis table while Joe and Katy cooked. After a delicious meal, we finally started gaming with Bandu. Stanley impressed us with his withering look since Katy made no allowances for his young age, handing him some terrible pieces.

Adam
Joe
Sam
Stanley /Andrew
Katy

This was followed by Hannah beating Joe and Katy (77, 71, 68 respectively) at Isles of Skye, and Sam beating Stanley, me and Adam (130, 128, 112, 107) at Ethnos, with its irritating base-60 score track.

Ethnos

During these games, Steve and Jon arrived (Jon, without Power Grid! For shame) and kids were put to bed. There were a couple of games of Happy Salmon, an action game that involves drawing cards and then trying to find someone else around the table who has the same action, while everyone else is doing the same. It looks absurd, and the silent version doubly so, but it seemed popular throughout the weekend.

At first, we split into two groups of four, for Ticket To Ride and Clans Of Caledonia on offer. Then Jon made the switch across the table to TtR, leaving Clans as a three-player affair.

This was possibly a wise move, since even as a three-player (two of whom were novices) Clans of Caledonia lasted a long time. Long after Ticket to Ride ended, and they were deep into Tumblin’ Dice.

Ticket To Ride
Hannah 176
Jon 164
Joe 138
Katy 113
Steve 92


Tumblin’ Dice
Jon 138
Joe 112
Katy 102
Steve 39


Two remarkable an inexplicable defeats for Steve, who only escaped negative points in Tumblin’ Dice in the final round.

Clans of Caledonia was a struggle for me, and I probed the various options with all the timidity of a man pushing a button in a wall, convinced it would open a trapdoor under his feet. Adam, despite yawning through most of the rules explanation, had a much better idea about what was going on.


Adam 136
Sam 127
Andrew 89

By now it was late, and travel-weary and somewhat tipsy, we all got together for a game of Dead Man’s Chest, the game where explaining the rules is never quite enough. Steve and Jon were newbies, and they seemed as baffled as we once were. And sometimes still are.

As for the game, it had three Dead Man rolls (i.e., a one and two). One of which cost me a life on the very first roll of the game. Then the next two both hit Joe, one of which he opened by accident (“Oh. I looked.”). Sam finished in first, with both lives still intact.

Sam
Joe
Katy
Jon
Steve
Andrew

That was that for day one. On Saturday morning, people arose in the following order: Hannah, Stanley and Arthur at 7.30 (probably earlier), then me, Jon, Joe, Sam, Katy, Steve and then a big gap before Adam finally emerged at 9.45. The first game to be played, after all the various breakfasts, didn’t get going until 10.25, and it was Junk Art.


Steve 16
Adam 13
Joe 9
Katy 7

Meanwhile, Jon introduced me to Patchwork and won 15-2, but I was impressed by the game. Ian was collected from the station by Sam and they played a tight game of Heck Meck with Ian winning 13-12.


Next up was a true challenge: A Feast For Odin. Adam, Stanley, Ian and I all set off on this epic undertaking. Adam, though, had a trick up his sleeves: the rules. He’d watched a review or two and noticed that no one else builds up from the corner as we do, and he discovered that that rule only applied to calculating the income. Everything else was a free-for-all.

I had suggested playing a six-round game, but Adam quickly insisted on a seven-round one. I didn’t think anything about this at the time but looking back I remember that, although Adam had populated two islands, his main player board had almost no minus points covered during round six. Without that seventh round, things could’ve been very different. But we did have a seventh round, so things were all too familiar.

I went for animals, Stanley went pillaging and Ian started slow before suddenly filling his board with blue tiles.

Adam 111
Stanley 86
Ian 72
Andrew 65

In the kitchenette area, a game of Downforce was played, with the general consensus that the two-car strategy was a non-starter, with the eight-wheeled Jon and Steve trailing.


Sam 27
Joe 14
Steve 11
Jon 7

Steve was keen to get back on this horse, as it were, and another (five player) game of Downforce was set up. Again, Steve ended up with two cars, although I don’t think he had planned it that way. The race ended with both of his cars still on the track, racing each other for fifth place, until Steve ran out of cards and they both ended with a DNF.


Katy 24
Jon 20
Ian 18
Andrew 17
Steve 6

At this time, a game of Flipships was underway with Hannah, Joe, Stanley and Sam trying to keep the invading aliens at bay. My notes for this game read simply “Earth died.”

Meanwhile, Steve taught Katy and Jon the card game Tenbo. Possibly because he likes it or possibly because he wanted a game he knew he’d do well in.

Steve 21
Katy 15
Jon 13

Then, if last night’s Clans of Caledonia weren’t enough of a warning, I allowed myself to be recruited to another long game beginning with a hefty rules explanation: Yokohama. Even though I’d played it before and had some idea of what it entailed, I needed a rule refresher as much as the two beginners: Steve and Jon. Joe was the rules-explainer, but even he’d forgotten a great deal, and the rule book was never far from hand.

Yokohama

During Yokohama, Ian, Katy and Hannah comfortably played two medium sized games: Mad King Ludwig (Ian 95, Katy 89, Hannah 63) and Hit Z Road (Ian and Katy both survived – I don’t recall who won – but Hannah died early on).


Also Sam and Stanley played Near and Far. According to my notes, it was a draw.

As for me, I had to start making pizzas while still playing Yokohama. This made things difficult, not least because the layout of the kitchen meant a lot of walking back and forth, and I had to keep washing my hands before making my move.

My efforts at making pizza outlasted the game, and lead to a largely game-free period as people got their food one after the other. The scores for Yokohama were:

Jon 116
Steve 111
Joe 78
Andrew 60

The last of the food was being served (and thanks to Joe for knocking together some burritos to make up the shortfall in my pizzas) at nine o’clock and some restless gamers were after some gaming.

Hannah, Katy, Joe and I chose Lords of Vegas while the others set up a much-requested (by Stanley) game of Captain Sonar. Captain Adam, Steve and Jon were up against Captain Stanley, Sam and Ian. This game ended with a victory for Captain Stanley after Radio Operator Steve admitted he missed one of their movements and, from then on, didn’t know where the other submarine was.


In Lords of Vegas, it was a surprisingly swingy game. Katy started well, building lots of one-tile casinos of many colours, but then stalled as she couldn’t convert them to two-tile casinos quickly enough. So Joe took over, surging into a lead. But then he was undone by some reorganising from Katy and especially Hannah, who reduced his previously presidential presence in a five-tile casino to two miserable one-pip dice. I, meanwhile, faced early frustration in the lack of brown casinos paying out. My luck turned towards the end but too little, too late.


Hannah 40
Andrew 36
Joe 26
Katy 23

With Stanley off to bed, the other five played Tortuga. Ian won. “He was Dutch” says my not very helpful notes. “Everyone else lost. Weird conversation about nationalities” it continues.

Tortuga

People slowly peeled away to bed, leaving six players refusing to buckle under the weight of fatigue. Myself, Jon, Joe, Steve, Katy and Ian stayed up for more. And, just like last night’s Dead Man’s Chest, we chose to introduce Steve and Jon to a game that never seems to make sense, no matter how much you try to explain it. Namely, Bemused.

Ian pours himself a beer for Bemused

This game of adopting personas is more an event than a game. A chance to throw insults at people according to which muse they’ve been dealt. Painter, Thespian, Actor (who, invariably, is accused of never being able to play The Dane), Musician, etc. This time, though, I was the Dancer and I must’ve been pretty good since I was largely ignored. I made no secret of my animosity to my gemina, the musician (Jon), because no one else was going after him. And it worked. I finished the game sane and healthy, with my gemina safely “not sane” (i.e., dead, in this case. Actually killed by Katy, who finished him off while Jon was having a rule explained by to him by Joe. Harsh).


Andrew 8
Joe 6
Katy 5
Jon 3
Ian 3
Steve 2

Midnight had come and gone, but we all felt we had one more game in us. Katy asked for something she could play while lying on the sofa under a blanket. Joe suggested I Crossed The Border. This is a simple word game where one person thinks of a rule regarding things that people can take across a border. They then give an example of it, followed by everyone else trying to get stuff across the border. The rule-maker tells them if they’re successful or not. And we go round and round until one person is still clueless.

For example, Joe’s first rule was “Words with ‘oo’ in them” so “I crossed the border with a pair of boots” would be fine but “I crossed the border with a copy of Vogue magazine” would not.

Katy chose items that began with K, A, T or Y. Ian’s rule was that you had to have your hand against the side of your face when you crossed the border. Jon’s rule was don’t hesitate when you cross the border, which I totally failed to get.

My rule was that you had to say the item with a rising inflexion, like a question. Oddly, this meant Ian did very well at crossing the border, since he always framed his crossings as questions, whereas the others were more confident and made their crossings as statements. As such, Ian crossed back and forth, but never really knew why but the others didn’t. It wasn’t until Katy got it that it slowly dawned on the others what we were doing.

We ended at 1.10 on Sunday morning before we tore ourselves away from the buzz of competitive conversation and went to bed.

Sunday morning, and we slowly crawled from our rooms. The first game was played before 9 o’clock so, in that respect, we did better than Saturday. But the game in question was the lightest of games: The Pyramid’s Deadline, a new game I’d bought in Japan from Oink Games (Deep Sea Adventure, Fake Artist, Insider).

It involves building a pyramid-y shaped structure before the pharaoh dies (indicated by the last red square being chosen). The selection of building materials is determined by the roll of some dice, so obviously the speed at which the red squares deplete is random.

This might be why in game one, none of us (Hannah, Sam and me) completed our “pyramid”. Then in game two, Hannah was too cautious since both Sam I and completed our buildings after her, and I won. But, then again, in the third round Hannah won when neither Sam nor I finished.

By 9.15 everyone except Adam was up. Well, Ian was up, but seemed to be in constant danger of falling back down again as he struggled under a hangover.

At some point around now, I introduce Steve to The Pyramid’s Deadline, but I made no notes about the outcome.

Eventually, Katy took pity on Ian’s attempts at a nap on a window seat, and arranged for him to get some sleep in a proper bed (rather than the mattress in the utility room he’d had during the night).

Then we played Deep Sea Adventure. At least, Joe, Steve, Katy and I did. We began quickly and it wasn’t until it was Steve's turn that he asked for a rules explanation. It hadn’t occurred to us that he hadn’t played before!



Luckily DSA is the kind of game you can explain while you play, so it didn’t hold the game up too much. There was a remarkable lack of drownings, apart from Katy and I in round three.

Joe 42
Steve 35
Andrew 24
Katy 13

Sam, Stan and Jon played Near and Far, with Stan running out a clear winner, but that didn’t stop Sam from saying he’d enjoyed it more than the other night when he and Stan had tied for first.


Stanley 79
Sam 42
Jon 38

Next up was a game of Downforce. I ended up with three cars in my team, which was not my plan even if I had boasted beforehand that it was. If two cars is a curse, then surely three cars is a death wish! But, no! Thanks to some clever betting and keeping an early lead, I did okay. Not first, but pretty good.

My team in Downforce

Sam 13
Andrew 12
Ian 10
Stanley 8

While this was happening, another game of Yokohama was being played. Joe was keen to try it again while the rules were still fresh and he was confident that he could teach it better this time, too. Katy was drafted in to the game, along with last night’s conscripts Steve and Jon.


They kept saying it’d be quicker than last night, and maybe it was. But not by much. After Downforce had ended, Sam and I played Clans of Caledonia again. It was much quicker as a two player, and I did better, too.


Sam 126
Andrew 118

Hannah put together salad and cold meats and cheese for lunch. Still Yokohama kept going.

People started getting anxious about not having enough time for a walk. But Yokohama wouldn’t be rushed.

Finally it ended. Scoring was calculated, and it turned out to be the same person who won last time!


Jon 123
Joe 98
Steve 95
Katy 91

After that, it was time for the walk before being ferried back to Bristol by Sam. Five other gamers stayed on for one more evening, and I hope they’ll add their comments to the end of this post.

Meanwhile, thanks all. It was special!



A bird! In the sky!


Adam reports the final scores...

Capital lux
Joe 80
Adam 65
Hannah 39




Mysterium


We all won. But I won most and Katy won second most. Because we're overcompetetive. Joe was an excellent ghost.


Ticket to ride
Adam 178
Hannah 161
Katy 145
Joe 142
Jon 138


Apparently Katy isn't going to play with Hannah or I ever again.


Kingdomino
Jon 53
Adam 51
Katy 46
Joe 29




Team play
Adam & Joe 25
Katy & Jon 24

Good night folks!

Wednesday, 19 October 2016

Dirky Chancing

Games at Joe’s. Not an affair for the faint hearted. Genial Joe’s hospitality is a trap, designed to keep people enthralled until long after their bed time, high on dice and towers and cards. This is exactly what got the tippling houses of Victorian England closed down in the Great Gaming Purge of 1867 (possibly made up).

During the day, it had looked like there’d be six in attendance, and Joe got excited about the prospect of playing Captain Sonar. However, perhaps Joe’s excitement was contagious, because in the end there were nine of us. We said that someone is bound to go home early, and then we can play it with eight.

Anyway, after a remarkably long time in deciding what to play we settled on Junk Art (for Ben, Joe, Katy, Sam Matt and, eventually, Martin) and Kingdom Builder (for Ian, Andy and me).

You couldn’t ask for two more different games. Junk Art prompted gales of laughter and curses against fate, which Kingdom Builder couldn’t compete against. Even the sight of two opposing scoring cards (one for large settlement areas and one for small settlements) couldn’t raise more than a wry chuckle.


In Kingdom Builder I went for one big settlement areas, Ian went for small and Andy went somewhere in the middle. It was a close game, with me just sneaking into the lead thanks to being next to cities.

Andrew 55
Andy 50
Ian 42

By now, Junk Art had ended with Ben a clear winner and Katy’s dream of a perfect fifth win in a row was in tatters.


Ben 12
Joe 9
Sam 9
Matt 8
Katy 6
Martin 2

They had begun a game of Team Play and so once we’d finished Kingdom Builder, we set up Forbidden Desert. This team game of survival and escape from a desert wracked by storms is Andy’s new acquisition (from Sam) and it didn’t take a huge amount of rules-refreshing before we were back in the fray.

We started off okay, with Ian excavating whenever he could, while I climbed over the huge banks of sand that kept building up. If only I’d done something while I was up there. Andy also excavated when he could, but accidentally uncovered a well when he was on his own, meaning that we’d exhausted all out water supplies. It was just a case of how long we could hang on.

I find the power supply. Mmm, how it glows!

Well, we were able to hang on for longer than it takes to play a game of Team Play.

That ended:

Martin & Matt 24
Katy & Joe 20
Ben & Sam 18

And they embarked on a game of For Sale:

Sam 51
Joe 48
Katy 46
Martin 44
Matt 43
Ben 37

And by now the terrible news was in: I died of thirst in the desert and our fate was sealed.

Never mind.

Next, since we were all together, some kind of big party-ish game was called for. We went for a single round, sudden-death game of 6nimmt. Martin wasn’t keen, saying it was just a luck fest which might have had more weight were it not for the fact he was suggesting Pairs. We jokingly decided that whoever came last would have to go home and then the remaining eight could play Captain Sonar.

Since there was nine of us, it seemed a shame not to invite Dirk to make it up to a round ten players. Katy shuffled and dealt and we were off.

For such a short game, a lot of incidents were packed in. Katy played for herself and Dirk and there was some suspicion that she may have been passing her losses onto Dirk. Joe kept trying to have conversations, meaning he was usually late in choosing a card. This annoyed Katy such that she threw a couple of things at him. First a bit of food and then the 6nimmt box! These are the kind of emotions that 6nimmt can conjure up. By means of punishment, she’s listed at the bottom of the three-way tie for 15 points.

Andy 6
Sam 7
Ian 9
Matt 13
Ben 15
Andrew 15
Katy 15
Martin 18
Joe 28
Dirk 53

Anyway, with Joe being the last among real players, we joked that he now had to go home while the rest of us played Captain Sonar.

Instead, Sam and I departed. I rely on Joe’s email for the scores of the rest of the evening which stretched out until eleven o’clock.

Pairs

Katy 21
Martin 20
Matt 15
Ian 13
Andy 12
Joe 9
Ben 5

Then Ben left and we played Dead Man's Chest:

Katy won
Martin
Ian
Joe
Matt
Andy

Then Martin, Andy and Ian left, and we played Push It:

Katy 8
Matt 3
Joe 3

Then No Thanks:

Joe 45
Katy 51
Matt 72

And so to the Division: Katy leads, making a mockery of anyone else’s attempts at winning the medal table. She also has the highest points total, while I take Points Ratio by the thinnest of margins.

Oh, and after playing Team Play, people said what a pity it wasn't leaderboard because it's so much fun. You know, I think you guys may have a point!

Team Play Division


Monday, 17 October 2016

This One Goes Up to 12

On Friday Andrew and I recruited Joe to teach him our current favourite 'long' game - Scythe. Joe was willing, in fact he was openly keen, but first he had to go through the warm-up games with Stanley and Little Joe: we bashed out a quick game of PitchCar (Big Joe won after my third lap collapse) followed by FUSE (which we all won) before the little folk were packed off to bed, and Scythe set up.

Scythe is like Eclipse - only on land, not in the future, and faster-moving. And different in other ways too. In fact I'm not sure why I keep equating the two in my head, other than the fact that I'm happy to break my no-long-games rule for both. Also! - Scythe isn't actually that long, although thematically it feels broad in scope. There's worker-placement, but also worker movement. There's engine-building, but also luck. There's combat, but the winner can potentially be the most placid (...although you'd have to wonder what on earth the other players were up to if that happened).

Joe took to the game much as Adam had done a couple of weeks previously. Like Adam, he focused on production, whilst Andrew and I mobilized and traveled the board. Andrew's special ability - workers can swim! - was one I'd previously pooh-poohed as rather prosaic, not to say silly, but he showed quickly the benefits of spreading the net wide, claiming territory as well as resource rewards.  Mine and Joe's workers baulked at the sight of water. Joe bunched his workers together for what I assumed to be reasons of cosiness, whilst I delayed building my mechs until they were really cheap.

But by that point the game was approaching its final chapter - both Andrew and Joe had reached the factory and had a decent spread of territories, whereas I was slightly hemmed in on the western side of the board.

Joe's mechs look rural

Andrew triggered the end of the game, but he wasn't as popular as Joe or I - popularity deciding exactly what your monetary rewards will be for objectives/territory/resources. Despite his strong presence on the board, might he have moved too soon? It's all very well completing objectives, but do you have enough respect from the people, man? As it turned out, he did:

Andrew 60 - wins on tie-breaker!
Sam 60
Joe 49

A strong showing from Joe on his first play, and I'm glad to say he liked Scythe. Hopefully we'll play again soon.

Joe enjoying himself, despite paparazzi

Thanks to Scythe's aforementioned brevity, it was still early. So we played Joe's new purchase Junk Art, which I'd missed out on at the last GNN meet. Each round has a new rule that players must obey, so it's like a scrambled Bandu: no currency to avoid blocks, just various rules to implement them. It was a lot of fun, and I think Joe won this.

Because Scythe doesn't take that long - have I mentioned that? - we still had time for another game!

We introduced Joe to Cosmic Run, our current favourite short game. Roll dice, race to planets - before they blow up. Possibly the most fatalistically-themed game out there, where you are essentially on a protracted suicide mission. I had a good run of results going on with this game, but -whether it was the hand of fate or the wine - Joe handed our arses to us despite insisting he didn't have a clue what was going on. The old Steve Dale manoeuvre! Works every time.

By now we were rather merry. I do recall Joe playing a recording he'd made in his studio: whilst a somber and plaintive piano track played, someone in the studio next door was tuning an oboe to combined comic effect. How we laughed! Although I must confess I misunderstood Joe's explanation at the time and thought we were merely listening to an odd and badly-recorded bit of jazz improv.

After the last planet had imploded cosmically, it was nearing midnight, so we called an end to proceedings, safe in the knowledge that the next day nobody would be waking us up at 6am mistakenly claiming the goldfish was dying*.

Also: chipsticks give you ulcers.

*not necessarily true for me

Wednesday, 12 October 2016

The Lords of Midnight

Nearly, anyway. One week after the shortest GNN, our thirst for games suddenly explanded again as if it were a spring that had been squashed and held down for seven whole days.

Joe hosted and I, after texting him to say I’d be late, arrived one minute early. I got a sneak preview of Joe’s medieval GNN money.


Then Ben, Ian and Katy arrived soon after.

We began with Junk Art, a game not dissimilar to Bandu, but with added rules. In the first round, for example, instead of choosing a piece for the next player, you are dealt three cards with pictures of the different available blocks. You keep one for yourself and then give the other two to your two neighbours. Then everyone adds that block to their tower.


There’s a whole stack of potential rules to fill a three-round game. Our other two rules were “Speed building,” and “Everyone building the same tower.” Doing best of fulfilling certain objectives gets you “fans”: either a black counter (five fans) or a white counter (one fan). Katy was overjoyed that the black fans were better than the white ones. She cried out “black power!” and raised a clenched fist in salute.

Despite being last in the first round, Katy fought back to take the most fans by the end of the game. Ben dazzled with his creativity in round one, but somehow didn’t attract much of a following.


Katy 9
Joe 8
Ian 6
Ben 4
Andrew 4

With Ben saying he was going to leave early, we decided not to play anything too epic and instead went for another new game: Land Unter. This is a game which is very difficult to describe. Us five players were dealt the whole of the 60-card pack (numbered one to sixty).


These hands contained a number of life belts on them, and when we’d worked out how many we had, we were given that number of lifebelt cards as sort of “lives”.

Three lives left!

Then cards (from a deck of twenty-four, numbered 1 to 12) are revealed two at a time. This is the water level. Everyone plays a card, and the highest card gets first choice (of course, the lowest) of these two water cards. Whoever’s in second gets the other one. Then the player with the highest water card loses a life-belt.


This leaves some 6nimmt-ish agonising as you try to second guess what others might do. Katy proved to be an expert at just undercutting whoever was in first so she rarely picked up a water card at all. After two rounds, her lead was insurmountable: 13, 2, 2, 2, 1.

The clever thing is, at the end of a round, everyone gives their hand of cards to the player on their right. Then another round is played. This means that every player uses everyone’s hand, so there’s no chance to blame a lousy deal for your poor performance.

Towards the end of the game, Joe attempted a stunning comeback, but just fell short.

Katy 19
Joe 13
Ben 10
Ian 7
Andrew 6

Then Ben set off home, and he mentioned that he had a Mah Jongg set and maybe we could play it sometime. We must sort something like that out someday.

So now it was only 9.30 and in the pile of games that Joe had brought in at the start of the evening was Lords Of Vegas. We suggested it first as a joke, then we thought we could get it finished by 11.00. And so it was that the four of us, drunk and sugared up on Skittles, set up the evening’s main event at 9.30! Crazy days.

And Lords of Vegas did not disappoint. Katy got an early three-point casino thanks to a lucky re-organise. I got three lots near each other and then bought one from Joe to link them up. Joe went big on gold and silver. And they lived up to their reputation as rare materials: he had not scored a single point by 1 hour 15 minutes. I made a note.

Joe bides his time

There was controversy and double-crossing and undercutting and gazumping and probably some grouting in there too as we all struggled for more than our fair share. Ian rolled a re-organise and as the dice left his hand he says “It doesn’t count.” Then he saw that he’d won, so he said “It does.” Shameless.

Joe's scoring chip is hidden behind the pretzels

Katy was threatening to join up two casinos to build a huge eight-tile complex and swallow up Joe’s gold casino when Joe offered to buy a vacant lot off her. She accepted, needing the money, but then Joe built on it, using up the last gold tile. Her plans in ruins. Joe was rewarded for this tactic by Lady Fate, as his casinos started to pay out and he powered his way up the score track. Ian’s game, though, fell away, and he ended up with no casinos at all.


At the very end, I joined the gold casinos together (making a nine-tiler), and reorganised, taking control. But it was not enough to get me past more than one five-point barrier and Katy held on for another win.


Katy 54
Andrew 49
Joe 40
Ian 29

Katy’s 54 score being a tie for highest score. A title she shares with Joe, Martin and Gonz.

It was now 11.40 and no sign of any need for a little game as a night cap. Certainly not for me, having long ago run out of alcohol and relying on the kindness of Katy and Joe to keep me feulled.

What an evening. Lords of Vegas, complete with appropriate music, was an event as always. But Katy was unstoppable: Lords of Vegas was her fourth win in a row.

Here’s the Division for the season so far...


And here’s the Division for Lords of Vegas...

(Sorry, Ben. Lost the first letter of your name, and am too lazy to make a new one.)