Showing posts with label Madame Ching. Show all posts
Showing posts with label Madame Ching. Show all posts

Sunday, 10 July 2016

Dice in Spaaaaaaaaaaace

With Chris unable to make it until later in the evening, Ian and Andrew obligingly indulged me in trying out my (Sam's) latest game design last night. Its mechanics are openly purloined from games I enjoy - there's the regular combat and sense of a race from Quantum (and three actions each turn) , the planet tech of Ascending Empires, and the chance-based jostling for position in Lords of Vegas. But in Orbital, the planets keep moving.

The game takes place in a five-planet solar system and the players represent newly-arrived competing cultures, fighting over the planets. You begin with two ships in the form of dice, and during each turn you can move, settle on planets, build more ships, combat other players - either in space, or attack a planet - or cause an uprising on a planet where you have a settled ship. The last one is the heart of the game, because if a player has the highest value die on a planet, they have dominance there. Not only does that give you a boost during play, it's also key to winning: the game ends when one player gets dominance on all five planets concurrently. It's kind of Lords of Vegas in space in that regard - I nearly called it Spagas, only that sounds like a fungal infection.

 WIP board

There's a couple of other actions too, but mainly you're flying around, blowing each other up and landing on planets - there's only space for four ships on each planet.

Ian looks longingly on as Andrew and I share the blue planet

At the end of each round, all the planets move along their orbital paths, so you have to take your moment if you can, or you'll be left behind. And at the start of each new round, players pick up resources for each planet they occupy (being dominant gives you an additional resource cube) and these can either be spent during your turn (cheaper building, free moves, dice-rolling bonuses and hyperspace!) or saved for points at the end of the game.

WIP player mats

The idea was to make a feisty game where players are encouraged to go all out attack (trying to get dominance in all planets) or consolidate by stockpiling resources. But of course, you can only stockpile cubes if you're picking them up in the first place...

Ian is dominant

We played nine rounds in a little over an hour. I'd fallen away dramatically and had taken on some debt in order to build more ships. Having done so, I sprang back into what I thought was contention - gaining dominance in two planets. But the very next turn Andrew got himself back on top in four of them. He then went for the fifth, knowing if he managed to roll a six, he'd grab the planet and mostly likely the game. He rolled a six!

late game: orange (me) is struggling whilst the other two battle it out

Andrew 31
Ian 23
Sam 12

Hard for me to be objective, especially when throughout I was worrying if it was too fiddly/too luck-based/too X. But I think I enjoyed it.

With that trial by fire out the way, Chris was yet to arrive, sending us a mysterious text about poop.

So we decided to give Madame Ching another go; the board game that's actually a card game. The game played very fast - only 30 minutes - and whilst no-one made it to Hong Kong or claimed the China Pearl, we did at least give the impression we knew what we were doing this time.

Andrew 25
Sam 22
Ian 21

those lovely clouds

As we were debating what to play next Chris arrived. Having cleared up the mystery of the poo text, and cleared up the source of the poo text as well, we went and stared at the games cupboard in huddled discussion. Five Tribes nearly got played, but in the end we went for one of Chris' favourites: Concordia. It's not been seen for a while at GNN and playing it I think that's because it is a rather staccato experience: often turns whizz by, but everyone had their moments of pausing, staring at their cards and the board, and then saying "shit". Games are so fun!

I went with my tried and not-totally-trusted method of spreading around the board and trying to nab Saturnus cards which reward you for settlements in different regions. I can't remember what Ian and Chris did, but I do remember looking over at Andrew's cards in final scoring and thinking "shit" - games, fun!

Andrew (black) doesn't look that threatening mid-game

Andrew 120
Sam 101
Chris 96
Ian 86

We then played Waggle Dance, the game of dice-rolling worker placement. Fool's Gold pulls this combo off really well, but Waggle Dance ...doesn't. It looks nice, it's easy to teach, there's a fair bit of screwage, but unless I imagined it, we were all largely underwhelmed. At least it's quick, though.

Waggle

Sam 4 honey (wins on tie-breaker)
Andrew 4 honey
Ian 3 honey (third on tie-breaker)
Chris 3 honey

There was just time for a blast of Push It before we wrapped up. This time it was Andrew who lagged behind the rest of us, only to make a belated push for glory. But someone - Chris I think - sent my disc ricocheting into the puck to give me a rather jammy two-disc win:

Sam 12
Ian 9
Chris 8
Andrew 5

Lots of fun. And thanks for indulging me on Orbital.

Tuesday, 5 July 2016

Piracy is a Crime

Madame Ching was some lady. Not only did she command thousands of pirates hundreds of years ago, she also was directly responsible for Andrew and Ian sitting down with me (Sam) last night, to try out Madame Ching - the game of piracy via numeric cards.

The game is very colorful and the rules are not numerous. If anything, they fall a little short in specifying one or two things, as we discovered. Basically though, we are competing to impress the eponymous Madame by sailing our junks over the sea and completing expeditions.

aarrgh shipmates. etc

Everyone plays a card and cards are simultaneously revealed. The highest number plays first, and - as long as the card played has a higher value than the last one on your journey - moves their ship forward: in a straight line if the colour of the card matches any previous card played on their voyage, or diagonally forward if it doesn't. If you can't or don't want to play a higher card, you play a low one: your expedition ends, and you grab some loot. The further you travel, the better the loot gets. Don't worry about getting home, because that happens instantaneously!





That's the essence of the game, but inevitably there's a few other smells in the wind. If you visit the islands, you get an encounter card, and these can give you a little fillip. If you manage to play cards with a set of matching symbols, you pick up a skill - these are handy in-game advantages. And if you get all skills, Madame Ching rewards you with captaincy of the China Pearl: master of pirate junks centuries ago, these days, worth 5 points at the end of the game.

little gems

Nobody made it to Hong Kong, which would have been worth ten points. For a while we couldn't see how it was even possible (thanks, rulebook!)

The first half of the game felt like an exercise in repetition. Play a card, move a ship. Pick up a card, and repeat. But we began to see the strategy of trying to build a hand that got your ship further - potentially sacrificing an expedition now in order to make good ground later. And the final throes of the game had a definite race feeling as Andrew and I sailed after Ian, hoping he'd fail to claim the last available expedition. He didn't:

Ian 34
Sam 33
Andrew 26

(I think; I don't have the scores here)

We packed it away feeling a mixture of deflated, bamboozled and mildly intrigued. It was definitely not an instant hit, but I'm curious to try it again.

Then we bashed out a whole bunch of short games. Dice Heist, Love Letter, Push It all saw some quick-fire action. Best of all was the return of Bandu, which Andrew won after Ian and I toppled our fledgling buildings. I managed to dislodge the biggest piece in the game with possibly the smallest - with the tiniest of touches. Must play that again soon!