Showing posts with label Maldivia. Show all posts
Showing posts with label Maldivia. Show all posts

Wednesday, 8 November 2023

Suit up!

I arrived at little early at Joe's and after catching up with he and Charlotte and getting mauled by Sybil, we had a couple of games of Focus. This is a co-op challenge of guessing each other's secret image from a grid of said images - the catch being that you clue your own using others: here, my image was the telescope and Joe's, confusingly, was the glasses.


If you are unfortunate enough to use your partner's word as a clue, you both lose. Otherwise when you're both satisfied you know what the word is, there's a countdown and you both put your fingers on it, Codenames-style. Joe guessed my image correctly twice, but I was wrong each time, lacking the focus required. However Martin and the Final Gareth turned up at this point and following them through the door were Laura and Katy and finally Adam H. Knowing this was Gareth's last GNN before leaving Bristol for Seattle and possibly beyond, he was presented with his present!


We debated what to play before settling on That's Not a Hat, even though Adam hated it. Then Katy remembered she hated it too and Laura confessed she wasn't a fan either. But it was too late for all that!


There was much confusion, chagrin and bamboozlement as various people were confident of what cards were until it was their turn. At one point there were about three Schrödinger's ducks and two Feynham newspapers in various states of reality, and it felt like everyone was bullshitting to the point that if anyone was bold enough to challenge, they'd be inflicting pain on the passer. But this theory proved wrong when Joe challenged Gareth on a duck, and by some insane coincidence, it was a duck!


Joe lost, with three busts at this point, with most people on one or two. I had none at all, but I don't think there's a winner in quantum gaming. We split into two groups now with Joe bringing another French purchase out, called Pass Pass. They were appalled that I took a picture before they started. 


At the other end of the table, the fun of Strike was held up by the fun of trying to get all the components for Gareth's present back into the box. Here we have a particle physicist and moonbase engineer on the case:


With that done, we blasted through a couple of plays of Strike, won by Gareth and Martin.


Then we played Harvest. I forgot to take photos of this, which was a shame because I won. Maybe neglecting blog duties helped me focus. Meanwhile at the other end of the table, Pass Pass from what I could glean seemed an alluring mix of engagement and bemusement.  


We played Sea Salt & Paper. I got off to a good start, chiselling an early lead, but we abandoned the game with Gareth apparently in the lead when Pass Pass finished. Then Gareth realised he'd inadvertently cheated so his win came with a big asterisk. 


Katy won Pass Pass, how I have no idea. Joe implied it needed an asterisk too as it was a learning game, but Katy's face disagreed. Having been wrapped up in numerous Martin-sized games with Martin and Gareth, I missed anything about Pass Pass other than there is some trick-taking. Now there were various games proposed, with nobody really biting at Hansa Teutonica despite mine and Gareth's hopeful cherubic expressions. I suggested Pioneer Rails to Martin and his face literally started twitching. But Joe was interested. After some more shenanigans and box-waving, Katy agreed to try Maldivia again with Martin, Laura, and Gareth.


And Joe, Adam and I went pioneer-railing across the nascent US.


Not so much a roll-and-write as a flip-deal-choose-and-write, in each round of Pioneer Rails you are doing two things: building railroads across the map, and constructing a poker hand. 


Poker hands are pretty straightforward; the map less so. Only the rank of the card you choose matters for poker, and only the suit is relevant on the map, where hearts/diamonds/spades/clubs are the four railways you're building. Beyond that, the choices tempt you in lots of different ways: gold and banks combine, so do cities and railyards, you can compartmentalise herds of cattle for points or circle around forts for escalating hauls. Along with the inevitable first-to-do-it bonuses, there's a fair amount to chew over, and we were a bit more thinky than the boisterous Maldvia.


Katy decided she liked the game this time, and winning may have helped. Martin, chief cajoler in it getting played at all, was rewarded with last place. It was close though:

Katy 9
Gareth 8
Laura 7
Martin 6

While we wrapped up they played Strike again: Katy winning twice and Martin once. Over in Texas or wherever it was close between Joe and I as we wrapped up our fourth and final round, with me inching ahead of him. But it was only close between us because Adam was miles ahead:

Adam 137
Sam 94
Joe 86

"That's my kind of game" he beamed, as Joe looked nonplussed. It is at the heavier end of an x-and-write game, but I rather like it regardless. There's room for some dickery in the poker hands, an option I neglected when I could have taken some points off Adam... 

Laura said goodbye and set off for home, leaving us as a six. We plumped for Trios, playing in partnerships. In this version there are no shared cards, but when any team claims a trio, other teammates can (must, in fact) swap cards. This is helpful for the team in question as they share increasingly more information about what they hold. But it's a nightmare for other teams as you can't be sure that y person's lowest card then is still their lowest card now.


Martin and Adam claimed the first win, with what looked like an advantage to my eyes as they both held a seven at the start. Swapping sevens, they knew they just needed to locate the third and once the other cards were out of the way, claim the win. Having said that, saying it's easier than doing it. Katy demanded a trio of Trio, however, and she and I won the second and third game with Gareth and Joe holding the wooden spoon. They did master the simultaneous sliding of cards down the table though. 

Then we played So Clover! Katy said she was going to be really sexist with her clues and not to put them on the blog, so I won't. We did pretty well - especially considering the amount of agonising going on pre-reveals. Gareth managed to navigate the combo of Silent Beef with the clue of veal - Katy was disgusted by everything - and Martin overcame his pessimism with some decent clues. 


My clover was a bit problematic as my clues seemed to go much better with the wrong words, but kudos to everyone for getting them on a second go. Our stumbling block was Adam's clover, which had Martin repeating the words 'Jelly belly' for about ten minutes as he couldn't believe we weren't all familiar with the insult. By the time we actually made any guesses, Adam was completely distracted by something on his phone. But we did it, and it was a rock-solid score of 32/36 all told. 

A momentous evening ended with lots of hugs and best wishes for our beardy friend on his new adventure. We'll miss you Gareth!





Wednesday, 1 November 2023

Hello' Ian

This week's games night fell on Halloween, so when I arrived at Adam and Hannah's door I was greeted with a bucket of sweets to choose from, even though my costume was old man in coat. Inside, Arthur's impressive Adam-made costume loomed over us from the corner, as returnee children compared sugar hauls.

Someone else in costume was Gareth, although this was not in person but as he appeared on a card in his friend's freshly-minted game, Utopia. 


There was some loose talk of playing it, but as it's reasonably heavy - time travel and butterfly effects with added megalomania - in the end we decided it needed it's own specialist slot, so maybe that'll happen in the coming week. Instead we kicked off with Cross Clues. Hannah was putting Arthur to bed, so as well as Adam, Gareth and I also present were Katy, Adam T, and the happy late addition of Ian, who made it over despite feeling not at a hundred percent.


Cross Clues was something of a triumph, with numerous nimble minds to compare clues - and also eliminate possibilities they happened to hold in their hand. The only misfire was Liz Truss, whom we pinned as Prime Minister/Cheese instead of Prime Minister/Lightening, due to her brevity of office. But 24/25 is a pretty good show. Then with very little debate, we splintered into two groups. Whilst Adam H, Ian and Katy set up the long-absent Castles of Mad King Ludwig - last seen over six years ago! - the rest of us adjourned to the front room to set sail in Maldivia. 


Despite not being present, this play was Katy's Revenge, as Martin was buffeted through a veritable storm of events, swamped by fog, blocked-in and stolen from on several occasions. "This is why Katy hated it!" he realised, as we took more of his fish. He did have plenty to take, however. 


In the end it was Gareth's final turn that clinched him victory, cannily delivering to two islands by virtue of mooring up in a corner of the board. This catapulted him past me as Martin and Adam were left at sea:

Gareth 13
Sam 10
Martin 8
Adam 7

In the other room, foundations were still being laid in the three titular castles...


...so we broke out Noli, the tinpot crackpot maelstrom of bids and rolls as we all sought to build the highest tower. 


Noli's rules are pretty simple - bid for four actions - but the constant collateral damage inflicted by the winners, and the fact that unsuccessful bids must also be paid, makes the game feel rather fire-fighty. We all got hit by poverty and found whenever someone built a boat, someone else destroyed it. I ignored the influence track entirely, reasoning that it at least gave me one less thing to fret about, but that meant I lost ties on bids and ties in the endgame.


A fact which turned out to be irrelevant, however, as Martin raced up the track to trigger the finale and at that point he had the highest tower anyway. 

Martin 5
Sam 4
Adam 1
Gareth 0

Adam wasn't a fan. I still rather like Noli, even though it does feel like a slow-motion car crash and being down to one boat and frantically rolling uncooperative dice can feel like having your face rubbed in it. Meantime, in the kitchen, Ludwig's architects were playing a slightly more cerebral affair, and things were beginning to take shape.




We busted out Stomp the Plank, now with its previously-defective box replaced. For the uninitiated, it's last elephant standing that wins and each turn the active player flips cards, choosing whether to stick or twist on a bunch of vaguely pirate-themed suits. If you get a duplicate, you're forced to walk up the plank. If you restrain yourself and quit while you're ahead, all other elephants add these wooden discs (Barrels? Crokinole boards?) to the ends of their planks. In a game of numerous early bustings, Martin was first to go:


And, as we continued to bust at around, I would hazard, 80% of our turns, Gareth's plank collapsed, and the impact of it hitting the table caused mine to cave in as well! So this was Adam's Revenge. Stomp the Plank being so rapid, we had time for another quick game in Prey Another Day, Martin's latest filler favourite. 


I won this game by mostly doing unexpected and possibly unwise things that Martin couldn't predict. They made sense to me at the time, although now I can't recall any of them. Probably for the best.

Sam: 5 points
Everyone else: 2 points.

Then I made a terrible faux pas of referring to Adam's gerbils as rats. "Rats?" he said, as though I'd just asked him if his wedding cake was made of shit. 


They are very sweet, even if getting them to stay still for a picture is tricky. 

Adam, still reeling slightly from Noli, left us as Castles came to a dramatic end with cards to be scored and podium places up for grabs. Ian raced ahead of Adam, but then Katy announced she had "All the rooms!" and raced past both of them. 

Katy 142
Ian 133
Adam 122

Ian debated staying or not momentarily, but elected to leave us as a five, and we tried Martin's new purchase of memory game Trio. 

not pictured: Adam's disdain

Each player has a hand of six cards, with six more face down in the middle, and the cards are three each of numbers 1-12. Your goal is to collect two trios (ie matching numbers) that can make the number seven, either by adding them together or subtracting one from the other. Do that, and you win! Or, if you're lucky/clever/eidetic enough to get the trio of sevens themselves, that's a win too. 

cards must be arranged high-to-low in hand

Each turn you can reveal up to three cards, either by flipping them from the middle, asking an opponent to reveal their highest or lowest card, or taking the highest/lowest from your own hand, with the goal obviously being to reveal three of a matching number. As soon as a non-matching number appears, your turn is over: cards are returned to hands and any flipped from the middle go face-down again. So it's a question of trying to remember what card is where, and guesstimating, at times, that if Gareth no longer has the three in his hand his lowest card might be the five I need. 


Adam declared he hated the game from very early on, an opinion that was reinforced by Martin winning it. But we tried again, and Adam won, perhaps somewhat pacifying him. Then we played once more and he announced that no, he definitely hated it. I wasn't sure either - I like how it looks and it's undoubtedly a clever thing, but trying to remember 14 different cards and their locations was hurting my head. Gareth finished the last game of the night with a suitable flourish, however, when he revealed the trio that wins by itself!


Next week is his final games night before he departs for the stars. Hope to see you all there, if not before.