Showing posts with label Mammut. Show all posts
Showing posts with label Mammut. Show all posts

Wednesday, 31 August 2016

Katy rea11y is terrible at that game

Summer holidays hit GNN as only four gamers could make it to mine (Adam) and Hannah's this week. However with Martin and Katy present the foursome probably made up the most (over) competitive field GNN can field.


Competitivity struck early: As the only one of us who'd played Mammut I struggled to explain how players divvy up the cardboard spoils from their Mammoth hunt so that others won't steal them. Martin quietly snuck the rule book from my hands and proceeded to take over - unknowingly paying homage to a grand old tradition of competitive rules explanation. It was probably for the best as I trailed in last. Martin also struggled, thus proving that explainers curse is still a real and cruel affliction. Katie ran away with the game early on and the result was never in doubt and entirely unrelatedly she enjoyed it.

Katy 71
Hannah 43
Martin 42
Adam 36

Next up was Deep Sea Adventure. The dice-based-push-your-luck-oxygen-deprivation game. A game which saw Katy imploring her competitors "don't be greedy" as if for all our benefit. A transparent ploy to save her own skin which we duly ignored, abandoning her to drown as we hauled our huge stacks of loot back to the surface. Twice. It was around now that Martin gave us the title for this post.

Adam 33
Martin 29
Hannah 15
Katy 4

Finally, as Katy professed ignorance of Team Play, Martin and (sitting opposite) Adam's eyes lit up (as we'd obviously all be too lazy to move seats to even out the newbie players), but when it was presented she remembered (especially the rule about NOT TELLING YOUR PARTNER WHAT THEY SHOULD DO). The game featured Martin rocking a crying baby Effie, holding a hand of cards and playing his turn, all with only two hands. As Effie's hunger pushed us to rush the ending it would have been a tie, but Martin spotted that I'd claimed a goal card incorrectly (playing a pair of odd cards when we needed evens) and the tie turned into defeat - but proved that however competitive we may be, the games are always played with the proper GNN spirit. And no one muttered about how he should have just kept quiet. Okay?

Hannah & Katy 30
Martin & Adam 27 



Wednesday, 14 May 2014

Ante-Christ

Six fine gentlemen of stout heart and mind and (increasingly) belly congregated in Joe’s kitchen for their weekly dose of awesome gamingness. The only certainty tonight was that the Game Of The Month would be on the table, while anything else would be decided on a whim.


We were six in number, so we began with a 6-player 6nimmt. And what a cruel, bruising game it proved to be. In the first round, three of the rows became unusable due to the close proximity of the numbers. In the end, it was the guy with the highest numbers who got hit hardest, which turned out to be me: 44 points in one round.


But I battled back, and managed to avoid last. Ian played a serene game, calmly watching as other people were stung by unlucky cards.

Ian 16
Martin 22
Sam 25
Joe 55
Andrew 77
Matt 78

Then we split into two. Martin said he’d be happy to play Pergamon if he wasn’t keen on the other choice. Then Ian said he’d be interested in trying it, so that was us three sorted. Then the other three decided on Quantum, especially with Martin absent, it meant someone else had a chance of winning. So we had one half of the table dreaming about the stars, while the other dug into the dirt.


Although Martin was a little put out that he wasn’t playing Quantum, we soon got stuck into Pergamon. We explained the rules to Ian, and got right to work, applying for funding. Digging up artefacts, sticking them together and putting on a exhibition. What larks!

We all got stung by the mean old German authorities when they refused to had out funding to those last in line, but I got hit twice. I thought that was the end for me, but I could take some comfort in my old bracelet and amphora which got me big bonus points in the last round. My win was as welcome as it was comfortable.

Andrew 38
Martin 33
Ian 23

Quantum was apparently in its last stages, so the three of us watched what we thought were the final moves of the game. But it was not to be. Sam, Joe and Matt cancelled each other out, and the game continued. Rather than watch, we decided to start another three player game and hopefully end at the same time so we copuld all join up for a six-player game of Igloo Pop.

Martin suggested Port Royal and, since the three of us all knew it, it was accepted. I went for cutlasses again, and it seemed to work. I repelled shitty little money ships, and was able to get more money. Martin built an impressive set of cards: money bonus for 5+ cards, two chances to buy per turn and a discount fraulein. The only trouble was, he got it all in place a little too late. I got my twelfth point and had to watch in agony as Ian turned over card after card, trying to get a two-buy bonus to boost his points. Luckily for me, he went bust, robbing Martin of the chance of beating my score.

Andrew 12
Martin 11
Ian 7

But during this game, Quantum finally finished, with Joe using a method that Martin had mentioned while we were watching it. Joe remarked that it didn’t feel like a proper win, but everyone knew about it and no one tried to stop him, so a win is a win.

1. Joe
2= Matt (1 cube left)
2= Sam (1 cube left)

Since we were playing Port Royal, they began Mammut, a game which briefly saw favour in Bristol GNN about two years ago before being traded away. Well, Joe regretted that decision and now it was back. I paid less attention to this game than I did for Quantum. There was a lack of caveman noises for a start. In the end, Joe found himself having to gamble on some tiles and hope to sneak first or go for the safe option and guarantee second. He went for the safe option which, in the end, didn’t turn out to be that safe.


Sam 76
Matt 51
Joe 50

In the meantime, Martin Ian and I dug out Vegas and were having a fine time, rolling those bones, casino-style. Unfortunately Das Exclusive was too large to fit on the table, so we used the smaller more practical circular dice arena (Das Inclusive?) instead.



After round one, it was close. Then round two ended with a glut of tied casinos. Almost no money got paid out. Amazingly, the same happened again. At the very end, I had a chance to score big, if only I didn’t roll a two, which would leave me tied in every casino. I rolled a two.

Martin $300,000
Andrew $250,000
Ian $190,000








Points
Martin 1 2 2 2 1 8
Gonz 1 3 1 1 3 10*
Sam1 2 3 3 2 11
Ian 3 3 3 1 2 12
Andrew 2 1 1 5 4 13
Matt2 2 6 2 2 14
Joe 3 1 4 5 2 15
Will2 4 23 5 16
Anja 2 5 5 5 5 22
Steve 4 5 5 5 5 24

Gonz has been away so long that the barely-remembered decay rule comes into play: three weeks without attendance and, if you don’t have any red fives, your score goes up by one a week.

Thursday, 6 March 2014

Kingdominion

When Netrunner was pulled out of the bag both James and I looked down dejectedly at it. I knew at that point that my Ebay account had a new sale item coming it's way. Next out was Mammut. We looked at each other and shrugged. Mammut it was. Not a popular title and quite a while since it was last played. A perfect example of why we are embarking on our trip through the games cupboard. Tactic rusty we were as we fudged our way through the first few rounds. By round 4 I had built up something like a 12 point lead but with the way that the game is designed that can be eaten away quite quickly. My one tactic of denying James the last sabre toothed creature that he needed went some way to helping make the final totals look a little skewed. The game has never really caught fire with us and perhaps it's better with more players. It's possible this title might be joining Netrunner on Chris's new game fund raiser.

Chris - 76
James - 53

Dominion was up next as we left leaderboard games behind. I again selected a recommended 10 cards but this time choosing one which offered fewer victory points. Fewer victory points meant only one legit route to victory - Provences. Again James felt money was the best route and I, after dabbling with a few cards, followed suit. However James was ahead of me in collecting Provinces and I never caught up. Especially as he laid a card which took a card off my deck. A Province... We both felt that the game needs something to stop it being a race to stuff Provinces in your hand. You get presented with all these lovely action cards and end up ignoring most of them.

James - 42
Chris - 40

What came next will probably be referred to as the lost games or the forgotten games or something catchier. Two games of Kingdom Builder were squeezed in to the remaining hour however the outcomes were spoiled by a dawning realisation after our last moves that James had missed a key rule about the secondary action, namely, it can be played first. Although I didn't make a lot of use of this facility, the fact it was there for me to use if I needed meant I was able to get out of some tight areas.  It had never been an option for James and, had it been, the games would have played out much differently.

Chris - 52
James - 27

Chris - 43
James - 29

Bring on the next games.....!

Wednesday, 2 May 2012

Between a rock and a big space

It was with welcome arms we celebrated the return of Quentin last night: The Strategist, as he is hardly ever known (but should be) had been away for too long. Also away, but not of his own accord, was Andrew, who spent the first half-hour of the evening trapped in his flat waiting for a locksmith. This raises the bar as to what one goes through to attend games night - I rarely have to leave the house, but I do have to contend with a lifetime of cocked eyebrows. Who is going to be dropped off by ambulance, with their clothes caked in arterial blood? If it's Adam, I hope he brings chips.

Anyway with five us present pre-Andrew, we indulged in a spot of tomb-raiding with the in-vogue Incan Gold. This is very much a game of luck, with some very minimal strategising based on the liklihood of what card is coming next - something you more often than not get wrong anyway. I was resolved to change my habit of dashing out first, hoping the others would perish, and after a hesitant first round I pushed my luck so much in the second one - successfully - that I could play a fairly laid-back final three rounds. The highlight though was Steve's evil cackling anytime somebody crashed and burned - usually Joe. A new side to the apparently sanguine charity worker...

Sam  51
Steve 37
Quentin  27
Adam  18
Joe 7

Andrew arrived toward the end of the game and now six-handed, we debated how to proceed. Joe got as far as laying Maria out on the table, but only Adam really bit (Andrew and Quentin were tempted, but put off by the relatively late hour) so it was folded away again. Following some 'after you' style negotiation - we really need someone bossy at these moments - we finally split into two groups of three. Steve, Adam and Quentin played Ascending Empires and Joe, Andrew and myself began building our Alhambra's.

My luck continued at the start of the game and lasted throughout - it's a less random game than Incan Gold, but you are often at the mercy of the non-negotiable correlation between cards and tiles, and things just seem to offer themselves up to me: I swiftly created a long wall and found myself in the lead on Towers. When the first scoring round arrived Joe had only placed two tiles, and his position didn't look that healthy. But he pulled it back to nab second from Andrew, courtesy of his maze of Arcades and Chambers.

Sam  157
Joe   103
Andrew 94

Over in deep space the others were in deep thought, and the description of Ascending Empires as 'a bit of fun' looked to have taken on a majestically dark hue, as Quentin played a game of combat and Adam fought to keep him in check. Steve meanwhile was lurking around the edges, picking up scraps like a good adaptive lifeform should. But they were a long way from finished, so we broke out Mammut, inspired by Chris' recent game in the Bracknell branch.

I like Mammut, but it can melt your brain. It's a game of juggling possibilities, where one advantage negates another, and you can never get everything you really need. But the mechanic of choosing your hand through negotiation is really nice, and no matter how far you are behind if someone has a bad round and you have a good one, the game can be turned on it's head. That said, Joe's early lead disintegrated in the face of his reluctance to ever get a decent fire going. Allied to always being last on the mammoth track, it meant he fell too far behind to stand a chance of catching us on the final round, and was faced with the choice of either maximising his own points or shunting Andrew in front of me. Honourably, he chose the former, giving me a somewhat fortuitous 1-1-1 spread for the night.

Sam  96
Andrew 83
Joe   62

Andrew and Joe left and I turned my attention back to Ascending Empires. I remarked how it looked an even spread of planet occupation across the board, but Adam noted fatalistically that that was about to change. And all it took was the time for me to wash up some beer bottles for the whole political make-up of the galaxy to swing to McPhee green, as Quentin went on the rampage, destroying Adam's civilizations with merciless abandon. Steve's elusive approach got him a very healthy second:

Quentin 40
Steve     35
Adam    20

A fine evening, thank you gentlemen.







Points
Sam 1 1 1 1 3 7
Steve 2 2 1 5 212
Adam 3 4 2 1 2 12
Hannah1135515
Andrew2 3 4 4 3 16
Joe3 2 5 3 4 17
Anja5 2 2 4 4 17
Quentin 1 35 5519
Jonny 2 25 5519

Tuesday, 1 May 2012

Last week in rainy Bracknell

Mammut was tabled this week after our inability to work out the rules last time. I had spent a few moments the day before playing myself and found that actually, it was quite simple and fast moving. For those that can't remember the premise from its last GNN entry, it is a stone-age themed game of the policy used in many households where one child cuts the cake and the other chooses which piece they want. Instead of cake though it is the spoils of a hunt which, somewhat incongruously, includes axes and fire. Each player makes a grab for a share of the haul and the other can either take whats left or snatch an opponents pickings. The grabbing can go on for some time until either equilibrium or apathy takes hold.

The game's scoring has a neat device that hauls back players in some categories so even though I gained an early lead on turn 4 I saw Paul's purple elephant barreling past me like it had seen a packet of peanuts on square 50. Then when it got there it proceeded to race away as if chased by an imaginary mouse, (Thats the elephant stereotypical imagery done away with then) as Paul made a connection with the ? tiles being an effective winning tool.

Paul - 107
Chris - 80

Then on to Thurn and Taxis, where I recorded a win based on getting the big two scoring positions first. These being Bayern province and all the exterior provinces. In a game of narrow margins it was a surprise to see the final totals thus:

Chris - 38
Paul - 27

We still had enough time for one more game and seeing as it was Paul's choices this week (apart from Mammut) Ticket to Ride got another airing. It seemed like we made an un-said pact before the game, as we both decided to take as many tickets as possible. As always Paul was the most adventurous but this became his downfall. In the final tot up his uncompleted tickets dragged him back to make the scores,

Chris - 93
Paul - 90

Also last week I took my games round to James' house and persuaded him to have a go at Mammut. Although James won, with me again racing ahead only to be pegged back, he didn't enjoy the experience. It raised an interesting preference on his part where he doesn't enjoy games that involve being mean to your opponent. Most Eurogames avoid this and the only interaction you get is by restricting your opponents options. Mummut has a slight confrontational element to it and goes against that Eurogame grain. For myself, I like games that create a bit of interaction, otherwise they become more like a game of solitaire with someone across the board from you doing the same. I made a note to leave such games at home in future.

We finished off with a game of Stone Age. James' massive field bonus won the day here and my final round choice of going for another hut multiplier instead of taking culture cards he needed proving decisive. Charlotte, James' wife and fellow Scrabbler, often pokes her head round the door to see what bonkers game we are playing each week made this observation of Stone Age. That is was another one of those games where you don't know the score until the end. "Whats the point in that?" she said, "How do you compete not knowing how much you have to get to win? (Paraphrasing here).

Good point!


Tuesday, 10 January 2012

Night of the Ra-ing Dead

The first Tuesday post-stabcon and Adam, Andrew, Joe and myself (Sam) welcomed Jonny back into the fold after an extended break. Steve, possibly feeling the effects of the weekend, was absent.

With all five players either indecisive or excessively polite, there was some discussion before the first game was chosen, which turned out to be Mammut, Joe's purchase from the aforementioned game-nirvana. It had been played over the weekend, but was new to me, and Jonny as well. However Joe's powers of explanation remain undiminished by heavy use, and soon we were arguing over the spoils of a day's hunting like proper cavemen - the first of two games themed on long-dead peoples. For some reason the neanderthal grunting this game encourages seems not to wear thin - at least, not to five guffawing morons. *

Anyway, though the game is relatively simple to learn the computation involved is too heavy for my puny brain, so I was quite surprised to finish second, and even more so to witness Adam finishing joint-last. What devious mind dreamed this bewilderment up?

Joe 42
Sam 40
Jonny 39
Adam/Andrew 35

We moved on to the evening's second game, which after a mercifully brief conflab turned out to be Ra, Reiner Knizia's classic of interpreting classical Eygyptian politics into a crazed game of bidding and nervously hedging one's bets. At the end of round two I felt I had a chance of first place, but a glance over at Joe's enormous collection of monuments told me the fight would be for second.

Which I just managed - tying with Andrew, who had managed to specialise in Nile tiles to the extent he scored 11pts for them in rounds 2 and 3 - as Joe 'the knowledge' Berger tied up a second win on the night, and Adam narrowly beat Jonny into third place:

Joe 43
Sam/Andrew 40
Adam 19
Jonny 17

It was half-ten by now so we decided to call it a night, our gaming thirst sufficiently sated.

*actually I believe Jonny is exempt from this, having not grunted and only laughed politely







Points
Joe113139
Sam221 229
Adam3423113
Steve1255518
Quentin1355519
Andrew2434619
Hannah2355520
Jonny4355522
Anja4455523

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.
rapt attendees
When we got back, we split up for a bit. Joe and Sam played another new game: Mr Jack. A cleverly devised game where one player has to guess which of the eight characters is Jack The Ripper, while the other player has to help Jack escape or evade detection. At the end of every round the detecting player asks if Jack is in the light or in the dark (ie, if he is next to a street light or next to another character then he is in the light) and thus the culprit is slowly revealed. There are eight rounds for Jack to escape/be caught. This is a very nice game and for once a proper detective board game. Although it's only for two players.

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!"

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

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.

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.



GoldSilverBronze
Adam872
Sam834
Andrew383
Joe247
Steve144