Showing posts with label Perudo. Show all posts
Showing posts with label Perudo. Show all posts

Sunday, 30 August 2026

Some kind of Bala

A summer games weekend. On Friday night Ian and Katy were first to arrive, and after some uncertain naming hesitation on my part - Gambala? Gambola? - loosely inspired by Shambala, which was the reason my house was empty in the first place, Katy insisted it would be Sambala, in honour of me - or at least my email pushiness. I overcame my initial reluctance to use it as excuse for my excesses as the evening progressed - an evening that began with 5 Towers. 

This was new to both Katy and Ian but it's a simple game: we're all building the titular towers and each round we bid on how many cards we'll take to do so, adding them in descending numerical order. You can 'tear down' a previous card, but doing so costs points. Katy kept her powder dry here as Ian and I built, and cleaned up thanks to Ian's shortage of tower tops that increase your score. 

Katy 31
Sam 23
Ian 21

Adam arrived in time to watch the count-up and was intrigued to try it, but we realised with an hour until Anja got here we could do something chunkier, and settled on The Quest for El Dorado, mixing in some of the expansion options I picked up on a recent jaunt to Norway. We added Dangers (though this morning I realise I forgot one of the boards for it) - which are the same as normal spots except you can't end your turn on them - and some crocodiles, which can only be navigated with an exact-number card (the suit doesn't matter) and the Muisca, a local tribe who'll help you, but potentially opponents as well, for reasons I won't explain here as it never happened in the game. 

Adam warned everyone that in the last game I blocked him from card-shedding spots and I began with a similar strategy, trapping Katy behind a mountain as everyone was slightly appalled at me. "It's Sambala" I said. She and I lagged behind and constructed decks as Ian and Adam journeyed forward and Adam went back and forth between a dangerous valley so much that he got his deck down to just four cards. "But three of them are shit" he said. We didn't believe him but it turned out to be true: he was caught and overhauled. I sailed off into a healthy lead with a streamlined seven cards, and felt optimistic that El Dorado was calling my name. But then I stalled at a watery barrier and was caught by everyone. 

It was suddenly tense. Adam removed the barrier but blocked one way. I went the other but for two turns running didn't draw the cards I needed. Katy and Ian were blocked by the pair of us - but not for long, because suddenly Adam - now with some powerful cards - sped off to the end and won. Katy wanted to play for second place until she realised she couldn't get to El Dorado, but I could.

Adam wins
Sam sort of second

Anja still hadn't arrived so we set about playing Poison, still with its Joe-infused Dwarves of the Twilight Galaxy box cover. Katy didn't remember (or know?) the rules, but insisted on not learning them and that she'd get it as we went. This made for a slightly staccato game as apparently brewing poison is not as simple as it sounds. 


Unless you're Adam. We only played one round but he squeaked a narrow win over Quiet Ian, who had gone about his business attracting less opprobrium. 

Adam 2
Ian 3
Katy 8
Sam 17

We stopped after the single round because Anja was now here! After a brief catch-up we returned to business with co-operative Wavelength, with my first spectrum being good superpower/bad superpower. I felt my clue of being able to nap at a moment's notice was not a bad guide, but Katy had to be talked down by the others from seeing it on a par with flying, invisibility and time-travel. We hauled in a three points, but then went off the rails somewhat with our next few clues - we undervalued Ian's A4 writing pad and Anja's perception of country music - only to stage a late-game recovery and come oh-so-close with 13 points - two shy of the official victory condition. 


Not that it matters, as Katy rightly pointed out. Next up was Fun Facts, new to Anja but an easy teach and not a million miles from Wavelength. It transpired that desires to go to space was split along gender lines, with Anja and Katy willing to spend zero pounds on getting there and the boys more sympathetic, although Ian thought he'd get bored and Adam thought he'd get sick. I was more keen: I liked the idea of zero gravity and peeing in my pants.


We didn't do too badly, although the rulebook was hardly effusive about our score of 26. Next up was the little-recently-seen Perudo! What a cracker this game is. 


Adam and Anja took the early hits as Anja kept calling dudo, with mixed results. She was first out, followed by her neighbourly nemesis, as Katy insisted everyone target me as I still had my full complement of dice. It sort of worked: Ian fell next leaving Katy and I on a single die each. Despite her insistence that I had a huge advantage, I've been here before: like poker, my game is only solid until a showdown and then it disintegrates. 

1 Katy wins
2 Sam
3 Ian
4 Adam 
5 Anja

There are no pictures of So Clover, because Katy was so appalled at the outcome of her clover that she flipped it face down. We hadn't figured out what she'd meant with the clue shit, and it's now lost to memory. Mine anyway. Comments are available. 

So Clover: 22/30

There were some good clues, but I've forgotten them too. I was slightly drunk and reading Adam's clue of enrobed as enro-bed for some reason set me off, so while everyone else solved his clover - 6 points! - I had my head on the table. Possibly informed by this, but hopefully the late hour, Ian and Adam took their leave and the remaining trio played Misfits. 


Several collapses later, I took the win and Friday was done. 

On Saturday the games began a little before midday, as Katy and I had a Clans of Caledonia rematch. She had extra order-fulfilment options, I knew how to sail. The last time we played this Katy obliterated me, but on this occasion she struggled to get going and told me that she hated the game in rounds 2 through 5. It was closer than we thought though, and whilst I won my score did not eclipse Katy's in the last game.  

We moved on to another medium-euro: Rajas of the Ganges. 

Here there were very divergent tactics: I built markets and Katy buildings. Buildings race you around the track faster than markets - but they're a score-once-and-done option. Without any trade in her province Katy had no incentive to score markets, and so I took another win here - again, a close one though. 

Katy's province: lacks cornershops

By this time we'd eaten lunch and other gamers were looming. We bashed out a year of Cozy Stickerville as we waited: a game you famously cannot lose, as it mostly consists of putting stickers on the board and regretting your decisions. 

As we ended a mostly-fallow year of having not enough wood to do anything, Anja, Steve, Lennon and Louie all arrived, and hot on their heels Pete, Laura and Ryker. 


We split into two groups. I joined the Dalton-Dales for Forbidden Desert and the remaining quartet began playing The Mind, with hilarious results. I think in the time we set up and reminded me of the rules they'd failed on level 1 three times, then triumphed and called it a win.


Meanwhile in the desert I was being reminded of how much sand there was. 


So much in fact that I took it upon myself to spend most of my turns removing it, as it bothered me. Lennon did lots of excavating to find things, Steve employed his magical powers of movement and Anja had a knack of finding tonnes of equipment. Louie generously sacrificed a lot of actions to stop Storm cards being drawn and basically save our asses. Despite this, it didn't help: we ran out of sand and lost. 

Meantime the others had played Magical Athlete, which was won by Ryker on his GNN debut...


And they'd also played Misfits, the winner of which I totally missed as I was buried in a dune at the time. I heard a big crash at one stage though, and there were the usual alarms about elbows on the table.


We now lost Katy to Weekend Plans and shuffled ourselves into a big group for a revisit to Louie's Game Off, last seen when Martin harrowingly sang Happy Birthday to Steve on a games weekend. 


In this game you go around the table and roll dice to see who you challenge on your turn, then choose what sort of challenge it'll be. Louie and I had to moonwalk, and Lennon saw me off easily in the slowest-press-up face-off. Anja and Lennon both had to sing their highest pitch, and she lost to Louie in the rhyme-off of words that sound like 'right'. The kids dominated here: Louie won with the 5 cards needed to end the game, Lennon runner-up with 4. Whilst Pete and Steve also scored, Anja and I were left with nothing but a vestige of our Game Off worthlessness. SAD. 

Lennon and Louie had a game of Crokinole but decided one round was enough. I'm not sure who won.


Then Lennon, Pete and I began a game of Ticket to Ride: Berlin but there was now an interval for fish and chips, of which there are no pictures. Thanks to Steve for making the run to the chippy (and let me know what I owe!). After the meal Anja thrashed Steve at Trickarious whilst Pete took a narrow win in Berlin. 


There was time for one last family game before the curtain fell, so we played In Vino Morte. Twice actually. Anja ousted Steve in the final round in game one, but in game two Lennon poisoned everyone but himself! I've never seen that before. Extra points for the face of an arch poisoner too. 


Steve now ran the family back to the house whilst Pete and I fretted about what he might like to play, going around the houses circa games night 2012 until we realised we all liked Root. So we set it up and happily his eyes lit up on seeing it. 


He was the industrious Marquis, Pete the expansionist Eyrie and I the sneaky Woodland Alliance. We all forgot some minor elements: Steve the hand limit and I a faction specific thing. Pete managed to forget he was charismatic, which Steve pointed out takes some special kind of charisma. But Steve's eyes, so bright before, were increasingly dark as I dicked everyone over with my sneaky ways. 


As is the way with Root, knowing someone is an asshole and stopping them are two different things. Probably my more recent experiences told - Steve hadn't played in years. 

Sam 30
Pete 16
Steve 12

Steve took revenge in The Quest for El Dorado, which we were surprised to learn he had never played before. No expansions then, just a lot of card shedding: early for me, later for the others. I felt I'd put myself into a good position and reached El Dorado first - but Steve's collection of cave tokens saw him sashay in behind me, and his collection of barriers trounced my one.


1 Steve - Indiana Jones
2 Sam - Small Round
3 Pete - Rene Belloq

After all the excitement of the day I was fading a bit but we squeezed in one last dice-chucker in Pickomino. 


I had just finished telling them about my brother-in-law taking a worm and then rolling seven ones when Steve did something remarkably similar. There's more to it than that but I'm not sure the anecdote will survive the transition to print. He won this too: my huge early lead collapsed into nothing and Pete couldn't get what he needed to deprive Steve of another victory. 

Steve 6
Pete 3
Sam 0

Sunday arrived, bright but not particularly early. Pete was still asleep in the front room when I went out for food supplies, but joined me shortly after my return. We had coffee and a chat and then thought what the hell, we'd play a game. This was Babylonia. 


It's not a game that tells much of a story but my two-player training versus Martin possibly helped here as I took a decent victory. 

Sam 125
Pete 85

We pottered a bit and ate lunch before gamers arrived: Jo was first, and we swiftly set up a trick-taking game called Power Vacuum, where we are trying to be top appliance. 


It was bananas: each trick the winner can take a point or reserve a card for the next round. More alluring is playing the lowest value card, where you can manipulate the energy supply to the appliance of your choice, or away from an appliance of your choice, or maybe both: each player has an area they score because it's themselves, but also bids you can make about which appliances will be most/least energetic. Despite the appliance theme, you also build statues of yourselves. I'm never going to look at the Nutribullet the same way again. 


We didn't manage a whole game but Pete was leading Jo 28-20 and I was back on 17 when Katy arrived, and we switched to another tricktaker Jo had brought with them: Daytime Minutes. 


Back in the world of sentient beings, we're now avid phone users in the early 2000s struggling to manage our minutes. I found this easier to parse than Power Vacuum but I'm not sure I can explain it coherently: each card has a time value and the winner takes all the cards of the led suit. Each round has a maximum time anyone can have and you want to not go bust, and also have not spent the least time: in either case, you lose one of your precious SIM cards. 


Also, there's potentially (in fact, always in our game) two suits in each trick, so with it two winners. Although you don't always want to win, obviously, because Minutes.


Adam H arrived in time for the finale, as Jo and Pete both went bust and Katy, who still had two SIMs, took a win. It's a great game, allowing room for lots of jokes about phone calls to your mum. Katy did one of these and then realised she had to call her mum later. 

Now a five, we introduced Jo to dnup, the spiritual sister of Scout. 


It was a funny game, with a lot of enforced busts and the odd reluctant rotation. I'd like to say my convincing win was because I know what I'm doing, but I think we all know better.

Sam 4
Adam 1
Everyone else 0

Katy demanded Misfits next. We mentioned to Jo that we didn't play the official rule of 'if half the pieces fall, you must take the entire tower' and inevitably bumped into two situations where it suddenly made sense.


By Misfits standards it was a bit of an epic: probably well over half an hour, and Katy ran out of time and had to leave, graciously taking the shitty base for herself before she did so. She wanted to claim a win - she had fewest blocks - but we wanted to keep playing.


As I write now I can't actually remember who won though, although my sources tell me it was definitely Pete (sorry Katy). Mel was now imminent and Adam suggested she would love Steam Power, so we set up and talked both she and Jo - and me, to some extent - through Wallace's Light Railways. (at this point Blogger's labelling runs out of space)


My recollection of the game is one of mild bamboozlement: I do find it - as I repeatedly told everyone (sorry) a very hard game to read, and forgetting a key connections rule meant I inadvertently cheated as well. Thankfully I wasn't in contention though. It looked very much like it might be Pete, who seemed to be scoring contracts almost every turn from about 20 minutes into the game. 


But one should never write off Adam in these scenarios, and when Pete triggered the end game the one turn the Creeping Custard still had in him was enough to hoist him to victory! At least that's what I thought. As it turned out I was simply innumerate (and used to Adam winning). 

Pete 39
Adam and Jo 33 each
Mel 26
Sam 22

Pete had one more game in him and after a surprisingly short debate we settled on The Shipwreck Arcana, something I last played probably nine years ago and had mixed up with Bemused I think. Fortunately it's Jo's favourite game and they knew it inside out, nursing us through the baffling confection of possibilities, often as much about choices you don't make as ones you do. 


We are collectively trying to get seven right answers, the question being a slightly Bilbosque what have I got in my pockets. Although we work together, the active player must keep schtum as everyone tries to figure out as much as they can about a numbered tile in their hand, by examining what tile they aren't hiding - and where it is. The discarded tile goes next to a clue, which hopefully leads everyone to identify what you're hiding.


That's a very loose description anyway. Guessing wrong - or having the card 'fade away' by having too many tiles beside it - causes Despair: reach seven despair and you instantly lose. 

This was fun: we won but not without help: we did a relatively easy setting and had some considerable luck when my first hand was the same as Adam's, so I just copied what he did. It's very clever. 

We now lost Pete and Mel and were down to the last game of the night - and the weekend. I mentioned Hanami and Adam and Jo were both amenable, so we started out on the game that should surely be called Picnics for Dicks, as we serially shenaniganed and caused even the usually-zen Jo to cry out in despair several times.


I thought if Adam had only won lamps, I might have an outside shout of beating him on the tie-breaker. But he didn't and I wouldn't have. A convincing victory for Mr H, vanquishing the ghost of Steam Power. 

Adam 2
Jo 1
Sam 0

And finally, after around twenty-three weekend hours of gaming, your insert-festival-name-of-choice-bala was over. What a lovely weekend, thank you everyone!

Thursday, 4 August 2022

10cc on a plane ordering snacks

 This week’s GNN started unusually early for two lucky gamers, with Ian joining Sam at around half six for a two player game of Quantum before Joe and Katy arrived and enjoyed a rousing game of Perudo.


When I finally did get there, the table was set up for a five player game of Free Ride, with Joe, Katy and Ian the newcomers on board.

Compared to the only other time I played it, we started much more centrally, which meant a lot more blocking and nationalising of routes. Ian barely moved at all, preferring to stay in Napoli and make lots of money with his sensibly placed routes.


Katy went through a smorgasbord of emotions, at one point saying she was pleased and angry at the same time. She also said she enjoyed it. Joe was the other moneybags, as he almost monopolised East Europe and the Urals. My track in the UK was totally ignored for the entire game.

Sam zipped around the map, only briefly distracted by a wine spillage which dampened an Oslo card and some coins but not his enthusiasm for the game. At the end, as we counted up our scores, he revealed he had no duplicate cities in his stack of cards. Professional level gaming.

Sam 100
Joe 92
Ian 86
Katy 82
Andrew 81

After this the next (and my last) game was a co-op game of Wavelength. In this variant you score points for being in the Segment of Correctitude (possibly not it's official name) but only a perfect hit will get you another card and the chance to increase the score further.

It was fun as always. Katy wanted to know how long a clue could be; could it be a sentence? And that's when Sam uttered the blog title by means of an example of how long a clue could reasonably be. Trying to ignore the image of Kevin Godley and Lol Creme arguing over peanuts or olives, we began.

There were a few duds. I can't remember if we thought Katy's example of "buying your mother imported flowers" was more or less ethical than she did, but we were definitely wide of the mark.

Sam's clue of "day old bread" for "smelly in a good way/smelly in a bad way" seemed very specific but a bullseye eluded us. My clue "beer" for "guilty pleasure/openly love" was the shortest of the evening and was close but still no cigar.


Ian's clue for "normal greeting/weird greeting" was to say "helloooo" in a high pitched slightly Irish accent. Our mistake was misjudging the frame of reference, thinking it only slightly weird especially compared to a punch in the face as a greeting, and we put the Indicator of Opinion in the normal half. But Ian thought that slightly weird meant it should go in the weird half. 

I think we scored 11. And Katy discovered that you could run on custard.

By now it was 10.00 and my choice was a sensible early night or risk a late one, so I took the easy option and went home. Sam messaged me the late results.

The rest of them played For Sale twice.

Joe 62
Sam 61
Ian 51
Katy 40

And...


Sam 79
Ian 59
Katy 49
Joe 37

Then they ended with good old Tsuro.

Joe and Ian die in first 
2 Sam
3 Katy

Thanks all. Special as always.

Wednesday, 4 August 2021

The Silly Olympics

It was a balmy August night as I returned home from the park with the boys, cutting things a little fine that we bumped into both Ian and Adam on the way. Katy swiftly followed and after catching up, we realised we had time for a short game before Joe joined us at 8pm. That game was Cabo, the unicorn-themed something or other that is mostly about remembering your cards and, in my case, remembering you're supposed to remember other people's cards as well. Katy and I failed miserably on most counts, as we careened off on a point-scoring spree in a game where points are bad. Adam steered a more conservative path, but it was again Ian who took the plaudits, with an impressively unabundant score:

Ian 30-something / Adam 60-something / Katy 90-something / Sam 112

didn't take a pic of Cabo

Joe had arrived during our final round and as he graciously took and remained on the Stool of Discomfort, we tried our hand at Snakesss. This is a guessing, deduction and bullshitting game where - not hugely unlike Insider - the snakes (always 2 in a 5-player game) know the answer to a somewhat niche quiz question, and are trying to steer the humans into guessing incorrectly. One of the 'human' team is actually The Mongoose of Truth, who reveals their identity at the start of the round: they don't know the answer either, but at least the human players know they're not a snake, so can be trusted. 

crisps are optional

The dynamic probably changes with more players, but with 5 of us it felt less like a question of figuring out who the snakes were, and more what they were trying to do. The first round snakes had no chance because Adam knew what a truel was, and indeed demonstrated it was some impressive recall. After that, suspicion was rife, and the snakes did well if they stayed unmasked. On the other hand, the humans realised that if everyone was in agreement on what the answer might be, it was probably wrong... Not to take anything away from Adam's impressive win, but I do think the game might be weighted against whoever gets dealt snakes cards the most? 

Adam 13 / Ian 10 / Joe 9 / Sam 8 / Katy 6

Next up was the lesser-spotted Magical Athlete, where a third of the game is spent bidding for the athletes in question, before they all run a series of races with bonkers special powers, most notably Katy's demon that caused her to cry "Demon!" before every single turn for the entire duration of the opening race.

dice tower optional

 It didn't work out for her, though. We all finished first or second at least once, so when the final race took place everyone had a chance of winning the contest overall. But like the Olympics, for every victory, there are a clutch of tearful defeats. I still feel the best athlete was Adam's spy: no superpower at all, just honest hard work.

Joe 8 / Katy 5 / Ian and Adam 4 each / Sam 3  

rubbish ninja

"It's a good game to break out once every three years" said Joe. But if it's a slightly protracted experience, it's stupidly funny one too. And we stayed in that vein with Perudo, risking the wrath of Stan (who had just gone to bed) by shaking and slamming cups like a bunch of plastic vikings. Katy was first out, followed by Joe and then Adam. That left Ian with a single die and me with two. I couldn't cock this up, could I?

Ian wins

Joe still believes

We stayed in the silly realm for four plays of In Vino Morte, another new one to Adam but possibly the simplest game there is after Win Lose or Banana. Your card is either a wine or a poison: drink it now (ie reveal it) or swap it, and reveal at the end of the round. Poisoned players are knocked out of the game, and the last player standing wins. This was Katy in game one and myself in game two, then in game three Ian pulled off a spectacular by poisoning everyone but himself. 

you're poison (ed)

In game four, Joe announced he was going to do the same as Ian. I took him at his word and swapped his card with mine. Ian drank and died. Adam swapped with Joe's new card (my old one). Katy - sadly for me - also took Joe at his word and swapped her card with mine (Joe's old one). We all revealed, and we all died - except Katy.

After this incredible drama, Adam took his leave of us and headed home. The four of us tried our hand at Telestrations: Upside Drawn, which is a simple matter of identifying what is being drawn. The catch is that the guesser is also the player drawing: a team-mate moves the drawing surface around under their pen to create the picture. It's weird, and kind of funny, but also difficult. Katy and I won, but this was as much to do with listening to Joe and Ian's guesses as it was decoding our alien scrawls.

chauffeur!

Katy and Sam - chief telestrators!

And after the high-octane creativity of Telestrations, we were done for another evening. Thanks all.

Wednesday, 2 September 2020

Ballsy Dudo and the Calza Boys

Tuesday followed Tuesday followed Tuesday. And this time around, the stalwart figures of Andrew and Martin were both unusually absent. Doing the best we could under the circumstances were Joe, Ian, Katy, Andy, and myself (Sam). After Andy's standard intro of checking the online coast was clear several times before finally announcing himself, we dove into our first game of the evening with 7 Wonders. 

Most of us built wonders early, except Katy, who wondered what was going on, and Joe, who wondered why he couldn't build his wonder until Andy pointed out he didn't have any glass. Ian seemed unusually unproductive to my eyes, simply gathering lots of resources early doors and chucking down blue cards. I thought my military was going to pick up a lot of points but Andy suddenly went gangbusters on it. 

Joe insisted the GNN meme about his thinking time was pure fiction, but he did spend the longest time thinking. Ian's productiveness was more reliable than my eyes, as he picked up yet another win. My early confidence crumbled like sandstone over a particularly long period in the wind, as I claimed a shitty third. I didn't write down the scores but it was something like...

Ian 56
Katy 53
Sam 49
Andy 46
Joe 40

Next up was Incan Gold. All my years of work establishing that I leave early came to naught when first Ian, then Andy, did the same thing, with a complete lack of respect. I think everyone died at least once, and it was a who-dares-wins situation with serial non-chickens Joe and Katy tying with 26 as the more sensible amongst us consoled ourselves with living. Everyone was very close together, with the lowest being 21. Fun times

We moved on to Perudo, at Katy's request and others approval. I'd forgotten the slightly different rules on BGA, but got away with it mostly as Ian and Katy took turns to lose dice early on. Then Andy and I joined in, as Joe stayed solid on 5 whilst we all withered. Ian then reclaimed a dice with a classic calza, and I complimented Andy - mysteriously silent for a lot of the game, to the point where Joe eventually cried "Andy, why aren't you speaking?!" and I pictured him twiddling his fingers before a vast bank of screens, cat on his lap - anyway, I complimented him on a 'ballsy dudo' which inevitably led to a riff on who Ballsy Dudo might be. A mafiosi? The leader of a swing band? Maybe a rogue mathematician asking groundbreaking questions about averages. 


Katy crashed out, swiftly followed by Andy and then Joe, who survived a mid-game death spiral but succumbed anyway. It was Ian and I on two dice each. I guessed he was lying when he was telling the truth, and I guessed he was truthful when he was dishonest. Game over!

Ian
Sam
Joe
Andy
Katy

And at this point I retired, leaving the others to get up to who knows what. Thanks all, it was mysterious!