Showing posts with label Push. Show all posts
Showing posts with label Push. Show all posts

Thursday, 24 October 2024

Dark Web Gogglebox

 7.30 Tuesday evening. Joe let me in and I walked down the stairs into his kitchen, noting Tom Waits on the speaker, finding a group of gamers sitting around Joe’s table: Ian, Katy, Sam, and Martin. Adam H had been expected at 8.15 but then he email to say he’d be here at 7.50. This left us with a quandary. Find something short to play or talk to each other for twenty minutes.

Happily, reason prevailed and we got out For Sale. Katy began with her usual insistence that she’s terrible at this game which, for once, is justified. Sam, too, never seemed to get going while Ian picked up a last round $15k cheque with only a 15-value house. Not enough to win, but very satisfying. For him.


Martin 54
Ian 53
Andrew 49
Joe 46
Sam 36
Katy 33

Adam arrived mid game and so we split into two. At one end Adam, Katy, Joe and Martin played one of the many games called Orbit. It’s so new that it’s listed as a 2025 game on Board Game Geek! Martin explained the rules and they set off in this dickish game of intergalactic high-jinks. How they laughed when Martin complained “I’m absolutely in the middle of fucking nowhere,” which is, I suppose, a valid criticism of most of outer space.


Ian, Sam and I played Around the World in 80 Days. There was a lot of detective work this time, as we kept trying to upset our opponents with not-so-chance encounters with the law. Ian tried to use a balloon - a transport that uses a dice instead of the value on a card to tell you how long a journey took. He rolled a 5 and stating that statistically he would probably get a lower number, he paid a coin and rolled again. A six. Of course.


Thanks to a lucky last-minute purchase of a card from the deck, I get back to London in double-quick time, arriving at the door of the Reform Club after only 69 days. Sam cursed his luck as, once again, he finished stuck in New York.

Andrew 69 days
Ian 78 days
Sam dnf

While we waited for Orbit to finish, we played Push. A simple card game, build up three columns of cards but no duplicates of numbers or colours. Then you take one column and your opponents take the others. Ian’s lack of luck with a die in Around the World was compensated as he dodged having to discard cards when rolling the dice in this game.


Ian 81
Sam 77
Andrew 72

Meanwhile Orbit ended with Martin’s green planet being moved out of his reach and then Katy swooping down towards her own home planet, clearly relieved that people hadn’t noticed that she was about to win. One of the first people to win at Orbit, she told herself.

Katy wins!
The others don’t.

They packed away, with Katy remarking that Martin’s player mat was covered in crisps, and as a septet again, it was time to change things up again.

At one end of the table Martin, Sam and Ian played Saer while Joe, myself, Katy and Adam played Sunrise Lane. Two rules explanation hummed around the room at the same time, and even seemed to synchronized/interfered with each other.

Martin: You have 3 cards.
Joe: You have 3 cards.
Martin: Face down.
Joe: Not face down, in your hand.
Martin: In your array.

I know nothing about Saer except that I thought I’d played it when I saw it. It didn’t have the most original visual aspect.


Martin 12
Sam 9
Ian 4

As for Sunrise Lane, I quickly got a long chain of buildings and then got tall buildings in both blue sectors. But I ignored the red quarters, which could’ve been my downfall.


Joe 87
Andrew 83
Katy 74
Adam 69

Again, we were all together. So Clover doesn’t play seven, so we dug out Hitster, that game of putting random songs in chronological order thanks to an app that links to Spotify.

Or, rather doesn’t link to Spotify. After only a few songs (one of which, You Can’t Hurry Love, was wrongly identified as The Jam by Katy and, in fairness, A Town Called Malice does have a very similar opening) the app gave up. Instead we changed to just singing the song for the other people to guess. 

Of course, this meant that most songs after 2005 were discarded because we didn’t know them. But otherwise it worked fine. For certain obscure definitions of “fine”. Imagine the scene where half of us are singing a hit from the late 20th century while the other half are arguing about it. “Like a Dark Web Gogglebox,” observed Sam, giving this blog post it’s title.


I had to leave just as our row of guesses stretched across the whole table, with only a few mistakes here and there. The rest of the blog is courtesy of a few messages from Sam.

After I left, they played So Clover twice: 24/30 and 26/30 (so someone else must have left too).




And Sam also told me that at the very start of the evening he and Joe played Landmarks, a word association game that involved getting across an island.


What an evening! See you all soon.




Wednesday, 19 October 2022

Three's a Punch-up

With no tumbleweeds rolling through Joe's kitchen last night, we made do with the trotting, harrumphing, and at one point extremely lazy toileting of Sybil. Outside of the host (Joe, not Sybil) gamers were thin on the ground - just Ian and myself (Sam) with Laura initially expected but latterly absent. Three! Whatever in the world...


We kicked things off with a game of PUSH, Joe's luck-pushing game of set-collection: like Coloretto, you're creating piles of cards on your turn, but catch number 1 is that other players get the piles you don't take. Catch 2 is no pile can have duplicate colours or numbers, so you can go bust. Catch 3 is that instead of drawing cards, you can bank (some of) what you have already. Joe pushed his luck a lot, and found his love of risk wasn't matched by reward...

Sam 90
Ian 72
Joe 46

Then I introduced Lucha Wars, a game of Mexican wrestling that has a bit of Strike-in-spandex about it. Dice are rolled and compared, but before the comparison dodge results (the arrows) can be rerolled to knock opponent dice out of the ring. With three of us there's a slightly bonkers rule that we take turns to go two on one, and work out the edge case rules ourselves: Lucha Wars' manual is a bit fuzzy. 


It's a bit of faffarama for what's essentially a dice-chucker, but it made us laugh, with dice careening out of the ring, random weapons available, and special moves aplenty: mine involved throwing first Ian, and later Joe, into the air by their heels and crashing them down on my spiny back. Except I rolled badly and missed each time. As wrestlers get weaker, they become pinnable: Ian pinned Joe, but Joe reverse-pinned him! Then Ian pinned him again and Joe was out for the count. It only remained for me to jettison Ian out of the ring off a seesaw: a frankly ludicrous end to a silly 20min game.


By now we knew Laura couldn't make it, so broke out the evening's main course in Thurn and Taxis. Joe also announced at this point he'd drunk a lot of wine, but seemed reasonably coherent during the rules explanation to Ian. It was only when he realised he'd connected two unconnected cities in his route and, worryingly, announced he was taking the Station Master (who doesn't exist) we wondered if it was time for a cup of tea or a bucket of cold water. 



For Ian, it was a rough reintroduction to the game as he too lost a route and best-laid plans were harpooned by my finishing my seven-city route and wrapping up a third win in a row. Could I make it four??? 

Sam 21
Joe 13
Ian 9

We found out by playing Hammer Time! Joe enjoyed it more than he appears to be enjoying it here.


Each player has four carts they need to fill with gems, one cart at a time. Each turn you hammer the box to knock gems off, taking the ones that suit you and stopping immediately when at least one gem falls. But if you knock off more than eight, you're bust. Mix in some simple objective cards that give you wilds when achieved (knock off an odd number and so on) and you have a HABA classic. Ian's approach was surprisingly dainty; often knocking off a single targeted gem. Joe and I were more bludgeoning, and we paid the price on a couple of busts but made more progress overall.

1 Joe - carts full!
2 Sam - one cart left
3 Ian - two carts left

It was a little past ten, so we finished off a fairly rambunctious three-player night with So Clover, where I forgot to take photos. We began with Ian's clover and hit a six straight out of the park. But then things went south with some poor clueing on my part, where I had to listen to Joe scathingly say "You wouldn't write Missile for summit and duck!" which was, of course, exactly what I'd done. Ian and I struggled with Joe's clues as well, and we scored an okay 12/18 all told. The game was mostly notable for Sybil having a kind of protracted, noisy, and doomed investigation of under the fridge, stopping only to give Joe an unpleasant clearing-up job. And on that bombshell, we called it a night. 

Saturday, 4 January 2020

Party to Something

GNN started 2020 in celebratory mode, with an open-door policy at mine and Sally's house, and as well as the usual massively-unhealthy snacks there was also the marginally-safer ones of crostini and tapenade, courtesy of Sally. There was also mackerel pate, a variety of cheeses, cloudy lemonade, and a bowl of salad that - as Martin noted nine hours later, slowly turned into a bowl of wilted leaves.

still lurking this morning

But before that could happen, Adam T and Celena were first to arrive, promptly joined by Martin, Sarah and Effie. After summing up the options, Effie left the adults to it and went to chill with Stan and Joe. Arthur joined her when he rocked up with Hannah (who came by bus), and then shortly after that Adam H arrived on two wheels. Then Joe walked in too.

But for a long time - literally, hours! - people talked. It almost reached the point where the blog would need to be renamed, but fortunately Andy Mosse arrived with his boy Finn, and brought Team 3 with him. After it sat glowing radioactively for long enough on the table, the collective curiosity of myself, Martin, the Adams and Joe couldn't be resisted any more and with Andy's help we cracked out a quick couple of plays.


The game takes the concept of see/hear/speak no evil and parcels out those communicative restrictions on three team-mates, one of whom must describe the structure they have to build (from tetris-type blocks) whilst not speaking. The second must communicate the message verbally to the third, who can't see anything. It can be played co-operatively or competitively, and our second game was the latter, with Andy, Joe and Adam H beating Martin, Adam T and myself. Maybe it was the combination of hosting, or too much cloudy lemonade, but I found it very stressful.

Later - I think it was later - Ian arrived, and as the daylight began to fail, so did Steve and Anja with Louie and Lennon. Whilst the older kids disappeared to the loft to watch Pixels, the younger crew stayed in the front room with more suitable viewing, as we were all charmed by Lennon distributing snacks, often directly into our mouths. By this point there were two rooms full of potential gamers. In the front room, Sally and I joined Adam, Hannah, Steve, Anja for what turned out to be a triumphant crack at Just One - not only scoring the maximum 13 but 2 bonus points as well. which is even more impressive considering the game probably took about an hour all told.

Meanwhile in the kitchen there was an epic game of Facecards playing out. It took even longer than Just One, so God knows what took place. Everyone seemed very happy with it though.

As the day faded away, so did the 'non-gamers' with various children and relieved parents making their way home so the regular GNNers could go full-nerd. Sally had nowhere to go, but seemed happy to stay. To be frank the order of events gets extremely hazy here, I think due to all the cheese I was eating, but I think this was when a huge game of 7 Wonders got played.


Andy Mosse had only played 7 Wonders Duel, but was otherwise new to things, and initially had Joe beside him as his trusty assistant. But then I stole Joe away to play two games of Blitzkrieg! which we won one apiece and celebrated in our joint mutual destruction. I think Martin won 7 Wonders, after which Adam and Celena departed... in the front room, Sally taught Steve and Anja Yokai. I'm not sure how they got on, but after the first game Sally was ashen-faced in the kitchen, muttering something about rules.

Somewhere around here Res Arcana got played.


I think it was while Adam, Katy - freshly arrived - Ian and I played Flamme Rouge. As we were setting it up, Chris walked in the door - passing Steve and Anja en famille on the way out - and happily sat down to join us. A while ago Flamme Rouge was a regular at the GNN tables, and it was nice to play it again even if the card system initially seems slightly counter-intuitive. I've personally found that the backs of all cards are the same colour a little bewildering, even if it's necessary to hide those exhaustion cards...


While we were pedalling through the Alps, a boisterous Medium was played out at the other end of the table, with much roaring of disbelief and approbation. I've no idea which team won, but they wrapped things up the same time as Adam H sailed over the line in Flamme Rouge.


I'm now exceedingly hazy on things but I think it was towards the end of these games that Andrew and Anna arrived to find a scene of game-related debauchery in full swing. Stan and Joe were so screened out they were taken for a walk by Sally, Andy and Finn departed, and a game of PUSH was initiated by Joe that Anna was shanghai-ed into, whilst at the other end of the table something else occurred. I'm not sure what. It may have just been wild consumption of cheese. EDIT: looking at photos I see we played Tiny Towns. This was after Adam and I tried to play Ecos: First Continent, only to have Martin rule it out by repeatedly barking "no!" even though he wasn't playing.


I think I blanked it out because of my awful building-site finale - Adam won this, followed by Chris and Ian.


However around mid-evening seat-changing occurred with Just One back on the table in the kitchen while Ian, Adam and Chris suffered the indignity of finding out a crucial rule I'd missed in Word Domination: the game of allegedly taking over the world but actually just spelling things.

It's a neat little system of claiming cards by using the letters on them, the catch being you need to claim them in subsequent turns, and may be bumped off in the meantime by other players. I'd not realised the board actually grows during play, however, and we hurriedly implemented the rule when I found it in round 5. Despite Chris' vocabulary and my alleged (by Adam) always-winning at word games, it was Adam's shrewd strategic brain and claimed another win.


In Just One, meanwhile, four people clued gatherer, leaving poor Katy to try and guess Hunter from Joe's clue Orion. There was a substantial bout of cheating here, none of which sadly helped.

Sally couldn't be persuaded to stay up for another game, and so we were reduced to eight - Joe, Martin, Katy, Adam, Anna, Andrew, Ian and myself - for what would turn out to be the last game of an epic session - Pairs. Although I was barely drinking, my cheese and sugar intake had reached gargantuan proportions and I don't know what happened here at all, although I do recall Martin serially going bust on his first card flip and Katy doing well. I think she won - I went to the toilet, and when I returned, it was all over.


And so was the night!

Although our incongruous - for GNN - start of prolonged chat was rather sweetly mirrored at the end, as we sat around the table almost like normal people before we realised the time was 11pm and Ian and I were starting to yawn.

I'm pretty sure I've missed out some games as well as plenty of high points. A big bundle of fun and lovely to have so many of us under one roof at the same time! Thanks to everyone for coming and look forward to seeing some/all of you very soon... Tuesday?

Wednesday, 24 July 2019

Third Dan

The muggy Bristol heat almost made for an eighth player last night, with even Sybil subdued by humidity. But we were seven: Joe hosting, Martin, Adam T, Katy, Ian, myself (Sam) and newbie Dan who has just moved in around the corner from Joe, so - who knows? - may feature regularly for the year he plans on staying.

I was a little late and before I arrived they played Panic Lab. I know nothing about it other than the fact there is a Dobble-esque real-time pressure and therefore probably best I was late. Martin, apparently, was the least panicked when they finished.

Then, with Dan's arrival imminent, we split into two factions of Pax Pamir and Chinatown and set up whilst trying to recall all the Dans who have come and gone in the near-decade existence of GNN. There's been at least two. I thought there was three, but then I remembered one of them wasn't called Dan. Anyway: in Afghanistan it was Adam, Martin and myself. Across the other side of the world Joe, Katy and Ian explained Chinatown to now-present Dan. Or Joe did. "The rules are very simple" he assured him. "I just can't remember them."

We had no such issues in Pamir, having played it only last week. Adam and Martin aligned themselves with the Afghans whilst I went Russian. This gave me a bit of a workout keeping up with the pair of them placing armies and roads on the board - in order to score points I either needed the Russians dominant or nobody at all. The latter was more likely.


Normally when Pamir gets played there's one player who gets stuck in stasis - not having enough cash, or stuck with off-suit cards and taking underwhelming turns whilst waiting for the tide to change. Last night was the first time this seemed to happen to all of us simultaneously though; Adam cash-poor, Martin frustrated by the cards and me having to add cards to my court then instantly discard them several times.

On the other half of the table, there were no in-at-the-deep-end troubles for Dan - he seemed to be in his element, channeling the survival skills of the perpetually self-employed as he haggled for position in Chinatown. But beyond that I didn't pick up much of what was going on, as Pamir's inscrutability took all our attention.


When the first dominance card was activated (by the appearance of the second) nobody was dominant, so Adam and I shared non-dominant points: a massive 2 each with Martin back on zero. I was seconds away from a win as Martin - now aligned with the British - removed an Afghan road instead of a Russian one. But he changed his mind! Then as we inched towards the third dominance scoring, I changed allegiance to the Afghans and so did Martin. Suddenly we were all vying for dominance and I was in pole position. I gave the warlords a second gift, and wrapped the game up with the others unable to prevent me scoring:

Sam 7
Adam/Martin 2


Martin's face suggested he was marginally less enamoured of Pamir than last week, and both he and Adam said Pax Porfiriana is less abstracted. In fact Martin's complaint wasn't about the play but the lack of theme. As the winner, I was less bothered by that but I agreed with Adam's summary: It was too hot to play Pamir.

Chinatown was still in full-construction so we tried our luck, literally, at PUSH; Joe's recent purchase of card collection and implosion. I remembered Andrew's success and decided to bank as soon as my cards went into double figures, and despite some swingy dice-rolling, this tactic worked for me too:

Sam 74
Martin 61
Adam 56


To Martin's disbelief, they were still at it in Chinatown, so we played the (not hugely dissimilar to PUSH) L.A.M.A as well. Martin's evening went from bad to worse:

Sam 8
Adam 13
Martin 43

As we wrapped that up, the final roof tile was placed in Chinatown and the scaffolders left for good. When the dust of negotiation settled, the triumphant wheeler-dealer was Dan:

Dan 11,70000
Katy 11,10000
Joe 10,80000
Ian 10,40000

It had been an epic but everyone seemed happy to have lived through it. But with the time now pressing on somewhat, Ian departed for home and Adam T followed him out the door. We were left as a five and that was the perfect number for Martin's new addition to his games cupboard, QE.


I guess QE, unsnappy though it is, is still more snappy than quantitive easing, which is what it stands for. Players each represent a country (apart from me - I was the EU) trying to become the most profitable by bidding for industries. Over 15 turns (three rounds of five) an industry tile is flipped over that will score between 2-4 points, and represents an industry as well as a country. If you buy your own country tile, it's worth additional points to you. If you have diverse industries, that's good - but you can also score points by specialising. Your industries are gathered together in a bingo-like card in front of you, where your other scores are recorded as well.


One considerable catch with QE is that you can bid absolutely anything you like: from zero to fifty trillion and higher. But the player who has spent the most, like High Society, is an instant loser. This leads to a see-saw battle battle between bidding high enough to win and not so high as to promote yourself to status of most-profligate. And the other considerable catch is all bids are hidden from everyone except the auctioneer: when it's your turn, you start the bidding (everyone sees that) and then you get to see all bids and announce the winner, but without announcing the bid itself. Instead the bid is recorded on the industry tile and kept face-down. Everybody has the option of looking at the winning bid too, which is really helpful, but can only use this special power once in the entire game.


It amounted to a weird mix of group-think and second-guessing. Martin claimed the first two tiles to himself and got them, considering where we ended up, very cheaply. Dan started pushing the bids up as he claimed no less than three housing tiles. Katy also seemed to be doing well early on. I had a strong mid-game, but Joe was stuck on one tile and kept being outbid. Determined to get the final one, he hiked up the price to 10,000 and got the tile - but also shunted himself into last position by virtue of money-spent. Dan and I looked most productive, and I pipped him to the win:

Sam 41
Dan 36
Martin 31
Katy 28
Joe 18 and spent most!

Katy and I now plumped for Dead Man's Chest to finish the evening. Martin was against it, not least because the rules are always so oddly bewildering to us, and when I brought Dan to see Joe's game collection he also vehemently insisted I had "twice as many" games as Joe. We also mentioned the blog to Dan somewhere around this point, which was a real "Let's invite him to the club, Michael" moment: Dan realised that despite the relatively light baptism with Chinatown, perhaps wasn't all quite as it seemed.

Martin returned with some options but found Katy was already explaining the rules of Dead Man's Chest to Dan. We all chipped in with some extra clarifications at this point, none of which helped particularly. I suggested since Dan was to my right I start and he can watch us play, but I'm not sure this helped either. It is such a bizarre game, and Dan was unsurprised to go out first (I think), reflecting that "I should never have looked" after his second challenge on Katy. Martin was next to fall (I think), followed by Katy and leaving Joe and I to face off. I guessed his bluff, and - even more bizarre - picked up my fifth win of the night!

1 Sam
2 Joe
3 Katy
4 Martin
5 Dan


With the distant sound of thunder rumbling in from Clifton but the heat still as stifling as when we arrived, it was finally time to go. Another wonderful GNN evening, and hopefully we'll see Dan again. He seemed to be as coherent when he left as when he arrived.

Wednesday, 10 July 2019

My other mage is a necromancer

Martin hosted and Joe, Adam H, Katy, Ian and myself guested in this week's games night. Joe and I were late and got there just as Katy lost a game of L.A.M.A. Deliberately so, she assured us, so that Joe and I wouldn't be standing around waiting. How clever of her especially since she managed to lose just as we were walking into the kitchen.

Adam 7
Martin 12
Ian 16
Katy 42

We began with a period of chat, during which, Adam and Katy kept the games torch burning by flicking coasters across the table at each other.


There were six of us and so a 3-3 split seemed sensible. Adam, Joe and Martin chose Res Arcana while, after some struggling with indecision and my implacable refusal to play Discworld, Ian, Katy and I went for Azul.


It was a ding dong battle in Azul between Ian and I, swapping the lead while Katy insisted she was bad at this game. I lead after round four but collapsed in the final round while Ian racked up a major score. A score he took several attempts to calculate properly. "It IS important," he insisted, refusing to be satisfied with a rough approximation of his convincing win.

Ian 66
Katy 52
Andrew 51

Over on Res Arcana, things were still ticking along after Adam was introduced to the rules. Joe announced his intention to "tap my horn of plenty" to childish giggles around the table.

We three tried a game of Divinare, the game of being a Victorian psychic (and which takes up more table space than I remembered). Ian, though, found his energy levels waning and he was unable to get much of a grip on the game. He always seemed to be in the right place just before he was forced to move somewhere wrong. Katy did better, getting the hang of it after the first round, once she knew the rules.


Katy 25
Andrew 20
Ian 3

Res Arcana had ended during Divinare and Joe had managed to finish the game just before Martin could do his mega move.


Joe 11
Adam 7
Martin 5

While explaining his winning strategy, which mostly involved tapping his horn of plenty, Joe uttered those words now adorning the blog title but which would also make an amusing car windscreen sticker.

They squeezed in a quick game of Ticket to Ride London and Joe had the unique opportunity to play a TtR game against two players who hoard cards. "I'll just shuffle the discard pile, shall I?" he said, picking up the few cards lying there, which had mostly been played by himself.


Martin 36
Joe 31
Adam 19

Now we were all together so a rousing game of Team Play was suggested to shake Ian from his torpor. The teams were Adam and Katy, Joe and me, Martin and Ian. J&A went into an early lead while Martin got stuck on his opening mission card (is that what they're called?) of a full house. Katy, likewise, couldn't clear her "pair of ones, pair of sevens" and was not pleased to see Adam use those cards to finish the communal mission card instead of passing them to her.


In fact, that was Adam's tactic, as he focused entirely on the communal cards and never finished the mission he was dealt at the start of the game.

Then Joe finished our eighth mission card by drawing a card blind from the deck. A bit of luck but expertly managed luck, I like to think. Ian and Martin's collection of high scoring missions threatened to unseat us from first, but it was not to be.

Joe and Andrew 26
Ian and Martin 23
Adam and Katy 20

Martin then pushed for Karate Tomate, while Katy pined after 6nimmt. Joe was keen to see if Push was any good with six, so we chose that.

The dice were brutal, and Ian, Joe and I all banked but this time fortune favoured the brave as the non-banking Martin took first place.

Martin 53
Joe 43
Adam 42
Ian 36
Andrew 34
Katy 32

Finally we played the oft suggested Karate Tomate. It was a bit of a damp squib with six. It only took two players to decide they wanted to pick up cards and everyone else would instantly get to pick up trophies. And knives. This made for some very short rounds and a sudden ending when Adam revealed he'd scored twelve trophies. Joe, Katy and myself had not picked up any knives at all,


Adam 12
Martin 8
Ian 5
Joe, Katy, Andrew 0

And then we were done. Time to head home with the heady thrill of victory still coursing through our veins. Thanks all.

Friday, 28 June 2019

Handsome beyond words

With mass absences ruling out Tuesday's gaming, we gathered together on a Thursday for our weekly fix. There were five of us around Joe's freshly cleaned kitchen table: Joe himself, Sam, Ian, Martin and me. Martin was itching to get started, having not played any games for ages and we began with some light hearted luck pushing with Push.

Deal yourself some cards, avoiding duplicates of colour or number, making up to three columns to help you avoid going bust. You choose which column to keep but, and here's the twist, your neighbours get the other two columns. Added to this is the little matter of the die which, when rolled, requires you to discard all of your cards of the colour showing on the die.


It's a fun game, where a lot of the fun is watching other people struggle with bad luck. Especially if the person in question is Martin. "Random nonsense!" he declared as the die sliced away another high scoring set of cards from his collection while leaving the rest of us relatively unscathed. He couldn't even take solace in his beer since his regular subscription ales were nasty sweet tasting novelty flavours.

Ian and I both banked cards to keep them safe and when Ian did suffer at the hands of the die, he was able to shrug off losing twelve points with a unconcerned "I can live with that." But it turned out to be pivotal.

Andrew 64
Ian 56
Joe 41
Sam 38
Martin 29

After this we played the Dixit / Face Cards type game of Belratti. We only had the rules in German, so Martin searched for the English version online.

In this, we are artists and collectors. We all have a hand of nine cards with pictures of objects and then two more picture cards are revealed, indicating the topics that the collectors want in their art works. But in among these hand picked cards are four randomly drawn pictures by Belratti, the famous painter of forgeries. Picking his cards instead of ours is a minus point and six of them will end the game in defeat.

We began optimistically by declaring that Sam and Ian (our two painters) could successfully chose six paintings to sell to me, Martin and Joe. To cut a long story short, they couldn't. Belratti snuck three of his paintings into the deal. He was already halfway to beating us and we never recovered. We had only nine pictures successfully identified when Belratti hit six which, according to the score sheet, is "a picture of misery."

Next up, we needed something more meaty to go with the just-opened crisps. Northern Pacific was introduced to me as a simple but mean train game set in the US. Put your cubes in the city where the train is going to be sometime in the future, but all the other players are doing the same. In doing so, alliances are forged and rivalries are cemented.


It was a difficult game to judge and we all struggled with the problem of trying to make a move that doesn't immediately make people move the train elsewhere. Joe stoutly defended himself against any accusations that he was taking a "Joe turn" pointing out we'd all had moments of excess pondering. It was a bit mean of us since he was in last at the time and needed a decent round to get back into contention, which he got.

In fact it ended very close. After leading for rounds one and two, Martin found himself caught by Sam right at the end, despite his great joke about dropping a big one in Butte.

Sam 21
Martin 20 (fewer wasted cubes)
Andrew 20 (more wasted cubes)
Joe 19
Ian 18

With the news that England were winning 3-0 against Norway in the Women's World Cup ringing in our ears, we played L. A. M. A. The fun game of picking up or putting down cards. So simple yet so amusing. I adopted the role of cock blocker for this game. I suggested that Martin should start and then, having checked his cards, he immediately had to pick up. Then I kept ruining Sam's plans with a sequence of moves that kept increasing the value of the cards past the one he wanted.

Joe played a clear round and got to put back a ten. He also went to the toilet and while he was away we complained about how long he was taking over his turn. Hilarious. But he had the last laugh with a decisive win.

Joe 11
Martin 32
Andrew 34
Ian 39
Sam 46

At this point, Ian set off home but we were still very much in the zone. We tried Kami, a very pretty Japanese themed game from France (I think) which was simple, although with a frustratingly opaque rule sheet that spent more time telling us the characters’ back story than how to play the game.


The basic jist is that one player plays an attack card and the next player has to play the same card (or an empress) to counter it and then they can play an attack card of their own. Winning team (you play in pairs) is decided by the first person to play all eight cards in their hand. It seemed simple and a bit random. The winning total is supposed to be fifteen but when Joe and I ran into a 9-0 lead after two rounds, the game was ended.

After this we played Handsome, An Elegant Word Game. This game comes in a tiny pack and it concerns making words from the five communal cards in the middle (one supplied by each player and one drawn randomly at the start) and the two cards in each players’ hand. Only consonants are supplied, so you have to come up with the longest word using whatever vowels you choose. In the “party variant” consonants can be repeated. These people party hard.

Sam was in his element, winning on QUASHED. I just checked and we owe Joe an apology since HELIXES is a valid plural of HELIX, which would have got him an extra point for longest word that round. Martin was all musical, starting with VOGUED and JIVE while I was channeling my inner fisherman with WHELKS and an underwhelming (and non-scoring) BOX.

Sam 11
Joe 8
Martin 7
Andrew 4

Finally, we had another go at Belratti. This time we stuck to low numbers of paintings to match to our topics, and we made sure to use those useful special action cards. With this, we did far better. I clearly thought that either familiarity or a smaller player count had improved matters but what I said was “This is so much better without Ian!” Then they insisted I blog that, so here I am. Sorry, Ian. Didn’t mean it.


Joe, Sam, Andrew and Martin 16
Belratti 3

A marvelous way to end the evening and set off into the hot June night. See you all soon, I hope.