Showing posts with label Race for the Galaxy. Show all posts
Showing posts with label Race for the Galaxy. Show all posts

Wednesday, 27 May 2020

Info static

Another Tuesday in lockdown, another bandwidth or seven taken up with the various GNN members logging on to Discord for another night's digital fun.

First up was 7 Wonders, with Ian, Martin, Adam T, Andy B and myself (Sam) managing to pass cards around at a rate of knots. Online gaming does have some benefits, and the speed of shuffling and dealing is a definite boon on this game. I confess I didn't really watch what anyone was doing apart from my immediate neighbours, who were Andy and Martin. Andy didn't bother with military, and Martin did but only to the point of scolding me for my aggression. I didn't take a screenshot of the placings, but I claimed a win off a tie-breaker with Andy, courtesy of my love of fist-waving and culture.

As we hit the 8pm mark, there was a flurry of new arrivals in the form of Joe, Andrew, Steve and Anja. Joe and Andrew immediately decamped to play The Crew with Adam and Martin, leaving the rest of us to bemoan the current shitshow that is the UK government for a little bit, before we spent almost as long choosing a game. After some debate we ended up playing Coloretto, the best chameleon set-collection game I know. Andy reappraised us of the rules and before long everyone was cursing their luck in classic GNN fashion.

Over the The Crew, Andrew was doing the same as he had to bow out due to illness. After Coloretto wrapped up...




I hopped over to take his place, playing 2 or 3 abortive missions and - I think - three successful ones. Then I retired to bed, drinking tea and swearing at the news. I'm aware Martin went on to thrash Adam and Joe at Race for the Galaxy before they played Love Letter, but I've no idea about scores or what anyone else ended up playing, making this a fairly erratic entry into the GNN logbook. Sorry about that.

Tuesday, 4 November 2014

Week-ending Empires

Post-Rushay, I (Joe) almost - almost - felt gamed out. But our friends Henry and Rachel arrived on Halloween for the weekend, and that could only mean one thing - more gaming. Henry is a joy to play with - he's super-keen to try out anything new I might have acquired since his last visit, is a very gracious loser and gloats delightedly over each and every win. The perfect gamer!

Though he brought 1989, Dawn of Freedom with him, which we had played in the summer at his, the gaming ops points this weekend weren't really long enough to delve back in to anything that lengthy. That didn't stop Henry suggesting Julius Caesar, Hammer of the Scots and Warriors of God at various points. We also had Lost Valley out of the box several times, which Henry loved the look of; but without Martin to untangle the rules (particularly the two-player variant, which requires each player to control two prospectors), it also fell by the wayside.
Here's some gaming snacks, against a background
of the game of 1989 we played in the summer 

We did play was a lot of Machi Koro - which remains a current favourite of mine. We played in the garden, as this was the unseasonably warm Halloween - but as dusk fell and the kids all went off to the annual Bristol zombie march, we attempted a 2 player game of 1944: Race for the Rhine.

The circumstances weren't ideal, as I had to go upstairs and answer the door to trick-or-treaters every 90 seconds, but even so it didn't feel any less arbitrary than the 3 player game Martin, Sam and I played a few weeks ago. It's going on the next BGG Math Trade . . .

On Saturday we all went on a long walk in the Cotswolds, but in the evening we found a sizeable gaming window while waiting for supper to cook. First up was Razzia, with Flo and Matilda.
Razzia is the gangster-themed card-only version of Ra, with no disasters. Henry and I have splayed a lot of the iPad version, and I guess it's only real USP is the portability, but I really like it as a quick alternative version of its big brother. Not sure anyone else was that enamoured . . . though Flo won.

Henry and I then played a quick game of Race for the Galaxy, including the Alien Artifacts expansion, which is always a pleasure. Then we opted for Russian Railroads. Half way through explaining it I panicked that I'd over-reached; we were playing on the kitchen table and supper was not far off. But Henry's a quick learner, and we knocked out the game in little over half an hour. It was really good to play it again, actually - it's a very neat game, if a little one-dimensional.

Once the kids were abed Henry and I tried to entice Cha and Rachel to play a game. Neither were terribly enthusiastic, but agreed to play Long Shot, which I'd recently played at Rushay. Charlotte said that hearing us play a few days before had reminded her how much she doesn't like it, but graciously agreed to give it another try; and Flo joined in to make five. In fact Flo won. Next day Charlotte said she was now convinced she actively dislikes the game, but I think it's great, and in fact is particularly good for a late night session where you don't want to have to think.

The ladies left us to it at this point - it had gone midnight, after all. But Henry was still willing, and I, hapless dolt that I am, couldn't resist the chance to play another old favourite that he hadn't tried: Ascending Empires! It wasn't great with two; despite the relative simplicity of the rules, it's easy for a player to exploit a given strategy if the other doesn't know the way to combat it. But it reminded me what a great game it can be with three or four, and I'd really like to get it to the table again soon.
Just take an action and it's the next player's turn; the play is super fast and really interesting, despite my inept flicking.

Sunday morning we gazed longingly at Lost Valley, and then confusedly at the rules, before packing it away and playing Russian Railroads again. We both tried for the Trans-Siberian this time, but Henry spread his energies amongst the other three tracks as well and I was allowed an easy win.

After lunch another three rounds of Machi Koro, and our good friends had to hit the road. I hope Henry does pick up Lost Valley, so that when we next get together, around Christmas, we can have another game. Martin, your special trays are now secured with rubber bands - I'll bring it to the next games night I'm able to make. Hey perhaps we could even play it!!

Thursday, 17 April 2014

Settler's Tums

There's been a slight drop-off in organised gaming in the last few weeks - probably due to Easter hols and all that jazz - but I have managed a fair amount of extra-curricular fun. Martin and I have had a spate of lunchtime Manoeuvre-ing; so glad to revisit this game, it's one of my all-time favourite two-player short 'war-games'. And this last weekend we Bergers went off to walk a bit of the South Downs Way from Eastbourne to Lewes, with our friends Henry and Rachel and their three girls.

Conscious of needing to pack lightly, but wanting to have games on hand should they be needed, I distilled a few games into a small box;


Manoeuvre, including all the terrain and the four best armies; Sticheln for up to 6; Race for the Galaxy inc. Alien Artifacts expansion; and Verrater. Another small box held Vegas, Incan Gold and Werewolves. In the event, Sticheln and Werewolves were the only games that didn't get played.

Henry and I managed a few late night games of Manoeuvre, all nail-biters, and trotted out Race at every available opportunity. My training from Martin gave me the edge in the latter, though Henry trounced me four-nil at Splendor back at their house after the weekend. We also managed one-and-a-half three player games of Verrater; I was really pleased to finally get to grips with this, and it proved a nigh-perfect portable big (ish) game experience. I expect four players is the sweet spot, and had we had more time I think we could have persuaded Charlotte to play, but even with three it was really interesting.

Like it's sibling Meuterer, the fun hinges on whether anyone has picked the traitor card in a Citadels-style character draw, and what that will entail for the ensuing showdown. It seemed obvious to me that one should always take the traitor if it's available, and I did win but it was close, and a couple of times what felt like a sure-fire win as the traitor disintegrated. I can see real potential for mind-games, convincing your opponents that you're the traitor, getting them to pile their precious supply cards in, and then revealing that you weren't at all and winning anyway. Could be a bit too vicious if played like that, but in any case very interesting.

We got back to Bristol on Tuesday, and last night (Wed) a couple of friends were coming round for food. They've played the odd game with us before, Pickomino, and I think Skull and Roses; last night  felt like the perfect opportunity to try something a little more involved. But what? I found myself weighing up the options during the day; perhaps Splendor? If I wanted to demonstrate how sleek and refined a game could be, maybe. But it's not that 'fun'. Lords of Vegas? That can drag a little, and you can get hosed if you're new to it.

You know that feeling, that there's the perfect game somewhere in your collection to introduce new gamers to, if only you could remember what it is? I went through a mental list of all the games I've recently acquired, that at some point or other I've been desperate to get to the table. None of them were right, but there was something at the back of my mind, I knew - a little voice saying "I'm the game you're looking for!". And then it hit me - and the answer was so obvious it was laughable - Settlers of Catan!

The venerable, the grand-daddy of eurogaming, the game we wouldn't dream of playing on a tuesday night; but it remains the perfect game to introduce new players to the hobby, as far as I'm concerned. So much of the fun is off the board, cajoling your opponents into trading with you, and if they won't, stealing it anyway. There is something unique and mysterious about the way it appeals to non-gamers. Oh and it's the only game Charlotte likes! It was the perfect choice.

I won, which is a rare thing for me, and it took nearly three hours. But it was super fun.
Ah, Settlers.

Wednesday, 22 January 2014

Ural-y got a hold on me

Today’s regular Tuesday meet attracted eight gamers to Sam’s abode: Sam, Joe, Adam, Steve, Anja, Gonz, Martin and myself. With eight people around Sam’s fully extended kitchen table, two four-player games seemed like a logical choice, but there was a desire to keep rule explaining to a minimum. With that in mind, we split into three. Adam and Martin took Race For The Galaxy into the front room. Anja, Steve and Gonz played Seasons. Finally, Sam, Joe and I played Russian Railroads.

Joe had been keen to get Russian Railroads to the table, but he’d always been slightly scuppered by the self-effacing way in which he suggests new games: he described RR as “a spreadsheet”. But tonight, perhaps fresh from our RotW escapades, Sam and I were amenable to a new train game. And so, with a range of quality alcohol in front of us, we all began.


Joe explained the rules: despite the theme, there is no track building. Instead you move your pieces along four scoring tracks, accord ing to where you placed your meeple on the main board. The mass of options is quite overwhelming. Sam asked Joe if it was better to specialise or diversify. Joe said to specialise, which is exactly what Sam did.

While I played I tried to block out conversations drifting over from the other side about “The Icon Of Familiars” whatever that is, and the difference between a crystal and an energy token. Seasons looked interesting, but also baffling. There were four sets of big dice (bigger than a meeple!) which had mysterious symbols on them. It all seemed very runic.


Halfway through, Martin and Adam popped in to see how things were going with us and to report the scores from the first game:

Martin 30
Adam 17

Then, after satisfying their curiosity about our new games, they went back to their room for another Race For The Galaxy.


Back in Serbia, I went for a bit of everything, but mostly going for a “score 20 points per round” bonus halfway up one of the tracks. I enjoyed this game, and it seems to offer a lot of flexibility. I shot off into an early lead and I managed to hold onto it. Sam’s incredible 100+ scoring Trans-Siberian railway wasn’t enough to get him past the King of Engineers, Joe. It was very close, though.

Andrew 293
Joe 288
Sam 279

Martin and Adam had also finished there second bout of Race, with the surprising news that new-boy Adam had just beaten Martin on a tie-breaker.

Adam 32 (plus seven cards)
Martin 32 (four cards)

Seasons still had a little time to go, so Martin and Adam played a tie-breaker, and after we’d packed away, Joe, Sam and I went for a little game of Rocket Game, for ages 4-7. It’s basically all luck, but I’d had a whole bottle of wine by now, and confident after my win, I said this should be leaderboard. I forgot the old saying: lucky on trains, unlucky in spaceships.


Joe 11
Sam 10
Andrew 1

By now Seasons had ended, with scores at

Steve 195
Gonz 164
Anja 98

And the third game of Race For The Galaxy had ended, too. I don't know the scores but apparently it was a comfortable win for Adam.

After this, Steve and Anja had to go back home. A majority vote saw everyone keen for a game of Take It Easy. Everyone except one. Gonz couldn’t get over his previous last place, and he bowed out of the evening at this point.

The five of us played three rounds, doing our best to come up with bingo-style calls for the numbers. I can’t remember any, but I have a feeling that a lot of them were quite similar.


It was another close game, and Martin can feel relieved that his only leaderboard game of the evening ended with a win:

Martin 391
Andrew 390
Adam 387
Sam 384
Joe 246

Adam also got the GNN record for most points in one round: 202.

I went home, drunk but happy, only to find my computer no longer recognised me as a user. By two o’clock I’d sorted it out and then went straight to bed, hence the delay in the write-up. I usually prefer to still be drunk while writing these reports. If I wait until the next day when I’m sober, it all seems a bit... silly, somehow.







Points
Martin1 1 2 1 3 8
Andrew2 3 1 23 11
Sam4 2 3 11 11
Steve1 3 31 5 13
Adam3 2 3 3 2 13
Joe5 1 2 3 2 13
Gonz2 6 12 516
Anja3 2 45 519
Hannah5 23 5520
Will3 2 5 5520

Friday, 10 January 2014

Artifacts and Everything After

This was a special day. The day that after three years of waiting, the Race for the Galaxy: Alien Artifacts expansion finally arrived! I immediately texted Joe to see if he was up for a game and he responded enthusiastically. It turned out he'd just bought a copy too. So I headed round to his studio (aka the Afternoon Den of Fun) for a quickie before Roll for the Soul. We decided not to explore the Orb part of the expansion just yet and simply throw in the new cards and get going. In the first game I went the tried and tested production and consumption route, while Joe assembled a monstrous horde of aliens. In the final reckoning I had pipped him by a tantalising point!

Martin 50
Joe 49

An immediate rematch was necessary. Once again I favoured consumption while Joe liked military. This time he had an interlocking set of bonus cards for Rebel, Imperium and Uplift cards and we were both drawing a huge seven cards each time production happened. And again I scored a narrow victory, thanks to 14 points of consumption on the final turn. 

Martin 58
Joe 49

It was time to head off to Roll for the Soul, where we found Adam, Tom, Katie and new (I think) Andy taking their penguins fishing. While they finished off, Joe and I had a quick game of Romans Go Home! I'm not sure of the exact score in Hey, That's My Fish! but Katie came running over excitedly to tell us she'd scored her first win at 'games club'. Meanwhile, Joe dominated Hadrian's Wall with some neat tricks:

Joe 34
Martin 17

The six of us now teamed up for the terrifyingly thematic The Walking Dead Card Game.... wait a minute, this is just 6 Nimmt with pictures of zombies and bullets on it! The new artwork doesn't really get in the way of the same old great game. Joe, Adam and I showed that experience does count by alternating the lead between us while Andy raced to the finish line. We weren't entirely sure he was joking when he said he was going for most points. Thanks to a zero in the third and final round, I just sneaked past Joe for the win. I'm afraid I don't have the full scores as I didn't know I would be thrust into the role of narrator for the evening!

As the zombies lumbered off into the distance, Gonz arrived decked out in a voluminous cagoule that put Adam in mind of a World War One soldier. He had games with him but couldn't resist the lure of Agricola with Adam and Andy. They'll have to fill in the details in the comments, but I have been reliably informed that the final score was:

Adam 39
Andy 35
Gonz 35

I suggested Kingdom Builder to the others. Katie and Tom had played it at RFTS just before Christmas, but they seemed to be in that gaming honeymoon phase where they want to learn something new every time. So, what could I do but propose the other game I'd brought with me, The Palaces of Carrara? It wasn't my fault!

Joe and I agreed that with two new players we should stick to the basic game and off we went. It was a bit of a strange one with all the cheap buildings snapped up early, Katie having a fetish for flags and a few rules misunderstandings along the way. I finally managed to achieve the game-ending goals, but only with the very last building, which would have ended the game anyway. Again, I don't have the full scores, but I won, followed by Katie, one point ahead of Tom, and poor Joe trailing in last. "I'm done with this game!" he pronounced furiously. I hope he doesn't really mean it...

The others were on the final round of Agricola and closing time was drawing nigh. Just time for the four of us to have a quick bout of Love Letter. I took a 2-point lead, but couldn't close it out and when we had to stop the scores were poised at:

Katie 2
Martin 2
Joe 1
Tom 1

Into the night we made our way, our heads full of games and our bellies full of the delicious Everything Wrap (or maybe that was just me). 

Wednesday, 14 August 2013

French Leave

The French odyssey is over, and it was an awesome holiday.
Tornadoes, blackouts, underground troglodyte farms - and lots and lots of wine, food and swimming. With the odd game thrown in. Just to paint the complete picture, Charlotte and I and our three girls aged 14, 11 and 9 were on holiday with our friends Henry and Rachel, and their three girls who are of similar ages.

Henry and I played a total of 73 games over the course of the two weeks - spread across 20 different titles. The majority of these were two-player, but almost every evening brought with it willing participants of various ages and sizes.

The big hit across both families was The Resistance. The kids would have happily played it every night, though a couple of days into the holiday it's charms had worn thin amongst the grown-ups - in fact Charlotte and Rachel both professed a hatred of bluffing and declined to play at all. They did play a 6 player Panic on Wall Street with us and the two eldest girls, and whilst the girls loved it and were keen to play again, both the mums disliked the mathsy aspect.

So here's a rundown of the games we played, in no particular order. The number in brackets is the number of times we played . . .

Targi (2)
It's a solid, enjoyable game - it just runs a little too long given the amount of luck involved.

Taluva (6)
All our games were two-player, which I think is the best number for pure strategy. Taluva is a real winner - looks gorgeous, almost no set-up time, and plays in about 15 minutes.

Caylus (2)
This top and tailed the holiday for Henry and me. We played on the first day in Najac, having stopped in Caylus itself on our way down, a very pretty medieval village. I thought I might be able to get a Caylus (the place) t-shirt there, but to no avail - no-one had built the t-shirt shop.
Henry won both games - the first was pretty close, the second I was completely trounced - but in my defence I was tired and forgot that building buildings was an important part of winning.

Henry won both of these, the first as the Scots, the second as the English. And both times by killing my king in battle! It's a brilliant game, one that could easily fit into a tuesday night if a two-player game was required.

This was my game of the holiday, and not just because I won both games. It's been sitting on the shelf for over a year, unplayed, since I got it in a trade. A huge, epic board, and an epic narrative - the Hundred Years War between the English and French. There are two scenarios, and we played both; the differences rules-wise are negligible, but they deal with different periods of history, so you get different leaders (Robin Hood comes in to play in the Lion in Winter scenario).
It's brilliantly thematic, and chaotic - each turn your leaders get a little older, and eventually die - sometimes leaving huge swathes of troops to be snapped up by an opposing leader. I think the main reason it's not played more is that it is very long for a game with so much chaos and chance; but I would say it's the most fun war game I've played.

The numbers say it all - this turned out to be the go-to short game of the holiday, when we had a spare half-hour. We even played at the poolside, and on the ferry. All this despite an inauspicious start. Henry hadn't played before, and wasn't enamoured after a first go. The off-putting iconography and slightly obtuse strategy certainly deserve their reputation.
But to Henry's credit, he agreed to try it a couple more times, and perhaps warmed to it a little more. We then got hooked on St Malo, which is much more instantly graspable, and so for a few days that was our short game of choice. But after 7 games, we both felt we had plumbed it's depths, and Race for the Galaxy seemed to offer a more substantial challenge. There's a real pleasure in getting a little engine running in this game, more so I think than with San Juan, it's earth-bound spiritual brother. So each game is different, and once you begin to know what cards are out there, you can really start to strategise.
I won all but five of the games of Race, though they were mostly extremely close, and Henry had begun to take the odd game off me towards the end. Amazing that it really does hold up - 21 games with just the base set and I'd happily play many more. I regret trading away the first expansion, The Gathering Storm - I don't think it needs the added complication of war, but the extra start worlds and 6-point developments would be fun to play with.

As mentioned above, this is a brilliantly quick little two-player; it shares a lot with Roll Through the Ages, and I think ultimately suffers that game's same lack of strategic depth. None the less a delightful little charmer, and actually one with a directly competitive edge - should you notice that your opponent hasn't built up as many defences as you, you can actively choose to keep the pirates, handing your opponent -5 points.

We played this once, the four adults with Matilda and Flo as a fifth player. They bid recklessly on everything, handing huge wedges of cash to all the other players, but at least they did so fairly evenly. It's a game that works best when everyone has a firm grasp of the internal economy, and one I'm always happy to play.

Henry and I played this with Bea and Flo, and really enjoyed it. We gave it a second outing with Martha and Dot as well, and it was very stressful - the Philosopher/Demon creating an infinite loop with their powers, and sparking some interesting philosophical debate. It's interesting that everyone's first game of this seems to be delightful, and the second deeply harrowing, making a third very unlikely.

Two great games of Twilight, with the first ending in an early war victory for the Russians, the second a mid-war victory for the US (or was it the other way round?) Either way, I won both, mwahahahaha. A great great game, deserving of it's number one spot on the Geek. It's quite a serious game, I suppose, and one I have to be in the mood for, but such mind games, and so thematic. I've said it many times before, but this one doesn't need to be feared - it's not heavy and difficult to learn.

Vegas (4)
Vegas went down well with Rachel and Charlotte, and with the eldest girls too. Perfect for when everyone wanted to play but couldn't face a big game. Sooo much luck, and yet such fun - it really got me thinking about those two things.

Staying in a little village,with nothing but a bar and a small local Epicerie, we didn't expect to find many opportunities for buying new games. But every wednesday evening in Najac there's a night market, and would you believe it - a stall selling games. Proper games! Quite a few titles I hadn't seen before, and a few we already had, and nestled amongst them, Cartegena. Henry bought a second-hand copy in Area 51 last time he was here, but forgot to take it with him to France, so I grabbed the copy on display. We played a three-hander, and it's a very neat little game (from what Sam says it may be one some of you have played, as Jon B may have a copy).

This was the four-player grown-up hit of the holiday, although it almost didn't happen, Charlotte and rachel both glazing over mid-way through the rules explanation. But they soldiered on, and as soon as we scored up the first game it clicked. I was really interested in Charlotte's take on it - she kept wanting advice on which card to play, professing not to know which was better. I was struck by this, because that 'difficult decision' thing is a key part of what we gamers actively enjoy, demand even, from our games. But for Cha it just produced stress.

For old times sake we played Settlers, and despite it's age and lopsidedness, Cha proclaimed it still her favourite game - the one where she know's exactly what she's doing. None of us really wanted to play a second time though, especially Henry, who suffered the way one person usually does in every game. And Rachel won, though Charlotte was right behind her, and I wasn't far off myself.

A few games of Incan Gold and Love Letter got played, and Henry picked up a nice copy of 6 Nimmt in a tin from a French toy shop. At the same shop I got Dobble, which was a huge hit with the kids, and is a brilliant matching/dexterity game. Everyone has a stack of cards with a variety of symbols on them to get rid of, and play cards on to a central discard by matching a symbol with one on the top card of the discards. But the real puzzle is the maths - each of the 55 cards contains 8 of an available 50 symbols, and shares one and only one symbol with every other card. How do they do that then? It's the sort of thing that you think might make a good game, only to decide that it's physically impossible and give up. But it seems it isn't. It's just very, very complicated.

And let's spare a thought for the few games that didn't get played: Tichu, Chronicle and Hanabi; Glory to Rome hit the table and got packed away seconds later. And Henry and I played 3 rounds of Through the Ages, before collapsing into lethargy at the fiddliness of it all. Actually I know that's a barrier to entry that can be hurdled with that game, but Henry had been so gracious in learning Race for the Galaxy against his better judgement that I felt I owed him a break. Oh and he had brought, from his attic, a very old game called Sorcerer's Cave, where you lay tiles and explore a dungeon. He'd never played it, and we gave it a shot. He got killed by a dragon after three moves, and we decided it hadn't stood the test of time.

JB