Showing posts with label Spicy. Show all posts
Showing posts with label Spicy. Show all posts

Wednesday, 21 December 2022

The Glow of Dishonesty

An unusual games night in one way - no Martin, Joe, Katy or Andrew - but numbers swelled to six with Mel and Ben hosting and Gareth rejoining us after a short absence. Ian, Adam H and myself made up the sextet, and after comparing notes on general health and wellbeing, we kicked things off with Just One. 

It was easy at first. Too easy - we shrugged off the odd duplicate and advanced processionally towards maximum points, to the point that each correct answer seemed curiously procedural and lacked tension. But then, like a sneak thief, Just One crept up on us and dealt out a number of duplicates. Adam's word was Flintstone, and with two Bedrocks and two Wilmas cancelling each other out, Mr Hillmann was left with a single clue: knapping. Impressively, he knew what it meant in terms of definition. But he didn't know what it meant for Just One, and having stumbled once we did so again on Ben's final guess, leaving us with a merely reasonable 10/13. How the casually mighty fall.

Then we split into threes, with Adam leading Mel and Gareth to Mexico in Railways of the World as Ben, Ian and I set up Terra Nova. This is the short version of the epic Terra Mystica, which Ian said he'd attempted to play online and found a struggle. That mirrored mine and Andrew's experience on the table several years ago, but thankfully Terra Nova is considerably more accessible. 


Mechanically, you're simply building houses and upgrading them into trading posts, then upgrading trading posts into palaces. Thematically, the changing landscape of the board represents obstacles, as each of us prefer a different terrain to settle on, so we spend shovels to do a bit of preparatory landscaping. And, as there are rewards for chaining buildings together into towns, and having the largest chains at the end of the game, there are incentives to build in each other's way. 


Ben got off to a strong start, utilising his faction's abilities to outbuild Ian and I in the centre of the board. Terra Nova has round-by-round rewards which I tried to focus in on, possibly to my detriment. Ben and Ian were taking a longer-term, strategic view, possibly echoing Adam's progress on Railways next to us. 



I wasn't keeping track of this at all, except at one point Adam said "Oh. I forgot to tell you" and I sighed with relief inwardly that it's not just me who misses critical rules. There was some tense bidding at one point, between Adam and Gareth. Mel may have been struggling with cashflow, as she sighed as well: "I'm bidding nothing, obviously". Adam helped himself to another of Ian's kilo of Lindt.


On the Terra Nova board, we were nigh on hurtling towards the end. It's only five rounds and I'd been first to pass on all of them, I think. Meantime Ben's progress after a brief mid-game stall continued, and Ian ruminated on how badly he was doing - until he made a second town, joined his towns together for the biggest network, and accelerated past me into second. In the final scoring, it couldn't have been closer. Well, for Ian and Ben anyway. 

Ian/Ben 58 each
Sam 53

Terra Nova's tie-breaking suggestion is to play a game of Terra Mystica. We applauded the ambition, but passed. While Railways continued, we instead had a crack at Spots, the dog-collection game de jour. This was so fast-moving I forgot to take photos, but I survived a catastrophic bust to be first to six dogs.

Sam - top dog
Ben - hot dog
Ian - underdog

By which time, Mexico was fully networked and Railways had finished! Adam took the win here, shrewdly doing railway-y things I imagine. There wasn't enough time for a debrief...

Adam 55
Gareth 43
Mel 31

Because we swiftly moved on to Spicy, new to Ben and Mel. We played twice, and the first game was remarkable not only for how many times we challenged Adam, but how many times we challenged Adam on the number when he'd lied about the suit, and vice versa. Not only did he end the game by emptying his hand twice, he was also points leader by a huge amount at that juncture. I suggested we play again. 

Adam's confession that he found the duplicate peppers (red and blue) confusing, led to a lot of colour-announcing, which meant more words were being said and that meant it was easier, in theory, to spot a lie. But which part of the untruth was untrue? I felt confident on a few challenges - mostly on Gareth and Adam - but tended to challenge the wrong thing. Ben challenged as well, with a deal more success. Nobody emptied their hand twice (or at all?) but Ben's chiselling skills saw him take the victory on the last game of the night, as the mighty - Adam in this case - fell again:

Ben 23
Mel 14
Ian 12
Gareth and Sam 9 each
Adam 7

As we geared up for our walks and rides home, thanking our hosts, Mel remarked that Ben had the glow of victory about him. "I think it's the lying" Ben ventured happily. 

And with that, we fled to the night. Thanks to our hosts, to Ian's boss for the sack of chocolate, and everyone for another fun GNN night!

Wednesday, 16 November 2022

Ultra Mare!

At one stage this final pre-Novocon GNN looked like being just myself and Martin, perhaps with some shin-brushing courtesy of Charlie and heckling from increasingly unsmall children. Fortunately we were saved: Joe, Laura and Adam H all riding in late to make it the tricky-but-welcome five. 

With Martin's games cupboard currently boarded up by his builders, he arrived sans knapsack and with no agenda. Unusually, neither Joe or I had made many plans either, although Joe did mention he'd be up for a two-player of Obsession. But after Martin's archeological digging in the games alcove, he emerged with a title last seen back in July 2016: Oltre Mare. 


Martin's capacity to read rules and explain them whilst also dealing with side conversations and consume snacks was highlighted again, as he waved the dense text around happily saying that it was only four pages of rules. Brows furrowed at length and depth as he went through them, but I remembered the game as being fairly simple and fast-moving, and luckily that's how it proved. Despite the central board, replete with ships and tokens, it is predominantly a card game of trying to bank sets of goods into their stash and keep the pirates at bay. Players can trade on their turns for cards (or cash, which also serves as a scoretrack) and their last-played card to their stash defines both their hand limit, and how many cards they can play on their next turn. 


Some cards let you move your ships and collect the very-helpful tokens. But the boats, whilst beautifully constructed, were mainly noticeable for how hard it was to tell them apart, and the shared focus was mostly on the trading, especially after Martin offered 'a towel' which somehow seemed to lower the tone for a considerable period. When Laura spotted his boat at Venice, she sailed on by, not wanting to moor beside 'the towel guy'. I lied to Adam about how piratey my traded goods were, and felt a bit bad when I discovered he'd told the truth (you can't lie about what goods are on your cards, but you can about anything else)


Meantime we hit the halfway scoring and, despite a plethora of pirates, my bunch of sets pushed me into a decent lead on points/cash. Martin bemoaned his position at the back, although Adam pointed out he was only a few ducats ahead of him. As we pushed into the second half of the game things sped up exponentially, with trades being refused as plans came to fruition and boats hoovering up the last offerings on the board. Joe was delighted with Laura's trade of olives until he discovered they were riddled with pirates. He triggered the endgame and sailed past me into the lead - until the pirates dragged him back to level on points. But then Adam flipped his stash, arrayed like a snake of dastardly points-hauling across the table, and left us all in the dust:

Adam 68
Joe and Sam 53 each
Laura 51
Martin 42

Although we sped up considerably, overall we'd taken rather longer than the game's advertised 60 minutes, and Laura had time for a short game before she went. Before you could say Reiner the only game Martin had brought with him was out on the table, and we were all diving for treasure in a luck-pushing cross between Yahtzee and Las Vegas: Into the Blue. You've three rolls to dive down and need consecutive numbers. After your third roll you can place shells at <up to> the deepest level you rolled x the number of dice you rolled of that number. Most shells at a depth of X wins you the treasure there, but ties are broken by the next level up, leading to a semi-cascading thing of fluctuating fortunes. Get all the way to the bottom and you claim a treasure!


I felt more at the mercy of the dice than I do in Las Vegas. But maybe I'm just sour about not getting any of the (roll 1-2-3-4-5-6) treasures at the bottom, which come in a little chest. I found it hard to gauge the game state, but it was fun to chuck dice and curse people. 

Adam 23
Laura 21
Martin 18
Sam 16
Joe 14

We bid adieu to Laura (until Friday!) and finished off with four-player Spicy. There were a whole bunch of wrong challenges, a few right ones, and I managed a victory when I emptied my hand a second time to claim another +10 and the insta-win.

Lots of fun, thanks all. See you at the weekend!

Thursday, 16 June 2022

Breaking the fours, breaking the fours

 I arrived at 8.10 having already missed two games of Spicy.


Joe 29
Adam H 27
Sam 10
Adam T 10

Sam 27
Joe 25
Adam H 20
Adam T 7

With my feet snugly under the table, we now numbered seven since Martin and Gareth had arrived. We split into two groups of three and four. Sam, Adam H and myself played Llama Land while Joe, Martin, Gareth and Adam T chose Mille Fiore which is a Reiner Knizia game, albeit one that's somewhat over produced with shiny plastic ships and diamond shaped tiles.

Llama Land resembled NMBR9 inasmuch as your tessellating pieces while slowly building upwards. Collect items to complete sets and score points, but this means putting a Llama on your land, making further upward building a bit tricky.


It was okay. It felt as if someone had once played NMBR9 and wished it had more potatoes. Adam took to it like a duck to water and won by miles. Sam was hit by explainer’s curse.

Adam 137
Andrew 92
Sam 88

While Mille Fiore continued, we three played out two rounds of Take It Easy. Sam’s category was animals and after it, I was in a slender lead. But then I was caller. I chose snacks (including “pouring hundreds and thousands into your mouth”) but my mojo had gone (breaking the line of fours was the least of my issues) and I didn’t even break three figures.

Adam 314
Sam 309
Andrew 274

On Mille Fiore, it all looked very complicated. People were berating Joe for insisting that he had no idea what was going on while building up a healthy lead. In between people asking “Is this Nick Lowe?” to the music, Martin likened it to being “stuck inside a pinball machine” and Adam T had a late surge to finish in a respectable rather than disastrous fourth.


Joe 183
Martin 163
Gareth 160
Adam T 145

During this time, Joe’s wife Charlotte interrupted us to offer fruit cake which was a keen to finish off soon. “Cake Rubble” she called it, as most was in moist chunks, but it was still very tasty and made a change from chipsticks.

Now we split up and reshuffled again. Well, Sam and Gareth swapped seats. Adam H, Gareth and I went for that game of skill and technique, Kribbeln. Sam, Martin, Joe and Adam T played Scout.

Adam played Kribbeln almost as annoyingly as he’d played Llama Land and Take It Easy. On his first Krib (goal: just roll a high score) he got 24. And then on the following Kribs (goal: score higher than the previous Krib) he rolled 25, 26 and 27. Gareth recovered from a slow start to finish comfortably in second.


Adam H 20
Gareth 15
Andrew 10

As for Scout, apart from Adam T’s opening move of playing four 9s, I didn’t follow it.


Martin 27
Joe 26
Sam 22
Adam T 16

And with that, Adam T and Gareth left. The remaining five got out good old So Clover. The first two words I got were “Toy” and “Outlet” and I blurted out how easy it was. I found other words harder, but I’m relieved that I hadn’t jinxed myself and my clover was correctly solved. So was everyone else’s except Sam’s who was unlucky enough to have Shell and Painting among the possible answers for his clue of “Oil”.


There was a brief interval as Charlotte made another intervention, this tiem to tell us about the remarkably pretty full moon currently visible. We went up to Joe’s living room, cautiously avoiding hitting the coffee table with our shins since the light was out, and admired it’s bronze hue.

Back in So Clover, I must tip my hat to Martin who had to distinguish between “trophy” and “award”. To do so, he chose “Wife” as his clue for “trophy” especially since it also went with the other word next to “trophy”: “screw”.

With that, we were done. Off into the sultry night, under a fat orange moon that was so pretty that even a total stranger in the street told me I needed to see it. Thanks all. Next week, eh?

Thursday, 9 June 2022

Spy Power

 I arrived just in time to see the last couple of clues of Cross Clues being posed. Ian, Laura, Joe, Martin and host Sam did well for time but fell short of perfection, getting three or four wrong.

The six of us stayed together for a six-player game of Wandering Towers. This was my first attempt at this simple game, new to GNN last week, and I managed to put a meeple in the tower with my first move. But any notion that I might have had that this would be easy was soon dispelled – I wouldn’t get another meeple into the tower until after Ian neatly dropped his third guy into the castle, triggering the end of the game.

Laura was the last to play and she thought she could get her last meeple in the tower, if only she knew where it was. Her first card allowed her to move a tower. She chose a tower, hoping to see her third guy underneath. No joy. Such is Wandering Castles.


Ian 3
Sam 2 (and four filled potions)
Joe 2, Laura 2, Andrew 2, Martin 2

Then we split into two groups of three. Joe, Ian and Sam chose Switch The Signal, a co-op train game. Laura, Martin and I played an ancient classic, Web of Power. This was Laura’s first game and my first game for about ten years, so a rules explanation was duly doled out by Martin.

But Web of Power has a few quirks that kept tripping Laura up, such as only one cloister in a new territory and that the maximum number of advisors in a region is equal to the number of cloisters in that territory owned by leading player in that region.


I enjoyed it. It was nice to go back after all this time. I don’t think I did particularly well, apart from a move that annoyed Martin, robbing him of ten points. That was satisfying.

Martin 75
Andrew 58
Laura 48

I didn’t really follow Switch The Signal, apart from catching the phrase “he’s got an itchy bum now,” uttered by Sam. At the end of the game, they declared themselves winners but only after awarding themselves an extra turn which, according to the rules, shouldn’t have been given.


While they were finishing off Switch The Signal, Laura, Martin and I banged out a quick High Score. As Martin explained the rules he demonstrated with a number of successful dice rolls. He put his cube high up the score track while I argued that those were just examples and shouldn’t count. My logic wasn’t taken seriously but I needn’t have worried. A run of good results for me (in round four, I scored 32 while Martin scored 8) meant I went into the final round just needing to avoid going bust to win. I accepted my first legal roll and took first place in a close match.




Andrew 15
Martin 14
Laura 13

On the other half of the table Sam won a quick game of Spicy, having won two 10s which was the first time he’d ever done that, apparently.

Then Laura left and the five of us played Decrypto. Joe and I were a team and we got a miscommunication in our first round. Joe’s clue of “Pret a Porter” should have pointed me to “Pocket” but instead I thought “Porter” was a reference to portaloos, so I chose “toilet”.

But I made up for it, noticing that Sam’s clue of “Ant/Zebra” seemed to reference A-Z, eventually leading Joe and I to guess Dictionary for that word. We got an interception for our second white token and won the game. Interestingly, I think both teams were on the right track for most words, even though we’d only played three rounds. Clearly we are all out of practice.


Joe and Andrew, I spy with my little eye
Sam, Martin and Ian, Blind Man’s Buff

At this point I went home, leaving the remaining quartet to play Ghosts of Christmas.

Martin 16
Joe 16
Ian 3
Sam 2

Thanks for the evening, everyone. See you next week.

Sunday, 22 May 2022

Dominant Maroon

On Saturday afternoon Ian and I wended our way down the M4 to Chris' house in Chippenham. The plan was to play Dominant Species: Marine during the day, and then some other stuff in the evening. So with a little ado and catching up, I began setting up the game and explaining it to Ian - who'd not played before - and Chris, who'd only played the significantly-different big sister Dominant Species


In DS: Marine, we are competing animal types way back at the dawn of multi-celled life, climbing from the primeval ooze to spread our species across the world, by mostly sea but also (high-scoring) land. There's about 12 actions to choose from initially, but each action you take narrows down your subsequent options, until you choose to retrieve all your pawns and start afresh. The actions are numerous, then, but broadly do three things: advance your own cause, screw with someone else's, or both. This is a GMT game, and although the theme isn't the expected warfare, it's a combinatorial experience. 

My fishes (blue) started well, but Chris' cephalopods (orange) 
are proliferating at a dangerous rate while Ian's reptiles look on

In the original Dominant Species, all pawns are placed and then activated in order. Marine foregoes that somewhat phase-heavy approach by simply activating them when-placed, and simplifying both the scoring system and the board interface: instead of constantly recalculating dominance across the board, players choose a single tile to score as and when they want/are able to. It's not a simple game but, apart from one or two pauses when pawn options dynamically change, it cracks along really quickly. We didn't play the short version, but still finished in under two hours.


I'd led for much of the game but in the finale - when every tile gets scored - both Ian's purples and Chris' oranges caught up, and in the latter case, overtook me for a debut win. 

Chris 107 
Ian/Sam 102 each

I enjoyed this. It's nasty, swingy and tactical, with all the actions making easy sense, with only the special pawns needing more than a glance at the explanations. 

Next up was So Clover. We started out as a three, scoring a bang average 12/18, and didn't improve with four when Jacquie joined us (15/24) initially, only to pull out a storming 24/24 on our third attempt as minds synchronised. 


Jacquie dropped out and Ashton stepped in for Push It, which I took a kind-of win in, leading when we abandoned the game in favour of a delicious tea, a dish entirely driven by Chris winning a cheap bottle of white wine in a pub quiz. Chris actually described it as 'bleach' but it seemed to go well with the chicken. 

After stuffing our faces I managed to win another game - Spicy. 


While we were playing Aiden arrived and watched the duplicity play out as we fibbed, half-fibbed and occasionally told the truth on the way to the frantic conclusion.

Sam 35
Ian 31
Chris 23

Then Ian and I cracked our bottles of wine open. Well - I did. Ian was struggling with the cork and as he wrenched it out, the bottle smacked down on the counter-top and smashed. As wine poured everywhere, nobody was quite sure what to do and Paul arrived on the scene to see the carnage, fortunately not turning around and leaving directly. I did what you're meant to do when accidents happen these days - I took a photo of the scene. 


I must take my hat off to Chris and Jacquie, who weren't even slightly fazed. I guess running a childminding business has it's upsides. Anyway after Chris and Ian went at the scene with plentiful kitchen towels, the five gamers kicked off the evening session with Raj. We played five rounds with an escalating winner's bonus in each one, but it felt like they were mostly taken by Aiden. 


Chris kept kind-of pace with him, but Paul was serially stiffed by unlucky ties and Ian and I harpooned each other's bids with metronomic frequency, almost always playing our 14s and 15s at identical times. With five players, there's a lot of ties, and Aiden seemed to be taking advantage. Until the final round, where Chris rode some luck, did some canny bidding, and took the whopping 15pt winner's bonus to snag victory from the jaws of second-place...

Chris 81
Aiden 78
Ian 37
Paul 27
Sam 19

A lot of laughter in Raj. Rather less in what followed - the lesser-spotted Istanbul - but it was pleasurable in it's own fashion, with all of us concocting semi-formed plans and then seeing them slowly come together. But in Aiden's case, it wasn't so slow - he rocketed past everyone to claim a win so fast I missed it, having gone for a wee. I think Paul Ian and I were all 'just about' to get another gem, but it would only have got us squabbling for scraps...


Aiden 5 gems
Chris 4
Paul 3 + most cash
Sam 3 
Ian 2

Then Ian went to the shop for replacement wine and we played Push It again. Although going clockwise is less tactically compelling than the official furthest-away rule, it does at least keep things moving at a humorously hectic rate. At one point Paul couldn't even see the puck, as it was lodged behind Ian's crisps! What larks. You can keep your class A drugs, city folk!


Ian returned so we wrapped things up with Chris the kind-of winner on this occasion. 

Chris 7
Sam and Paul 6 each
Aiden 4

If Ian and I hadn't seen Istanbul in a while it was even longer - or felt it - since we last encountered Port Royal, the card-flipping, luck-pushing, symbol-collecting game of first-to-twelve points. I remembered being terribly bad at it, but hadn't recalled how complex it was. I mean - it's not complex, but in my head it was simpler than this, with cards doing various things and flipping to become money and objectives and repelling and all sorts. I think I enjoyed it, but it was only near the end I understood what was going on. Chris took the laurels here...


Chris 12
Paul 10
Ian 8 + most cash
Aiden 8
Sam 7

Then we played 7 Wonders! It was remarkable how setting up the physical version takes the same length of time as playing the digital one, but 7 Wonders remains a Speedy Classic I think, and it was nice to be handling cards again rather than gazing bleary-eyed at pixels. Aiden took the win, mainly thanks to his large army. It was a curious, fairly low-scoring play, with everyone resource-rich and so cash-laden that the bank ran out of money...



Aiden 55
Ian and Sam 47 each
Paul 46
Chris 44

We had time for one more game and Ian suggested Texas Showdown - new to Chris and Aiden, but very easy to explain. Harder though to get one's head around the best moves, and death spirals were had by both Chris and Ian. Aiden and I had good rounds and bad ones, but Paul's canny play saw him picking up minimal tricks - a one, a two, a zero - and he claimed a comprehensive win as Chris and Ian fell over the finish line...

Paul 5
Aiden 8
Sam 9
Chris and Ian 13 each


We'd played a lot by now - it was approaching midnight - eaten our own bodyweights in crisps and Maltesers, been exceedingly rude to each other and probably drunk a fair bit too so we finished our marathon session of a smorgasboard of gaming delights there. Wonderful stuff - thanks to our hosts and everyone for making it fun. 

Wednesday, 18 May 2022

Fruit flies like a banana

The omens for games night weren't good, with rain crashing down outside and in the house (mine; Sam's) an infestation of fruit flies having migrated from the hot bin in the garden. I spent some time chasing them around in a murderous rage, but there were simply too many. A knock on the door and the Easton massif - Gareth, Ian, Martin - arrived in good time to have the little bastards swarm around their drinks. The other ill portent were the crisps - pork and apple Sensations - which tasted, maybe not that surprisingly, gross. Although Gareth charitably ruminated that it was more about expectations, renaming them slow-cooked pork belly in a sweet apple sauce. We were still flicking flies away when Joe and the final Eastonite, Adam H, arrived, upon which time we set up Formula Motor Racing. 

We were mostly familiar with it's charms this time, but Martin went through the rules for Adam, who'd not played before. Cards are played to shuffle the cars about, in the hope you'll be at or near the front when the cards run out. You're often moving cars other than your own, but at least you can draft with an overtaking car, or play some kind of punitive measure on someone else. I got my cars to the front early on, but neither finished the race. Adam, who at one point had both his cars right at the back, managed a win at the death:

Adam H 10
Martin 7
Ian 6
Gareth 3

I still find it a bit arbitrary-feeling, but agree with Martin that the three-races suggestion in the rules makes sense - it would add some drama and escalation and a sense of shape. 

We split into two threes, with Ian, Gareth and Martin setting up Babylonia and Joe, Adam and I playing Tin Goose. Even though I'd played recently I found my mind a blank as I got everything out of the box and tried to summon some kind of zen calm, which was maybe partially successful. In the game players are competing airlines, bidding for more fleets in order to increase their presence on the map - the catch being that everyone is hampered by the chaotic, badly-run and accident prone ways of their airlines and need to improve them as the rounds pass, decades fly by and your starting fleets of Ford Trimotors eventually give way to the airbuses of the skies. 

It's only seven rounds, but the opacity of the relative values of everything - with players collectively deciding worth - meant took us a while - so long that at the other end of the table finished Babylonia before I could even get a picture of it, and started playing Azul. Martin won Babylonia rather convincingly as the others narrowly contested second place:

Martin 162
Gareth 118
Ian 117

And followed that with another victory in a tumultuous game of Azul:

Martin 68
Ian 66
Gareth 58



They even had time for a game of Spicy whilst we wrapped up our competition!

Gareth 33
Martin 19
Ian 17

"It turns out I can bullshit" said Gareth, pleased with his revenge after being stiffed on the final round of Azul. By this time we were wrapping up too, and Adam's domination of the International airways was proving not as clinically deadly as we'd feared. In the final count-up he was briefly second, but after we'd repaid our bonds, I snuck past him. Meanwhile Joe, who'd focused his efforts on serving the domestic interests at home, was King of the Airways:

Joe $308k
Sam $270k
Adam H $258k

It was time for So Clover, 

With six of us there was a possible 36 points to be had, and we got off to a flying start with Ian and my words being deducted in short order. Where we ran into trouble was Joe's clue Achilles being harpooned by the random card containing Arrow. Then we became convinced that Adam's clue of scabbard related to the words Sword Carton. It would have been nice if it were true - but it wasn't. Not unreasonably it was Sword and Draw. Despite these humps in the interpretive road, though we still managed a very decent 32/36.



With an early start, Gareth and Adam headed for home whilst the rest of us settled on a finisher of High Score, Reiner Knizia's Decathlon-esque game of rolling dice and hoping for the best. Seven rounds challenge you to score in numerous ways, with varying dice-rolling rules (freeze at least one; roll thrice; roll four times but it has to be all the dice etc) applied to various objectives. The bizarre humour of probabilities was evident when Joe managed to break the scoretrack by scoring 60, and then Martin - needing 4's - rolled every 4 there was to be had. 

proof

But Ian's slow and steady stream of second-place finishes in the rounds was enough to give him the game when he broke the habit to win the final round and push himself past Martin:

Ian 13
Martin 11
Joe/Sam 9 each

And that was that! Thanks to Joe and Adam for your patience on a fairly epic Tin Goose whilst the others played three games. I do like it, but appreciate it's a little longer than standard Tuesday night fare. 

Thursday, 14 April 2022

Do you know what's Swat?

 I arrived at a little before 8 and found four gamers around Sam's kitchen table: Sam, Martin, Ian and Katy. They'd just finished a game of Spicy in which Katy didn't score until the final round and Ian didn't score at all.

Sam 35
Martin 33
Katy 13
Ian 0

Then we set up Cross Clues as the ideal game to play while waiting for Joe to arrive since he could just join in once he was here. He arrived mid game and initially misread Airport as Apricot but luckily that didn't hinder his clue giving.

We didn't do very well. I'm not sure but I think we got six wrong. 

Then we played Formula Motor Racing, an old Knizia game that showed it's age in the instructions that referred to the players as "gentlemen (and ladies)". It might be a Knizia game, but there’s player elimination, even though each player has two cars so if one spins out, you can be more cautious with the other.

Martin was the first to spin out and he did so in spectacular fashion. He used the spin out card in which the active player rolls a 12D die and the car in the position indicated by the die is out of the race. If the roll isn’t favourable, the player can roll again.

Martin rolled a 1. No good for him, since he was leading at the time so he rolled again. Martin rolled another 1. How we laughed. 




Katy also crashed and took Sam out with her but she recovered from that to win the race and the game.

Katy 10
Ian 7
Sam 6
Joe 2
Andrew 1
Martin 0

The game’s instructions suggest running seventeen races to recreate an entire Grand Prix. Maybe not.

Then we split into two. Martin, Katy and Joe played Tajuto during which Joe boasted about how good he was at pulling the pink and that “I’m known for my lucky drawers.” In among this Carry On Tajuto type humour, Joe seemed to be looking good for the win until the final count which saw Martin and Joe rejoicing in their shared victory.


Joe 19
Martin 19
Katy 11

Ian, Sam and I dug out Tin Goose again. Just like our last game, I was frugal again and I even passed on a chance to buy a plane when I thought the price had got out of hand. And this happened a fair amount as the auction prices were much higher than before.


Andrew 324
Sam 303
Ian 210

The two games ended at the same time, so we finished with Swat, a sort of cross between Ra and Snap. The aim of the game is to collect scoring sets while avoiding negative cards. The cards are dealt from the top of the deck by one player while the others wait until they’re happy with what’s on offer at which point they slap the player board in the centre of the table. Often this would be accompanied by cries from the other players, annoyed at having missed out on a promising haul. Sometimes it was accompanied by the cries of the player who claimed the cards only to find a last minute -4 fly card added to the pile.

Sam once slapped so slowly that Martin was able to get his hand under Sam’s to claim the cards. Ian managed to underslap (is that a word?) Katy twice, much to her frustration. However, Katy scored 41 in the first round and no one else got close.


Katy 75
Sam 65
Martin 55
Joe 52
Ian 52
Andrew 45

Then Katy, Ian and I went home while Martin, Sam and Joe finished on Sheepy Time. According to Sam, “Martin won, Joe in second and I was miles back in third.”


Thanks for the evening, guys. See you all soon.

Wednesday, 30 March 2022

Lords of Tigris

Various maladies kept Andrew and Adam from the table last night (best wishes guys) but there were still seven of us around the kitchen table when 7.30 arrived: Gareth, Ian, Katy, Joe, Adam T, Martin and myself. We inadvertently found ourselves having a conversation which took an unlikely turn when Ian mentioned the Lego version of Tigris and Euphrates he'd seen online. I don't recall how we got from there to vulvas, but Katy said she'd love to see a Lego version, and gestured something the size of an oval dinner plate. At this point we thought we should probably start playing something, and kicked things off with Cross Clues.

We did pretty well, although I let the side down a bit with a rushed guess and a rushed clue. 

Everyone: 21 out of 25

I forgot to take any photos, but you know what it looks like. 

Then it was time to move on to the evening's main courses. As agreed last week, a few of us dived back into the genius (Martin and Adam) or bewilderment (Gareth and I) of Tigris and Euphrates. Martin availed us of the rules whilst at the other end another type of bonkerness began to manifest in the form of Lords of Vegas.



I'd forgotten the intricacies of Tigris - as much as I ever knew them - but the sense of not having a clue what I was doing was present and correct. Players aren't colours but types. Leaders score points for matching-coloured tiles, except the black leader who can score on behalf of absent leaders. Internal conflict (someone arrives in your kingdom) versus external conflict (someone joins two kingdoms together) is enough to think about already, but on top of the initial opacity you've got the joy/frustration of how these things come to life on the board. "I've never seen you this angry playing a game!" Martin said, but my Sybil-esque mutterings were really about my own shortcomings - I find it hard to get my head around. 


Gareth, on his debut, got blue and green leaders mixed up but coped with the fallback with more grace than I would have. Meantime across the table from us, Adam and Martin had conversations we only half-understood. Halfway through, it felt like Martin was definitely leading (points come in four colours, and your final score is your lowest-colour haul) and after that, I wasn't sure what was happening. I started some wars to just to see what happened, and it wasn't good. 


As the game neared its conclusion, Adam at first ended it, but then decided not to, setting some kind of trap for Martin instead. Meanwhile, in Lords of Vegas, Joe announced that all his shitty luck from last week was balancing out now, as his score marker moved into the giddy heights of the sixties! There was a final big casino payout to come, but Katy and Ian where nowhere near him. 


In Tigris, Martin hadn't fallen into Adam's carefully-laid trap, much to his appalled disdain, and Gareth joined two kingdoms to end the game. As we anticipated, Martin was a clear winner, and Adam reflected that despite it being his favourite game for 15 years and counting, he was still rubbish at it.


Rubbish was all he needed for second place, though:

Martin 7
Adam 4 (wins on tiebreaker, or wins on Tuesday according to my autocorrect)
Gareth (third on Tuesday)
Sam (last on Tuesday) 

Martin made the very reasonable point that if we played it more regularly, that sense of grasping for understanding would drop away. I'm not sure Tigris calls my name for regular play, but I'd be up for going again soon. I'd like to play with a vague sense of agency, at least. As the finale to Lords of Vegas played out, the four of us blasted through a super-quick game of Yokai Septet, the partnership trick-taker where you're trying to claim 7's. 


Martin and I won round one, and were wrapping up round 2 (and the game) as Lords finally wrapped up. Joe's score was astonishing. 


Joe 79
Katy 36
Ian 14

Nobody has ever scored anything like that on a GNN night, as far as I'm aware? Then, like the high-rolling gambler he is, Joe sashayed out the door to the airport. I should probably add he was picking up his daughter, but why ruin the enigmatic illusion? 

We played So Clover. 

Katy finished her clues in rapid time but we found ourselves on a different wavelength and couldn't figure out that Mug went with Croc, as in crockery. Sorry Katy! It wasn't the triumph of last week, with only a couple of sixes in the mix, but a half-decent score all the same:

22/30

Again, no pics. As well as not having the brain for Knizia's classic, I also lack basic memory skills. I did remember to take one of Polterfass though: great to get this barrel-rolling, beer-ordering brinkmanship classic back on the table. I short-changed everyone on the very first turn to get some points on the board and backed it up with a big order on turn 2, but as Ian sank immediately to minus figures, Katy was close behind me. 


Both she and Martin wracked up huge amounts of beer, Katy at one point reeling something like 48 on a single turn. Martin rerolled four barrels several times and somehow didn't go bust. As greedy as the rest of us had been on these big beer hauls, Katy was unstoppable and sailed to a convincing victory:

Katy 89
Sam 57
Ian 38
Martin 30

We wanted to finish with Push It, but I realised having leant it to my brother we couldn't. Martin and I pushed for Crokinole, but we settled on Spicy. What a little gem this thing is. As I made challenge after challenge, and Martin and Ian periodically joined in, Katy simply racked up points by telling truths and successful half-truths. "I'm not even doing anything!" she said, as we frantically challenged each other, usually to little avail. She and Martin both managed to empty their hand of cards (+10 points), but Katy was uncatchable - although Martin gave it a good go.

Katy 28
Martin 25
Sam 18
Ian 12

I was too embroiled to take a picture. Another excellent evening, thanks all. And apologies for my grumbling through T+E.