Showing posts with label Stone Age. Show all posts
Showing posts with label Stone Age. Show all posts

Wednesday, 17 June 2020

Rock of Ages

I was early for once and experienced the pleasure of watching people trickle into Discord. There didn't seem to be any real urgency in sitting down to play until we (Adam T, Andy, Martin, Joe, Katy, Sam, Ian and me) split into two groups of four.

Martin, Ian, Katy and Sam became the happy-go-lucky trick-taking fun club while the remaining four were the furrow-browed thinkertons of Eurogaming.

After some deliberation we chose Stone Age as suitably thoughtful without being too complex. Joe hadn't played in years and got a rules explanation from Andy. "It's all coming back to me now," Joe said nostalgically.



And then, having taught Joe how to play, Andy showed no mercy in filling up the forest so that Joe couldn't collect wood in that round. I was much more generous and I held a party on my first turn, rolling four sixes such that everyone walked away with a farm.

Joe continued to reminisce about the game remarking that it was the first game they played after Caylus, and we all enjoyed the dice rolling.

One thing that the online version lacks is the sense of satisfaction when placing all of your meeples in one area. Thus, Adam was deprived of the opportunity to feel like a gambling pro at a casino when he went all in on gold. Wasn’t enough to get him near first place, which went to the far more experienced Andy and well done to Joe whose dusty memories were enough to get him into second.

Andy 154
Joe 147
Adam 134
Andrew 127

By the time we’d finished the other four had completed a couple of games (photos below courtesy of Sam - I only recognise Tea Time) and Sam had already retired when we regrouped.





So the seven of us dug out 7Wonders, which is in the middle of its third or fourth revival here on GNN thanks to BGA’s interface making it all very easy to manage. Ian quietly sat in the corner, working on his pyramid of Giza, and winning wars - all with the least thinking time by far. I noticed that very few guilds were built, instead being used to help construct wonders.


Ian  67
Martin 62
Katy 51
Joe 50
Andy 47
Adam 45
Andrew 44

We ended on For Sale. I was quite pleased in one of the bidding rounds, picking up a 13 for just one coin but than that very same 13 got me a bit fat $0 cheque in the second round. With luck like that, I never stood a chance.



Andy 53
Martin 52 + tie breaker
Katy 52
Joe 51
Andrew 38

With that, we were done. Thanks all. See you all again soon.

Monday, 1 June 2020

Four aces

After bowing out prematurely on Tuesday, I viewed the fortnightly Thursday meet as a chance to get back on the gaming horse, as it were. Sam, Paul, Chris and I met up on Zoom and sent our virtual selves to do battle on Board Game Arena.

We began with For Sale, which was new to Paul. Sam talked him through the rules and did a great job, as evidenced by the result.

Paul 72
Sam 62
Chris 58
Andrew 54

Paul suggested a second go, now he knew what was going on, but was somewhat less fortune. There's a moral in here somewhere.

Andrew 68
Sam 67
Paul 59
Chris 57

Next we played Carcassone, which has had a bit of a revival in these online times. I went big on roads and farmers (and I managed to isolate one of Sam’s farmers), while Paul hit the jackpot on roads, farms and cities.

Paul 74
Andrew 63
Sam 47
Chris 40

Then we played Incan Gold. Sam started off light on his toes as usual, but then stayed in just as one of the temples paid out big.

Sam 36
Andrew 31
Chris 30
Paul 23

In Perudo, Chris and I were out quicksticks. Paul hung on to his five dice longer than anyone else and then as he and Sam faced off man to man, he had the good fortune of eight aces in a row to finish Sam off.


1. Paul
2. Sam
3. Andrew
4. Chris

Sam was eyeing the clock, hankering for rest, but assured us he was fine for one more short one. We fired up good old 7 Wonders. Paul had his usual slow start as he tried to remember the rules, but it wasn’t long before we were firing on all cylinders. I must say, I was surprised to come last since I thought I’d done okay.

Chris 60
Paul 56
Sam 43
Andrew 42

Lastly, with Sam off to bed, we ended on Stone Age. It took us to eleven at night in mostly total silence. Paul’s space age lighting making it look like he was dialling in from the Nostromo. At least my candle light was slightly more thematic. I was too slow, however, in picking up multiplier cards and after Chris nabbed a few axe cards, I switched focus to huts. Too late to mount any real challenge, though. Paul’s large tribe got him a bumper score despite having next to no artefacts in his collection.

Chris 206
Paul 201
Andrew 157

And so we were done. Thanks guys, I needed that.

Paul's lighting turns him into Max Headroom

Sunday, 17 May 2020

Quantum States

On Thursday the London Old Farts chapter of GNN (Andrew, Chris, Paul J and myself) met up - online of course - for our fortnightly battle of wits/luck/distractions as lockdown continues. Chris had mentioned Keyflower as a possibility, but despite its reputation as a euro of high-level interaction and fuckery, I had to damp squib that away with warnings of falling asleep during a vastly simpler game only a few nights before. So instead, with Andrew not quite ready to go, we started with a three-player Battle Sheep.

This is a very Hey That's My Fish style game of grabbing territory - albeit here you occupy the tile, rather than remove it - of moving your stack of sheep tiles in a straight line from their starting hexagon. You must start the game at the edge of the board, and you must move as far as you can along your chosen path. Then, you choose how to split your stack, leaving some (at least one) behind and others (at least one) where you arrive.

Chris red, Paul blue, Sam white

It's an aggressive-feeling passive-aggressive game, where after the first couple of turns people are making blocking moves and giving you a multi-directional conundrum of where you might go, and what you might sacrifice. We - or I - thought Paul looked to have things wrapped up, but it was Chris who proved to be the most tactically astute shepherd, claiming the win.

1 Chris
2 Paul
3 Sam

With Andrew now moving from intrigued  spectator to active participant, we moved on to the meat of the evening with Quantum. This needs no introduction, and with an additional player to the game of two weeks before it was a more combative game from the early turns. I managed to get into the lead with the help of being Curious, but then got into a muddle as found the bonus move this gives you can't be applied to the same ship unless all ships have moved. Although that's as complicated as it got, it kept stumping me.


Andrew caught me up as Chris and Paul seemed to be caught in their own tete-a-tete on the western (if there can be such a thing in space) side of the board. He had his dice in place for a win, so I spent a turn going on the attack and headed this off. I also got my penultimate cube down and, with classic Morrison oversight, missed an opportunity for the easiest of wins if I'd just increased research: given a six, taking aggression, and hitting 6 dominance too. Instead I foolishly bemoaned my mistake out loud and unsurprisingly found myself under attack to get said dominance down.

It still looked like a two-way battle for the win with Andrew and I poised, but then Paul suddenly placed two cubes in one go. I think. I'm still not sure how it happened, but one moment I was puzzling out my next move, and the next I was looking at Paul J Wins and Everyone Else Loses. Awesome work by Paul, however he did it.

Paul: wins
Everyone else: loses

It was now 9.30 though and I had to put Joe to bed, so I left them to start this occasionally protracted business as they moved onto Kingdomino. I can't speak to the drama of these games but maybe the scores can:

Andrew 60
Paul 34
Chris 31

and then

Chris 69
Andrew 60
Paul 57

Amazing consistency from Andrew. After that Chris' friend Stuart joined them for a game of Incan Gold that Andrew won - again, with 60 points! After that Andrew also left, and the remaining trip still had enough in the tank for a crack at Stone Age - won by Stuart. Phenomenal commitment.

*                   *                   *

With apologies for indulgence (I know this is not the place, but I need to tell someone) one thing lockdown has done this end is help us get the garden sorted. Here is before and after..


I look forward to the day where we can sit on the deck on a Tuesday night and shout obscenities at one another in person...

Wednesday, 21 October 2015

I’m absolutely shipping myself

Tuesday’s GNN had a new face around the table this week, as well as another one returning from the mists of the past. Ben was the first-timer, a recruit from my work, and Anja turned up for the first time in months. So there were ten of us in total around Sam’s kitchen table: Sam, Ben, Anja and myself and also Ian, Joe, Andy, Martin, Chris and Katy.

The first game was a brief first-to-11 game of Pairs while the early arrivals waited for those caught up in the Bristol Rovers traffic. Ian arrived halfway through the first round, so he was instantly dealt in and instantly went bust. I don’t think he’d even sat down.

I won in three rounds. Katy was no doubt baffled by the new design on the cards and she and Joe kept saying what fruit each card would’ve been had they been playing the original version..

Andrew 13
Ben 10
Sam 9
Ian 6
Joe 5
Katy 0

Once the others had arrived, we split into three groups. Andy, Sam and Martin decamped into the front room to play Yspahan. I’ll leave it to them to describe it in the comments. The score was


Andy 99
Sam 79
Martin 70

Katy, Ian, Joe and Chris chose Roll For The Galaxy. They sat at the far end of the table from me, Anja and Ben as we played Stone Age.


I didn’t really follow Roll For The Galaxy, but it seems to involve making a choice behind a screen and then complaining that no one else made the choice that would help you achieve what you wanted to do, such as exploring or shipping (hence the rather tenuous blog title). Early on, Chris was upset at his lack of planets, like a trainee Darth Vader who hadn’t been given any real responsibility.

The easy-to-follow player guide

At the other end of history, us cavemen were making fields and building huts out of gold, stone, clay, whatever was lying around, really. I went for fields early so food was never an issue. Anja began with an audacious one-meeple-on-gold move (it didn’t come off, though) and later went for card collecting. Ben built up his tribe.

Rather than give Anja and Ben enough time to pick up points with their cards/huge tribe I decided to burrow down through one of the piles of huts as quickly as possible and end the game, making sure my early good work was not undone.

Andrew 162
Anja 143
Ben 94

We finished at about the same time as the Rollers, and the noises coming from that end of the table were much more approving of the game’s qualities. Chris even managed to get his own planet, but a little too late.

Joe 40
Ian 38
Katy 31
Chris 29

A good win for Joe, although he did say that it helps a lot if you’ve played it before.

By this time, though, the guys in the front room had begun a game of Ra. Perhaps, after Andy’s recent record victory, Sam and Martin wanted to see Andy’s mastery of the game for themselves. Well, it wasn’t quite the whitewash as last time, but his run of form continues.


Andy 53
Sam 43
Martin 30

And while they played out that game, our groups joined forces (minus Ben and Anja, who both chose to bow out at this point) for a rousing game of Midnight Party. This game is a bit like Musical Chairs, except that you have to find a room, not a chair, and it isn’t the music that tells you when to run, it’s a ghost called Hugo.

The game consisted of the usual high jinks of stealing each others rooms and the inevitable self-Hugoing. Round two was especially brutal, with almost all the meeples being caught.


Chris –20
Ian –25
Andrew –34
Joe –44
Katy –48

Finally, we were all together. Just enough time for another game of Pairs. This time Martin’s fruit-themed copy, allowing us the chance to complain about being fucked by a blueberry.

Katy 22
Andy 15
Chris 14
Martin 12
Andrew 11
Ian 5
Sam 4
Joe 0

After that, I wended my home, but three hardy gamers weren’t done yet. Chris, Sam and Katy played two games of Bandu

1. Sam
2. Chris
3. Katy

The second game was a bit of an epic, with Sam apparently channelling the spirit of an alien architect.


1. Katy
2. Sam
3. Chris

As for the Division, at this early stage of the season, Katy is top in points, Matt has the best Points Ratio and Andy tops the medal table.

Thursday, 22 January 2015

1st world problems

It's been a while since I have made a report after a Reading Boardgames social event and that has a lot to do with my current contract tying up much of my spare time. Since I last filed an account a change has happened to the little ad hoc club which would have most similar outfits praising the heavens.

Off the back of a planned social in a friendly brewery where a day of games took place the RBS numbers have swelled from a unlikely weekly total of 10 to at least 30. This is largely due to the guy who runs the club to inviting the Reading Meetup group to the Brewery day. Such was the success of the day that most people vowed to come to the Wednesday meets. Fine and dandy you might think. Endless possibilities for games and opponents is a natural conclusion you might reach however, almost all of these meetup chaps and chapesses are newbie gamers.

This means that for us experienced gamers Wednesdays have turned into a kind of never ending games training session. The idea was to teach enough of the basic games to enough of the new regulars that they might get on with it. This is starting to happen but as everyone knows it takes a while to get up to speed with any of these games so one play is not really enough.

Last night we played a 7 handed game of 7 Wonders with 5 new gamers. It went well although it took twice as long as a regular game. By the end my throat was a dry as a dingo's arm pit. 7 Wonders with that many is a weird beast. It kind of operates like 4 or 5 mini games all stuck together. The possibilities for mistakes are very high and I'd be surprised if it was a pure game. With my experience explainers curse didn't touch me this time and I came first. It was satisfying to see that all the new guys enjoyed it.
Post game calculation with the phone app!

After that I suggested our little gang (There were games of everything being played all over the place) split into two smaller groups so that I could teach one Stone Age. Another entry level classic. This went down even better than 7 Wonders. Teaching was relatively quick but the game lasted 2 hours. I won by a landslide but that was to be expected. I even did the classic thing of pointing out how important culture cards are (And made them repeat it in a comedy fashion) but nobody can prepare for it on the first game.

We finished up with a 6 player Incan Gold which is now a club tradition complete with random screams of Zombie Lady all over the pub.

The problem with all these great and enthusiastic new gamers is that right now I'm not getting to play any of our heavier games with the characters from the club. If we do teach the games they often turn out to be one horse races. The next session there appears to be even more new faces so I'm left wondering if there will ever be a point that people will just help themselves to my bag of games and people just get on with it.....

A nice problem to have I suppose.....

Wednesday, 16 April 2014

Three is definitely not a crowd

Tonight’s games night, tucked away in a late Easter holiday, did not attract many gamers. Less than one month ago, we were replete with attendees, with Joe’s flat full to bursting. This time, there were just three of us in Sam’s kitchen: myself, Sam and Ian. Steve and Anja were a late cancellation, so we began our evening’s entertainment as a trio.

First, we went for something quick but not too luck-based. After a quick look over Sam’s games cupboard, Medici caught my eye. A game that was once fated, but is now under-rated, it was brought out as a nice little filler before the main course.


Since it was Ian’s first go, he wasn’t sure of what strategy to take. Sam’s tactics were bolstered by a bit of luck in round one as the Gold tile came out when his two opponents had full boats and couldn’t bid for it. This gave him an early lead that couldn’t be overtaken, and it ended

Sam 181
Andrew 138
Ian 120

After this we asked Ian if he wanted to play something that he already knew. The trouble with being new to gaming: there are so many games to learn just to become even half-knowledgeable. In the end, he chose a game that was new to him: Stone Age. This game of resource management with a gambling edge is definitely a gateway game.


As before, Ian didn’t have a real strategy, but what strategy he had was the same as mine as we both went for civilizations. Sam went for the twin multipliers of meeples and axes, and it served him well, despite having no fields and having to send most of his family to get food every couple of rounds. I also had hut and field multipliers, which got me into second.

Sam 157
Andrew 134
Ian 77

Finally, we decided on a light game to end the evening. If a game involving cruel fate and desperate agonising over the turn of a tile can be described as “light”. We tried to make it more palatable with bingo-style calling from all of us. I started badly, with a first round score of just 84 before two good round propelled me past the other two, who were no doubt too intent on thinking up couplets for each tile. Sam even managed to get a bit of Shakespeare in there.


Andrew 380
Sam 321
Ian 308

And with that, the evening ended, or gaming thirst quenched and our beers all drunk. It was time for that final visit to the toilet, and then home! On the form table, Sam remains in pole position while Ian creates a little bit of history with a score of all threes.







Points
Sam2 1 1 2 2 8
Martin1 1 4 1 2 9
Gonz 1 1 3 4 2 11
Andrew1 2 2 4 2 11
Joe 3 3 1 3 1 11
Ian3 3 3 3 3 15
Matt2 21 55 15
Will2 4 23 5 16

Friday, 13 December 2013

Thinking about the No-Joe Show

Next week is the Christmas GNN, but unfortunately Joe can’t make it that day. I started wondering if there was a way of him joining in the fun, even though he wasn’t physically there. In the event that he can’t rustle up a games night of his own, I started wondering if there are any games that he can play by phone or text.

The first, and most sensible answer I came up with was the online version of Brass. It works fine on a mobile phone, no worries. And I’m sure that there are other similar apps that offer you a chance to play your favourite board game remotely.

But then I started thinking, what about an actual physical board game? Are there any that he could join in with? We could even have an empty chair and a glass of cranberry juice to mark his presence.

Auction games would be impossible, so Ra and Medici are both out. Similarly, any games where you have to share cards, like 7 Wonders or Kakerlakenpoker, can’t be done.

After some thought, I decided that Incan Gold is playable over the phone. As long as we tell him what’s going on, he can keep track of the game quite easily, I reckon.

Stone Age, too, is a possibility. It’s more complicated: he’d need to set it up himself and pick out the cards and huts as they’re revealed by us, but otherwise it may be possible to play this over the phone. And I’m sure we can rely on him to be honest about his dice rolls, as we will be honest about ours.

Castles of Burgundy could also be done, but that’s because it mostly feels like everyone’s playing a solo game anyway. He could just play on his own, and then text in his results. Not terribly interactive. But then, CoB doesn’t have a great deal of player interaction anyway.

The Resistance might be possible with a little preparation. We’d have to know the number of players well beforehand and then put a spy/resistance card in an envelope and give it to him earlier that day. Preferably at a park bench, while wearing trench coats and black leather gloves. Then, when we come to play the game, he opens the envelope, the rest of us draw the remaining cards, and we play with Joe on speaker phone! It’d be fun!

And I’d love to know if it could be possible to do the same with RotW. It’d have to be by text, since two and a half hours on speaker phone would wipe out most phone’s batteries. As long as Joe doesn’t mind passing on every auction then, once we’d got the board set up in both houses, it may be possible. Or is that just a crazy dream?

Of course, there are probably apps and websites that do all this for you. But it would be nice to have him physically there, if not in person, at least in meeple.

Friday, 18 October 2013

Old tool(s)

With Netrunner not really catching fire with myself and James this weeks 2 player event saw some tried and tested titles in attendance. When asked James said he had a hankering (Or a synonym like it) for Stone Age. It felt a while since we had played it but we both knew the game inside out. As is often the case in 2 player Stone Age access to everything is pretty much on tap and therefore keeping an eye on which of the 4 key multipliers your opponent is majoring in and taking up the slack is sort of the only challenge. There is the opportunity to damage each others scoring potential by picking up a culture card which duplicates a technology you already hold. In this game we both elected not to do this (Unspoken of course)  as it often felt like a sub optimal move.

James' tactic of hoarding expensive resources and then over paying for huts saw him make great gains on the score track and build such an impressive line of dwellings I had to double check we weren't playing Alhambra. (Pause, wait for laughter to die down.) My tactic, purely decided by the first culture cards that I picked up, was for fields and axes and trying to keep up with James in the scoring. Before the final count up I think I was somewhere between 15 and 20 points behind and not keen on my chances. James scored his multipliers first and lapped me twice to post 284. My totals faired better than I feared and I managed to creep past reaching 304.

Chris - 304
James - 281

Next up was 7 Wonders with the 2 player free city variant. We both are becoming old pros now when it comes to using the free city to our advantage. Cards your opponents want can be generously handed to the non-player it so that its money can flow into your coffers or used as a card to build layers of their wonder. Their military often gets a boost if one player has neglected to invest adequately in red cards, similarly the blue buildings cards when its a free upgrade building. The game was close and in fact was only decided by me getting a very useful guild pop up at the end from the draw deck that gave me 6 points.

Chris - 51
James - 44

Wednesday, 2 October 2013

First and Last and Always

That’s how the new season began for me.

I arrived first and, having only recently learnt that the right way to knock on Joe’s door was to rattle the letter-box, I completely missed the new and handsome door knocker that’s now attached. Joe patiently pointed it out to me, and even gave a little demonstration, so I’d know for next time.

There were four of us: myself, Joe, Adam and Gonz. At the start of the evening, while we were waiting for Gonz, we decided to have a look at a new game: Renaissance Man. Joe had played this game half a dozen times as a single player, so he knew the rules well. When Gonz arrived we were still looking at it and, since it was already out we decided to give it a go.

The reception was not great. It’s sort of like Ludo, but with cards. In Ludo, you have no choice but to wait patiently for the right roll of the die. In Renaissance Man, if you don’t have the right card, then there’s not a lot you can do. The game looks as if it’s giving you options, but it’s only an illusion. Each card has an action, but to do those, you still need the right card. There are four cards in the middle of the table that you can fight over, but only if you have the right card. Also, as the game progresses, and people’s pyramids of cards are built, you get more actions per turn (one go per level) but fewer actions to chose from (you can only action those cards which are not covered).


At the end, Adam needed one more card to build his pyramid, and his game was reduced to picking up new cards at the start of each round, hoping one would fit, and if they didn’t, he couldn’t do anything. I was close, but I had a little leeway in my actions. Then I worked out how three cards in my hand would work together, so I was able to win triumphantly (or rather, put us all out of our misery).

1. Andrew
2. Adam
3= Joe
3= Gonz

Joe apologised as he put the game away. He said during the game that he didn’t understand how the problem of just waiting for the right card hadn’t come up in play-testing. Then he had the terrible thought that perhaps it had, but the play-testers had gone “Hey, this is fun!”

I could see how it might be an enjoyable single-player: just you, your objective, and a strict time limit. As a multi-player, it was very dry and with almost no interaction except over the four cards in the centre. I will hold off from rating it on BGG so Joe can trade it away before its reputation spreads.

After this, we were in need of a pick-me-up. Gonz suggested Space Alert, which was certainly a complete change, but we wanted something less co-operative. We chose Stone Age. A classic, by any definition of the word. Gonz needed some prompting since he was used to playing on the computer, which did all the collecting stuff/moving pieces for you. Adam, too, needed a helping hand since he seemed to “round up” some of his sums at the start of the game.


I went for civilisations, and had half a plan to go for people multipliers, but it wasn’t to be. Adam got into farms and axes early - the Sam tactic, as he later called it. Joe got a bit of everything and Gonz built his family up. But mostly we were all in thrall to the Stinky Cup. Oh, Stinky Cup! Somehow it’s peculiar aroma adds to the realism of a game based on unbathed hunter-gatherers.

Everyone except me went for huts in a big way. I was mortally hurt mid-game by two rolls for food that came up snake eyes, and me with no axes! I almost starved! Luckily, stone-age man could digest wood. We used two of Joe's finest dice arenas, and Joe managed to roll a die in such a way that it paused dramatically on one corner, before settling on five. Adam shot off further and further into the lead, and it was a comprehensive win by the end.

Adam 206
Gonz 185
Joe 181
Andrew 154

After this, the rain had begun and we set off into the night. A new season is underway! New hopes, new dreams, new horizons! Surely, if God hadn’t meant us not to play games, he wouldn’t have made cubes dice-shaped!







Points
Adam125 5 518
Gonz235 55 20
Andrew415 5520
Joe335 55 21

Saturday, 6 July 2013

Easy Jet


Games Night had a late start this week so the beers and nibbles were slid across the table and Airlines was frantically laid out while reminders of long-forgotten rules were barked about. So perhaps it can be forgiven that one massive oversight shaped the game – the shape being that of a huge bulging sack of cash.
            The game started with James, Paul and Chris buying up expensive routes without a care in the world. Business was booming as little coloured jets peppered the skies. They could have sat back and smoked big fat cigars, each of them wheeling and dealing like there was no tomorrow and no end to their teetering piles of dosh.
            Then someone suggested it was too easy. There had to be a reason nobody was struggling. There’s often struggle. Why was struggle absent? It dawned on the bemused players that instead of being dealt a starting pot of 8 million each from a bank of 30 million, Paul had dealt out 30 million to each player in the extra rush of setting up.
            The wealthy air barons could but shrug and carry on. Times were good.
            A second rules mix-up was rumbled. The game had slowed with every shares card on offer being a red one and that being the only little plastic airline that hadn’t got off the ground. Nobody wanted to pick up red. Should one be able to pick from the pile? Chris had firmly warned that they couldn’t. They double-checked. They could! Hurrah. The game warmed up again. Paul bought yet more expensive routes, launching green airlines way ahead. James took over control of black airlines, which Chris had built up. Then Chris took pity on red and decided to mould it into a sky-dominating  mega-power. But it was too little too late, though he had grabbed a menacing dominance in points-aplenty Abacus Airlines. And that’s where it ended. 

The view from 30,000 feet

            The trio stubbed out their imaginary cigars, dragged out their victory point chips from behind their towers of cash and counted them up. It was close. Except for Chris. But he had provided jobs for those dear folk at red airlines. Bless.

James 95, Paul 94, Chris 86.

Then, Stone Age. A game where each and every one of them knew each and every rule. Otherwise, they might have started with a pile of gold each. James declared how he’d never won a game of Stone Age yet. Would his luck change? Plus, he was in the Stone Age doghouse as Chris showed Paul how brown three of the dice were. Because one other time, James had absent-mindedly chucked the dice into Chris’ unfinished cup of tea, instead of the throwing cup.
            From the off, James got his wheat fields growing. Paul and Chris started gathering the resources. Early tactics were unclear, though James resolved to forego any plans with nothing ever having worked for him before. But somehow, it was all working rather well for him. He had food in abundance and was quietly buying up the huts and racing round the scoring track. Paul always likes to manage a large population and had soon bred such a colony that placed end to end would stretch all the way... well, further than Chris and James’ populations. So Paul struggled for food, often feeding his men logs instead. Plus the odd brick for, erm... protein?
            Chris is usually the axe-man of Stone Age but he seemed unravelled in his plans and nervously gobbled down the Midget Gems. Surreptitiously (and unopposed),  James started to collect up all the technological advancement cards in some daring semblance of an actual plan. At the same time, he concentrated on not further browning Chris’ dice collection in a glass of coke, or sipping from the leather cup.
            At the game’s end, Chris’ final gamble came unstuck for the lack of a single log (probably eaten by Paul’s men) and he couldn’t quite leapfrog Paul into second place. James could tell he’d finally won a game but all were quite shocked at the enormous margin by which he’d done it. Over-producing wheat fields, many huts – often paid for with gold, and a full set of technological advancements. Victory (in this) at last. He’d prepared a speech, but Chris had to rush Paul to the station to get him on the last train home. They said.

James 261, Paul 141, Chris 139.

Sunday, 5 May 2013

Mammoth Fun

With the coming of the sun it can be a bereft time for gamers. Suddenly the boys want to play outside in the garden - Stanley likes football, Joe likes mangling the plants - instead of healthier pursuits like Scripts and Scribes or Alhambra. Often the closest I get to a game at the weekend is sticking my head in the cupboard and breathing deeply for a few minutes.

Last night, however, the cavalry arrived in the shape of Mark and Katie, our occasional sparring partners. Actually as we went to their house maybe we were the cavalry, if the cavalry have ever dashed to Portishead with a selection of worker-placement games in the saddlebags. Anyway by the time we'd caught up, drunk our first drinks, and eaten some lovely parma ham with melon, there was a tight hour-and-a-half gap for gaming. I'd brought a few options but was open to anything. Katie suggested Carcassone. Sally was indifferent by this stage, but Mark plumped for Stone Age, as we'd not played it together before and he had a hankering for something new.

For anyone unfamiliar with it Stone Age's basic premise is simple - use your stone-age followers to gather resources, then use your resources to build huts or develop your culture (the latter in the shape of cards that give you end-game bonuses). But no-one ever explained the basic rules of life to a caveman after his (or her) third mojito, and there was some confusion over the games finer aspects, manifest through some facial communication and single-syllable grunting. And with time a-pressing I felt the burden of chief-chivvier was upon me, so I game-managed (okay, bossed around) everyone else in order to keep things moving, to their indulgent tolerance.

Texting the cave to say there was no clay

Maybe it was my whip-cracking, or maybe mojitos give a belated clarity, but suddenly everything fell into place and people had strategies and tactics. Actually I don't think I've ever played Stone Age with quite such a gamble-y feel to it before. There were lots of single or double followers trying to dredge up  gold, for instance, and Mark in particular felt the pinch on a number of unlucky rolls.

We didn't finish - agreeing to quit at the end of a round about two-thirds of the way through. I'd like to think I would have been in the mix with a few more rounds played, but I can't be sure. The Chiseller was way out in the lead having started building huts early and getting into the card-buying late on:

Katie 81
Sam 65
Mark 39
Sally 30

Which means while Mark - with a series of wins under his belt - stays in first place on our mini-table, Katie jumps up to second. I think I've actually amended an old table here but it's seven am on Sunday and I'm buggered if I can find the most recent one.

*Table now correctly updated, and Arch-Chisel-Wielder Katie is out in front!

KMSS




Points
Katie
12418
Sam
21339
Mark
332210
Sally
442414








Thursday, 18 April 2013

Long Divisions

There's nothing more entertaining than spreadsheets and so, inspired by a comment made by Adam in the "Happy Birthday" post, I've decided to go back and do some divisions for individual games. (Three-player or more only.)

First was Biblios. Any enigma it may have once held seems to have been cracked by Sam. His winning formula, whatever it is, gives him the win in Points and Points Ratio.

Biblios

Next is Alhambra, won in similar style by Sam. Paul comes in second in his highest performance on any division but perhaps the big surprise (apart from the fact that Hannah hasn't played it) is how well Dirk did: a comfortable mid-table finish for our imaginary friend.

Alhambra

Next up are the divisions for Stone Age and Tinners' Trail, both won on Points by Sam, and on Points Ratio by Adam.

Stone Age


Tinners' Trail

Then we come to Adam's two strong suits. Ticket To Ride and Brass. He won comprehensively on Brass, with a series of five wins in a row. I have yet to score higher than last.

Brass

Ticket To Ride

Onto the division for 7 Wonders. Again, Sam takes the Points title, with Steve taking the crown on Points Ratio. Meanwhile, Joe is yet to take a single win on 7 Wonders in ten attempts. But, no matter. He can cheer himself up with the next division after it.

7 Wonders

Railways of the World is, perhaps, the most exciting division. If you happen to be Joe or Adam. The rivalry between these two is fierce and fearsome, as demonstrated by the fact that apart from them, no one else has won a single game. Joe just wins Points and Points Ratio by the narrowest of margins.

Railways Of The World


Meanwhile, early rumours of Joe having won Lords of Waterdeep were wrong. Although, his fledgling points ratio is the best, he's only played two games, so it doesn't count. Sam comes top of a very even table, with Steve winning Points Ratio.

Lords of Waterdeep


Finally, Wallenstein. The two new parents share the honours on this game, Steve on Points, Anja on Points ratio.

Wallenstein

And that's all for now. Of course, there are more games to examine in this exciting an fascinating way, but I'll leave those for a sequel to this post.

Tuesday, 12 February 2013

Webbed Feat

The members of the Bracknell three met up on Monday night despite the news of the pope retiring. In an attempt to put that sad news behind us we quickly unboxed Lords of Waterdeep easily the the trio's favourite game. The instructions state that the last person to visit a city should go first. Although Paul technically lives in London I actually visit Birmingham every month. Because of this it seemed unfair that I should always go first so I deferred to my left which happened to be Paul.
Pope quits:"I've never seen my boss at work since I started"

Inexplicably Paul refused any of the juiciest of building offerings and instead went for a choice quest. James needed no further encouragement and snapped possibly one of the strongest buildings in the game, Smuggler's Dock. This little beauty allows the agent to pick any combination of 4 warriors or rogues and the owner receives 2 gold. It was used every turn. Soon after James was on a roll snapping up other useful buildings which offered nice rewards and completing tricky quests early on to give him plot quests that actually were worth something. Where Paul and I gave ourselves false hope by barreling off down the scoring track with easy to fulfil quests James eventually reeled us back in and sailed past to comfortably win.

James - 171
Chris - 157
Paul - 152

For our second game we chose Web of Power. Back in the day this was a firm favourite for the London 4 as an evening starter. Even so both Paul and I were full of half remembered rules and made the knowledge transfer to James hideously complicated. However he manfully stood up to the plate even though he admitted he had no idea what he was doing. (Often the case with new games). For the uninitiated Web of Power is a territory and counter placement game where the object is to be winning amounts of Cloisters and Advisors in each territory so that you can score points for the various links between them. My faint memory of the game was that getting advisors down early was good as they took up a large part of the scoring at the end. My plan sucked and it turns out a more focussed and balanced approach worked better. Who knew.

Paul
James
Chris
(No points on the score track).

Also for the record I played James at Stone Age last week but was too busy to post a report. I won but spent the latter stages of the game telling James that I thought he had won. For this I apologise!!!

Thursday, 17 January 2013

Stone Age Pensioners

A hopeful text is sent out
Through the threat of snow
We played Stone Age at Sam's house

Nothing says Games Night like a bad Haiku. Sam I and met up for an evening of board games. I was given the choice of game, and ever since someone mentioned it on Tuesday, I've had a hankering for another game of Stone Age. Even if we've played it so often that I've run out of puns for blog titles (see above).


It had been a while, but there was no issue with rule remembrance. We got right into the stride, and AP set in almost on the first round. Sam went for axes instead of his more usual fields tactic. I made a fatal mistake: I diversified. Jack of all Trades and master of none, and that's not good enough when it came to multipliers.

Sam cashed in on his large family and axes, while I rued my inability at ending the game earlier and maximising my chances with my extensive collection of knick-knacks.

Sam 285
Andrew 254

After this we dug out Artus, in which Knights of the Round Table discard any sense of chivalry and shamelessly scramble for the best seats at the table. However, we needed a rule refresh and I missed an important rule regarding scoring every time you move a knight. Instead, we only scored when a scoring card was played. Instead of starting again, we carried on, because it was still quite a fun game. Our truncated non-leaderboard scores were

Sam 67
Andrew 24

Tuesday, 9 October 2012

Two's company, three's a lot better to play Stone age actually.


And so after over a year of playing alternate weeks with my gaming friends James and Paul, the planets aligned to bring us all together on the same night. So as not to bog down the evening with rule learning I displayed the range of games I had that all parties were familiar with. After the briefest of introductions we were straight into the gaming action with everyones favourite Roll Through The Ages. After a slow start Paul came roaring through to take the first game. I foolishly decided to end the game early thinking I was in 1st place but forgot I was the starting player thus meaning everybody else got to take a final turn.

Paul- 21
Chris -16
James -13

Next up for the main fare of the evening was everyone favourite Stone Age. None of us are a stranger to 2-player Stone Age, however the addition of a 3rd person was enough to get some heads scratched searching for good strategy. Unlike the 2 player where you can start collecting anything you please and its a sprint to amass the most stuff, the 3 player makes you observe your opponents to make sure you don't clash. Paul struggled throughout trying to feed his family on his worker strategy. James made huge strides around the scoring track buying up huts using expensive resources and at one point threatened to lap me. I settled on the axe route as the first culture cards I picked up had a few corresponding multipliers on them. Paul spotted that culture cards were about to run out leaving us with one final hurrah. Needing a few rolls to go my way I managed to buy two huts and push my score up a vital 30 points. It was enough, plus my healthy axe score, to pass James.

Chris - 206
James - 183
Paul - 113

Chris swings to victory

We wrapped the session with a turbo quick game of everyones favourite Hey Thats My Fish which produced one of the closest games I've seen. After tying with James I tipped the scales on count back of how many tiles I had collected.

C - 33 (19)
J - 33 (18)
P - 30 (19)

Sunday, 22 July 2012

Nine hours of games


While Sam's family were away, he took the opportunity to host a day-long games night. Sadly, Joe was unable to make it but Adam and myself arrived at Sam's at three, eager to take advantage of the good weather by sitting indoors all day. Anja, Steve and Hannah were all expected in the early evening.

The first game brought to the table was Toledo, in which you have to forge swords and collect art in an attempt at getting prestige points. In this game, the players create the board and move along it at the same time. The game begins with a featureless street leading up to the palace on the hill. Placing shops along the street gives the characters a place to stop, and the playing cards in your hand allows you to move multiple times each go, but only if the value on each card is the same.



It's a bit like Ludo according to Wallace, since landing on another character sets off a duel, and the losing piece goes back to the cathedral. The game ends when one player has three men in the palace. It was okay, but I found I didn't get the cards I needed to progress how I would've liked. But isn't that just like life? Adam and Sam had no such problems.

Adam 22
Sam 19
Andrew 12

Then we went back to an old familiar, Alhambra. We considered playing with one of the extensions, but no one seemed terribly keen when we looked at them, so we stuck to the original, pure and simple. It's definitely not a very sociable game, and there were a lot of tense silences as we all weighed up our options. In the end it was very close with me just squeezing past Adam by the slenderest of margins.

Andrew 126
Adam 125
Sam 121

Then we went outside! First we played headers and volleys. Sam's passing skills were a little wayward, and he explained that he was used to passing into space for people to run on to the ball. He then demonstrated this by passing into the ample space of next door's garden.

This was followed by cricket, which wasn't leaderboard since we were making up the scoring system as we went along, but Adam kept mentioning it throughout the evening when he was asked how many games he'd won.

Adam 19 not out
Sam 10 out (B.O.F. – ball over fence)
Andrew 4 not out

Back inside, we sat down for another new game, Biblios. This is a card game, where you collect books of a certain type (including mucky books – or Forbidden Tomes as they're called in the rules) which then score you points at the end of the game. It's a case of choosing a category or two and then trying to push up the scores for them by using special "church cards" and hoping no one is also collecting the same things. It's okay as a game. I didn't really get what was going on,though. Adam did.

Adam 9
Sam 5
Andrew 2

Then reinforcements arrived, in the shape of Anja, Hannah and Steve! Sam took the opportunity to start making some pizzas, while the five of us played Trans America. It was apparently Steve and Anja's first time playing the vexation rule but they seemed to take to it very quickly.

Adam 4
Steve 6
Hannah 7
Anja 9
Andrew 15

And so, having eaten well, we split into two groups of three. We insisted that Steve finally play Stone Age, and he joined Sam and Adam for foraging larks. Hannah, Anja and myself chose San Marco. I can't remember why. Hannah and I explained the rules to Anja, and then watched in helpless bemusement as Anja took us to the cleaners. In the final round I think she scored in every region.

Anja 78
Hannah 57
Andrew 34

Meanwhile, Steve seemed to be getting on fine with Stone Age. He was a long way up the score track and was even calling the starting player marker "Brian Blessed". It was if he'd been playing it all his life. And there was no last minute sprint up the score track from Sam or Adam, so it ended:

Steve 214
Adam 169
Sam 161



Those two games ended at similar times, so there was a brief period of discussion before we split into groups of four and two. Anja wanted something a bit more thinky, so wanted to play Ponte del Diavolo, while I wanted something silly and decidedly not thinky, so I suggested Mord im Arosa.

So Steve, Adam, Hannah and myself went looking for (and hiding) clues to the murder of two small red cubes. It's a game that requires listening skills and, most of all, a good memory. Something that Steve insisted he didn't have. But he still came second. Sort of.

Adam 11
Hannah 11
Andrew 21
Steve 21

Meanwhile, Anja's lack of experience with the scoring system on Ponte del Diavolo was surely an aspect in her defeat.

Sam 21
Anja 10

By now it was half past ten. Usually the time of the evening when we consider a quick game to finish, or maybe even calling it a night. But not tonight!Tonight is a special night where push towards midnight with a Martin Wallace double bill! Toledo returned to the table, and Tinners' Trail, too, was chosen.

I was up against Hannah and Adam on the Tinners' Trail half of the table. They'd recently bought this game as a joint birthday present to themselves, so they clearly had an affinity to the game. Certainly, Adam cleverly played it so that he ended the first and second rounds in a position to buy a cheap mine. I never really got going, with my mines all over Cornwall. And Hannah was hurt after putting money into buying a new mine, only to discover an underground lake.

But no one could have foreseen the crash in the market in the last round. For me, it meant that mining copper would just break even. I may as well sell pasties

Adam 131
Hannah 104
Andrew 92

Grr. Adam again!

Over in Toledo, Steve and Anja showed Sam that experience is no substitute for beginner's luck.

Steve 23
Anja 19
Sam 17


All of which makes the Form table look very different. Unfortunately, I played so many games that my early win of the day has already been replaced by other, more recent more regrettable results. Adam, meanwhile, equals the best ever score.








Points
Adam1 1 2 1 1 6
Hannah 2 1 2 3 2 10
Steve 1 2 1 2 511
Sam 3 1 3 2 3 11
Anja 2 2 1 4 514
Andrew3 2 3 5 3 16
Joe 4 4 3 3 4 18