Showing posts with label Texas Showdown. Show all posts
Showing posts with label Texas Showdown. Show all posts

Wednesday, 7 January 2026

Steaming Mad

At one stage it looked like last night's GNN would be just Martin and myself, so decimated were we by festive colds, but then Pete put up his hand, my friend Vincent said he could join us and at the last moment Adam H materialised as well. Whilst this drama was playing out its finale, Martin and I were playing Bombastic. 

the worst ever pic of bombastic

This is basically an evolved tic-tac-toe, as one player is noughts and the other crosses. On your turn you can either utilise a card - which lets you peek at/reveal/swap/shuffle the face-down tiles - or, if you're confident/optimistic enough, you can Go For It, which means flipping three in a row and hoping they'll all be your symbol. If they are, you win. If they're not, the game continues. Unless you reveal a bomb, in which case you instantly lose.  Martin won two of our three games, with my second-act triumph as bombastic as I ever got. 


boom

Pete and Adam now arrived and we debated what to play. Martin and I had already gotten halfway through setting up EGO before realising neither of us knew it well enough to teach coherently. We settled on Steam Power, and Vincent arrived to greet three new faces and take on an instant rules-teach. 


Fortunately, there are basically three actions in Steam Power (well, there are five, but only three get used with any regularity). Build track, build factories to produce cubes, fulfil contracts to 'deliver' said cubes along links in the network. It's Railways but condensed down into an hour or so. 

After we'd all taken two turns, Martin remembered that each turn gives you two actions rather than the paltry one we'd had, so we defaulted to the game's suggested method and sped up a little. I speculated that maybe early factories on other player's networks could be viable, but I bottled actually trying it. Adam took the plunge and later regretted it, as he and Martin built competing networks down through industrial-age Germany. Vincent focused on the collection of red-cube towns in the east, and I skirted the south, but it was Pete who played the most coherent game, as he began completing contracts and seemed to have all the cubes he needed in his own cities. Visually, the game - already busy with three - reaches overwhelm at five players. It's hard to see what the hell is going on anywhere. 


As the game closed out I'd been assuming that Pete was going to take a debut win. But it was the green trains of dickishness that took the laurels after all. At least the first player in turn order didn't win again - although as the first player was me, maybe that doesn't say that much. 

Martin 37
Sam 35
Vincent/Pete 33 each
Adam 27

We moved on to Texas Showdown as Vincent and Pete took on another learning of rules. The opening round was tight, with all of us taking enough hits to keep the scores close. 


Then in round two Vincent went into an orange-flavoured death spiral, and I almost outdid this in the final round with a spiral of my own, ending the game with a flourish, albeit an unplanned one - like falling down the church steps on your wedding day. 

Adam wins!
Martin 2nd
Sam can't remember the other scores, but was last behind Pete/Vincent

It wasn't horrendously late but after the main course of Steam Power and the combative tricks-are-bad vibes of Texas Showdown, Adam took his leave. Vincent almost followed him out the door, but we persuaded him to stay and try So Clover. Then Adam returned! "It's pouring down out there" he said, sitting back down. I poured the non-drivers all a whisky and Martin talked Vincent through the So Clover silliness. 


I really struggled with my combos, scratching my head at quilt/revolver (eventually plumping for maid) and then taking an age to finally invent a word - inkists - for tattoo/branch. Unsurprisingly, my clover did not merit a 6. 

We began rather well though, with Martin and Vincent's leaves both harvesting maximum points (I particularly liked Vincent's neck for pigeon/blue) but as the whisky glasses grew lower in content, so did our success rate, following my 4 with Adam's 3 (we somehow missed fairy/hero for Puck) and then being bamboozled by Pete's clover, which seemed to have multiple options for three sides and none at all for the fourth (what does one write for boxing/crossroads?)


Nevertheless it was a great way to end the night, as always. Not a marathon session, but a lovely confection of games and people. Hope we'll have the absentees back next week!


Tuesday, 26 November 2024

Storm Warning


Friday

Only two weeks after Novocon, the weekend that I have hilariously termed Chippencon arrived - Chris and Chippenham pals Paul H and Stuart were joined by me (Bristol) and Paul J (Isle of Wight) for two days and three nights of coastal gaming at the quiet (except for the wind) village of West Bexington.

Before that happened though, Stuart kicked things off at Chris' house by beating him being beaten by him at Kingdomino (no pics) before Paul H joined them and won Incan Gold by virtue of serially 'chickening out' (still no pics) before they began HeckMeck - and I arrived in time to join them a couple of rounds in, which was also just enough to win. Still no pics, meaning the visually arresting image below is from the next game we played: Nidavellir. I don't remember Paul looking (or being) this furious though. It was still early.


I picked up another victory here, although in fairness I was in some way nursed toward it with lots of in-game recaps on how things worked. Basically though I got a lot of green dwarves. Here's Chris pretending he's totally fine with Paul H getting in the way of his oranges. 


We still had a bit of time so blasted through three games of Strike. I think Chris won two and I one. But I'm not sure because we realised it was time to hit the road, and after snaffling a sandwich jumped into our cars and headed south in convoy. Chris and I had a good old chinwag about times past and present before we rode into Dorchester South to pick up Paul from the station. Then we spent the next 2 hours in Dorchester experiencing all the traffic it had to offer, which was seemingly endless. Somewhere in the midst of it we also got some shopping done and, with mine and Chris' various maladies in mind, managed to keep the crisps to reasonably minimal. "But I've got nuts" Chris said, "And biscuits". The food groups were looking slightly monocultured so I balanced it out with some bananas. 

Then there was more traffic - initially - before Google took us along some snowy lanes across hill and dale before we finally trundled into West Bexington. Levering ourselves out of the car, we could hear the sea from south of us, hidden in the considerable dark. We ambled around the house for a bit...


Then as Paul H started making his chilli, the other four of us played three games of Strike which Paul J won. So we played another which Chris won, before eating the chilli (delicious!), discovering every single chair in the room made farting noises, and opening up the evenings' ludological main course, which was Lords of Waterdeep. 


Stuart completed a mission on his very first turn and did spend much of the game in the lead. Despite this Paul H's reputation preceded him as he was repeatedly targeted, and as a result struggled to stay in contention. I was poised to haul in 12 points from my last turn, but then Paul J destroyed the building I needed and all I could do was hire a couple of rogues instead. Chris had just minutes before said he was competing for 4th, but this turned out to be not true at all...

Chris 113
Start 109
Sam 105
Paul H 99
Paul J 98

Then Chris introduced us to Fishing, the new Friedmann Friese trick-taker with interesting gimmick. This was really an interesting must-follow affair where winning tricks gives you a point per-won-card, but the won-cards also form your draw deck for the subsequent round. If you don't have enough cards for your hand, you take cards from the shared deck instead, and these have escalating power - a trump suit is introduced, the standard suits get higher numbers, and there's a few special buoy cards as well. So winning no tricks early gets you a powerful hand for the subsequent round, but winning shedloads of tricks means you have shedloads of low-value cards in your deck, and won't be drawing from the shared deck for a while. 


As a result the game ebbs and flows in terms of who is in the box seat. Both Paul H and I tried to build a super-powerful hand for the final round, but that just meant we scored bugger all in the penultimate round, and shared the last few tricks - which wasn't enough for either of us. Stuart had had three productive fishing trips in a row, and that was enough.

Stuart 87
Paul H 74
Sam 66
Chris 65
Paul J 59

An intriguing game. I can already foresee multiple BGG comments about chaos, but I enjoyed it. With Paul J proposing Waterdeep and Chris Fishing, winner Stuart chose the next game and wanted to try MLEM, which needs no introduction here! Chris was always looking solid here, getting a cat into space on every single mission whilst others exploded. We never got to Deep Space, just close enough to chicken out at the last planet!


Chris 33
Sam 26
Pauls 22 each
Stuart 17

Paul H then instigated a hilarious game of Las Vegas where Paul J couldn't stop winning at Casinos and Chris couldn't start - he picked up two cards over the entire three rounds, whilst Paul was doing things like rolling 5 sixes to steal $90k from me, the bastard, 




Paul J $450k
Stuart $260k
Sam $230k
Paul H $190k
Chris $80k

"Fucking hell!" he shrieked, several times. 

It was closing on midnight now and I pondered going to bed. But everyone else was staying up and it was officially my turn to choose, so I plumped for So Clover (sadly, no pics) which was possibly not the optimal choice for our fatigue levels - maybe something sillier would have been better. Everyone got one or two tricky combos and there were a couple of dangerous red herrings as well - overall an okay 20/30 to finish the evening. 

Saturday

Everyone heard the wind in the night as it bombarded the house with air and spray from the sea. It was a fitful one for us as a result, but a little after nine we were all up and Chris - who'd already reconned the trip - led us down to the seafront. The pictures don't do the wildness of this occasion justice - the waves were well over six feet and the wind was pummelling us so much if you stood on the little sea wall you needed to grip the railing or lean well forward into the gale. 




Back at the house the guys started playing Wingspan. I sat in the corner like an old man and grumbled about my cough, whilst I listened to things like Paul J saying "I'll have fish for starters" and Paul H revealed his mockingbird could repeat the brown power. We also had a big talk about what we do and don't like in games, finding there was a lot of common ground about wanting interaction, avoiding cognitive overload, and games where early mistakes put you out of the running. Not covered in glory here: Battlestar Galactica, Grand Austria Hotel and Photosynthesis.


Chris picked up the win in Wingspan, apparently his first since his debut game:

Chris 90
Paul J 81
Stuart 79
Paul H 78

Then I talked the five of us through Around the World in 80 Days, and off we went! Chris was first to reach Paris, as Paul J did some purposeful dawdling. The game was mostly notable for the amount of times the events threw up a Storm or a Delay, usually drawn by Chris. Paul J seemed most affected by them, though I think we all cursed our/his luck. 


Chris won, not only by circumnavigating the globe the fastest, but even getting back first as well (a small logical loophole in the game means you can be fastest even when you arrive last). Stuart and he both did the entire trip in 78 days, and Chris took the win on the tie-breaker.

Chris - Phineas!
Stuart - Passepartout
Paul J - 82 days
Paul H 88 days
Sam 91 days

I think that keeps my record intact of coming last in this game every time I've played it, but I was very pleased to make it home to London instead of kicking my Victorian heels in New York, fucking ages before Studio 54 opened. 

We then ate a table meats, cheeses, bread and even a bit of colour in the form of salad, courtesy of Paul J's trolley dash in the madcap traffic medley of Dorchester. I forgot to take any pictures as I was eating a lot of gouda, sustenance for the afternoon ahead, which was largely comprised of the 4 hours it took us to punch our way through Champions of Midgard. 


This is worker-placement game where the gist is gather dice and use them to fight beasties for points. The most rewarding beasties are further afield though, meaning you need boats to reach them, and wood to build the boats, and food to feed the warriors onboard. On the big journeys Certain Things may occur, like being attacked by a Kraken (me, twice) or falling into a whirlpool (Paul J) but you can usually make it through and, what's more, usually defeat the beast. The catch is in the small print, which is about how many of your precious dice they take off you in the process. 


There's also a bit of mild asymmetry and a canny system of sympathy from the game's AI: when you lose dice, you remember them viking-style by gaining a matching chit, which can in turn be cashed in for a memorial catch-up mechanisming. I found the game rather long, with a lot of rules-referencing, but the battle system was engaging. Chris and Paul H showed a clean pair of heels to the rest of us, and it looked like a two-horse battle until Stuart did a late-game surge up the track. But then Paul H did a late-game surge as well, and wrapped himself up the champion's banner.

Paul H 138
Stuart 115
Chris 111
Paul J 110
Sam 100

Stuart went to make dinner. Paul J strolled down to the beach and I fell into an armchair. Paul H and Chris had no hesitation though, in going straight to the next game! This was Biblios, still a cracker.


Chris took the win, 8 to 5, and barely had time to celebrate before Stuart's chicken curry manifested before our eyes. I finally remembered to take a picture of a mealtime too.


Delicious again, Peter, to quote the Beastie Boys (quoting Peter Sichel). 

Then we played Seas of Strife - better known to me as Texas Showdown - and I got absolutely pasted:

Stuart 6
Paul H 8
Chris 9
Paul J 11
Sam 14

No pictures here but next up was the camera-friendly Sagrada:


Not a tale of derring-dos but a satisfying puzzle. I won this one, narrowly ahead of Paul H if I recall correctly. The scores are missing. Then we reeled from cognitive to constructive, with three games of Misfits!




This actually plays well with 5 despite the official player-count being 2-4: we take 8 pieces instead of ten and the last two players in turn order get the extra cubes. I won two and Paul J took the other. There was plenty of sabotage and laughter, before we moved on to Incan Gold, notable mostly for serial deaths and Paul H not leaving early, which was apparently most unlike him. Chris picked up a win with Stuart close behind. Paul J ended with nothing, as the only time he left it was to grab an artifact he didn't get!

Then we ended the evening with a slightly feeble 7/13 in Just One, where I snapped a picture of Stuart and Paul J impersonating the Kray twins. In fairness to our score, we had a number of duplicates and poor Paul H had to try and guess his word from the clues 'foot' and 'hateful'.


Or at least I ended the evening there - the others stayed up to play Fantasy Realms! 

Chris 169
Paul J 161
Stuart 155
Paul H 149

Sunday
I woke up feeling pretty crappy and unfortunately stayed that way for a couple of hours. After coffee and croissants and some mid-weekend reflections, we broke in the table with the simple dice-chucking fare that is King of Tokyo, in which Chris coronated himself in short, violent order.


Chris 20
Sam 13
Stuart 6
Pauls - both dead

Paul J went out for a walk to get some post-death energy back, whereas I felt slightly perkier now. We played Foundations of Rome, which I hope went down slightly better than the only photo I have suggests.


Both Chris and I got a juicy civic building out early, and this reaped us dividends. Having played before probably gave me an unfair advantage too, but <I like to think> this was maybe balanced out by my bug. Or maybe it was that I stupidly didn't realise the cards were stacked mostly for three players, meaning all the edge-of-town deeds came out very late. I snuck a narrow, heavily-asterisked win ahead of Chris, then with Paul J back in the room we broke out one of the old classics - El Grande.


Chris. Paul J and I used to play this with Andrew a lot about 20 years ago, and I nostalgically recalled being quite bad at it. Little did I know I was reverse-Jefferies-ing myself to a happy (-for me) victory, as I took off down the score track early and there was enough competitive shenanigans between the others to prevent me being caught. Paul J came in second, then Chris, Paul H and Stuart. But Stuart was to turn the tables on us all in the post-lunch epic that was Res Arcana. 


New to Paul, this engine-building odyssey is allegedly 30-60 minutes but we sailed past that despite the game's relatively breezy pace. I guess the first few rounds are a bit mysterious to a newbie (and I was very rusty myself) with Paul regularly asking what he could do, swimming in a sea of icons. Despite this though he was poised to haul in a huge amount of potentially game-winning gold when Stuart hit his tenth -winning - point. Chris was also poised - on nine points. I was considerably unpoised. 

Stuart 10
Chris 9
Paul H 7
Sam 3
Paul J 0

After that epic we needed something seriously silly, and Camel Up stepped manfully - or ungulately - into the breach, giving us a solid half-hour of racing stupidity. Camel Up not being a game to reward wise planning or tactical shrewdness, I won it. 

Then it was Skull King. 


I like to delude myself I'm decent at trick-takers, but I played this terribly. It was the best fun you can have shooting yourself in the foot though. My perception was that Chris seemed to be running away with it, but the scoring is incredibly swingy and Stuart's late game showing, aligned with Chris' late-game collapse, led to an extremely broad palette of numbers!

Stuart 340
Paul J 140
Paul H 120
Sam 60
Chris 40

I shuffled off to make dinner whilst Paul H claimed victory in 7 Wonders, followed by Chris, Stuart then Paul J.


They squeezed in a couple of plays of Strike (wins for Stuart and Chris) before we ate the chorizo stew, which didn't seem that hot until I realised I was coated in sweat. But I recovered in time for another oldie, in the form of Robo-Rally. I took another picture and realised that on a weekend of a lot of chuckling I had numerous images of everyone looking studious. So I asked them to laugh and I think they did quite a decent job of it...


As Chris said, Robo-Rally did show its age a little. Maybe the newer editions have done a little streamlining but it felt a bit phase-heavy and the chaos was ordered by little rules. However, that's not to say we didn't enjoy it. My decent start was harpooned by Chris pushing me off the board, as everyone else came a cropper of their programming skills and/or unfamiliarity with the whole shebang. The Pauls and I spent a lot of time being pushed, crunched, or falling over, whilst Stuart pursued Chris, eventually in vain as the only shove he managed to get in on him actually gave Chris a somewhat fortuitous win!


Then we went for a couple of shorter games in the form of Fantasy Realms and Raj. Chris thought he'd won the former when he triggered the endgame with the 'Sword of Keith' combo-ing it with a shield and something else I now forget. But Paul H's connecting brain sprang a surprise victory, as Stuart ruminated on his past mistakes...

Paul H 217
Chris 212
Sam and Paul J 134
Stuart 105

Raj was more bonkers. I won the first two rounds but collapsed zeppelin-style, as both Stuart and Chris overhauled me. Mojo is such a fragile thing.


Stuart 51
Chris 44
Sam 39
Paul J 37
Paul H 19

We finished off our last evening with more silliness - Chris and Stuart winning Strike...


Before Paul J suggested we finish the weekend with Misfits.


There was much laughter again, though I'm now a bit fuzzy about at whose expense it was. I do know that Paul H took the win though, and with midnight fast approaching, we wrapped up Chippencon as the storm continued to rage outside. 

Monday
There were no games in the morning, but the storm had abated as if in recognition. The sky was no longer elephant grey and the sea was considerably calmer. All that remained was for us to tidy up and get home, which meant navigating the various closed roads from the weekend's flooding. This was something of an epic in itself... thanks all for the weekend chaps. See you soon!


Thursday, 26 May 2022

How Orc Board

 I arrived at Joe’s around 8 and watched as Joe, Sam, Martin, Ian and Katy played The Wandering Castle. It is not, as you might hope, a re imagining of the film Howl's Moving Castle, rather it is a cross between Verflixxt and Mord Im Arosa that involves being the first to put all three meeples into a castle tower. To complicate matters, this tower moves, and there are other towers that players can move in order to trap other players’ pieces and, hopefully, make their opponent’s forget where their meeples are. “Where am I? Christ!” wailed Martin, perilously close to an existential crisis or sudden conversion to Christianity.

It was entertaining to watch, even though I didn’t know the rules. Martin’s last meeple made a last dash for the castle, only to be covered by a tower. He was able to uncover himself, leap into the castle and trigger the end of the game. Katy, Joe and Ian were also able to get their third meeple into the tower but only Ian matched Martin in the tie-breaker.


Ian and Martin, 3 meeples,  1 potion.
Joe and Katy, 3 meeples, no potions
Sam 2 meeples

Next up, we went back to Solvenia in a rousing six-player game of Ethnos. We dealt out the races, minotaurs, wizards, merfolk and Orcs. This meant we each got our own little Orc Board to track our progress. "How orcboard," I said, hilariously, and the blog title was born.

Mid game, Sam questioned a rule about Centurions, asking if you could play them singly and chain them together. Martin checked and found that you could, but only if you were able to put down a marker each time. Martin then decided that was exactly what he was going to do, leaving Sam regretting that he'd ever asked.

In round two, Joe had ten cards and had to play. I was expecting maybe half of them would be left on the table for us to choose, but instead he was able to play nine of the ten. A superb move. It sent him up the scoreboard but he had a pedestrian round three and Martin was able to catch him.


Martin 72
Joe 65
Katy 62
Sam 56
Andrew 54
Ian 48

Next we pondered our next game, Texas Showdown or So Clover? We decided to do both, starting with Texas Showdown. Sam started round one in confident mood, saying he thought he could get a zero. He ended the round in joint last, having picked up three.

Round two was similarly bad for Sam as he discovered a new curse: he always loses when Joe leads, which he did whenever Martin was able to nominate the leader. Joe, meanwhile, had gone two rounds clear, with a three point lead on his nearest rival (Katy, Ian and Martin).


The game continued until round five. Sam arrested his decline, going clear on rounds four and five and he finished in third. But no one could reduce Joe's mid-game lead enough to be a challenge.

Joe 5
Martin 7
Sam 8
Katy 9
Ian 10
Andrew 11

Alas, So Clover was cancelled as Joe had to go out and look for his father who'd wandered off by himself. So we excused ourselves and said goodbyes, squeezing past four bicycles chained up outside Joe's front door.

Thanks all, see you all 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.