Showing posts with label The Duke. Show all posts
Showing posts with label The Duke. Show all posts

Monday, 30 May 2016

La la la la la la Granja

With Sally and the boys off camping and me (Sam) unable to take tomorrow off work and join them, the silver lining to this lonely cloud was that Andrew and Ian could join me for the debut of La Granja, the game that Cuz talked me into buying but has sat fallow in my cupboard for a couple of months. As it was a bank holiday, we convened around the table at the shockingly early time of 2pm - a full two hours before Ian opened his first beer.

In La Granja you're building a farm a lá Agricola but collecting points a lá almost any Stefan Feld game you care to think of (exception: Rum and Pirates).  There's four phases that, simplified, consist of playing a card - they can be played four different ways - collecting income and sprouting crops/pigs in your fields, collecting revenue via dice, and haggling over turn order and deliveries in the central board, which represents the market town where you're selling or trading your goods. I thought Joe would like it, but I could feel the very idea of La Granja making Martin's blood pressure rise, even though he was miles away.


We got a couple of rules wrong (we would have all scored quite a few more points, we subsequently discovered) but there was no arguing with the winner: Ian ran away with it at a canter, and Andrew and I fought it out over second place.

Ian 25
Andrew 21
Sam 20

Then we broke out the perennial murmured suggestion of Ian's, Lords of Waterdeep. This has been away from the table for a good while, and since we'd never played the Undermountain expansion before we tried it out. The main difference appears to be that the quests score a lot more points, with Andrew surging ahead and staying there throughout. Suspicions that I had the building Lord were unfounded - I just didn't have any better ideas. But I managed to pull off a mini-coup in the final round, completing three quests in total to nearly catch Andrew...


Andrew 210
Sam 202
Ian 158

Sam tries to palm me off with a dodgy cube

Real life intervened at this point, and Ian had to go off to something called a barbecue. Not sure what that is. Andrew and I broke for tea, with Andrew calling out crossword clues while I rustled up some fish and rice. Then we elected to try La Granja again as a two -player, discovering our scoring errors in the process. We both did a lot better, but I snuck my first win of the day:

Sam 68
Andrew 56

It was only 9pm but we'd been playing for a good while now, and Andrew fancied something simple to finish off. I suggested The Duke, which is new to him but very easy to pick up rules-wise. It reminded me of our times at college, when we played something like sixty games of chess over an academic year... facing off over a gridded board, waiting - essentially - for your opponent to make a mistake. That was some 23 years ago! And with the trip down memory lane ending with honours even at a game apiece, we called it a night. Thanks chaps - see you all (I hope) tomorrow!

Andrew here. Just to add a note (along with some photos) that Sam and I also played Letters From Whitechapel. During the first two murders, Sam/Jack got back to his hideout quickly, while I/police slowly narrowed down the options as to where his base could be.

Then, suddenly, Jack the Ripper gave himself up, saying that he'd been cheating! He'd chosen a red circle (ie, a potential murder location) as his base, and this was against the rules. What an honest murderer!



Friday, 27 May 2016

Full Meta Boardgames

Tonight's Kubrick-esque post title comes courtesy of Andrew, commenting on my  (Sam's) Take It Easy choice of tile-calling. I'm pretty sure that sentence has never been written before and never will again.

But I get ahead of myself. We began, Andrew and I and Little Joe, playing Timeline. Stanley decided to watch/roam the house, and while I helped Joe as much as I could, we were no match for Andrew, who came through a solid winner on a game he has long professed to admire, but rarely gets to play:

Andrew - all cards out
Joe - one card left
Sam - two cards left

Now it was Stanley's turn, and we played Love Letter. It was, as ever, a feisty affair, and at one (late) stage it looked as though we might be tied on two cubes each. But I saw off Andrew's levelling efforts and secured the win:

Sam - 3 cubes
Stanley - 2 cubes
Andrew - 1 cube

I now packed the boys off to bed and returned to find Chris had materialised - or at least, come through the front door - and he and Andrew had set up Nations: The Dice Game. A quick rules-refresher and we were off.


To be honest I don't remember a huge amount about it now. except Chris's appalling luck with re-rolls. It's one of those games were you can theoretically counter your shitty dice rolls by making sure you have enough re-roll tokens in hand, but every roll Chris did saw him subsequently worse off. It was quite astonishing. Meantime I managed to see of Andrew and nab first place:




Sam 28
Andrew 25
Chris 22

We then played a game that I cannot recall and seeing as I can't read my own writing, will have to remain a mystery, unless someone enlightens us in the comments. But well done Chris on a fabulous victory!


Chris 109
Sam 72
Andrew 39

OK I've remembered it now - it was the Road to Canterbury (or Caolby, going by my notes) which we went for after a lengthy discussion that resolved in us choosing the game I'd suggested ten minutes before. Unusually for me I wasn't pushy - not that much anyway - but nobody seemed able to make a choice, and we kind of ended up with it.

Andrew was unimpressed at best (scores above) but Chris seemed ok with it. I really like it, but maybe that's because I shelled out for the thing, as nobody else seems to think it much cop. Oh well.

Fortunately for us we moved on from the slightly-damp squib to trusted favourite Take It Easy. And despite the ribbing about my apparent imminent win, it was Chris who ran away with it. The game was notable not only for his three straight victories in each round, but also Andrew's choice of racial stereotypes - I hasten to add, he was mocking casual racism rather than races themselves... I did boardgames (see above) and Chris did "depressing English towns" which he seemed to know an awful lot about, even if one of them was Penrith.

Chris 475
Sam 412
Andrew 293

We ended with a slightly mad game of Raj - the last four bids of the last round saw Chris and Andrew bidding the same card each time, and me picking up two positive and two negative tiles as a result. IT wasn't enough to get me anywhere near Andrew, who had scored an unbelievable 36 points in the first round (when I got zero and Chris got 6)

Andrew 66
Sam 39
Chris 30

Andrew headed off into the night and Chris and I played a couple of games of The Duke, which I believe has been described elsewhere in the blog but is a fun and fast distant relation of Chess. Chris won both times, which for me was fast but not quite so much fun. A good game, though.

Wednesday, 20 November 2013

The Longest Half an Hour

Tuesday, Joe's house. After a Tuesday night (last week), Thursday night, and all day Saturday and Sunday, we'd finally managed to break Andrew, who couldn't face playing any more. Adam had no such qualms, and with Gonz to join us later Joe suggested setting up Trains as a starter for ten. After that, it got confusing.

Firstly I (Sam) somehow read "Trains" as "Railways" and anticipated Railways of the World. Then Quentin showed up unannounced - a delight for us, but Trains didn't play five, so we needed a rethink. Adam and Gonz were both delayed, so Quent, Joe and I went through a protracted and frankly unnecessary discussion, as having reached a choice of two we could agree on, we couldn't make a final decision on the other's behalf.

The games in question were Steam and Spyrium. Steam is the brother of Railways, but having sold it to us Joe started to go curiously cold on it. Gonz of course hates anything to do with trains, so voted for Spyrium, as did I. Adam and Quent both voted for Steam, and Joe's casting vote went on Spyrium, as it would be "a bit quicker".

But I'm getting ahead of myself. Rewind back to me staring gobstruck at "Trains" and realizing that any train-based words for me now spell "Railways". It's only just gone seven, and finally starting on Spyrium is an hour and a half away. With Adam and Gonz delayed Joe and I played The Duke, which is like acrobatic chess on steroids. There's an 8x8 grid around which you move your pieces, trying to catch your opponent's Duke. When a piece is moved, though, it flips, and now has a new set of movement capabilities. For some reason Joe's tankard seemed thematically appropriate.

How we dreamed we'd be as children

After a cagey opening I took the game to Joe and got myself in a strong position. But in a Hollywoodesque reversal of fortune I managed to box my own Duke in, giving Joe a simple victory.

My Duke shoots himself in the foot

It's a game that is growing on me. You can learn as you play, and although it's quite thinky (and long) it's not thinky enough to feel heavy.

There was no-one here yet, so we then played Elf Fest. And I must say mastering the taxing game management afforded by the game of the night Spyrium is all very well, but nobody moves an elk across a series of disc-shaped wooden islands quite like I do. I won.

Just out of shot are nine small grey thingies

Back to Spyrium. This had its debut at Novocon so the rules were fresh in Joe's mind, meaning we'd have a speedy game and time for something else afterwards. At least, that was the plan. However Gonz and I both found it hard to get our heads around the game early on, and all of us had our moments of taking our time and working out what the best possible move might be.

There's some delightful elements to it - I like the risk factor in weighing up when to remove workers and when to keep placing them. And the money-collection mechanic is pretty neat for the same reasons. However when your workers are left high and dry - as Adam and Joe were early on, and I was in the last round - it can be quite frustrating. Not knowing what else to do at the start, I tried to take an extra worker as early as possible and push myself up the income track. That meant I could see what everyone else was doing and try and mimic what appeared the best ideas.


Joe was finding it hard to build buildings, Quent was finding it hard to raise cash, and Adam and Gonz - despite the latter's professed bafflement - seemed the likely eventual winners to me. After lagging behind everyone for three rounds I managed to catch up, but the final round stumped me and I stagnated. Joe produced an electrifying surge of 30 points over the final two rounds, but as we suspected it was between Adam - with his incessant minor point-scoring - and Gonz - with his large collection workers getting him valuable buildings - who fought for first place, Gonz emerging victorious:

Gonz 65
Adam 63
Joe 60
Quentin 59
Sam 52

Opinion was divided. Quentin loved it. Gonz, despite winning, was less enamored. I was cheesed off with my plans being accidentally sabotaged by Joe in the final round (I think I could have managed third place), but up until that point I think I was enjoying it - I certainly felt a little more forgiving this morning than I was last night, anyway.

But it was certainly longer than half an hour though - it was now 11pm and talk of a light game to finish off with did not re-emerge, as we collectively exhaled after a tense couple of hours.







Points
Adam 2 2 1 3 1 9
Gonz1 1 3 5 2 12
Sam5 2 2 2 1 12
Chris1 1 3 4 5 14
Joe 3 3 2 2 4 14
Quentin4 1 1 5 3 14
Andrew3 3 4 4 5 19
Hannah2 5 55 5 22
Steve2 5 55 5 22
Anja3 5 55 5 23

Monday, 4 November 2013

Duke-ing it out

Following on from Sam’s post about Castle Dice: I like games which involve short-term, tactical decisions (unless I'm really in the mood for grand strategy). I think it’s one of the reasons Brass remains a favourite, despite it’s length and complexity. You have to form an overall strategy, sure; but you also have to respond to the changing situation on the board - and be opportunistic. 
At least that’s the way I play - then again I don’t often win . . .

This weekend I tried out the ultimate in tactical abstracts -The Duke; a chess-like game where each piece's possible moves are depicted on them, and pieces are added to the board as you play. 

The Duke - it's got wizards!
I'm not a huge chess fan, preferring the mixture of luck and skill, not to mention theme, that modern euros offer, but this is getting such buzz on the Geek I couldn't resist. It's also really beautifully produced, with lovely wooden tiles for the pieces.

The great thing about this game is that rather than having to commit a huge number of rules to memory, you can see exactly what your pieces are capable of just by looking at the board, so the cognitive load is very gentle. You only have three pieces on the board at the start, the eponymous Duke, and two footmen. The goal is to kill your opponent’s Duke, and on your turn you can move one of the pieces on the board, or take a new one from the bag at random (there’s a lovely risk/reward at play here, since the piece you draw might save you, or block you in and hasten your demise).

Possible starting positions
The twist is that each piece is double-sided, and once moved must be flipped; the reverse side offers a variation on the movement/attack capabilities. This might seem like it requires a lot of stuff committed to memory, but you can always have a peek at the piece or consult the player aid, and actually lots of the pieces reverse-sides have a logic to them, so you soon get the hang of it.

My girls are unwilling gamers, to put it mildly; a tendency I put down to a combo of wilful dad-bating and an understandable disdain of rules-learning.  So my sell for this to Bea was ‘it has no rules!’. I had to change that to ‘you don’t have to learn any rules’ after she started counting on her fingers as I was explaining the game. Bea and I played two games, and she won both.

Brown's duke is running out of options
I then played once each with Martha and Matilda, and won both of those. I wouldn’t say any of them loved it, but that really shouldn’t detract from the game itself; it’s an incredible achievement that all three of them were willing to give it a go at all. I look forward to playing against some more willing opponents soon - a great lunchtime, teatime or Roll for the Soul-time two player, and bound to turn the heads of any chess players passing by . . .