The first "normal" games night of 2020 was hosted by Joe even though, in preparation for some house renovations, almost all of his collection is currently kept elsewhere. He was joined by Ian, Adam T, Adam H (who both arrived together raising worries of an alliance of Adams), Sam, Martin, Katy and myself. Martin had an aptly named beer: Game Theory and then broke the (already fragile) fridge handle.
After a shocking fifteen minutes of chat, we split into two groups. Adam T, Katy, Sam and me played Gugong, while the other four played Babylonia. The size of the two games was such that the kitchen table couldn't hold both, so Babylonia was built on the card table instead. This means that I have little idea of what went on except that Ian won after the other three players left him alone. The scores weren’t recorded, but Martin said he lost “really badly”.
After this they played Was Sticht, which ended
Martin 3
Ian 2
Adam 2
Joe 1
As for Gugong, Sam explained the rules and (barring one that he remembered soon after we began) it looks like he got them all. The game is worker-placement with a difference: they’re cards, not workers. And the value of the card you play has to be higher than the one that’s already in the space for a particular action (1s beat 9s, though). If you want to place a lower card, then you have to pay two worker cubes and since this’ll often be your only option, then you need to be careful to always have a healthy stock of workers available.
With all this talk over actions and workers, you’d expect Adam H to be good at it and so it proved to be. He swiftly got into the jade business before it got too expensive. I dd the same, but far too late. In the closing stages it was Katy versus Adam, with Adam’s jade bonus pushing him into a comfortable win. Sam and I must’ve been distracted by something. Possibly Sam's bottle of red wine that kept getting kicked over as people walked by.
Adam 47
Katy 40
Sam 24
Andrew 23
At this point Ian and Adam T left and the remaining six played Letter Jam. I'm afraid, just like last time, I was the one to let the team down. I thought my word was CHIPS but instead it was CHIRP. So my grand finale where I use two of the communal letters to make SAPPHIC was ruined when I revealed what should have been an S only for it to be an R. Every one else got their word, though, which meant we got 79 points and 3 strawberries.
Finally, with Katy and Adam departing, we ended on The Mind Extreme. We started well but then lost three lives in round four. Then we got through round five clear, leaving us with the task of facing round six with only one life left.
Somehow we made it. With a little creative interpretation of the rules: we lost a life, but also at the end of the round you gain a life, so we called it evens.
We then failed in round seven but since we’d already broken the rules once, we tried round eight anyway. Twice. The first time was probably the worst round of The Mind ever: the last card on one of the piles was a 20.Then in our second attempt we expertly cleared the white pile, ending in an unlikely 44, 45, 46, 47, 48. The red pile, however, failed immediately.
Having filled ourselves with all the gaming goodness we could hold, it was time to retire to bed. Thanks for the evening everyone. A good start to the year.
Showing posts with label The Mind Extreme. Show all posts
Showing posts with label The Mind Extreme. Show all posts
Wednesday, 8 January 2020
Tuesday, 31 December 2019
Studio Line
Games at Joe’s studio has been the GNN way of welcoming in the New Year for at least twelve months now, and this year was no different (to last year). Joe hosted Katy (who arrived first) then myself (fresh from Monmouthshire) and Martin (came after he’d had supper).
When I got there, after limping through Bristol’s streets with a dodgy knee, I found Katy and Joe deep in Lost Cities. These cities must have been cold, since Katy was wearing a scarf and a blanket while Joe looked like he’d just come to the studio straight from his trawler. I found the completely bemusing, as I watched them place cards, pick them up and say that they’re completely screwed on the blues or some such fatalistic sentiments.
Katy insisted on splitting up the scoring to enhance the tension, only to find Joe rendering the whole process tense-less as he strolled to a win using exactly those blue cards that Katy had been throwing away.
Joe 101
Katy 77
Katy then informed me that she had soundly beat Joe at Innovation 6-1, with Joe pointing out that there’s no scoring in Innovation, you either win or you don’t.
At this point the two of them set off to buy pizza while I rest my knee. I take the opportunity to look at the games that Joe currently houses in his studio. Martin, arriving shortly afterwards, referred to them as “the dregs” but it included Lords of Vegas and Oregon. Joe later told us that more games would be transferred here as he is having work done on his kitchen. He’s not going to get any work done at all this year. While we waited for the pizza people to return, Martin and I played one round of Air, Land & Sea.
Next up, with Babylonia being nixed by Katy and Hit Z Road getting the thumbs down from me, we went for the co-op hit of the year Die crew. We started on Mission 23, somewhere near Callisto (one of Jupiter’s 69 moons, according to the thoroughly-researched narrative text) and had five tasks to complete between us. It took several attempts, but we finally nailed it (with me as commanding officer, by the way).
After this Mission 24 proved to be tricky too (six tasks, but in any order), and when we realised we had failed by the slimmest of margins, we put the game to one side and chose a new game: 5211.
This Japanese game sees every player playing two cards from their hand onto the table, revealing them simultaneously. Then, every player plays another one, then a final one in the same manner. The idea is that if the cards in front of you belong to the most common suit, then those will score. But if there are too many cards of the most common suit (seven or more) or if two suits are tied, then they don’t count for anything.
There are a couple of other rules thrown in, but that’s the jist of it. Katy began by asking if the cards had been shuffled, before playing nothing but green cards for all of round one. She continued to profess a lack of understanding of the game.
Joe 29
Martin 15
Andrew 15
Katy 12
Next was a couple of rousing games of Crokinole. Joe and I were in a team against Martin and Katy and despite a few good shots from Katy (which belied her insistence she was bad at the game) it was Joe and I that won two games, without Katy and Martin scoring a single point. Actually, it was mostly Joe who demonstrated an almost pro level of skill, perhaps putting to rest his reputation for being bad at flicking games.
Next, seeing as how it was too late for Lords of Vegas or Babylonia, we saw the evening out with some lighter fare. First was Mamma Mia, complete with faux Italian accents and Katy’s over-excitement at getting the Mamma Mia card and, therefore, being in charge of dealing out the deck of cards announcing each ingredient in turn.
Katy got off to an excellent start, completing three recipes in round one while I did none at all. I didn’t recover but Martin did and managed to match her at the end of the final round. Martin looked up the tie breaker while Katy dutifully put away the game. Alas, the tiebreaker was “the player with most ingredient cards left in their hand” and Katy couldn’t remember at all. They decided to rejoice in their shared victory.
Katy 5
Martin 5
Joe 3
Andrew 2
And now, with time ticking on (almost eleven o’clock) we played our final game as a quartet: The Mind Extreme. We battled through the first five rounds until we arrived at round six with three shurikens and two lives. Incredibly, round six began with a flurry of cards played to red and we had to stop ourselves and play a shuriken to try and find out where we were in the grand scheme of things. A few cards later we played a second shuriken and then, finally, we ended after a tense stand off between Katy and Martin who eventually played their final cards to differing piles.
We revealed the white pile to show just one mistake: a transposed seven and eight. So close. We needed a perfect run through red, though. It wasn’t looking hopeful.
Imagine our surprise when we succeeded! The crazed opening to the round had, in fact, been us perfectly in sync. We were amazed.
And perhaps too complacent as we quickly came unstuck on the “easier” round seven. A bit of an anti-climax but at least I am now a member of the “I’ve managed to get past round six in The Mind Extreme” gang and I can wear its badge (with its very small text) with pride.
Once Katy had gone, Martin, Joe and I finished off with Kribbeln: the game of complete luck unless you’re winning, in which case it’s all skill. We all had our moments of failure but while Martin and I had two blank rounds, Joe had four.
Martin 19
Andrew 17
Joe 13
And now we were finally done at quarter past eleven. My knee had rested enough, so I was confident about my return and I was pleased to get a little more gaming in before the end of the year. Looking forward to 2020! Cheers, all!
When I got there, after limping through Bristol’s streets with a dodgy knee, I found Katy and Joe deep in Lost Cities. These cities must have been cold, since Katy was wearing a scarf and a blanket while Joe looked like he’d just come to the studio straight from his trawler. I found the completely bemusing, as I watched them place cards, pick them up and say that they’re completely screwed on the blues or some such fatalistic sentiments.
Katy insisted on splitting up the scoring to enhance the tension, only to find Joe rendering the whole process tense-less as he strolled to a win using exactly those blue cards that Katy had been throwing away.
Joe 101
Katy 77
Katy then informed me that she had soundly beat Joe at Innovation 6-1, with Joe pointing out that there’s no scoring in Innovation, you either win or you don’t.
At this point the two of them set off to buy pizza while I rest my knee. I take the opportunity to look at the games that Joe currently houses in his studio. Martin, arriving shortly afterwards, referred to them as “the dregs” but it included Lords of Vegas and Oregon. Joe later told us that more games would be transferred here as he is having work done on his kitchen. He’s not going to get any work done at all this year. While we waited for the pizza people to return, Martin and I played one round of Air, Land & Sea.
Next up, with Babylonia being nixed by Katy and Hit Z Road getting the thumbs down from me, we went for the co-op hit of the year Die crew. We started on Mission 23, somewhere near Callisto (one of Jupiter’s 69 moons, according to the thoroughly-researched narrative text) and had five tasks to complete between us. It took several attempts, but we finally nailed it (with me as commanding officer, by the way).
After this Mission 24 proved to be tricky too (six tasks, but in any order), and when we realised we had failed by the slimmest of margins, we put the game to one side and chose a new game: 5211.
This Japanese game sees every player playing two cards from their hand onto the table, revealing them simultaneously. Then, every player plays another one, then a final one in the same manner. The idea is that if the cards in front of you belong to the most common suit, then those will score. But if there are too many cards of the most common suit (seven or more) or if two suits are tied, then they don’t count for anything.
There are a couple of other rules thrown in, but that’s the jist of it. Katy began by asking if the cards had been shuffled, before playing nothing but green cards for all of round one. She continued to profess a lack of understanding of the game.
Some slightly over-designed cards from 5211
Joe 29
Martin 15
Andrew 15
Katy 12
Next was a couple of rousing games of Crokinole. Joe and I were in a team against Martin and Katy and despite a few good shots from Katy (which belied her insistence she was bad at the game) it was Joe and I that won two games, without Katy and Martin scoring a single point. Actually, it was mostly Joe who demonstrated an almost pro level of skill, perhaps putting to rest his reputation for being bad at flicking games.
Next, seeing as how it was too late for Lords of Vegas or Babylonia, we saw the evening out with some lighter fare. First was Mamma Mia, complete with faux Italian accents and Katy’s over-excitement at getting the Mamma Mia card and, therefore, being in charge of dealing out the deck of cards announcing each ingredient in turn.
Katy got off to an excellent start, completing three recipes in round one while I did none at all. I didn’t recover but Martin did and managed to match her at the end of the final round. Martin looked up the tie breaker while Katy dutifully put away the game. Alas, the tiebreaker was “the player with most ingredient cards left in their hand” and Katy couldn’t remember at all. They decided to rejoice in their shared victory.
Katy 5
Martin 5
Joe 3
Andrew 2
And now, with time ticking on (almost eleven o’clock) we played our final game as a quartet: The Mind Extreme. We battled through the first five rounds until we arrived at round six with three shurikens and two lives. Incredibly, round six began with a flurry of cards played to red and we had to stop ourselves and play a shuriken to try and find out where we were in the grand scheme of things. A few cards later we played a second shuriken and then, finally, we ended after a tense stand off between Katy and Martin who eventually played their final cards to differing piles.
We revealed the white pile to show just one mistake: a transposed seven and eight. So close. We needed a perfect run through red, though. It wasn’t looking hopeful.
Imagine our surprise when we succeeded! The crazed opening to the round had, in fact, been us perfectly in sync. We were amazed.
And perhaps too complacent as we quickly came unstuck on the “easier” round seven. A bit of an anti-climax but at least I am now a member of the “I’ve managed to get past round six in The Mind Extreme” gang and I can wear its badge (with its very small text) with pride.
Once Katy had gone, Martin, Joe and I finished off with Kribbeln: the game of complete luck unless you’re winning, in which case it’s all skill. We all had our moments of failure but while Martin and I had two blank rounds, Joe had four.
Martin 19
Andrew 17
Joe 13
And now we were finally done at quarter past eleven. My knee had rested enough, so I was confident about my return and I was pleased to get a little more gaming in before the end of the year. Looking forward to 2020! Cheers, all!
Labels:
5211,
Air Land & Sea,
Crokinole,
Innovation,
Kribbeln,
Lost Cities,
Mamma Mia,
The Mind Extreme
Wednesday, 11 December 2019
Babble on
This week's GNN was a relatively sparse affair, with just three of us joining Martin at his kitchen table - Katy, Adam T, and myself (Sam). Adam was last to arrive, and we realised if we started playing Gold Fever he would undoubtedly show up. This proved to be the case, but we simply dealt him in a bag, and he instantly drew two grey gravel. On his next go he drew two white gravel. "It's one of those luck-pushing games" he realised, while Martin complained that I gave him my gravel when he didn't have any gold. Katy gave him gravel too; but he just didn't know, as he was answering the door...
Sam - 4 gold!
Everyone else - Can't remember. Think Katy had one.
Then we started on the first 'proper' game of the night with Babylonia. Katy wasn't keen, but Martin said she'd enjoy it now she knew what was going on, and this was at least partly true. It reminded me most of Samurai, with certain things being scored when surrounded, although the placement was also a bit Blue Lagoony, and the various nobles also put me in mind of Tigris and Euphrates.
That's not a bad ancestry, and although the game is very abstract, the turns were surprisingly quick. Adam emerged triumphant from whatever it was, thematically speaking, we were actually doing (I was never entirely clear) causing much gnashing of teeth from Martin. Katy lost, but wanted it noted that she led for most of the game. Another solid entry in the good doctor's ever-lengthening list of games that make you wail with despair.
Adam 118
Martin 113
Sam 111
Katy 109
Then it was Die Crew again, so we all suited up and launched ourselves into trick-taking, google-translated space, where the trickiness of the missions is foreshadowed in the confusing commentary. Despite my failings - I was usually culpable - we completed Missions 19-22 with only a few dead cosmonauts along the way. We were so submerged in the narrative that I entirely forgot to take photos again!
Next to the table was either Montage, or Maskmen. Katy said she didn't want to play a word game, so Maskmen it was. Despite several plays, we - or Katy and I anyway - still needed to check with Martin what cards could be played when. I think it was new to Adam, and as last person to play he was surprised to find he couldn't legally play cards after we three had. He checked if it worked with four, and Martin - who'd just dumped three cards - assured him it worked perfectly well. Adam recovered from this indignity happening again moments later to recover, but not enough: Martin won both the opening rounds and, even though I could have drawn level in round three, we awarded him the win in favour of moving on...
Martin 4
Sam 2
Katy and Adam: 0
Adam was keen to try Hurlyburly and everyone else was more than amenable. After Martin explained the rules to Adam...
I made up for lost time by embarking on a spree of slow-motion movies that failed to capture any of the pivotal moments...
...the most satisfying being when my one and only block knocked down Martin's tower as he stood on the verge of victory. Adam won the first game, and although I thought there was a second this morning both my notes and Martin insist there wasn't. This is slightly alarming considering I was drinking alcohol-free beer.
Adam then started making going home noises, but we cajoled one final game out of him, which was Karambolage. I sped into an early 4-point lead but then got the Considerable Yips, and remained stuck there for the duration. Martin scored big but when bust when he sent pucks flying off the table. Adam managed to miss a shot from about 4 centimetres away; as he walked into the kitchen in disgust Katy rolled the same dice and missed an even easier shot...
Before Martin surged up to a resplendent finish to claim the win:
Martin 10
Sam 4
Katy 3
Adam 0
Adam's walk of disgust then turned into a slightly longer drive home, and it was Katy's turn to be cajoled: this time into playing The Mind Extreme. She reasoned that she was terrible at The Mind and would be even worse at this, which actually proved to be not the case right up until it was on level 5 - when she sat pat on the 46 and pooh-poohed the idea of re-syncing until she realised what re-syncing was.
I think we crashed out on level 6, but it was a decent effort considering these were all played face-down...
Sam - 4 gold!
Everyone else - Can't remember. Think Katy had one.
Forgot to take photos
Then we started on the first 'proper' game of the night with Babylonia. Katy wasn't keen, but Martin said she'd enjoy it now she knew what was going on, and this was at least partly true. It reminded me most of Samurai, with certain things being scored when surrounded, although the placement was also a bit Blue Lagoony, and the various nobles also put me in mind of Tigris and Euphrates.
it's so simple
That's not a bad ancestry, and although the game is very abstract, the turns were surprisingly quick. Adam emerged triumphant from whatever it was, thematically speaking, we were actually doing (I was never entirely clear) causing much gnashing of teeth from Martin. Katy lost, but wanted it noted that she led for most of the game. Another solid entry in the good doctor's ever-lengthening list of games that make you wail with despair.
Adam 118
Martin 113
Sam 111
Katy 109
me, and the the farmers
Then it was Die Crew again, so we all suited up and launched ourselves into trick-taking, google-translated space, where the trickiness of the missions is foreshadowed in the confusing commentary. Despite my failings - I was usually culpable - we completed Missions 19-22 with only a few dead cosmonauts along the way. We were so submerged in the narrative that I entirely forgot to take photos again!
Imagine the Crew here
Next to the table was either Montage, or Maskmen. Katy said she didn't want to play a word game, so Maskmen it was. Despite several plays, we - or Katy and I anyway - still needed to check with Martin what cards could be played when. I think it was new to Adam, and as last person to play he was surprised to find he couldn't legally play cards after we three had. He checked if it worked with four, and Martin - who'd just dumped three cards - assured him it worked perfectly well. Adam recovered from this indignity happening again moments later to recover, but not enough: Martin won both the opening rounds and, even though I could have drawn level in round three, we awarded him the win in favour of moving on...
Martin 4
Sam 2
Katy and Adam: 0
Forgot to take photos again. Come back, Andrew!
Adam was keen to try Hurlyburly and everyone else was more than amenable. After Martin explained the rules to Adam...
I made up for lost time by embarking on a spree of slow-motion movies that failed to capture any of the pivotal moments...
...the most satisfying being when my one and only block knocked down Martin's tower as he stood on the verge of victory. Adam won the first game, and although I thought there was a second this morning both my notes and Martin insist there wasn't. This is slightly alarming considering I was drinking alcohol-free beer.
confused again
Adam then started making going home noises, but we cajoled one final game out of him, which was Karambolage. I sped into an early 4-point lead but then got the Considerable Yips, and remained stuck there for the duration. Martin scored big but when bust when he sent pucks flying off the table. Adam managed to miss a shot from about 4 centimetres away; as he walked into the kitchen in disgust Katy rolled the same dice and missed an even easier shot...
Before Martin surged up to a resplendent finish to claim the win:
Martin 10
Sam 4
Katy 3
Adam 0
Adam's walk of disgust then turned into a slightly longer drive home, and it was Katy's turn to be cajoled: this time into playing The Mind Extreme. She reasoned that she was terrible at The Mind and would be even worse at this, which actually proved to be not the case right up until it was on level 5 - when she sat pat on the 46 and pooh-poohed the idea of re-syncing until she realised what re-syncing was.
I think we crashed out on level 6, but it was a decent effort considering these were all played face-down...
dastardly fifteen
And with the time nearing 11, it was pumpkin o'clock for us - we headed home with another little chapter of GNN history allotted it's parcel of time, drama, comedy, and too many smutty innuendoes to begin listing here involving almost every aspect of Hurlyburly you could mention.
Wednesday, 4 December 2019
One, two, three...
I was late to this week's games night, arriving just as Stanley stepped down from the table, allowing me to take his place in a game of Medium. Joe, Sam (hosting), Martin and Katy were also there and had already played three games of Hurlyburly, with Katy winning twice and Sam once.
In Medium, each player forms two teams with the two people either side of them. Thus I was paired with Katy (on my left) and Sam (to my right). Each player has a hand of cards with words on them, and each couple takes turns to play cards to the table and on the count of three both say a word that links the two. If you both say the same word, you pick up a scoring jewel type thing. If not, then you get the chance to try again with the two new words.
For example, Katy played "toaster" and Martin replied by playing "butter." On the count of three they simultaneously spoke, with Katy saying Crumpet and Martin saying Bread. Martin, appalled at this missed easy win, asked the rest of us if we all thought "bread." I said yes, but Sam said he'd thought of "knife" giving us all a glimpse of what Martin, Katy and Sam usually put in their toasters. Anyway, Katy and Martin went again to try to link Crumpet and Bread. Katy said Jam and Martin said Muffin. With an air of desperation, they tried again but still couldn't gel, saying Cake and Scone.
The highlight was Martin and Joe. The words were Hospital and Band. Martin said "wrist" and Joe said "aid." A fail but surely those two new words pointed to only one thing. Joe seemed reluctant to admit that he was thinking what everyone else was thinking but he came good when it mattered
"1, 2, 3, wank." they chorused. And a little bit of gaming history was written.
I struggled a bit. Sam and I were on different wavelengths and Katy confused me by pairing my Caribbean with the word Telescope and then saying Submarine. Was Caribbean Telescope slang for a submarine? It baffled me all evening until she and I were walking back home and she realised that she'd got telescope confused with periscope. She still did well, though.
Katy and Martin 6
Andrew and Katy 5
Sam and Andrew 4
Joe and Sam 3
Martin and Joe 3
After this was another new word game called Letter Jam. In this game each player is given a five letter word made up of five cards with letters on, that they do not know. Every player has one letter at a time on show such that everyone else can see it but them. Then people discuss what words they can make out of the visible cards, plus a wild card and a "public" card which everyone can see.
"I can make a three letter word that uses the wild card," someone may suggest. If no one can think of anything better (unlikely) then that word is spelt out by handing out numbered tokens. For example, Sam would get the 1 token since he had the D, the 2 token would go on the wild card since no one has an O and Martin gets the 3 token since he has a G.
After several rounds the idea is to work out each of your letters and, therefore, the word. Everyone except me succeeded, having been stymied by the W (I thought my word was Chats, turned out to be Watch). But it was fun. And I especially liked the entirely nonsensical scoring system. We ended with 66 points, which relates to three strawberries which, in turn, relates to "it's yummy."
So, having scored Yummy, we continued with the co operative theme with Die Crew. Finally, I got to try this exciting new trick taker. I was eased in with mission 2. We failed and after the second attempt we decided to skip the easy intro and go back to where they left off: mission 15. Now we started to succeed as we left Mars and set off towards Jupiter. We cleared 15, 16 and 17 before failing on 18 and Sam's ambivalence towards another try saw us finish up there, somewhere near the asteroid belt.
Next we played Karambolage. It's meant to be for four players max, but Sam insisted it could be played by one hundred players... although the last eighty might not get a turn.
Joe had a case of the Can't Stops as he racked up a six point move but kept going for one move too many and lost it all. I specialised in near misses - it looked like I knew what I was doing but I was actually clueless. Sam took an early lead but Martin hit 10 points to nab the win.
Martin 10
Sam 7
Joe 0
Katy 0
Andrew 0
Then Katy and I left at a sensible time, leaving the three remainers to play The Mind Extreme. It seems they beat the curse of round six and got to round nine, as Sam texted me later. Thanks all for a surprisingly team based evening.
In Medium, each player forms two teams with the two people either side of them. Thus I was paired with Katy (on my left) and Sam (to my right). Each player has a hand of cards with words on them, and each couple takes turns to play cards to the table and on the count of three both say a word that links the two. If you both say the same word, you pick up a scoring jewel type thing. If not, then you get the chance to try again with the two new words.
Morse?
For example, Katy played "toaster" and Martin replied by playing "butter." On the count of three they simultaneously spoke, with Katy saying Crumpet and Martin saying Bread. Martin, appalled at this missed easy win, asked the rest of us if we all thought "bread." I said yes, but Sam said he'd thought of "knife" giving us all a glimpse of what Martin, Katy and Sam usually put in their toasters. Anyway, Katy and Martin went again to try to link Crumpet and Bread. Katy said Jam and Martin said Muffin. With an air of desperation, they tried again but still couldn't gel, saying Cake and Scone.
The highlight was Martin and Joe. The words were Hospital and Band. Martin said "wrist" and Joe said "aid." A fail but surely those two new words pointed to only one thing. Joe seemed reluctant to admit that he was thinking what everyone else was thinking but he came good when it mattered
"1, 2, 3, wank." they chorused. And a little bit of gaming history was written.
I struggled a bit. Sam and I were on different wavelengths and Katy confused me by pairing my Caribbean with the word Telescope and then saying Submarine. Was Caribbean Telescope slang for a submarine? It baffled me all evening until she and I were walking back home and she realised that she'd got telescope confused with periscope. She still did well, though.
Katy and Martin 6
Andrew and Katy 5
Sam and Andrew 4
Joe and Sam 3
Martin and Joe 3
After this was another new word game called Letter Jam. In this game each player is given a five letter word made up of five cards with letters on, that they do not know. Every player has one letter at a time on show such that everyone else can see it but them. Then people discuss what words they can make out of the visible cards, plus a wild card and a "public" card which everyone can see.
"I can make a three letter word that uses the wild card," someone may suggest. If no one can think of anything better (unlikely) then that word is spelt out by handing out numbered tokens. For example, Sam would get the 1 token since he had the D, the 2 token would go on the wild card since no one has an O and Martin gets the 3 token since he has a G.
After several rounds the idea is to work out each of your letters and, therefore, the word. Everyone except me succeeded, having been stymied by the W (I thought my word was Chats, turned out to be Watch). But it was fun. And I especially liked the entirely nonsensical scoring system. We ended with 66 points, which relates to three strawberries which, in turn, relates to "it's yummy."
So, having scored Yummy, we continued with the co operative theme with Die Crew. Finally, I got to try this exciting new trick taker. I was eased in with mission 2. We failed and after the second attempt we decided to skip the easy intro and go back to where they left off: mission 15. Now we started to succeed as we left Mars and set off towards Jupiter. We cleared 15, 16 and 17 before failing on 18 and Sam's ambivalence towards another try saw us finish up there, somewhere near the asteroid belt.
Next we played Karambolage. It's meant to be for four players max, but Sam insisted it could be played by one hundred players... although the last eighty might not get a turn.
Joe had a case of the Can't Stops as he racked up a six point move but kept going for one move too many and lost it all. I specialised in near misses - it looked like I knew what I was doing but I was actually clueless. Sam took an early lead but Martin hit 10 points to nab the win.
Martin 10
Sam 7
Joe 0
Katy 0
Andrew 0
Then Katy and I left at a sensible time, leaving the three remainers to play The Mind Extreme. It seems they beat the curse of round six and got to round nine, as Sam texted me later. Thanks all for a surprisingly team based evening.
Photo credit: Sam.
Labels:
Die Crew,
Hurlyburly,
Karambolage,
Letter Jam,
Medium,
The Mind Extreme
Wednesday, 27 November 2019
Just One Virgin
Six eager players sat around Joe's kitchen table this week. The host was joined by myself, Adam H, Ian, Martin and Katy with Adam T expected later. There was no Sam but he was still a part of tonight as we discussed the mystery of his three year old email that had suddenly dropped into all our inboxes. It was so old that it went to people who'd long since left the mailing list and a couple contacted Joe asking if it should have gone to him instead.
But talk about where this email had been for three years was put to one side and we played L.A.M.A. to fill the time until Adam T arrived. I went clear in the first two rounds but Joe, despite an apparent inability at remembering which number followed which ("I forgot there were sixes,") went clear in round three and got rid of a ten point token.
Joe 5
Andrew 9
Martin 15
Ian 25
Katy 28
Adam 45
When Adam T arrived we split into two. Joe, Martin, Adam T and Katy played Babylonia - the table-hogging area control game from Knizia. That meant Ian, Adam H and me adjourned to the card table for slightly smaller scale fun.
We started with Can't Stop, discovering that if you can stop, the game passes by pretty serenely. Ian and I were sensible while Adam pushed his luck and failed regularly. Even though he went for sevens. Out of the four rounds we played, he succeeded only once. I, on the other hand, got lucky and closed out the 2 and 12 columns quickly before wrapping up the 8 column for a swift victory.
Andrew 3
Ian 1
Adam H 0
Then we chose Hab and Gut, which just about fitted on the table. Ian manipulated Yellows to good effect in round one but then joined me on a doomed speculation that Brown would improve dramatically in round two. It didn't.
Adam was the wisest investor but, in the final count, we discovered he didn't have to be since Ian and I both donated exactly the same amount to charity ensuring that we were both disqualified as joint least generous.
Adam H 720
Andrew 695 but OUT
Ian 520 but OUT
Midway through this game Babylonia ended…
Martin 133
Adam T 127
Joe 120
Katy 106
And they embarked on a few missions of Die Crew. I was a bit miffed that I was going to miss this game again but Martin assured me that there'd be plenty of time to catch up.
They began where they left off, on mission 9 and continued until mission 14 . Martin would read the scenario and criteria before each mission. They pondered over their co operative trick taking (notwithstanding Katy's outburst of "I won" after one successful mission) and indulged in the kind of dialogue that more science fiction should have.
"I've done it again," said Adam, sighing.
"What do you mean 'Done it again'?" asked Martin.
"You'll see," replied Adam.
Now imagine that in a block-buster CG-laden sci-fi film and you can see the appeal of the game.
Anyway, after Hab and Gut, we on the card table played Take It Easy. Categories were: Things I taped off the TV onto VHS (me), Terry Pratchett books (Ian, revisiting an old favourite) and computer games I've played (Adam). Whoever called the categories scored worse for that round, interestingly enough.
Adam 439
Ian 385
Andrew 358
This was followed by a discussion prompted by my disbelief that Sim City ever came out on the ZX Spectrum.
Then Die Crew finished and we were all together again. We needed a rousing party game to finish off. I was keen on Stinker but Cybil the dog had pissed on the floor and it was difficult to reach the game without standing on damp yellowing tissues. So Just One was chosen instead.
We were amazed and delighted to discover that it was a brand new copy brought by Joe to entertain so visitors for the forthcoming weekend. Katy revelled in the feel of a virgin pack of cards and she marvelled at the new dry wipe pens.
"Looking forward to using my rubber. Look how firm it is!" she exclaimed happily.
"It doesn't stay firm for long," said Joe, dolefully.
But double entendres aside, we whipped through the first four rounds when Joe mentioned that they've never achieved a clean sweep. Katy was not impressed because he'd mentioned this right before her turn, putting the pressure on.
But she succeeded and the correct answers kept coming (although no one managed to guess a duplicated word) until it came back to Katy at which point Joe reminded her what was at stake, causing more despair as all hopes came to rest on her shoulders.
But she rose to the occasion, got it right and all that was left was for Adam T to correctly guess the last word "pool" which he did. And by the way, kudos to whoever (Ian, I think) wrote "swimming" because this most obvious of clues wasn't duplicated. A perfect run of Just One was completed.
With history made, Ian, Katy and the two Adams left. Martin, Joe and I took on the mighty challenge of The Mind Extreme. The rules are the same except there are two suits, red and white, of 1-50 and the white cards should go up in value while the red cards should go down. And sometimes one of the piles is placed face down.
We played twice and both times got finished off by round six, a devilish level that requires both piles to be placed face down. Evil. The second time we perhaps should have used more shurikens but instead lost both our remaining lives to mere single--digit mistakes. Very cruel.
But fun. Thanks all for a lovely evening. See you next Tuesday.
But talk about where this email had been for three years was put to one side and we played L.A.M.A. to fill the time until Adam T arrived. I went clear in the first two rounds but Joe, despite an apparent inability at remembering which number followed which ("I forgot there were sixes,") went clear in round three and got rid of a ten point token.
Joe 5
Andrew 9
Martin 15
Ian 25
Katy 28
Adam 45
When Adam T arrived we split into two. Joe, Martin, Adam T and Katy played Babylonia - the table-hogging area control game from Knizia. That meant Ian, Adam H and me adjourned to the card table for slightly smaller scale fun.
We started with Can't Stop, discovering that if you can stop, the game passes by pretty serenely. Ian and I were sensible while Adam pushed his luck and failed regularly. Even though he went for sevens. Out of the four rounds we played, he succeeded only once. I, on the other hand, got lucky and closed out the 2 and 12 columns quickly before wrapping up the 8 column for a swift victory.
Andrew 3
Ian 1
Adam H 0
Then we chose Hab and Gut, which just about fitted on the table. Ian manipulated Yellows to good effect in round one but then joined me on a doomed speculation that Brown would improve dramatically in round two. It didn't.
Adam was the wisest investor but, in the final count, we discovered he didn't have to be since Ian and I both donated exactly the same amount to charity ensuring that we were both disqualified as joint least generous.
Adam H 720
Andrew 695 but OUT
Ian 520 but OUT
Midway through this game Babylonia ended…
Martin 133
Adam T 127
Joe 120
Katy 106
And they embarked on a few missions of Die Crew. I was a bit miffed that I was going to miss this game again but Martin assured me that there'd be plenty of time to catch up.
They began where they left off, on mission 9 and continued until mission 14 . Martin would read the scenario and criteria before each mission. They pondered over their co operative trick taking (notwithstanding Katy's outburst of "I won" after one successful mission) and indulged in the kind of dialogue that more science fiction should have.
"I've done it again," said Adam, sighing.
"What do you mean 'Done it again'?" asked Martin.
"You'll see," replied Adam.
Now imagine that in a block-buster CG-laden sci-fi film and you can see the appeal of the game.
Anyway, after Hab and Gut, we on the card table played Take It Easy. Categories were: Things I taped off the TV onto VHS (me), Terry Pratchett books (Ian, revisiting an old favourite) and computer games I've played (Adam). Whoever called the categories scored worse for that round, interestingly enough.
Adam 439
Ian 385
Andrew 358
This was followed by a discussion prompted by my disbelief that Sim City ever came out on the ZX Spectrum.
Then Die Crew finished and we were all together again. We needed a rousing party game to finish off. I was keen on Stinker but Cybil the dog had pissed on the floor and it was difficult to reach the game without standing on damp yellowing tissues. So Just One was chosen instead.
We were amazed and delighted to discover that it was a brand new copy brought by Joe to entertain so visitors for the forthcoming weekend. Katy revelled in the feel of a virgin pack of cards and she marvelled at the new dry wipe pens.
"Looking forward to using my rubber. Look how firm it is!" she exclaimed happily.
"It doesn't stay firm for long," said Joe, dolefully.
But double entendres aside, we whipped through the first four rounds when Joe mentioned that they've never achieved a clean sweep. Katy was not impressed because he'd mentioned this right before her turn, putting the pressure on.
But she succeeded and the correct answers kept coming (although no one managed to guess a duplicated word) until it came back to Katy at which point Joe reminded her what was at stake, causing more despair as all hopes came to rest on her shoulders.
But she rose to the occasion, got it right and all that was left was for Adam T to correctly guess the last word "pool" which he did. And by the way, kudos to whoever (Ian, I think) wrote "swimming" because this most obvious of clues wasn't duplicated. A perfect run of Just One was completed.
With history made, Ian, Katy and the two Adams left. Martin, Joe and I took on the mighty challenge of The Mind Extreme. The rules are the same except there are two suits, red and white, of 1-50 and the white cards should go up in value while the red cards should go down. And sometimes one of the piles is placed face down.
We played twice and both times got finished off by round six, a devilish level that requires both piles to be placed face down. Evil. The second time we perhaps should have used more shurikens but instead lost both our remaining lives to mere single--digit mistakes. Very cruel.
But fun. Thanks all for a lovely evening. See you next Tuesday.
Labels:
Babylonia,
Can't Stop,
Die Crew,
Hab and Gut,
Just One,
L.A.M.A,
Take It Easy,
The Mind Extreme
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