Showing posts with label The Road To Canterbury. Show all posts
Showing posts with label The Road To Canterbury. Show all posts

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, 25 May 2016

Berger’s Last Go

Games! Tuesdays! Joe’s!

This week, we numbered six: the host (Joe), Sam, Ben, Ian, Andy and me. Joe, Ian and myself were first to arrive and swiftly grabbed a one-round (and, surely, non-leaderboard) game of Tumblin’ Dice. This game got its debut recently at our NSPCC event (sadly unblogged, but Sam and I were too tired) and was a big hit.

For some reason, this game reminds me of the hang-gliding Monkey Target mini game in Super Monkey Ball. In Tumblin’ Dice, you flick a dice off a slightly raised platform and send it down the board, hopefully picking up multipliers as it does. Much like SMB’s flying, bouncing ball that you hope ends on a multiplier.

Super Monkey Ball: Monkey Target

Not during the game, alas.  We're not that good.

It’s a huge success and endless fun. A dexterity game that even Andy likes. Is there any higher praise?

Anyway, like I said, it was only one round before other people arrived, but I’d like the record to show that I got twenty points with one die, and ended as the winner.

Andrew 25
Joe 13
Ian 10

When all six of us were present, we played Team Play. Again, non-leaderboard, but who’s counting? The teams were me and Ian, Joe & Andy and Sam and Ben. I’ll be honest, I thought Ian and I had it sewn up. We were first to eight missions and nabbed a ninth mission card in the final round. Sam and Ben were nowhere to be seen when both got stuck, unable to complete their missions, but I hadn’t reckoned on Joe and Andy’s canny reliance on big scoring missions. The final count was:


Joe and Andy 30
Andrew and Ian 28
Ben and Sam 23

The game did, at least, give us our blog title. When I triggered the game end with my eighth mission, Joe dolefully sighed “This is my last go,” sounding as if after this, he’d stop playing games completely. This prompted Sam to liken it to a Beckett play, which lead to the blog title.

After this we split into two groups of three. Sam, Joe and Ben played The Road To Canterbury. This game, recently blogged about, is all about selling fake pardons (as if there was such a thing as real pardons) to Pilgrims on the way to Canterbury.


Ian, Andy and I played Port Royal with a few extensions thrown in. Ian needed a rule refresher and, as with Russian Railroads, new rules are no barrier to Ian. Despite Andy leading for most of the game, Ian cashed in his relics at the last minute to take the win.


Ian 12
Andy 9
Andrew 7

At this point, those on the road to Canterbury were still somewhere near Maidstone, so we got out Kodama. I find this game of tree growth quite relaxing and I sort of wafted through it quite happily.

Perhaps this sense of detachment was helped by Joe generously pouring me a shot of some Italian spirit which, apparently, contained myrrh. And, judging by the aftertaste, also quite a lot of aluminium.


Then Road to Canterbury ended, with the scores at:

Joe 86
Ben 65
Sam 51

And they started to play Can’t Stop, which I admit, I found rather distracting. Especially when Joe did crazy things like going bust when he rolled four ones, or deciding to do the entire six lane in one go and almost made it before he went bust with two sixes and two fours.

Kodama ended as

This photo is actually from the NSPCC evening.

Andrew 147
Andy 128
Ian 122

And Can’t Stop finished


Sam 3
Joe 2
Ben 0

Now we were all together again we ended with For Sale. Joe is now duty bound to pick up the one card since he said that it was a viable strategy.

During this game, Ian told us how he’d drawn a sad face on his toaster, and now making toast made him really depressed. Not depressed enough to give up on winning, though.


Ian 51
Ben 47
Andrew 47
Joe 43
Andy 42
Sam 38

And with that, we were done! And it all seemed so painless.


Tuesday, 24 May 2016

A Road Paved with Corpses

Last night Ian and I (Sam) bashed through a couple of games of The Road to Canterbury. This 2 or 3 player challenge sees the players as a bunch of ne'er do wells conning pilgrims out of their money, and the most successful con merchant wins the game. You are rewarded for tempting the pilgrims to sin in the first place, for pardoning them, and even for killing them off by adding the seventh sin - an indulgence too far in the eyes of God.

There are three pilgrims around at any given time, joining the players on the road from Greenwich to Canterbury. Each player begins with five sin cards and on your turn you can tempt any one of the company to sin. Because they are pathetically weak, they always succumb, and when they do you can add a cube of your colour to the matching sin on the circle of sin to show how dastardly you are - the point of this is that the first player to tempt pilgrims into the seven different sins gets a bigger reward than the second, and so on.

circle of sin

But obviously, you want to pardon the sins too, as that's where you make your money. So at the end of your turn when you replenish to five cards, you can forego another sin cards in favour of a pardon card. And on a subsequent turn you can pardon any of the pilgrims for their transgressions, as long as your pardon card matches at least one of their sins. How many of the matching sins you pardon denotes how much you make on the deal, as you count up the amount of matching sins, and the parson if appropriate (he spirals around the circle of sin, preaching, and if you forgive the sin he's currently fixated on, that's good) and square the total: that's your cash reward. You also get to put a corruption cube on that pilgrim to show your responsibility for their fall from grace.

pardons, sins, relics

If you play the seventh sin to any one pilgrim then they die. At this point the player with the most corruption cubes gets a reward; placing one of their cubes on the road board and getting a windfall - these get bigger the closer you get to Canterbury. They also take a Last Rites token which they can add to their score at the end, or cash in for an extra turn. As soon as the last pilgrim dies (filling the Canterbury space) the game is over.

Finally there are Relic cards to be had that do all kinds of nonsense but if you pick up a less effective one then it's kinda taking up space in your hand. They can be very powerful though, a fact which is slightly undermined by the appalling puns they contain.

dead pilgrims

We really liked it. There is a lot of room for chicanery here - you can see when your opponent is gearing up for a juicy pardon and beat them to it; either pardoning the sin yourself or even killing the Pilgrim off. There are Death cards hidden in the sin deck to expedite deaths unexpectedly and Last Rite tokens - which we kept forgetting to use, but could see the potential in them - to swing the majority on pilgrim corruption your way or grabbing some quick cash by taking two turns in a row.

There's also a nice balance between spreading out your temptations (for that juicy 20 gold reward on the circle of sin when you complete all seven sins) and focussing on pardons instead, which can get you up to 16 gold when timed judiciously. And majorities on the dead pilgrims can be a deal breaker too - at the end of the game the amount of cubes you have on the road gives you cash, as well as the amount of cubes on the surviving pilgrims - there are always two who make it to Canterbury. So there's a balance between hanging on for a big cash reward pardoning, or just making a bunch of small pardons for a smaller return, but - you hope - a bigger presence in majorities.

Deadly for everyone - Ian won the first game something like 50-40, and in the second familiarity made a huge difference to the scores, as I won something like 140-110.

We moved on to Quantum, and at Ian's suggestion removed a central planet on an already fighty board to add The Void - the expansion where any ships in the void at the start of your turn add a point to your research. Placed dead centre, it was to prove a gladiatorial arena. If the road to Canterbury was bumpy, this was like climbing in the ring with Tyson and getting repeatedly punched in the face. I started on the offensive, but that lasted about as far as my first turn as I spent the next half an hour being blown to shit, over and over again. My constant rolling of fives and sixes didn't help, but it was an awesome performance by Ian, who practically sashayed his way to a 5-2 victory. Even invoking the spirit of Katy with some well-aimed name-calling made no difference.

evil red

So a small measure of comfort was derived from beating Ian all ends up at Elk Fest, after which we rounded off the evening with a game of Diamonsters, which I also won. But I will be smarting from that Quantum result for some time!

not space