Showing posts with label Wizard. Show all posts
Showing posts with label Wizard. Show all posts

Wednesday, 29 October 2014

Four Tribes. Five Days.

Five days in Dorset with four families - Joe's, mine (Sam), our friends Tom and Hannah (plus Theo and Esme) and Alison and Simon (plus Elliott). It's something of a tradition now, as this was the third year running we piled into a rambling 1930's house and indulged ourselves in fine wine, fine food and of course, games.

It's only really myself and Joe who are committed gamers, but Tom, Simon and most of the children are at least intrigued, and often keen. It was amazing to watch how young children will pick up a game very quickly, whereas some of the adults will start to glaze over, defeated, as soon as there is a third or fourth rule.

I'd brought along a few games and Joe a few more. We both had a new purchase with us - Istanbul for me, and Machi Koro for Joe. Both were big hits.

Image courtesy JackyTheRipper

Machi Koro is a game of dice and cards. Thematically each player is building a city, and they grow from their initial two cards (Bakery and Wheat Field)) by generating money to build more buildings (or other things, such as the curiously un-urban Forest), which beget more money, which beget more buildings and so on. The first player to build four specific landmark buildings - Radio Tower, Train Staion, etc - wins. Personally I didn't get on with it. A series of rubbish dice rolls and consistent strategic ineptitude on my part in three attempts all ended with me soundly beaten and somewhat frustrated. But I was the sole voice of dissent, as Joe, Tom, Simon and the kids played it serially over the five days to much appreciation. I think Tom usually won.

Istanbul won the Kennerspiel des Jahres, the award for the "Gamers Game" this year, apparently seeing off Concordia in doing so. I don't know if it's the better game, but it's certainly more accessible. It's slightly reminiscent of Five Tribes in layout and movement, but any similarities end there, as the game moves much faster and finishes much quicker. Each player is trying to be the first to get a number of gems - 6 in a two-player game, 5 with more. Everyone has a merchant they move around the variable set-up board, dropping off assistants to do tasks in worker-placement style. You can try and generate money and buy gems, or pay for them with resources. Getting certain in-game bonuses or extras will also get you a gem. Key to the game is movement - you can only do the action of a building if you're dropping off or picking up an assistant, so you can't go scattergun all over the place.   I played this as a two, three, and four player and enjoyed them all - admittedly I won them all, but Tom never played it.

 Image courtesy Kenneth Hiew

Cube Quest was also a big hit, particularly with the kids. Big Joe and I spent a good deal of our time searching for cubes behind or under furniture as the flicking velocity increased. It's a great leveller, Cube Quest. I won a few games - but I also lost to both Little Joe and Stanley, and Stanley defeated Tom (Tom!) with possibly the Flick of the Trip - a two-mat sniper-style hit on Tom's King.

Little Joe prepares for battle

Possibly the biggest hit, though, was a variation on many party games which Alison introduced: one by one the adults chose a book and read out the title, and blurb on the back. Then everyone wrote their own opening line to the book in question, and they were all (including the real one) read out. Points are awarded for a correct guess and for anyone who guesses your own faked effort. I won this game narrowly but it helped me massively that, being only fairly drunk in a room full of paralytic people - courtesy of some extremely strong margaritas - I had my wits reasonably about me. I have never seen Joe as drunk as during this game. I'm not sure I've seen anyone as drunk as Joe during this game. He fell off his chair three times, went outside for a mysterious 'walk', and fell asleep upstairs during the last round whilst the children - still up to witness events - regarded us all with appalled, yet justified, disdain. The game definitely benefited from our inebriation though, as well as an impressive collection of 1950's literature on the house's bookshelves - titles including The Swish of the Curtain, The Houses Inbetween, Destination Unknown - and best of all Gently Sahib, the story of a tiger killing someone in a sleepy England town and poor old Detective Gently assigned to investigate. Our own investigation of the novel itself featured a fleeting appearance of Sausages and Mash, the game of reading out sections of a book and turning any words beginning with S or M into 'sausages' or 'mash' - or variations thereof. No-one - or maybe everyone - is a winner with this venture.

Our rival to Simonen

Other games were played - Dominion, Fauna, Camel Up and X-wing (basic version). The latter three were curiously flat: Charlotte admitted Fauna had never lived up to its first play when there was hysteria over the Bushy-Tailed Gerd. Though we played to the end nobody requested it again. I had a disaster, finishing stony last and embarrassing myself by thinking Balearic music came from Central America. Music and geography - not my specialisms. I tended to focus on the map and not guess at length and weight that much. Personally I really struggle with weight once you get beyond a pound - I've realised I measure weight in terms of cheese.

Dominion, and Elliott's leg.

But Fauna was probably the success of the non-successes; Camel Up was okay but it lacks the immediacy of something like Cube Quest, and actually is a tiny bit fiddly rules-wise for something that plays in 20 minutes. X-Wing I really need to learn the proper rules to, as the base game - played by Elliott and I - is fairly dull. I'll bring it along to GNN and let Matt teach me! Trans Europa also saw the table at one point early on, and the eerily prescient event of Tom winning happened. I think apart from Fauna and Cube Quest he may have won every game he played.

Take It Easy got played a couple of times, with Joe beating me in a two player, and I'm not sure who won the group game. Probably Tom. Wizard also made the table, although I only witnessed a small part of the game which was Theo going for every single trick in two subsequent rounds. Tom won.

Simon won Dominion (Tom didn't play) in a tie-breaker with Elliott, who had a bit of a crazy week overall. On the second night he fell out of a tree and broke his leg in two places. He spent a night in hospital and then returned with his limb in a cast and recommenced gaming, albeit more statically before. As someone who can generate a few days' worth of complaint about a split nail, I take my hat off to his calm stoicism throughout the whole episode. He also - pre-break - beat myself and Theo at Raj, when I picked up two minus cards thanks to the boys tying on lower bids. A late surge when the boys were left with low-numbered cards was not enough to catch up. Oh Raj! Why dost thou forsake me so?

There were also several games of Top Trumps, both Stan's several-years-out-of-date European Football Stars deck (Tom beat Stan) and Joe's Transformers version. I now know that Optimus Prime travelled to Earth after thousands of years in search of the Allspark, only to find his nemesis Megatron awaiting him. Poor Optimus.

Vegas, and the crossword

We didn't spend the whole time at the table. There was walking and beaches and Lyme Regis and football and cycling and even mushroom foraging, leading to the discovery of the Shaggy Ink Cap, which is non-poisonous unless eaten with alcohol, or even (apparently) combined with potent aftershave. Simon already knew this, as he recounted the fact that Georgians tried to cure alcoholism by feeding the afflicted with the shaggy ink cap, and thus supplying them with non-fatal yet lingering hangover symptoms.

We didn't need mushrooms for that.

Shaggy

On the last night we played (Las) Vegas (Tom won) early in the evening, and Joe's plan for Lords of Vegas as the main event were stymied by lengthy meals and lengthier chat, including Joe himself coming up with the tagline for the relaunched Soda Stream: Force Air Through It! He did still try and push Lords of Vegas through, but at 10.40pm, my shying away from it dissuaded others. Sorry Joe. Instead they played Long Shot, the game of betting on plastic horses. In fact that's what he, Tom and Simon are playing now as I write. All that remains to be seen is who finishes second behind Tom. I'm going to bed.


Wednesday, 17 September 2014

Tribes and Tribulations

Tonight we congregated at Joe’s. In attendance were six regulars: Joe, myself, Martin, Ian, Matt and Sam, along with newcomer to the group (and to board games) Jim, and old friend of Sam’s and sometime acquaintance of me and Joe’s.

Jim spoke of experience with Agricola and Settlers, and so he, Sam, Ian and Matt embarked on a four-player game of Macao. Martin had requested that Sam bring Five Tribes so he could try it again, so he, me and Joe set up on the rickety card table.

Joe started, and immediately left Martin with a move that got him the fifteen point tile. I sighed and grimly started wondering how I was going to make up that deficit. I went for resource cards, Martin built up his stock of viziers and djinns while Joe relied on his djinn’s special power to get him out of a tight spot. He was able to put three random meeples on an empty square. Unfortunately, twice near the end, the meeples he drew were the wrong colour for what he wanted and they ended up being wasted moves.


The defining characteristic of the game, it seemed to us, was that it’s not enough to maximise your points, you also have to leave nothing behind for the next player. We were all guilty of accidentally leaving the board in a state that another player could exploit for profit.

Martin 188
Andrew 164
Joe 143

A discussion about Five Tribes amongst everyone later that evening prompted Sam to suggest that a timer would make things better, but Martin thought that this would just mean that players made mistake more frequently. Perhaps, he said, the only way for the game to improve was if we all got better at it.

By the time we’d finished, Macao was still about halfway through, so we thought about what to play next. Joe insisted on Wizard. Martin wasn’t keen, and I didn’t know it, but Joe was so excited about the idea that we agreed.


Wizard is, basically, Contract Whist with eight extra cards: four Wizards that allow you to win any hand, and four Jester that allow you to lose any hand. Now you might think, looking at my performance, that what I’m about to say is sour grapes but I’ve never liked card games that are merely tweaked versions of games that already exist. The new cards don’t seem to add anything except an element of unpredictability. Especially if you don’t have any in your hand. While it was fun while it lasted, there really is no reason for this variant to exist and it certainly shouldn’t be pretending it’s a completely different game.

Joe 200
Martin 180
Andrew 0 (yes, zero)

We ended our game of Wizard to coincide with the end of the epic game of Macao. They told me the scores, and Jim made sure to tell me that, while he came last, he enjoyed it.

Matt 65
Sam 64
Ian 52
Jim 39

Since we were all ready for a new game together, we chose 6nimmt. Jim sat it out, saying he’d prefer to watch. We explained the rules to him anyway, so he could at least understand what was going on.

It was a typical game of 6nimmt, with people dodging cruel fate or, more often, running straight into it just as it's looking for a fight. In the first round, Joe picked up 40 points, and in the second round Sam did the same. As we entered the last round (the 66 point rule dropped due to time constaints) it was between Martin on 13 and Ian on 14 points. But this time, the hands on the clock of doom were pointing to Ian o'clock, and he picked up 31 points while Martin escaped with a clear round (as did Joe, by the way).

Martin 13
Andrew 41
Ian 43
Matt 53
Sam 58
Joe 61

On the form table with barely two weeks to go until the end of the season, Martin replaces Joe at the top.







Points
Martin 1 2 1 3 1 8
Andrew 2 3 2 1 2 10
Chris 1 2 13 5 12
Adam 1 1 4 3 4 13
Sam 5 2 3 1 2 13
Joe 6 1 3 1 2 13
Matt 4 1 4 3 2 14
Ian 3 3 2 3 4 15
Hannah 3 4 5 2 2 16
Paul 2 2 5 5 5 19
Steve 1 5 5 5 5 21
Katie 3 3 5 5 5 21
Jim 4 5 5 5 5 24

But hey, I hear you all cry out, isn't there a division for 6nimmt we can all gawp at? Sure there is. Sam comes first on the medal table and is top on points, with "Silver Specialist" Steve taking points ratio. Well done, all.


Tuesday, 9 April 2013

My Kingdom for a Builder

With Andrew off in the distant climes of Northern Italy, Anja and Steve readying the house for a wee bairn and Hannah pilateing herself into a noble posture, it was a struggle to get a GNN session going at all. Only by coaxing Adam with texts and chocolate did we finally assemble a trio - Joe and I started the evening chez Bergers as a pair, and tried out Thebes Tomb Raiders. We didn't like it a great deal, and abandoned it at the same time Adam abandoned his chips. Joe says it's where Martin Wallace got the 'time track' idea for Tinner's Trail, but the game that came with the time track here did not have TT's strengths or intuitive play.

For what it's worth Joe was ahead of me; 69 to 61 points.

With the nine o'clock looming we didn't want to start anything big and Joe suggested Kingdom Builder,  the game of ever-changing boards and rules. Adam and I were amenable and so we started building our settlements across the vast tracks of grasslands, forests, canyons and, er, deserts. Citizens and Hermits scored big, and each separate settlement brought you victory points. However both Joe and I fundamentally misunderstood one of the scoring cards (they vary from game to game) and despite our discussion of how best to meet the card's requirements midway through the game, Adam was unable to enlighten us as to our misapprehension, as he was deep in thought, mulling over his turn.

Built by cowboys

So at the final count-up we both thought we'd done very handsomely indeed (I was pretty sure I'd won) only to discover that Adam had interpreted it both differently and correctly. As a result he ran away with a resounding victory, and I for one was slightly crestfallen. It was like thinking you were digging out a swimming pool only to discover it was your own grave.

(What Joe and I would have scored if our interpretation was correct is in parentheses!)

Adam 46
Sam    27 (78)
Joe      25 (61)

With that slightly underwhelming experience (for two of us) over, we settled on something a bit more lighthearted: Incan Gold. It's very much a game of push your luck, however on this occasion luck favoured the cowards (Joe and I) whereas Adam got caught and eaten by Zombie Ladies and Spiders. The round he survived on his own he discovered the next two cards after escaping the crypt were 17 crystals and a thingy that gives you ten points. I forget what they're called. After an abortive final round (Zombie Ladies again) I assumed Joe had won but it was a close thing:

Joe 56
Sam 55
Adam 40

Adam and I were in the mood for something like Poison to round off the night, but we discovered to our horror that Joe has put it in the attic, as part of some sort of Wildean pact with Charlotte no doubt. I suggested High Society but Adam pooh-poohed. Joe suggested Wizard, which I pooh-poohed. However my pooh-pooh was pooh-poohed and I found myself on the recieving end of a cajole for a change. It's not as bad as I thought - you feel wanted, even if only in a mathematical sense.

So Wizard it was, which as Andrew noted last time we played, is essentially contract whist. However it differs in three regards - you only score your tricks if you hit your target, the hands start low and go upward (rather than down as in CW) and there are wild cards - specifically Wizards and Fools, who can ignore the standard following-suit rule in order to automatically win or lose a hand respectively.

This game is wizard

I'm glad I was convinced because it was fun - better than contract whist I'd say. And obviously I like winning:

Sam 270
Adam 160
Joe 60

With three games under our belts we called it a night. Thanks Joe for hosting and pizza, and Adam for those last chips. On the form table it's still very embryonic, with most people still to shake those red fives...








Points
Sam1221511
Adam2313413
Joe3 1 3 25 14
Steve2155518
Anja1 3 5 55 19
Hannah425 5 521
Andrew3 5 5 5523

Wednesday, 13 June 2012

Manila Dice

Only a few days after we descended on Adam and Hannah's place, we return to their house for another games night. At first, there were five of us: Joe, Sam and myself as well as our two generous hosts. While we waited for the arrival of Anja and Steve, Joe treated us to a game of Wizard; a game he'd bought on a recent trip to Germany where the streets are lined with games shops and people play board games on trains.

Unfortunately, the non-English rules meant that we couldn't really play it properly. It is very similar to Contract Whist with a couple of extra types of cards, so whenever we were unsure about a rule we always found ourselves using the rules from Whist. In short, we were playing Contract Whist. And, as with Tichu, I am not keen on games which are based on already popular games and, frankly, while playing Whist I've never thought it could be improved with a few giants and dwarves.

We ended when Steve and Anja arrived and split into two groups. Sam, Anja, Steve and Joe went for Lords of Waterdeep, while Adam, Hannah and myself chose Manila. We went into the front room, and reacquainted ourselves with the rules. We also tried to remember where we went wrong last time, and decided that we'd all bid too low for the Harbour Master.

As such, the bidding was fast and furious from the beginning. But the real decisive aspect of the game were Adam's nemeses: dice. They took real delight in leaving his boats becalmed at the harbour mouth, or landing in the lap of a pirate or two. Unless he was the pirate, in which case they'd glide by serenely. In the end, I think that mine and Hannah's successful pirating helped, with Hannah winning with a strategy of hardly ever being the Harbour Master.

Hannah 196
Andrew 175
Adam 121

Maybe we paid too much to be the Harbour Master...

Then we rejoined the other group in time to watch the final round of Lords of Waterdeep. Joe was in a clear lead, and couldn't contain his satisfaction. Sam was in last place, bemoaning his fate of owning another game he liked but was bad at. Steve and Anja fought for second place like tigers (playing a board game).

I'll leave it for them to explain the cries of anguish/victory that we heard through the walls while we played Manila. Meanwhile, the scores were...

Joe 128
Steve 114
Anja 109
Sam 104

Then we decided on a last game with all of us together. We chose 6nimmt as the only one that could accommodate all seven of us, and we began. Although the game almost came to a premature end, as halfway through Steve innocently asked if he was supposed to have just one card left.

No one could work out what had happened, but I'm willing to bet that Joe's bottle of 6%+ ale had affected his dealing. Steve was given enough cards to fill his hand, and we continued. 6nimmt is a hard game to get a hold of. I was constantly undone by people choosing to take the row of cards that I was going to add to. In one go, I simply shuffled my hand and chose a card at random. Didn't do too badly, either. But I guess we all have our sob stories. Adam, though, squeezed into first after two almost clear rounds and an abysmal final round.

Adam 29
Steve 33
Andrew 42
Hannah 43
Anja 50
Joe 55
Sam 62

An excellent evening of high drama concerning quests, intrigue, betting and Pringles. Thanks for hosting, Adam and Hannah.

No change on the Form Table, except for Sam's precipitous drop. Oh well, there's still time to turn that round. Or, failing that, there's always next season.







Points
Steve2 2 2 1 2 9
Hannah4 1 1 3 1 10
Adam1 3 2 1 4 11
Andrew3 2 3 2 2 12
Joe6 1 1 1 3 12
Anja5 3 4 3 3 18
Quentin 1 35 5519
Jonny 2 25 5519
Paul 3 15 5519
Sam7 4 4 1 3 19
Sally 3 55 5 5 23