Showing posts with label Yokai Septet. Show all posts
Showing posts with label Yokai Septet. Show all posts

Wednesday, 5 February 2025

Crowdbusting

I was hosting last night and Adam T arrived early enough that we squeezed in a quick 2-player in the form of Yokai Septet. I'd played this trick-taker before, but as a team game: the goal is to win four sevens from a deck of suits that vary in their number values. You can also lose if you win 13 tricks without winning four sevens... kinda nuts, but fun. I forgot to take photos though, so busy was I going from solid early-game promise to late-game collapse.

Adam wins
Sam doesn't

Martin knocked on the door first, and then was good enough to do greeting duties for the others - Ian, Katy - as we packed away. We debated options and decided on Klink while we waited for Adam H and Laura. 


Despite some pithy commentary from the table, I enjoy Klink. But maybe it's not best with five, as the passing-of-cards does outweigh the taking-of-cards and subsequent fun of joy/despair it entails. When Adam H rocked up we ended the game early, as Adam T picked up a mildly asterisked win. 

Adam T 18
Sam 26
Katy 36
Martin 56
Ian 61

Katy was keen on Trailblazers and between her and Adam H they were confident they could teach it to Adam T, whose Novocon nickname Big T has sadly not stuck. For a long-running club, we have a surprising dearth of nicknames outside of 'JB' and 'Space Cunt'. Meantime whilst I made tea or something Martin taught Ian the rules to the Fellowship of the Ring, and I joined them as we set out on Chapter 5, striking up a friendship with poet-irritant Tom Bombadil: left out of the movies, but back with a bang for the trick-taking. Inevitably - or perhaps thematically - I forgot to take pictures again, but here's Trailblazers. 


The road goes ever on and on and so my memories, thanks to subsequent games and a couple of glasses of whisky, are now murky over what happened with Tom. I think we initially failed and then triumphed, and triumphed again in Chapter 6. EDIT: Chapter 5. Go us! Meantime trails were being more aesthetically blazed at the other end of the table. 


Adam H definitely won - 81 points - but there was drama over who had came second. Katy demanded Martin and I adjudicate over some bonuses she'd gotten, but I didn't remember the game and Martin had never played it, so we couldn't assist. After the dust settled Katy claimed second with 73 points and Adam T was back on 68. EDIT: I remembered the exchange, but got the game wrong! This occurred over the scores of Fort, a bit later.

By this time, Laura has also arrived and she, Ian, Martin and I were bomb-busting, so they started playing Fort, the game of untrustworthy friendships.


In Bomb Busters we did rather well, even if I do say so my wirecutter-twirling self. After the next mission was successfully navigated, we even got to open a box! It contained some more fun stuff, and prompted a mission set to a 15 minute timer, which we initially rushed in a mad panic (actually in fairness, this was mostly me and Laura) before attempting a second time and pulling it off with over five minutes remaining!


Then Laura watched the first half of Cat Blues before going home. This is a set (or quartet) collecting game over three rounds, with the catch being the same cards you collect are used to bid, giving it a sort of lurching rhythm - and a lot of profanity. 

I took a narrow win in a very funny play, mainly because of Martin continuously ranting at my high bids. Ian was victim of the game's somewhat opaque decision space. 

Sam 31
Martin 26
Ian 8

I'm not sure what happened in Fort. It was a bit more sweary than Trailblazers though. Scores provided verbally by Katy:

Adam Fucking Hillmann 37
Big T 35
Katy 33

Maybe we do have another nickname after all. Laura had left by now, and Adam H was next to go. But with five of us remaining we moved on to our standard closer of So Clover. Initially Katy's clue of 'And' looked like another Just One moment, but when Big T spotted the words war and peace it came into focus. Adam T rescued my clover from doom when he spotted photo went with 'cheese'. Overall, a solid effort with just Katy's red herring denying us a perfect score. 


Another excellent night!

Wednesday, 6 March 2019

A Trick of the Rail

With Andrew off in Japan and Katy not yet returned to the fold, stalwarts Martin, Ian and myself (Sam) were joined at Joe's house by Steve, who made the trek from Easton through the skirts of Storm Freya. Because Ian wasn't arriving until later, the quartet began without him with a game of Byzanz. But before that happened Joe, Martin and I bashed out a quick game of Good Little Tricks, the trick-taker where winning a trick can be harmless, or can be terrible if said trick contains the final card of a suit - the trick winner collects all the cards of that suit and turns them into points.


Points are bad.

Joe 13
Sam 18
Martin 23

Steve rocked up as we wrapped up the second round, so it was Byzanz time. Martin ran Steve through the rules (see Andrew's previous post) and we were off!


Steve seemed perplexed but also seemed to be scoring a lot of fours. Martin scored a bunch of threes, but also traders. Joe tried the tactic that failed me last week and made it work. I bid high and failed again. I didn't even fail better.

Martin 26
Joe 24
Steve 23
Sam 21

Ian watched the last two rounds play out as he sank his first beer so fast he surprised everyone, including himself. Maybe it was Steve's exceedingly hot bombay mix, which had everyone sweating except Joe, who remained curiously unperturbed.


Then it was time for Martin's new game, Northern Pacific. This takes Mini-Rails' simplicity and aligns it with the brinkmanship of Medina: everyone collaborates on building a railroad across America, but can only take one of two options on their turn - build track, or invest in a station. The stations pay out when - if - the track reaches them, and up to three investments can be made in a single station, leading to agonising decisions as to when and where you lead the track, because taking it to Glasgow, say, will eliminate the possibility the train ever arrives in Butte. So if you've invested in Butte - bad luck.


When the train reaches the west coast the whole thing starts over, and after the route is built a third time the game ends with the richest player the winner. Despite some leader-targeting in the mid and late stages, the leader was Martin. I pipped Joe for second on the tie-breaker.

Martin 24
Sam 21
Joe 21
Steve 19
Ian 18

After a quick conflab we moved onto Las Vegas, with one of Joe's expansions mixed in: the big die that represents two dice when placed in a casino. This simple rule was slightly complicated by the spoiler dice (white) also having a big die that didn't represent two, and my big die for purple actually being blue. Echoes of the hostility from Northern Pacific were felt in the game, particularly when Steve disparaged statisticians.


But Joe mellowed the mood by getting us to imagine a beach where "all the pebbles are dice". To really picture the moment you also need to imagine Joe dreamily smiling, with both hands holding lots of dice. He was so immersed in the moment he didn't realise he'd won, until Martin pointed it out.

Joe $380k
Martin $370k
Sam $260k
Ian $210k
Steve $110k

At this point Steve bowed out, so now a quartet again we played a game of partnership trick-taker Yokai Septet, with Joe and Ian taking on me and Martin. This is a neat trick-taker where players are trying to win the '7' cards from seven suits which each have a 7 in, but in the lowest numbered suit the 7 is the highest card and in the highest numbered suit it's the lowest. Win four '7's to win the round, or win seven tricks (without winning four 7s) to lose it.


We didn't play more than a couple of rounds, but won one each, with mine and Martin's tricks proving slightly more valuable:

Martin and Sam 4
Joe and Ian 3

With the storm blowing lustily outside and the hour now past 11pm the curtains drew on another marvellous GNN night.

Wednesday, 12 December 2018

Railing against the Dying of the Light (Railway)

Once upon a time we may have laughed off the future as the trifling concerns of others, but last night Joe and I (Sam) rolled up to the kerb outside Martin's house swapping mid-life medical worries, before going inside to eat chocolate and bombay mix. We were joined by the host, of course, along with Ian - now living south of the river - and Andy.

Although before Andy joined us, the quartet snuck in a round of Yokai Septet, the team trick-taker that debuted a couple of weeks back. Martin and I were paired against Ian and Joe, and we pretty much swept the board in the opening/finale:

Martin and Sam: Three tricks, four Sevens
Joe and Ian: Two tricks, no sevens

Whether they would have come back at us to win a full game, only an alternative universe can tell. In this one, Andy arrived, and we started the evening proper with some Cadbury's Fruit and Nut and a five-player assault on Mini Rails. Assault is the operative word, too, as despite the exceedingly light rule-set, every action carries ramifications. Build track and you might help someone else. Take a share and it may cost you points.


But building track and taking shares are the only actions you can do, so you want to be careful that the companies you have shares in pay their taxes: companies that don't count against you.


We all negotiated that particular challenge, avoiding penalties, but table-talk was prevalent as we tried to talk each other into screwing over someone else, rather than us. Joe - was he the only player to take two shares in the same company? - saw his investments in the grey track pay off big time:

Joe 15
Martin 14
Sam 11
Andy 8
Ian 6

Ian then suggested Powerships, but Martin seemed reticent. I seconded, but Martin still havered. We kept saying Powerships as a kind of social experiement, and it turned out Martin's uncertainty wasn't about the game itself but the challenge of setting up the board, which always foxes him. Fortunately Andy was there to pitch in and in no time at all we'd constructed the solar system. Now all we had to do was fly around it.


I began well, shooting off into an early lead. Martin assured everyone I would "fuck up at some point" though, and I agreed he was probably right. But as first Andy and then Ian slalomed involuntarily around the cosmos, I circled buoy one and two and headed for three, with only the green ship of Martin visible in my rear-view mirror.  He was still sure I'd make a mistake, but I, foolishly, had begun to feel confident.



On the last turn around buoy three I needlessly rolled my die, hoping to turn my 2 into a 1. I rolled a 3 instead and ended in a cul de sac of yellow arrows, floating in space. Martin shot around right behind me, straight into an arrow. There followed a period of confusion, as the arrow was supposed to push Martin back - but I was in the way. Did he move back at the start of his next turn? Or stay where he was and ignore the arrow? Much frantic BGG-ing ensued, which ultimately made no difference. Either way, I now had fucked up, and ceded ground to Martin who claimed the win.

1 Martin
2 Sam
3 Joe
4 Andy
5 Ian

Ian, as he foretold, came last. Joe and I noted how the winning spaceships seemed to be engaged in some kind of group hug/orgy. Andy missed the fun as he was still reading the Powerships forums.


I went to the loo and when I came back unwittingly was the winning vote on Abluxxen, once often-seen on the table in these parts. We all needed a refresher, and Joe in particular seemed bamboozled by it. It's like Fuji Flush in a way, but without the teamwork: play a single card or set of (matching) numbers to the table, get busted if someone else plays a card or set of a higher number. The key is to try and build big sets by getting shot of singletons to pick up cards that match your hand.


We only played a single round, at the end of which cards on the table score a point and cards in hand score minus points. I thought I was on the verge of a spectacular seven '4's, (having just played seven '8's) to put me on 14, when Ian ended the game by getting all his cards down!

Ian 17
Joe 9
Martin and Andy 4 each
Sam 0

We ended our evening as a quintet with current trick-taking favourite Voodoo Prince. I think I usually do ok at this game but last night I fell victim to a first round last-out having no trumps, and then when choosing trumps on the next round had four sets of high numbers and a bundle of blacks - too many to safely imbue with trump power. I tried to bluff that I was going for an early trick, but nobody fell for it - I won the early trick. It fell apart swiftly after that.


For the others things were much tighter though, and on our third and final round the scores between them were tight - anybody could have won. In the end Ian - who was first out in round one - picked up his second win in a row as Martin and Joe tied for second, with Andy hot on their tails. I did at least win the last round to add a bit of respectability...

Ian 27
Martin and Joe 22
Andy 21
Sam 15

Martin enticed Andy to stay for one last game, whilst the decrepit (me and Joe) and the long-distance traveller (Ian, now headed for Bishopsworth) hit the road. Whilst we reflected on the evening and the state of the world - Bishopsworth in particular - Martin was whupping Andy at Patchwork:

Martin 46
Andy 10

Until the next time...

Sunday, 2 December 2018

Gothic Horror

The recent Chess World Championship has seen a spike in interest in the game. When Lee Sedol played AlphaGo, it seemed that every website that supplied Go boards completely ran out. Alas, my coverage of our approximately monthly Time Of Crisis games has not had a similar reaction.

The four of us, Ian, Martin, Joe and myself set up at Martin’s house. The game was so familiar that we all joined in with the unboxing without any real prompting. We sat down to begin at five to eight. I went in Gallia, Martin chose Pannonia, Ian set up in Hispania and Joe went for Thracia.

I didn’t go for my usual unorthodox opening and so all of us had identical cards for the first three rounds. In the Three Blue Two Red opening round, I set up a new base in Egypt and then watched in annoyance as the neighbouring Syria was invaded by some early Sassanids. Martin took Macedonia, Ian took Africa and the rival leader Postumus turned up on my doorstep in Gallia, and Joe took Asia.


The the Three Red Two Yellow round, I used my reds to reinforce my army in Gallia and then killed Postumus with my militia. The two legions stationed there seemed happy to let the militia do all the work and die in the process. Then, unobstructed with matters of war, the rest built armies and buildings. Martin put an army in Macedonia and a Limes in Egypt. Ian put an army in Hispania and a Limes in Africa. Joe put an army in Asia and a Basilica in Thracia.

In the Three Blue Two Red round, I reinforced Egypt and hired a new governor since I had an eye on Syria. Martin moved his army from Macedonia into Galatia and stationed a governor there. Ian went from Hispania to Britannia and put a governor there. At this point, two Goths invaded Thracia, where Joe had been the only one of us to decide not to build a Limes. His lovely Basilica was under threat. Joe attacked the Goths, getting only one hit while they did three points of damage and wiped out his army. He then moved his spare army from Asia into Thracia and, just for the hell of it, tried to get voted into Rome, needing four votes from two dice. Nope.


In round four, I (4R 2B) moved my army from Egypt into Syria and tried to wipe out the Sassanids there. I failed, and now Egypt was undefended. Martin had 6B and 3R, and he foederatied a Frank into his Pannonian army and reinforced it, before moving into Rome and becoming an Emperor. The first of the evening. Then more Goths invaded Joe’s territory: this time, Asia. Ian (3R 3B 3Y) stuck a mob in Pannonia, built a Basilica in Hispania and recruited a new governor. And he tributed the Goths in Asia as an act of kindness towards the already beleaguered Joe. Especially since Cniva, the Goth leader, suddenly turned up in his homeland looking menacingly south.


Joe, meanwhile (3B 3R) built and reinforced a new army in Thracia and took on the lone Goth. He killed him, but the Goth got three hits and Joe’s brand new two-legion army was reduced to a single wounded legion army. But they were still alive, and Joe managed to get voted back into Thracia. He also tried to get voted into my Egypt. He needed two votes with two dice, so just had to avoid ones. He rolled double ones.

It was an appalling stroke of luck which was compounded by Joe bemoaning his misfortune and picking up the two dice to roll them again. Another set of double ones. It’s wrong to laugh at a man at his lowest ebb, but we did.

At this point the scores were Martin 18, Ian 14, Andrew 13, Joe 12.

I repaired my army in Syria, attacked and finally beat the Sassanids. I got voted in by a grateful populace. I put a militia in Egypt and failed miserably to get voted into Emperor Martin’s Pannonia. A Sassanid invaded Martin’s Galatia, showing that the game itself was better at trying to unseat the Emperor than we had been. Martin spent his round getting rid of the mob and then boosting support in Galatia to a safe level where it fell back down again. Ian reinforced his army in Africa and built a Basilica in Britannia. Joe built another new army, this time in Thracia, then boosted support in Asia and Thracia. The barbarian leader Shapur I turns up among the Sassanids.

I foederatied a Sassanid into my Syrian army and attacked Martin’s militia in Pannonia, before being voted in there. I had four provinces but felt very thinly spread. Emperor Martin got himself voted into Egypt, where he built a new army. He then killed the Sassanid in Galatia, foederatied another Sassanid from its homeland into Galatia and then boosted support in Egypt and Macedonia.

And finally, we were all ready to mount an attack against our Emperor. Ian built a new two-legion army in Africa, and sent it into Egypt to attack Martin. He failed, but then used six blue to get the votes he needed to get his governor in there and then boosted his support there.


Joe moved his spare army from Thracia into Macedonia and won (with lots of sixes) and then got voted into there. Martin was down to only two provinces. I moved my army from Gallia into Roma and, despite being outnumbered, I attack. And won! I moved my army into the capital, then built a Basilica in Pannonia and got myself voted in the senate. A new Emperor!

Martin, with just one province, was swiftly voted back into Egypt and then, with his army moving from Rome into my Gallia, got himself elected there, too. Then a second barbarian leader arrived among the Sassanids, making them look rather menacing.


Ian repaired his legion in Egypt and had another attempt at fighting Martin there. Failed again. Again, this time, was unable to get voted in either. So he took solace in boosting support in Britannia, a country that so often promises quite stability but had recently been a hotbed of activity in our games. In this game, though, this island saw no action at all and was a solid banker for Ian.

Then a rival emperor turned up but, thankfully, arrived in my Syria so I didn’t have to go far to attack him.

Joe attacked the Goths in Asia, even though they’d been tributed. He rolled a one! And they rolled two hits, wiping his army out. More astonishing bad luck for Joe.

I foederatied a Sassanid into my army in Syria and then attacked and killed the Priest King there. He got two hits in response, but those went to the Sassanids in my army who were wiped out. They do say a war isn’t a war until a brother kills his brother.

Martin foederatied an army from Frankland into Gallia, moved that army back into Rome and unseated me from the capital. He became Emperor again, and ended the round on 59 points. So close to ending the game unusually early! It wasn’t even ten o’clock.

Ian has the unusual hand of 1Y 12R. But he had a Pretorian Guard among those cards allowing him to ignore Martin’s four-legion army in Rome when going for election. He used all twelve red points on getting into the senate and succeeded! Emperor Ian! Joe took Gallia in an election and then built yet another army. This one was in Asia and it attacked the two Goths there. Joe rolled 2-2. No hits. He declared a Flanking Manoeuvre and, after the Goths got no hits, he rolled again. 2-1 Still no hits. Still no joy.

At this point, heading into what must be the final round, the scores were Martin 59, Andrew 50, Ian 44, Joe 30.

I reinforced in Pannonia and then lost to the Alamanni there. Pity. I became Emperor with a Damnatio Memoriae but did not damn Ian’s memory because I’m so nice. Now it was Martin’s turn with 7B and 9R. He needed to become Emperor to trigger the game end so first he tried to use two blue points to get voted into Gallia, but failed. He cursed his choice to only use two points when he realised that, with his army in Rome, he only needed one vote to become Emperor and he had six points to do it with. A bit of overkill even if my governor in Rome had a Quaestor token on it, meaning other players needed a roll of three or above to register a vote instead of the usual two or above. With that regret hanging in the air, he rolled six dice for one vote.

2-2-2-2-2-5.

It took us a couple of seconds to mentally process such a roll but, when the shock faded, we realised that he had managed it. Just about. “Good job I only used two dice on Gallia,” he remarked as he became Emperor once more. He then damned my memory, so I lost some points. Only three points, though. Worse things have happened. To Joe, mostly.

He then spent his red points attacking our weaker armies for points, me in Italia, Ian in Egypt, before heading into the Sassanid homeland and killing those two barbarian leaders just for show.

Ian’s crisis roll suddenly sent four nomads into his own territories. After an entire game where it looked like they weren’t going to join in, they suddenly pitched up. And Ian had no red cards in his final hand. But he was able to tribute the group of three in Africa and foederati the single on in Hispania, so it was all good. He then failed to get voted into Gallia and built an Amphitheatre: the most useless building in the game. We all cheered.


Cniva finally invaded, but it was Ian’s Galatia so it was of no consequence. In his final go, Joe kills those pesky Goths in Asia, then moved into Pannonia and killed the Alamanni there, before finally ending on a flourish by building not just one but two Amphitheatres! Hurrah!

Martin 85
Andrew 60
Ian 56
Joe 43

We all agreed it was a weird game, and Martin’s luck with holding on to Emperorhood for three turns near the start was invaluable. Still, each game offers a unique experience. This time, it was quite a short experience, ending at about 10:20pm, so we played Yokai Septet a trick taking game that involves winning tricks with sevens in them, and avoiding those that don’t.

We were seated with Martin and Joe pairing up against Ian and me. I was a newcomer and Ian didn’t seem confident against the mindmeld that Martin and Joe have built up over the years of lunchtime gaming. It was over in four rounds when Ian got a hand of mostly high cards and we ended up winning lots of tricks with no sevens.


Joe and Martin 10
Andrew and Ian 6

And then we were done. Thanks for hosting, Martin. And thanks to all for the evening.