Showing posts with label Zooloretto. Show all posts
Showing posts with label Zooloretto. Show all posts

Wednesday, 11 December 2013

Rules for fools

This week’s Tuesday saw a new venue marked on the wallchart of GNN Towers. But was the venue ready? FIFA officials had passed it as fit only recently, but the other day one of Gonz’s friends lent on part of the table, and it broke, making part of it a bit wobbly and not suitable for scorecharts, piles of meeples or too many drinks.

Zooloretto was first on the rickety table. Sam explained the rules to Gonz while Adam arrived and locked his bike up. It was the dice version, which is small and smart and has hidden depths to it. All of this was enhanced by the new surround-sound effect of jungle noises that played in the background. A new extra dimension to gaming: instead of music, choose sound effects. I don’t know if it made a difference, but Adam squeezed a win by a narrow margin.


Adam 13+5 coins
Sam 13 +2 coins
Andrew 13
Gonz 12

After this, we considered a different game. Sam was keen on Condottiere. Adam and I were keen on Gonz’s games cupboard. Turns out the games were on top of and next to the cupboard, but close enough. In the end we went for Kingdom Builder. With the Nomads extension. Sam wasn’t keen on an extension to a game that already confused him. Adam tried to reassure him by saying “The rules don’t change, they’re just different.”

Anyway, we ploughed on, despite Sam’s misgivings. Gonz put on some suitably over-the-top orchestral music that you would expect to hear when kingdoms were being built. And as the strings cut through the air, so Adam vanished off into the distance. Gonz was right behind him, though. Meanwhile, Sam and I huffed and puffed over last place, with my largest area giving me that coveted third place.

Adam 55
Gonz 51
Andrew 30
Sam 25

I had avoided it since the last (and only) time I’d played it. I won back then, but that was only because of a misunderstanding of the rules from my opponents, if I recall correctly. And I did quite like it the second time round. It’s not amazing, but it’s a decent amount of game that doesn’t last too long. I may play it again one day.


After this, Condottiere finally made it to the table. Gonz was given a run through of the rules by Sam, aided by his glamorous assistant Adam, who arranged the cards for Gonz to see. It was a harsh war. With winters sapping everyone’s strength, and bishops telling the best soldiers to go away. In the end, though, it was decided in the time it took me to go to the toilet! I went, still with a chance, and came back a loser. Sam had conquered most of Italy!

Sam 5 (+3 adjacent)
Andrew 3
Gonz 2
Adam 1

We ended with Love Letter, the Coup-esque game that we’d played once before and sort of enjoyed but couldn’t remember. Gonz explained the rules, and off we went: accusing and spying and swapping! What fun! After four hands, we stood at one apiece, so we said that next round wins. In the end, I got lucky with (another) guess about what card an opponent had, so Adam crashed out first. Then I got outed, before Gonz took first place in a final comparison of numbers.

1. Gonz
2. Sam
3. Andrew
4. Adam

My stay at the top of the form table is short lived, and Gonz takes first place after an evening in which no one really put a run of form together. In fact, every game tonight was prefaced by some rule explaining to at least one player.








Points
Gonz1 3 2 4 1 11
Sam2 1 4 2 2 11
Andrew3 2 3 3 1 12
Adam 4 4 1 1 2 12
Chris1 1 3 4 5 14
Joe2 4 2 3 3 14
Quentin4 1 1 5 3 14
Matt3 2 5 5 5 20
Steve3 2 55 5 20
Martin1 5 55 5 21
Anja3 3 55 5 21
Hannah2 5 55 5 22

Friday, 20 September 2013

Guilding the Lily

Today saw an Adam-less Roll For The Soul evening. Joe arrived first, sitting by the window, a suspicious bulging bag by his side. It wasn’t until I arrived that he felt secure enough to put the games out on the table. Although, if he had done that while he was alone, people might have thought he was selling them.

We began with Zooloretto: The Dice Game. Joe explained the rules to me and then new boy Martin arrived. He knew Joe because he’d once bought a bespoke Pax Porfiriana baize playing area from Joe, which is enough to make him best mates for life, so Joe invited him along to a games night. He seemed nice enough, and Joe explained the rules to him too and we began.

Zooloretto with dice is a shorter and sharper version of its big brother. I enjoyed it a lot more, and it seemed easier to set up trucks that would annoy other people. Maybe that’s because there were three of us instead of four. I got the lions bonus, and no negatives so I won. Hurrah.

During this game, a Spanish guy, Gonzales Gonzalo (or Gonz, with the z pronounced as “th”) arrived and asked us if we were a group of board gamers. A very small group, yes, but still a group, said Joe. He joined us, even though he’d only been passing by chance. He was pretty clued up on games, though, and he said he knew Guildhall well, so that was the next one the four of us played.

Well, he said he knew it well, but he didn’t know about the “two actions per turn rule,” and he thought that each player only had one. However, he adapted quickly and soon became the person to attack. Despite all that, he still ended as a clear winner.

It was much more fun this time. I knew what the signs meant and what the cards did. It all seemed to make more sense this time, even though I came last by a mile. I was also a little put out by how quickly Martin learnt to read the symbols on each card, suggesting that my initial bemusement was more my failing than the designers.

Then we set up a new game. A brand new game that Martin had brought, that needed the cardboard pieces popped out of their boards before use. This is usually one of the best bits of any game, but I felt a bit self-conscious doing it in public. Unfortunately, there are no curtains on the windows at Roll For The Soul.

The game was The Palaces of Carrara, and Martin (who’d played before) suggested we dive in with the advanced version of the game, even though the advanced rules come in an envelope with a sticker that says not to play this version until you’ve played the basic game at least twice. It's not often you see rules with a health warning. But Martin thought we were up to it. He set the game out, explained the rules and we were off. On the table, it’s a bit of a beast, and has all the appearance of a lengthy strategic battle. So I began with buildings that would score money, which I could use later to build buildings that would score points.

Except, I never got the chance. Just as I was getting going, Martin ended the game. Each game has a different set of criteria that needed to be filled by one player for the game to end. It just so happened that in this game, they were all quite easy to achieve. We all had one turn left before the game ended, so the best we could do was to score what buildings we had available. And then in the end of game scoring, Martin sped off further around the score track, seriously threatening to lap us.


After this, we chose Las Vegas as a nice antidote. Random, silly and confrontational in a way that Guildhall isn’t: You can always blame the dice. Two remarkable rolls will live on in the memory. Joe’s final neutral dice that, if it were a four, would ruin Martin’s $90,000 haul. It was a four. And also my roll of three dice (two mine, one neutral) that came up all ones, and somehow knocked out Joe while giving me a quite undeserved win in his place.

But Vegas is like that. Every roll of the dice tells a dozen stories. Martin came first again, with me in second. I left after this, but the three of them carried on, with some card game about storming Hadrian’s Wall. I’m sure Joe will fill us in.

A good evening, with some exciting new people arriving at the GNN Mansion. We must welcome them and make sure they never leave.

I mean, that they stay here happily. Not that we kill them.

Tuesday, 10 September 2013

Rule Fuel

That’s what Joe should have taken before two games which both needed a walkthrough of the rules before we began, and Joe felt the full force of The Explainer’s Curse.

But to begin at the beginning: It was the core four in attendance, with a possible late arrival from Will and faint rumours of a new gamer who may have joined us but couldn’t. This newcomer is one of Joe’s “internet friends” and we worried that Joe is being groomed.

Sam and Adam ate chips and we brought Trains! to the table. This “Dominion Plus” was raved about by Joe and Adam after there first encounter with it, so Sam and I agreed to it’s quick return to the table. Joe cleverly combined rule-explanation with the lengthy time needed to set out all the cards.

We chose the Tokyo side, which meant there were only two places where I could say “I’ve been there” so I didn’t bother. When we began, Joe seemed to be in prime position, with almost half the board to himself and the rest of us clustered in the Western half. However, we found that this game relies on riding in on others’ good works. It’s all well and good keeping all your points to yourself, but to get a good score needs a little (unwilling) co-operation.


Adam was chaining his cards together so efficiently that I wondered if he’d actually dealt himself more than five cards. I asked if he was cheating, but it was meant as a compliment. Sam picked his way through the rules and seemed to be doing okay. I seemed to be the only one discarding waste when I had the chance. In fact, we managed to exhaust the waste deck which can’t have been good for the environment.


In the end, Sam won comfortably, with Joe amazed at how badly he did.

Sam 53
Adam 41
Andrew 31
Joe 28

After this, a selection of games was considered, with Zooloretto being chosen. Not the tiny dice-based game, but the full, widescreen experience of tiles being drawn from bags and zoo expansions. Sam and I were newcomers, and Joe talked us through the game. Draw tiles, place tiles on a truck (of three tiles, maximum) or take a truck or pay money to do something. That’s the bare bones of the game and I’m sure that, given time, it’s underlying strategy may reveal itself in all its clever glory. On first play, though, I simply tried to specialise and hoped for the best.


There was a notable lack of money in the game and it wasn’t until the game was almost over that Joe remembered the rule that finishing certain areas got you some cash. By then, it was too late, and when we came to count up Sam discovered that he’d misunderstood the scoring rules, and his half-finished areas weren’t as valuable as he’d thought. Joe’s paternal instincts must have distracted him once again, as he trailed in last.

Andrew 22
Adam 21
Sam 19
Joe 17

On the Form Table, I remain top but Adam looks ready to pounce.







Points
Andrew1 3 1 2 1 8
Adam2 2 2 1 2 9
Sam 3 1 1 3 3 11
Steve2 3 3 3 4 15
Hannah3 3 4 1 4 15
Anja3 2 5 1 5 16
Joe4 4 4 4 2 18
Miles2 3 5 5 5 20
Quentin3 3 5 5 5 21
Lizzy2 5 5 5 5 22

Thursday, 5 September 2013

Chips with everything!

It was the third Roll for the Soul evening, and after the hoards that attended last time, this week we were somewhat fewer in number. Five, at most, with only four playing at once. At first, there were two: Adam and Joe, playing Zooloretto. I watched for a bit and discussed with the cafe owner the fact that board gamers don’t ask for a glass with their bottle of beer, for want of precious table space. The game itself is baffling, and Adam won as I recall. But Joe’s chips were the real winner. Very nice, they were.

Then Hannah arrived and we bagsied a bigger table (not the sticky one in the corner, though) and played Tsuro of the Seas sans dragons. I won, thanks to Adam and Hannah passing the chance to finish me off to each other until I was able to place a tile that sent them both off the board together. Joe came in second once the space in his corner ran out.


We were perhaps a little put out by the fact that, outside, a family were playing an interesting board game, which involved using a length of elastic to twang small wooden pucks through a gap in a centre partition, while your opponent tries to do the same. I wish we'd popped out to ask what it was, because I can't find it on the internet. Alas, our geek pride wouldn't allow it.

Then we played a new game. Sticheln. The simple game of trumps, except you want to avoid tricks with a certain suit, and the first card in a round is never trumps. If it sounds peculiar, then it should. But I think we got the hang of it fairly quickly.

Hannah misunderstood the rules and went through the first round trying to not pick up tricks at all, but she has an excuse. We were all distracted by a big bowl of chips being delivered to our table for free since the chef had made them by mistake.

After round one, Katy arrived, and watched us play a second round of Sticheln while she ate roast veg in a wrap or something. With chips! By now, though, we’d all had our fill so she did not have to put up with us diving in like starving seagulls.

As far as the scores went, Joe scored most (9) in round one and Adam scored most (10) in round two, with everyone else getting negative points. I enjoyed it. It’s got a flavour of 6nimmt, but without taking up so much space and also it has the added aspect of sometimes wanting to pick up cards.


Afterwards, we pondered about what the five of us could play. Then Katy said she had to dash off in a bit, so we pondered about what the four of us could play. Then Hannah said she should probably go soon, too, so the three of us decided to play Trains! The Japanese train game that is just Dominion with a board and cubes and stuff.

The idea is to use your hand of five cards (which gets recycled into your own personal deck a la Dominion) to connect and upgrade stations around Japanese cities. I chose the Osaka side of the board, since I’ve been there twice and I was able to say “I’ve been there” whenever certain stations were mentioned.


It was very Dominion-ish. I’m not convinced the board made a huge difference, but it has been a long time since I played Dominion. Adam said he was enjoying it even before he won (beating Joe by two or three points, I was miles behind). Maybe it needs a little more time for it to grow on me.

Otherwise, a nice evening and, hopefully with a little more publicity, we can get right back to an attendance in double figures next time.