Sunday, 14 September 2014

Love Ys...

Saturday saw a gap in the clouds, a break in the traffic, a window in the schedule. Sam sent out the call for any available gamers and Ian and I arrived at his just after eight.

When I arrived, I was fully expecting Five Tribes to be the night’s choice. Imagine my surprise when I saw that Ys had been chosen. This game was new to Ian and it was so long since we’d played, it was as good as new to Sam and myself, so we went through the badly written rule book to refresh our memories.

Once we’d got over that ordeal, the game itself is pretty straightforward. Your bidding for control of areas, with the proviso that each area gives a different bonus and it can be hard to remember what gets you what, especially the market. We also pondered the historical accuracy of using a queen to lock an area, unless this particular queen spoke like Ray Winstone, yelling "This 'ere area's locked daaahn, you slags!"


Ian went for black gems and cards mostly, getting a couple of decent super-powers such as placing all meeples face down or always winning ties. I went for points on the board early on, and then a late investment in yellow gems, pushing it from last into third. Sam pushed his blue gems up into first place while complaining that the cards he’d got weren’t as good as he’d thought. Still, they and a handful of black gems seemed to do the trick.

Sam 91
Andrew 89
Ian 85

A nice game once you get going, and a close result meant that everyone was satisfied.

Then we broke out Five Tribes. It’s been played as a four-player, and as a two-player. Tonight was its debut as a three hander. No need for the rule book this time, and we set about reuniting the five tribes of wherever it is. Sam looked good at the start as he went for a djinn-heavy tactic. I went after resource cards and Ian... well, Ian had a trick up his sleeve.

During the game, Sam thoughtfully mused,

“We should have a games night...”

“Every night!” I gleefully suggested.

“... Cheese board.” Sam finished. And true to his word, he brought out some crackers and cheese for us.

As the game neared its end, my position looked good. I had lots of Viziers and the djinn to make them three points each, plus plenty of camels on the board, PLUS lots of resource cards. Sam had an entire army of djinns lined up alongside him. I thought it was between me and Sam, but you ignore Ian at your peril.


When it came to counting up, Ian started very strongly, having a cool seventy points in money. Sam and I hardly had any, effectively giving Ian a huge lead. No one saw that coming at all (according to Ian, not even him, but we don’t believe that for a second). I got 44 points for my viziers and Sam’s djinns scored 38.

Andrew 147
Ian 140
Sam 127

What an ending to the game, and to the evening. Full of excitement and woe, and we didn’t even break out the whiskey!

Maybe next time.







Points
Joe 1 2 1 2 1 7
Andrew 1 2 2 13 9
Martin 3 1 1 3 1 9
Chris 1 2 13 5 12
Adam 1 1 4 3 4 13
Sam 3 1 2 4 3 13
Ian 2 3 4 3 2 14
Hannah 3 4 5 2 2 16
Matt 4 3 2 3 5 17
Paul 2 2 5 5 5 19
Steve 1 5 5 5 5 21
Katie 3 3 5 5 5 21

Wednesday, 10 September 2014

Ten Tribes

After last night's bewilderment I was eager to have another crack at Five Tribes whilst I still remembered it. Andrew was curious enough to join me and we tried it as a two-player tonight.

It's very much the same game (I suppose it would be) only with two each player has two turns in a round: two sets of bids for turn order, and the possibility to either get two turns in a row - potentially very rewarding - or stop your opponent from doing so.

We began fairly quickly with the comments from yesterday fresh in Andrew's mind. One thing we - or I, anyway - missed last night was that some Djinns need paying for to activate them. We probably did this and I missed it in my befuddlement. A look at BGG confirmed that Djinns can only be activated once per turn. Now you know.

We blasted pretty quickly through the first game with both of us playing with a certain experimental air. But my experiences of last night (and the fact the Viziers are less powerful in a two-player game) saw me ride away on my various camels to a decent win:

Sam 186
Andrew 137

Andrew now familiarised with the game, we reset and went again. This time a little slower, as we pondered moves a bit more and had an extended break courtesy of the kids upstairs. Andrew started well, claiming some tiles early on, and I felt I had my work cut out to keep the pace. Every time I did a decent move I left something behind, but on the other hand I got a decent set of Djinns that meant I could get more Djinns, place a camel on a populated tile and do something or other else which I now forget.

But although I got a bit of an engine going it wasn't enough to catch Andrew, who was going great guns on the resources and picked up a Djinn that let him turn slaves into resources too (see BGG for the ongoing debate about slaves in this game). In fact even nabbing the vizier lead from him at the death wasn't enough, as he sailed to a serene victory:

Andrew 208
Sam 187

We both liked it, and the two-turns thing for two players was intriguing. There *is* the downside I think, as highlighted by Martin already, of analysis paralysis. At one point in the second game my brain started to melt at the number of options and their various consequences, and I pretty much gave up, making what was a sub-optimal move (not that I could have caught Andrew).

But I think it's a bit of a good 'un - maybe it just needs a timer.

The Never Ending (Railway) Journey

One games night, eight hungry gamers. Sam was hosting, and Adam, Martin, Ian, Matt and Roll For The Soul regular (but new to Tuesdays) Katie were first to arrive. While they waited for the last two attendees, the old favourite Timeline was brought out to fill the, ahem, time.


Adam played his hands like an expert, such that his final two cards to place in order of occurrence were The Formation of the Earth and The Extinction of the Dinosaurs. He successfully put these down, and was out first. But Martin managed to place his card: The painting of The Raft of The Medusa just after Adam to share first place. Ian didn’t know that The Times was first published in 1785, and so could only manage second.

1. Adam - clear
1. Martin - clear
2. Ian – one card left
3. Sam – three cards left
3. Katie – three cards left
3. Matt – three cards left

By now I had arrived. Sam had a new game: Five Tribes, which he, Martin and the as yet absent Joe wanted to play. The remaining five had to choose what the other game would be. Adam and I were keen on Railways of the World and Katie likes trains, so it was chosen. Ian decided he wanted to play a new game instead of play RotW again, so Matt was left to learn the delicate intricacies of RotW.

It was a packed table, with the eastern seaboard of America sharing space with the tiles of Five Tribes. What a bustling games room it was, with two sets of rules explanation taking up the air space.


I have no idea what Five Tribes was about. There were a lot of meeples, a lot of cards being drawn and Sam crying out “Bollocks, Martin!” halfway through. I’ll leave it up to them to tell us what happened.

What happened on Railways? Well, a lot. Adam and I both missed a Railway Executive card as one of the opening cards on offer and neither Matt nor Katie knew how awesomely powerful it was to have two turns immediately. Adam only noticed it after he took his second go. He asked if he could take his go back, and I said “sure,” because, at that time, I still hadn’t seen it. So he did. How annoying.

Then, to pour salt on our wounds, Adam tried to warn Matt off a particular move, saying he could take it again if he wanted. Matt said he’d decided, so he’d stick with it. It was a free industrialise, so Matt turned a grey city into a vibrant new city full of cubes. And then Adam built a link to it, ruining Matt’s plan. Adam said “I tried to tell him not to build it!”

In Adam’s defence, he did notice a new rule that we’d never noticed before: that the Kansas to New York link only gets you points once you’ve paid the $30,000 to activate the Western Link.

Meanwhile, I took over the New York area, moving cubes around. By using other people’s links, I got the “four colour cubes” and “three-link delivery” bonuses on the same turn, and I continued to use other people’s links (mostly Katie’s) throughout the game. Possibly a mistake, but at the time, there always seemed to be some better way to spend my go.

It was an epic. Katie complained that we were halfway through and she’d already had two gins. She also texted home to let them know she’d be late. On the other half of the table, Five Tribes ended with the scores at:

Martin 165
Joe 120
Ian 109
Sam 96

And they began Ra, the game of Egyptian-style bidding. And it must’ve been a ding-dong battle listening to their reactions as tiles were drawn from the bag. We were still ploughing through our game, and this prompted Katie to comment that she wished she were playing a game with swearing in it, too.


But we had no swearing. Just long thoughtful pauses which could comfortably fit a visit to the toilet between turns. But time ticked on, and soon we had triggered the end of the game. Phew. And I made a foolish move: choosing to upgrade and move a cube for six points instead of moving two cubes for three points each. Why was this foolish? Well, just look at the scores...

Adam 80 (plus $7000)
Andrew 80 (plus $6000)
Katie 59
Matt 55

Matt’s last minute sprint up the scoreboard was not enough to close the gap on third, but I’m willing to bet he’d be a formidable opponent next go. Especially now that Adam’s taught him how harsh the game can be.

As for me, If I’d gone for the cheap option and not upgraded, I could have won. If I’d built a link instead of giving Katie about ten points during the game, I could’ve won. On the other hand, if Adam hadn’t been honest and discovered that new rule, he could have won by a mile.

By now Ra had finished, and Joe and Martin bade us goodbye and went home. The scores for Ra were

Joe 49
Sam 44
Martin 37
Ian 21


This left Sam and Ian with enough time for a quick two-player Ponte del Diavolo to fill the time while we finished. Sam won, but it was Ian’s first game. In fact, it had been Ian's first game at anything for almost the whole evening.

And this leaves us with a brand new name on the GNN form table. Welcome Katie, to a new world! Meanwhile, Joe heads the pack.







Points
Joe 1 2 1 2 1 7
Martin 3 1 1 3 1 9
Andrew 2 13 2 2 10
Sam 2 4 3 21 12
Chris 1 2 13 5 12
Adam 1 1 4 3 4 13
Ian 4 3 2 3 2 14
Hannah 3 4 5 2 2 16
Matt 4 3 2 3 5 17
Paul 2 2 5 5 5 19
Steve 1 5 5 5 5 21
Katie 3 3 5 5 5 21


I said there’d be more divisions for our favourite games, and we played two this week. The division for Railways of the World is a pretty one-sided affair. Adam leads the pack in his favourite game by any measure you care to mention.


Ra is slightly more generous in sharing out its honours. Sam is top on points, with Joe the leader on points ratio and on the medal table.


Monday, 8 September 2014

Good Weather, Bad Beat

The extended Morrison clan headed to Devon this weekend, to the scout hut. Quite possibly not ever a real scout-hut, this nonetheless very scouty hut-type building perches overlooking the Channel, and on a fine day it feels like one of the nicer places in England to be. There's a short walk to a tiny beach and an even shorter one to a proper Devon pub. Way back in the pre-GNN days myself, Joe, Chris, Andrew and Paul congregated there for a gaming weekend - I'll see if I can't get the hut again for whoever can make it at some point, as it's such a great location.

The reason for the get-together was my dad, Mo (Mervyn Oakman Robinson, to give you the full nomenclature) was over from America. And in-between some cliff-top walks we of course squeezed in some games!

On Friday I introduced Mo and my brother Marty to Timeline. I'd borrowed Joe's set, and as well as having more cards, the card size made the game more accessible to three optically-challenged men. My own cards are tiny, maybe purely to meet the remit of games-that-don't-need-a-box-as-big-as-that. Marty especially liked it, and I think we all won a game apiece. Then after a breather I introduced them to Age of War, which was fun but not as big a success.

Saturday morning dawned about two hours earlier than was strictly necessary, so while the others slept, Little Joe and I took a stroll down to the beach. Upon our return we played Age of War with Marty's youngest, Betty. Nobody won as the appearance of bacon sandwiches meant all the cavalrymen went AWOL to the breakfast table, requesting ketchup.

Sally and Florrie discuss Martin Wallace's penchant for industrial age gaming

Our first walk of the weekend was to Shaldon, 3 miles as the crow flies along the Devonshire coast path. Possibly more like 5 miles as the Morrisons stagger, though, and only some heroic singing by me about men going to mow meadows and baked bean tins not making it into heaven got the boys up the last big hill.

mushroom

After a perambulation around Shaldon and a stay on the Ness Beach (accessed via a Smugglers Tunnel!) we returned to the hut, and as the children played loud and frankly appalling music loudly in the hut, the adults sprawled in the grass outside. After another game of Timeline (I forget who won) I set up Fauna, and Marty and Mo were intrigued enough to play. Sarah was intrigued enough to come and watch and then team up with Marty. This was new to everyone including me, but as those who have played know it's extremely simple, and lots of fun. The only criticism we had of it was scoring adjacent regions on the map, especially for animals in lots of areas, took quite a bit of time and felt at odds with the light game-play. But overall it was a hit, and it did get played again on Sunday morning with me and the kids.

Meantime Saturday day had turned into Saturday night, and the main event was Poker.

I used to have a half-decent pedigree at this game, way back when we played regularly I often finished runner-up and once or twice even won. But the last two or three years whenever I've played I've always been first out, and this event was no different, as I chased a couple of hands and folded what would have been my best hand of the night pre-flop.

Mo followed me out a while later, then Sarah too, leaving Marty and Sally facing off to claim the £50 at stake. Sally claims to not being completely sure what she is doing, but perhaps this seam of randomness helps her game. She was certainly not cowed by Marty's famous 'poker stare' that he picked up in Vegas. The final hand, though, was a doozy.

Marty, needing to build up his chips and keep the pressure on Sally, went all in with about £9. Sally met him and the cards were flipped:

Marty A, 10
Sally K, 7

The flop came and Sally picked up a King!

K, 9, 9

Sally's kings and nines now beat Marty's nines with ace kicker. But the turn came and ka-boom: it was an ace. Marty now back in front with aces and nines. "The only thing that can save you is a king" said Mo. And sure enough, almost as if Paul Jefferies' ears twitched in Croydon, the third king came up on the river. It was brilliant for Sally, brutal for Marty, and the only thing that could follow that was two games of The Resistance.

Perhaps underlining why I'm so bad at poker, I decided from the outset that Marty was a spy in game one, and he wasn't. Sally, who spent the game telling everyone I was clearly a spy, was. The spies won - but only in part because Mart had misunderstood the final goal of the game, and thought it was about categorically identifying who the spies were by the time the fifth mission was completed, rather then preventing them from sabotaging three missions. Which to be fair, he did. Mo was the second spy.

In the second game Marty and I were the spies. After a successful first mission we weren't involved with, we found ourselves both on mission two. We both hoped the other would Fail it, and both returned Success cards. Now the Resistance were only one mission from winning! Again we were both chosen to go, and this time I actually said aloud "I'm putting my fail card in the discards" - ostensibly to assert my resistance membership, but covertly as a signal to Marty, who twigged and sabotaged the mission. It's not exactly Derren Brown, but I was pleased with it.

All we had to do now was Fail the deciding mission. Fortunately I was chosen to go and the spies won again! There was just enough time left to drive to Castle Drogo and go on a three hour walk before heading back home...

Friday, 5 September 2014

Crosstown Traffic

Thursday offered a dilemma for me. Sam was in and offering to host games on the same night as a Roll For The Soul gathering. Which should I do? Luckily, Sam’s evening began at 8.30, so I was able to do both!

My mini-marathon (if that’s not a contradiction in terms) began at Roll For The Soul, with Martin and Andy. I decided I’d be willing to give Impulse another go, since I had come to the conclusion that it was not a resource-management game as I’d initially thought: it was a war game, with a bit of resource management tacked on the side.

And so I began by building up my fleet. And, almost as if to confound my expectations, the usually warlike Martin stayed tucked away in a corner, shuffling back and forth between his trade cards for points.

The game was played out to a background of two squeaky voiced clowns who had set up a little show at the other end of the cafe. It was a little distracting and annoying, but at least we were as far away from them as was possible.

Andy and I both did our best to knock Martin out of the sky, but when Martin was out of reach, we turned against each other, and so he was able to work away, like a little space-age Switzerland, getting rich while everyone else laid waste to a generation of soldiers.


Something like that, anyway. Martin ended in first, but for once, he didn't fight his way to the top. I came last, but enjoyed it more this time. If you approach Impulse in the right way, it's a pretty good game. The scores were something like...

Martin 20
Andy 14
Andrew 13

Then I said my goodbyes and I had to hotfoot it across town to Sam's for more gaming. There I found him and Ian jut finishing off a “ding-dong” game of Age of War. For our main game, we chose Macao. New to Ian, this is a classic which has found itself in our bad books ever since a four-player game stretched out into a two and a half hour epic.

But now it was back. We explained the rules to Ian pretty quickly (if you don't include the many occasions where we said “oh, and one more rule...” during the game) and we were off! Ian found his feet very first and midway through the game he looked like the one to beat, with Sam way back in last. But Sam is never to be discounted, and with an epic final move which involved activating then using the diplomat so he could buy 20 points, while having enough cubes to zip around the board, filling up spaces, he ended in a comfortable first.

Sam 110
Ian 82
Andrew 67

I was ready to call it a day, but Sam insisted I'd enjoy a quick game of Age of War. And I did. As you'd expect from a Knizia, the game's mechanics are simple and cunning: very much an example of Good Dice. And I do feel at home with Japanese-themed games. Plus, after two last places, my luck was bound to change sooner or later.


Andrew 20
Sam 9
Ian 6








Points
Joe 1 2 1 4 2 10
Sam 21 2 3 2 10
Andrew 13 2 2 3 11
Ian 3 2 3 1 2 11
Martin 3 1 3 3 1 11
Chris 1 2 13 5 12
Adam 4 3 4 1 1 13
Hannah 3 4 5 2 2 16
Matt 2 3 5 3 4 17
Paul 2 2 5 5 5 19
Steve 1 5 5 5 5 21

And, since I've got all the spreadsheets on my computer, it's time I did something with them. I'll start posting up divisions for our most-played games as and when we play them again. This is the division for Macao.


Thursday, 4 September 2014

Reading practice

This Wednesday saw me pitching up to a pub on the outskirts of Reading with a bag of games searching for the accurately named Reading Boardgame Social. Almost immediately though the door I was met by a couple playing Monopoly over, or rather around, dinner. Pausing long enough for us to awkwardly stare at each other I promptly turned on my heel hoping that it wasn't them. Thankfully the next enclave presented a gang of chaps shifting cardboard around on a table. After introducing myself and instantly getting titled Chris 278 owing to a sticker one of my kids had slapped on me before leaving, I was invited to join a game of Libertalia.

Libertalia is pirate themed card management game played over 3 rounds (Days). Everybody receives the same 6 cards from a deck of 29 different types of piratey roles. After each day the cards you still have in your hand are carried over to join the next 6 drawn, all others are discarded. The days are split into night and day sections and the cards that you hold have a mixture of abilities that are activated at a certain time. The key to this game is that all cards have a number on them 1 - 29 and are played in sequence. The object is to collect as much booty and doubloons as possible. At the end of each day your money is converted into points and you start again.
Got anything a little less piratey?

I wasn't doing well. It pays to be a little bit swashbuckling to gain the big money and I was fannying around not making much progress. Unfortunately, after I had got a grip on the mechanics, I got whalloped with a double whammy. Matt, next to me, laid a card which meant he could move all of his curses onto me at -3 points each. On my deck I had a card that meant I lost a further 3 points per curse. I was sunk.

Paul - 67
Shane - 68
Matt - 66
Chris - 39

Next up was another new game to the group Heroes Wanted. This game which was awash with components, had an element of co-op about it but it was very much every hero for themselves. It's a game that doesn't take itself to seriously and there is a lot of humour generated by the genre embedded in the game. The optional Quirks card is a definite nod toward party games where each superhero exhibits a predisposition toward some element in the game. Mine was that every time someone used their superpower, I was to clap and congratulate them or else lose points. It didn't say that I had to do it enthusiastically though which suited me because I'd decided to be quite a sarcastic hero. It wasn't as bad as it sounds but toward the end people were getting a little jaded.
Mistress Caveman is not confused

The crux of the game is to try and stop a super villain from doing some nefarious deed whilst beating up all his henchmen and minions. (In this game it was Mistress Caveman who was naughtily littering, loitering and Jaywalking. The fiend!). My character (Selected from 2 decks of cards), Leather Thunder, had a useful superpower which allowed me to take extra points way from the villain and add it to my achievements. This meant that Robo Bullet (Matt), Mysterious Elephant (Shane), Naked Machine (Paul) and Heavy Metal Hawk (Gregg) couldn't match the 14 points I received plus add ons for my work at duffing up the super villain.

Chris - 40
Greg - 34
Paul - 30
Shane - 30
Matt -22

The initial amusement and excitement was somewhat quelled by the fairly long waits between turns and there was a feeling that maybe the game wasn't best suited for 5 players.

Last up was Incan Gold, which I had brought with me, but some of the others hadn't played before. As expected it was an instant hit with the chaps really getting into the tension and baiting of others trying to bluff whether they were staying in or not.

Shane - 48
Paul - 30
Chris - 30
Matt - 29

It was great to meet up with a new bunch and experience some different games and get out of the house for a change! I will be making return visits in the future....

Tuesday, 2 September 2014

Red Means Stop

Three of us made it to Easton to join Adam and Hannah. Andrew and Matt dropped out late, Ian was away, but I (Sam) was a late addition and, having been collected by Joe, arrived at the re-stocked guinea pig hotel to find Adam and Martin in combat over a game of Hive, which to my mind doesn't get played enough (though to be fair it is a two-player).

I had just finished explaining the rules to Age of War when they finished (I didn't pick up who won) and joined us, making it the first 5-player of the evening.

It's a simple Knizia game; rethemed from an earlier title based on Risk (which was called Risk Express). Several cards are laid in the centre of the table - these are castles, and in order to capture them you roll a set of seven dice. If you can fill one of the "battle lines" in a chosen castle, you do so. If you can't, you have to sacrifice a die before rolling again. Fill all the battle lines, and you claim the castle for your own.

As well as claiming castles from the centre you can also grab them off the other players (although this is harder) and - as the castles come in certain colours, representing tribes - if you gain all the castles of a certain colour, you can flip the cards over, giving you a twofold benefit: firstly they can't be stolen from you, and secondly you gain a points bonus.

Grrr

We all liked it I think, even Hannah, who fate shat on from a great height as she continuously fell short of the necessary dice icons needed (there's cavalry, bowmen and so on) and having finally captured a castle, had it nicked from under her nose. In the end it was a close run thing between myself, Adam, Joe and Martin. To win I'd have to steal a card from someone, but also hope nobody would steal a castle from me and the last castle in the central pool would still be available on my next turn. Coupled with the fact there were concerns over how long the game might last, I decided to grab the final castle to claim second place:

Adam 9
Sam 8 (2nd on most castles)
Martin 8 (3rd on most castles)
Joe 8
Hannah 0

After a debate over whether to play Railways of the World or not, we finally settled on Ra, the game that even my electronic devices have no auto-correct for.

Martin, unaware of the Ra-ing he was about to receive

This game needs no introduction, and we began like a bunch of old folks settling into a comfy chair. Although Adam and Hannah had to share a chair, as they played as a team. I bailed early on the first round, picking up a decent bunch of monument tiles and covering the bases elsewhere. It was a tactic I tried to continue throughout, despite picking up crappy bidding tiles, and it just might've worked if it hadn't been for that pesky Martin picking up a shitload of Pharaohs in round two.

Martin's Pharaohs stretched on into the night

That loss of 5 points was enough for monument king Joe to sail past me:

Joe 43
Sam 38
Martin 35
Adam and Hannah 34

easy

There was little debate over the next game. Joe pooh-poohed playing Port Royal, as he has played it so much recently, and I pooh-poohed it too as I think it's kind of pooh-poohy. Instead we played Red, the game of completely confusing rule-changing. Like Age of War, I believe we all liked it. Unlike Age of War, sitting at the end of the table where me and Hannah were made it very hard to tell the difference between indigo and purple. "Just like real life" as Hannah philosophically noted.
"The colour's written on the cards!" Martin pointed out, in-between thrashing us all (except Joe, who in the early running looked like the likely winner).

Martin 37
Joe 25
Sam 0
Adam and Hannah 0

By now we were all, as we collectively confessed, 'pooped' - but as Martin and I had cups of tea to finish, we broke out the classic No Thanks. Joe and I both took calculated risks in putting together runs, and they both paid off. Martin ran out of coins. Hannah, perhaps sensing leaderboard implosion, let Adam go this one alone:

Joe 18
Sam 24
Martin 64
Adam 67
Arthur is there in spirit for the family portrait

A very enjoyable evening that couldn't even be spoiled by me knocking my cheap Spanish wine over. Fortunately I'd just enough left to spray the table and chair, but leave the carpet and guinea pigs completely unsullied. Now that's a games night.







Points
Ian3 1 2 2 1 9
Joe 1 2 1 4 2 10
Andrew2 2 3 1 2 10
Martin 3 1 3 3 1 11
Chris 1 2 13 5 12
Sam 2 3 2 2 3 12
Adam 4 3 4 1 1 13
Hannah 3 4 5 2 2 16
Matt 2 3 5 3 4 17
Paul 2 2 5 5 5 19
Steve 1 5 5 5 5 21