Saturday, 19 December 2015

The Jewel in the Piles

On Thursday Ian and I (Sam) got together to bash out a few games; the main event being Quantum. We set up the board with the Void tacked on to one side and set at it.

The narrative in Quantum is pretty well established; race to place as many cubes as you can before the fighting starts. We were neck and neck for a while and then came to a kind of Mexican stand-off: Ian was Dangerous, which meant he could choose to blow both himself and his attacker up when attacked. He also had the ability to construct Quantum cubes from non-orbital positions, so I had a fight on my hands. But having got my dominance up to five with only one cube to place, I found Ian's dangerousness to the fore: I kept attacking as he kept threatening to place a cube; he kept blowing us both up. Something had to give: Ian took a calculated risk on a fight and it worked out in my favour:

Sam: all cubes down
Ian: one cube left

After that we bashed our way through Ra (Ian surged into a healthy lead but his luck gave out in the third age, giving me a 28-26 win) Biblios (I'm Mr Biblios) Love Letter (Ian always wins Love Letter) and Iglu Pop. I can't remember who won that one now.

THEN: Friday Andrew arrived and while Chris made his way down the M4 we played a couple of games of Push It; which is basically tabletop boule: you flick rather than throw. Andrew proved master at it:

Andrew 11
Sam 10

then

Andrew 11
Sam 4

With Chris now safely ensconced at the table we set up a recent addition to the cupboard: Queen's Necklace. The theme of the game is that you're jewellers crafting trinkets for the court. The mechanics are intriguing: each turn you have ten money to spend on a tableau of cards (emeralds, rubies, diamonds and amber) and as cards are passed over they become cheaper. Three times in the game the Merchant pops up and there's a sale (or scoring round). Players choose which gems to sell to the court, but: you only sell a gem successfully if you have a majority in it, and values can vary wildly due to both the fashions of the court and the rarity of the gems themselves.

Worthless rubies!

Mixed in with the gems are some character cards too; these are bought in the same manner and do a variety of things, like make stuff cheaper, give selling bonuses or steal cards from each other et cetera. I liked the game as a whole, but my phobia of text on cards meant I felt there was maybe too many of these. Unless you play the game really frequently it leads to constant rule-referencing.

Overall though much fun, and a complete pasting for myself and Andrew from Chris:

Chris 19
Andrew 13
Sam 9

We moved swiftly on to a three-player Push-It. More fun than a two-player and notable this time for Andrew getting both his discs closest to the jack and picking up a valuable two points. It couldn't have ended tighter:

Andrew 11
Chris 10
Sam 10

So far I was serially last, but that was about to change with a brutal game of Hamsterolle, played - I can't remember how this started - in the style of mafiosi at a poker night. I do love the idea of gangsters game of choice being a wooden hamster wheel with bits in.

Sam - all out
Chris - 3 pieces left
Andrew - 3 pieces left

We followed quick game of Sheriff of Nottingham; the game of bluff, double-bluff and triple-bluff. Everyone takes turns being the sheriff, and the others try and sneak contraband past him - or give the impression they are, when they actually aren't. If he opens your pouch and you're telling the truth, he pays the penalty. If you were fibbing, you do.

Thanks to my mostly-honest play and circumspect sheriffing, I pipped Andrew to the post. Chris had loads of apples, but it wasn't enough:

Sam 154
Andrew 147
Chris 101

With all of us now merry with weekend joie de vivre, we forsook Celestia in favour of Bandu, the game of No Thanks with added Jenga. As ever, the seemingly-a-filler turned into a tense game of screw-you, as we passed each other geometrically-damning pieces and flied in the face of cantilevering. Chris seemed to be in a strong position, but just as Martin was hit by subsidence on Tuesday, everything suddenly gave way as Chris tried to add a piece on top. I managed to outlast Andrew to nab the win.

My city in the sky

Andrew's lair in the suburbs

Finally with midnight not so far away, we played Biblios! I was handed a strategy by fate when I picked up blues and browns early, and attempted to add reds but decided against this when Chris changed from picking them up to passing in the auction phase. Handily, I knew the very last card of the game would be a church card, and I had enough gold to nab it for my two dice:

Sam 7 (Mr Biblios)
Andrew 5 (wins on tie-breaker)
Chris 5

And with that a very jolly Friday came to a close. Cheers guys! Maybe see some of you on January 2nd at my place for Saturday gaming?

*

By the way today is Stanley's birthday. Chris gave us the best possible present by cleaning up Finn's sick while we were opening gifts upstairs. Thanks mate.

Wednesday, 16 December 2015

Colt Calling

Christmas is time of cheer for many but, for boardgamers, trying to arrange a weekly event is fraught with difficulties. This week it looked like there would be hardly any attendees but in the end we were eight in total: Martin (the host), Katy, Hannah (a surprise late entrant), Andy, Ian, Sam (feeling ill but trying Ian’s “beer cure”), Ben and myself.

We split into two groups of four. At one end of the table Discworld: Ankh Morpock. This caught Ben’s eye as a fan of Terry Pratchett’s work and Martin was keen to get it to the table. Ian and Katy were recruited to complete the quartet.

Meanwhile, at the other end of the table we considered what to play. Nothing seemed to appeal to everyone, as various options were mooted and objected. We chose Oregon.


I’ve played Discworld once before, a long time ago, as a two-player game with Sam. It didn’t really grab me, but judging by the whoops of surprise (Katy) and melodramatic reading of various cards’ powers (Martin) they seemed to be having a rare old time of it.

Oregon, however, was proving to be a sterner task for our brain cells. Sam was a newcomer and had to learn a new set of rules at less than 100%. The other newcomer, Hannah, seemed to have no such issues and focused on mining, building up a large pile of gold and coal.

This proved to be pivotal as these meant she was able to overtake Andy in the final round of scoring. I got into third by going where Sam was about to go, thus ruining his chance of a 12-point move.

Hannah 69
Andy 68
Andrew 61
Sam 60

Over in Discworld, there was last-minute hilarity as a series of unexpected events ruined Martin’s strategy. “All my buildings fell down” he complained once the scores had been added up. No one seemed very sympathetic, though.


Ian 70
Katy 65
Ben 58
Martin 30

Happily, the two games ended at around the same time, so before Sam and Hannah called it a night, Martin went for the old faithful, Pairs, to tempt them into one more game.

The game had it’s usual round of coincidence-defying defeats. Katy and Andy went out in the same round with pairs of grapes, despite their being only four in the pack. And in one round, a desperate Ian (on 16 points) dealt a card to Sam (on 17 points) yelling “Lemon” as he did. And so it was, sending Sam crashing out of the round.

Three pumpkins in a row!

But despite getting so close, neither Ian nor Sam finished the game that round. There were two more rounds after that: enough for Martin to overtake and claim the win.

Martin 25
Ian 23
Hannah 22
Andrew 19
Sam 17
Katy 15
Andy 14
Ben 8

We should note Ben’s interesting tactic of never sticking, unless he’s in first. This man is goal-oriented. All of his eight points came from just one round.

Then Hannah and Sam left, so the remaining six of us played Colt Express. This 3D Robo Rally-ish game without the grim tedium and with a dash of Loony Tunes slapstick seemed like the perfect way to finish an evening.


Martin was a little put out that he wasn’t green for a change, but he was comforted by the fact that he was Belle: the character that is never shot if there is another legitimate target available. As he noted, he would always be chosen to be shot, if at all possible.

I was Doc, allowed a hand of seven cards instead of the usual six, and my coup de grace was to nip past the Marshall and grab the briefcase for $1000. For the rest of the game, Doc must have looked a bit odd as he ducked from roof to carriage, swinging punches at random in a desperate attempt at hanging onto his swag.


Everyone took turns shooting each other, with Andy mostly on the receiving end. The Marshall was also instrumental in shooting people up through the roof, thus spoiling the rest of their plans and they usually took out their frustration by shooting anyone within range.

Ian was the mysterious Ghost, whose first move is always a mystery. And his enigmatic ways worked best as he scooped up gem after gem, sack after sack of money. Ben’s ability to punch and steal at the same time didn’t do him much good, though.

Ian $2950
Andrew $2000
Katy $1800
Martin $1250
Andy $1250
Ben $750

And with that, we were on our way. Another evening done.

I noticed a couple of mistakes in my spreadsheet from last week, so this is definitely the proper standings at the moment. Not much has changed, though. And with one week of the season left, there’s not much left to play for.

Apart from fun, of course!


Wednesday, 9 December 2015

Łódź you believe it?

Sam was host today for seven gamers (including himself). After a couple of late cancellations, we were Sam, Martin, Joe, Ian, Katy, Chris and myself.

Some arrived early, allowing Sam’s boys Stanley and Joe a couple of games before bedtime. We began with In A Bind or, as Martin described it, Twister in a chair.


Each player (me, Katy, Stanley, Martin, Ian and Sam) is given a card and has to adopt a pose that satisfies the instructions on that card. As the cards mount up, so the physical contortions get ever more absurd.

Helpful Sam

Sam was out first, and this allowed him to help the rest of us who were now unable to pick up the cards ourselves, thus prolonging the game until Katy complained about it hurting, yet refusing to give up. She was appalled, having come a very undignified first, when it was suggested that this game wasn’t leaderboard. So appalled, indeed, that I relented and wrote the standings down on the back of a bus ticket.

Martin struggles while Ian is more sedate

1. Katy
2. Ian
3. Stanley
4. Martin
5. Andrew
6. Sam

Next up was a quick game of pairs to 21. Perhaps because he had half an eye on the clock and a keen sense of parental duties, Sam scored in all four rounds, winning three of them, for a swift win.

Sam 25
Ian 17
Andrew 12
Martin 12
Katy 10
Stanley 6
Joe 3

So while Sam put the boys to bed, we decided on a quick game to play until he was back and Joe and Chris arrived. We chose Mord Im Arosa, the game of hearing accuracy. Was it possible for Katy and Martin to be quiet long enough to hear the cubes tumbling down the tower?


They almost didn’t need to as the moment the first victim was found, with four of my clues right next to it, I knew my game was up. All I could do was try to clear my name as best I could. I managed to last long enough that Joe turned up and got to watch a decent amount of the game. He seemed intrigued. But it was a hopeless task.


Katy 3
Martin 12
Ian 18
Andrew 25

Katy was distraught when she was told it was difficult to get hold of, since she seemed to have her heart set on a copy of her own. Martin amazed everyone by telling us it this would be his 700th game rated on Board Game Geek (and by an amazing coincidence, this is the 700th post on GNN).

After this, Chris arrived saying the traffic was shocking, and we sat down to some serious gaming. Joe had brought Magnates, the fun game based around the Polish-Lithuanian Commonwealth of the 17th century.


It’s territory control, as you bid for two types of cards to help you score points, gain advantages, and place estates on the map, and finally do battle against encroaching armies with whatever cards you have left. I enjoyed it, finding it similar to Chocolatl, but it didn’t find favour with Sam and towards the end, he decided to go Dirk (“Dirking his responsibilities,” perhaps?) rather than face reading more text on another selection of cards.

Joe 34
Andrew 28
Sam 24
Ian 22

At the other end of the table it was Katy’s day to be introduced to two GNN favourites: Biblios and 7 Wonders. We were disappointed, however, to discover that it was not Extreme Biblios. Despite Martin’s use of the “Eat Shit” rule whenever offering up a One Gold card, they shuffled the auction pack (robbing the game of any skill) and then used money as a tie-breaker! How unoriginal!

Katy still seemed to like it, though.

Katy 9
Chris 7
Martin 4

And then...

Katy 7
Martin 5
Chris 4

Then she was introduced to 7 Wonders. Katy had already played 7 Wonders Duel at Novocon, so she wasn’t completely new to the concepts. It seemed at one point, though, that the game would end in a fight as Katy picked up two minus points in round three while Chris and Martin picked up five each for military. She did not seem happy about it.


The game ended in her favour, though, thanks to beating Martin on a money tie-breaker (see, Martin? Money tie-breaker’s are rubbish.) Katy scored well across all categories and was the only one to build her wonder. Chris went for blue buildings and, interestingly, yellow buildings. And Martin went for science and guilds, leaving his wonder completely unbuilt.

Katy 47 + cash
Martin 47
Chris 41

Then we were all as one once more. We chose Codenames as our night’s finale. First it was Sam, Katy and Joe against Martin, Chris, Ian and me. Sam and Martin were the spymasters. Our team got lucky as Joe and Katy were often quite convinced by their different interpretations of Sam’s clues. The clue “rich” made Joe think of “Boom” and Katy think of “chocolate”.

Our team had a smoother path, although Martin risked ire with “mouse-click”. It helped us win the game, although Katy checked the rules and say that hyphenated words aren’t allowed.

Another game was tried, this time with Joe as spymaster to Katy, Sam and Ian and on the other team Chris as spymaster to Martin and I. We shot into a 5-1 lead, only for them to pull it back to 6-6. It was tense, but slow and Martin found time to play Wir Sind Das Wolk! on his phone during the downtime. But on our last turn, Martin and I were pretty sure of two of the three we had to get and Chris set us up with a simple clue for the other one. We were done, bang, bang, bang.


On the division, Katy’s run of form (eight wins in the last ten games) means she surely has the medal table sown up, and the Points title is probably hers, too. Adam holds onto Points Ratio.


Sunday, 6 December 2015

From the Void to Mexico

Sunday, and Ian and I (Sam) snuck in a couple of games to draw the curtains on a wintry weekend. After its residency at work, Quantum had returned to my house and I knew Ian wouldn't object to me setting it up prior to his arrival. So I did, taking a standard 2-player set-up and adding the Quantum expansion of The Void, an empty tile of space. All it does is give you one research point for each ship you have in the void at the start of your turn, so it's kind of an interesting incentive rather than a whopping game-changer.

space bounty

I put down a quantum cube with my first move, but any danger of smugness evaporated quickly as Ian took me to the celestial cleaners, forcing me to go on the attack as he deftly put down cube after cube and shrugged off my aggression. My crappy early combat rolls certainly didn't help, but make no mistake, it was a pasting.

Ian - all cubes down
Sam - 2 cubes remaining

We fleetingly flirted with the idea of Eclipse before the setting-up time detoured us to the similarly loved Railways of the World. I haven't played this for a while but I got off to a pretty decent start, if I do say so myself. I managed to ship the first cube, get the first four cubes, and deliver the first three-link cube. At one stage I was in gravy, some 20 points or so ahead of Ian and with cash to burn.

service bounty

However the back-patting carries an inherent danger of hubris and Ian, pondering each move with a shrewd eye, got himself back into contention, clawing back the deficit to a paltry three points at one stage. Whilst I built and built (claiming all four route bonuses) Ian upgraded his train and shipped, shipped, shipped. Come the endgame, my larger network gave me plenty of options to score points, and also prevented Ian from completing his baron bonus- though it was still very close, considering:

Sam 117
Ian 107

And with that, Ian vanished into the night, never to be seen until Tuesday...

Friday, 4 December 2015

The Sheriff of Not-my-hand

With seven days of gaming in the past three weeks, I admit I was feeling a little gamed out . But curiosity about Chris’ new house persuaded me to indulge in an eighth as he offered to host a rip-roaring late-nighter with the old London crew. While Paul made his own way there, Sam and I drove up, and once again we found ourselves on a dark, rainy motorway, looking for games.

After a brief tour of Chris’ new home the four of us sat down for some games. We began with Pairs. With only a few players, choosing to stick is more tactical since there are fewer points to win per round. Sam kept us amused with his exciting descriptions of our demise (”Crushed by blueberries!” “Graped out!”) and Chris cursed himself by saying how exciting it was just before dealing himself a pair and crashing out of the round. I missed my chance to win, since I felt I needed to stay in as long as Paul did but I went bust. Paul romped home.

First game, and one bag of crisps already demolished

Paul 23
Andrew 20
Sam 17
Chris 10

Then we chose Sheriff of Nottingham, a game of bluff and a little bit of set collecting. Each player takes it in turn to be the sheriff, and the other players put cards depicting goods that they want to take to market in a pouch and hand it over to the sheriff. They then tell the sheriff what’s inside (“three apples” or “two chickens”) but you don’t have to tell the truth. The only thing you must be honest about is the number of cards.

I forgot to take a picture of the game itself,
but here's the player mat.

This means you can hopefully slip by some contraband in the shape of crossbows or silk or (gasp) rye bread. The sheriff can chose to either look inside your pouch or let you past unchecked. If the sheriff catches you with them, then they are confiscated. If the sheriff opens your pouch but you were telling the truth, they have to pay a penalty. Finally, a player can bribe the sheriff to leave their pouch unopened or to open someone else's.

Chris had played before, but it was new to the rest of us. It was fun, even if I was never sure if I was paying the right amount to bribe. I enjoyed accusing people of being bare-faced liars. Sam went for mostly contraband, which gets lots of points per card, but no bonus points at the end for most of a particular good. Chris had bonus points coming out of his ears and won comfortably.

Chris 167
Andrew 130
Paul 125
Sam 115

Next up was Quantum. This was our sort of Eclipse substitute, since it was far too late to start that. I took an early lead, while Paul went big on research, getting a card that boosted his research and then going for cards in a big way. At one point he picked up a card “Scrappy” to which Sam asked “What’s ‘Scrappy’ do?” How we laughed at Sam’s inadvertent reference to children’s TV.

Brilliant, cruel and intelligent. That's Paul.

Sam took the lead mid-game, and stayed there, with Paul missing a chance to screw Sam with a Relocation card. Oh well. It was a new game to him. Chris was distracted by having to clean up bits of worms and grubs that his cats kept bringing in.

Sam closed the game swiftly, boosting his dominance by sacrificing his research and he got his last cube down long before any of us had a chance to challenge him.

Sam 0 cubes left
Andrew 2
Paul 2
Chris 3

There then followed a few rousing rounds of Kakerlaken Poker. More bluffing and lying as we try to pass off insect to each other, and the first to three of the same loses. Paul was told the rules and lost so quickly that we called the first game a test run. Then Sam went out early in the next round, trying to get rid of a scorpion from his hand when he already had two showing in front of him. The rest of us had two cards.

Then there was a slightly longer round, that ended with me going out on stinkbugs thanks to Chris. Paul and Sam had three cards showing (so they sort of won) and Chris had four.

Then we played 6nimmt. Oh, 6nimmt, will you ever be kind to us? As everyone dashed to get rid of their highest cards, so the rows quickly filled up. Cue groans of pessimism all round. And after all that, Sam and I rejoiced in our joint victory.


Andrew 39
Sam 39
Chris 50
Paul 79

After that Sam went to the toilet and came back with a big smile and a copy of Perudo. Chris’ new house really is a marvel. And so am I at Perudo, it seems.


In the first game, Sam went out playing a round without looking at his die. He explained that he had had four beers by now. Apart from that, highlight of game one was went Chris and I faced off with two dice each. He said “one three” I said “one four”. He then said “one five” and I said “one six.” At that point we both realised what dice we had: 3 and 5 for Chris and 4 and 6 for me. I won that round.

1. Andrew
2. Chris
3. Sam
4. Paul

Then we had one more go for old times’ sake. This time it was me and Sam as last men standing, with four dice each, but I then went on to win the next four rounds to end the game quickly.

1. Andrew
2. Sam
3. Paul
4. Chris

And then to bed.

Thursday, 3 December 2015

Viva Lords Vegas!

Unable to make it over to Easton for tuesday games, I decided to form a splinter group. I cheekily pinched Tim, who'd already made clear his intention to be there, and enlisted Will, who has somehow dropped off the email list repeatedly (we sorted this out last night and hopefully he'll become a regular face again). Harriet, Tim's partner and a keen gamer in her own right, made up the fourth, and when they all arrived I had laid out a few possibilities on the table.

One of these was The Magnates, the hilarious game about the 17th Century Polish/Lithuanian Commonwealth! Okay it's probably not hilarious, but it does look rather fine - it's a reimplementation  of Martin Wallace's God's Playground, which I think I remember hearing he designed as a challenge after being told it was impossible to create a game out of the history of Poland. The Magnates looks like a fairly light, historically themed area control game, with potential for co-ersion and threatening behaviour in a tidy 60-90 mins - we should play soon. It's pretty too.

On arrival, however, Will had said he was looking for a recommendation for a game to play with his family over christmas - and we both agreed that the Polish/Lithuanian Commonwealth might not be the most approachable theme. I had also brought out Lords of Vegas, and it seemed that might fit the bill nicely. Plus, LORDS OF VEGAS!

We were under the gun slightly trying to squeeze the full game into an hour and half before Hat had to go and pick their youngest two up from the Old Vic, so the rules explanation was fairly rudimentary and carried on as we got playing. It was a fairly chaotic game - Charlotte arrived home half way through and she and Hat began to chat about other, less important stuff - but Tim, Will and I pushed on gamely.

It was a game characterised by a lack of silver casinos - no one seemed bothered to build them for the first half, so there were a few rounds where very little money poured into people's pockets. By the time Hat had to leave we hadn't finished, but we felt able to play her last few rounds for her, and she was lagging behind fairly substantially on account of having actual conversations.

In the end it was a very close run thing - Although Will and I were up in the tens before Tim was even off the mark score-wise, by the end we were neck and neck and neck. On Tim's last turn he chose to reorganise several casinos on the strip and handed me three sixes, which made me the new boss of at least one going concern on the strip. I was next, and flipped the Game Over card. The strip paid out and we were all three tied for the win on a fairly low 23 points.

Since we all seemed to be rolling in cash by that point, we had to add up the payout, and I thought I would sneak the win on account of Tim's generous re-orgs - but as it turned out dark horse Will had $60 million plus, I had $56m and Tim something like $35m. As Tim pointed out, had he not blown his dough on ill-fated reorganisations he would have won on cash, though it's possible Will would have pipped us both to the next points level since the re-orgs had wrestled a casino from him to me. 

They all enjoyed it, and I happily agreed to pilot a game for Will and family when they buy their copy.  Can you imagine me turning down a game of LoV? I thought not.

Will 23 ($65m)

Joe 23 ($56m)

Tim 23 ($35m)

Wednesday, 2 December 2015

Full Steam Ahead

Adam and Hannah hosted, and six more gamer’s attended this week soiree: Martin, Katy, Andy, Matt, Ian and myself. While Adam and Hannah dealt with putting baby Arthur to bed, we discussed what to play and it was a surprisingly easy process. We knew that Adam wanted to play Railways of the World (we knew because Katy told us. Not because he always wants to play Railways of the World) and me, Ian and Matt were happy with that choice.

Meanwhile, Martin had brought the UK expansion for Ticket to Ride. Katy needed only a little persuading before they chose that as their game of the evening. And so with two train-based games in two rooms, we began.

We played a slightly different rule to normal: this time the bonuses for long links were shuffled into the pack and were only valid if they were dealt out, instead of the more normal rule of them being available all the time.

Railways started with one of Adam’s clever mind tricks. The railroad operations cards were dealt out at the start of the game. Adam mentioned the service bounty to Toledo for four bonus points, and then explained in detail the others. Such that, by the time we’d begun, the three of us had forgotten about the service bounty, allowing Adam to pick it up even though he was last to go.

Ian, Matt and Adam tussle on the East Coast

That was the end of Adam’s luck, as he and Ian then went head to head in the area around New York. I began in Louisville and was helped by (a) Ian misjudging how many moves he needed to get the four-colour-cube bonus, forgetting the rules, wasting a go and allowing me to swoop in, (b) Matt not noticing he could complete the three-link bonus before me if he used one of Adam’s tracks, allowing me to swoop in again and (c) two more service bounties to cities I was already connected to. Oh, and (d) I was the only player to complete his baron.


Ian and Adam crossed paths again as Ian blocked off Adam’s potential 10-point New York to Chicago route, and it was a frustrating game for the creeping custard who only had a three-link engine until quite late in the game. Ian went from miles in last, right up to joint second for one brief moment, before ending in third, which was commendable considering how badly he’d messed up his game near the start. Matt attached himself to my network, abandoning the East Coast, and hoovered up all the red cubes he could find.

Andrew 71
Adam 62
Ian 49
Matt 46

Stat-fans may be interested to know that this is the third game of RotW in a row that Ian’s scored 49 points.

While we played we could barely fail to notice the cries of joy and hilarity coming from the next room. Ticket to Ride UK, with it’s new rules, was clearly going down well with the previously hesitant Katy. Part of her enjoyment must have been due to her aptitude, even though she almost lost it at the end when Hannah built the 40-point link to New York. Not sure what Martin and Andy were doing while this clash of the Titans was going on.


Katy 123
Hannah 122
Martin 65
Andy 29

When this was over, we were still up to our elbows in rolling stock, so they began a game of Beasty Bar. As we played Railways of the World, we could hear Martin explaining the rules and it sounded like he was practising for when he has to read to his child at bedtime. He explained that “All animals have specials powers” in quietly soothing tones, and then went on to describe what each animal does (“Giraffes can hop”). I assume he made appropriate mime actions, too.

The scores were:

Katy 6
Andy 5
Hannah 3
Martin 2

They even had time to start a game of Twilight before RotW was over. But after my epic win, I was a bit frazzled and set off home. But the games continued without me.

Twilight ended:

Hannah and Katy 194
Andy and Martin 167

Meanwhile the rest of the RotW crew played No Thanks!

Adam 35
Ian 38
Matt 39

Katy remains toppermost on the division, apart from that pesky points ratio which has now been nabbed by Adam.