I arrived at Joe's studio after seven to find the evening in full swing. Joe, Andy, Sam, Katy and Anja were playing a boisterous game of Money, the first of many Reiner Knizia games to grace the table tonight. Before I’d even got my coat off, Katy told me she’d been winning but wasn’t anymore. I sat down to watch and was so comfortable that I didn't get up to answer the door despite me being the only one not participating. It ended
Katy 1420
Anja 1400
Sam 1380
Joe 1360
Andy 1350
A close game, but I especially enjoyed Joe saying “that’s what I want” when picking up his selection of cards. Money: that’s what I want. Get it?
Never mind. During this game, Martin arrived and introduced us to In Vino Morte. Very simple. Everyone is dealt a card face down which is either wine or poison. The dealer chooses who gets what. Then they can either drink and reveal the card instantly or, if they think the dealer slipped them a mickey, they can swap with someone else who hasn’t revealed yet. Once everyone has made a decision, everyone reveals what they’ve got. Continue until one is left alive.
We played twice. Sam seemed to have struck upon a clever bluff when he dealt to me, Martin and himself by saying “oh no, I fucked up” leaving us wondering how you could fuck it up. Anyway, I won that won by taking Martin’s card in the final round and giving him my poison. Round two, it ended with Katy versus Martin and Katy drank straight away and won.
We split into two. Joe, Katy and Andy played Tajuto. All I know about this was it took a long time for anyone to score any points.
Joe 13
Katy 8
Andy 8
The rest of us played Babylonia for another Kniz fix. I put down five farmers early on and leapt into the lead. Anja swooped in and grabbed farm tiles and then she was in the lead. Sam went big in cities and got the city bonus tile and before long he was in the lead. Martin cursed me for scoring a city that got Sam nine points when he could have completed it without it scoring at all. I was pleased with beating 100 points, but I looked forlornly at my 18 point move which would never be played since the penultimate city was scored and the game ended.
Sam 152
Martin 147
Anja 116
Andrew 110
Then two quick games of In Vino Morte where the final rounds were Martin beating me and then me beating Anja. Four games and I’d been in the final three times. Finally, a game other than Fuji Flush that I seem to be good at.
Anja left for home at this point so two new groups emerged. Tajuto with Joe, Sam and Martin and Downfall of Pompeii with Andy, Katy and me.
Pompeii began with the usual rules check regarding the set up. Then we populated and depopulated the doomed Roman city with abandon. I got what meeples I could to safety pretty early on, but couldn’t draw the necessary lava tiles to stop the other two.
Katy 13
Andy 11
Andrew 10
I didn’t follow Tajuto at all, apart from noting down that Joe’s heavy sigh of “Fucking finally!” at one point of the game.I guess his point scoring came even later than before.
Sam 15
Martin 14
Joe 4
Then they played Letter Press, which is a reworked Moveable Type or something.
Joe 25 (“Wrecking”)
Martin 19 (“Quizzed”)
Sam 17 (“Whites”)
And we played Keltis, the card game. This now means I’ve played all three types of Keltis. I feel like I should have a badge.
Andy 24
Katy 19
Andrew 18
Then, with the eleventh hour approaching and an offer of a lift from Sam, Katy and I jumped ship and everyone else called it a day, too. Thanks everyone. It was a gem.
Thursday, 5 March 2020
Sunday, 1 March 2020
You only Die Thrice
On Saturday night Andrew, Chris, Joe and I converged for our long-mooted, 50th-birthday-marking game of Xia: Legends of a Drift System. This is a sandbox-in-space: everyone starts off as a lowly nobody, and like their pathetic earth-bound brethren, all they want is to be famous. Points are fame points. How do you get points? Let me count the ways...
In the beginning
You can trade, buying commodities at one planet and delivering to another. You can explore new lands space, collecting Exploration tokens for minor rewards. You can take on Missions - some fair, some foul - and complete them. You can upgrade your ship. You can gain Titles by being the first to do X. You can buy fame, you can stumble into it (roll 20 on a d20) you can even assist each other by donating energy to a stranded player, lost in space. Or you can blow each other up.
Clockwise from yellow: Chris, Andrew (black) Joe (red) and me (blue)
In doing these things however, you're expending energy and often picking up damage. As long as you end your turn on a planet, you can recharge for free. Out in the cosmos, however, such assistance is harder to come by, and your resources slowly drain away.
There's also quite bit of luck. Each 'outfit' aboard your ship - engines, weapons, shields - represents a number of die rolls. It's possible to simply roll low, and plod along in a very non-Star-Warsy manner. And the other potential spanner in the works is your legal status. Everyone starts out lawful but the game is engineered to tempt you into going Outlaw: it's just so much easier to crash through barriers and sell cargo at Outlaw planets. Being lawful takes a bit more effort. But the less lawful you are, the more the bounty on you grows, and the more tempted everyone is to blow you up and claim it.
We started around 4pm, and agreed to wrap up at 7.45. I began, and realised that in excitedly kitting out my ship to the gills I'd kept no cash back for trading. Instead I nabbed an exploration token and picked up my first mission. Everyone began on a similarly tentative level, as we explored the space around us and the board began to grow.
But this gentle existence didn't last long. Chris flew into Ferrin's Call and was sucked to his death in short order, although at least he explored twice on the way. Then Andrew died too. They were both disappointed that dying wasn't recognised in the point-scoring, and when Andrew died a third time he cried "I must be famous now!"
But no. I also took a risky flight across what looked like murky space but turned out to be a star, and died as well. Fortunately for all of us, dying isn't as problematic in Xia as it is in some other games - or indeed life. But as our knowledge of the galaxy grew, so did the risks, with three non-player-chartacters triggered into action at various times. One hunted down outlaw players, one went after innocent law-abiding citizens, and the other followed a trade route, accruing cash as it did so and becoming more and more tempting to blow up as a result.
As we gathered money, we also upgraded our ships, with Chris buying Occam's Razor - small hold, but an exceedingly destructive gun on board. "It's only fair to warn you" he pointed out, slightly ominously.
Andrew meanwhile was having some crappy luck with the dice, and remained behind us on the Fame track, as lowly 'space scum'. Joe and I had already made 'humble skipper' - which Joe confusingly misread as sphincter - as the competition hotted up. Events - triggered by players reaching spots on the fame track - and Titles (same) where starting to pop up and give the game a bit of extra dirt. The Scoundrel caught Joe and dealt him damage before running away ("like a child" - Andrew). I completed two missions and gained a title by being first to deliver cargo to a particular planet. Joe and Andrew started a race to get to various mission points around the galaxy, which I inadvertently won after finding I'd failed a mission.
Before we knew it, space was explored, pizzas had been consumed, Chris had had three cups of tea and it was 7.45!
Sam 10
Joe 9
Chris 7
Andrew 2
Chris and I loved it. Joe and Andrew had some understandable caveats regarding the luck-heavy dice-driven engines, but Andrew said he'd like to play it again. Maybe we can tempt Joe too - not sure if this is a Tuesday night game but I think Ian, Matt and Katy would all like it.
Unfortunately however on the night Joe had to dash, which left Chris, myself, and an imminently-departing Andrew. When we saw that Chris' very generous birthday present to me - Tapestry - only had four pages of rules, we poured ourselves another tea/wine and dove in.
It calls itself a civilisation game but it's not recognisably so in the sense of something like Civilisation. Tapestry is more abstracted, and... kinda weird. Each player has their own faction (I was the Historians) and are simply spending resources to move up four different tracks - science, military, exploration and technology. Once you're out of resources, you take an income turn (gather resources) and go again - after everyone's fifth income turn the game ends.
player board
Apparently the designer wanted a simple civ game where the rulebook would be short and sweet, and although I'd debate the sweetness of the rules, it does succeed on the latter. They're so brief that having read them we weren't entirely sure what to do, so watched a clarifying video and then cracked into it. From what I knew - or thought I knew - of these games, it was worth taking hits early on in order to get yourself to the juicier actions further up the track. I concentrated on Science and Exploration, while Chris' early moves were more military-minded, as he built a big presence on the map. I was of the opinion that the map barely mattered until I realised I couldn't explore any more unless I expanded first...
whoops
Whilst I puzzled that out, Chris was surging up the scoretrack at a rate of knots, hitting 60 as I idled around the high twenties. Some spots on tghe track reward the first player to reach it with landmark buildings, that - like standard buildings - you can use to populate your city. The bigger the city, the more likely you are to get points at the income phase. But I was determined to get into space before the game ended, but I'd neglected two tracks to such an extent that Chris had claimed all the landmark buildings, and I didn't even know how to make a hammer.
However, I did know how to make a rocket - as I had no metal, possibly out of card? - and I darn well made it into space anyway. Where there's a will, etc. Disappointingly, the epic point-scoring opportunities I hoped to find there were sadly absent, instead the firmament simply applauded me for having markets back home. Thematic nonsense!
The thematic nonsense is in part what civ-building players object to, I think, with Tapestry. I find it quite funny. It doesn't have the lurching silliness and dramatic narrative of Xia - what does? - but puzzly fun all the same, and I think a few GNNer's might enjoy this one - no, not you Martin! Chris rinsed me though:
Chris 115
Sam 90
And with that, the night concluded. Thanks all for coming and making it very special.
Wednesday, 26 February 2020
Five Get Over-tired
Originally, there were going to be ten hardy GNNers around the table last night, but something happened in the firmament and one by one, people dropped out. It were Ian who begun it, followed swiftly by Andrew, then Andy Bate, on whose hot heels came Steve, and finally Laura. Looking at each other in shock and dismay were Joe, Katy, Adam T, Martin and myself. Still expecting Laura to arrive as the curtains rose, we'd begun with Gold Fever. Martin said it was a terrible game. I said what made it so great is that when people turn up at the door halfway through, nobody minds packing it away.
Joe began badly, twice pulling out matching gravel. Adam did the same and said "this is why I hate this game". Martin was tickled no end, and reversed his opinion on it based solely on Adam's discomfort. However he was less enamoured of Katy's decision to repeatedly throw her gravel in his bag. I made my way to three gold as the pair engaged in a battle of grits, but surprisingly the winner was actually Adam, who reversed his opinion of the game just as Martin decided it was shit after all. Either way, it packed a lot of drama into ten minutes.
Adam: Gold!
At this point we discovered we'd lost Laura, and all Joe and Martin's carefully packed bags for six people went up in metaphorical smoke. Instead we debated what to play from the Alcove, with Katy pooh-poohing Tulip Bubble and Martin ignoring my suggestion of Orbit, even as Adam murmured approvingly at the idea. We finally settled on Taj Mahal, the classic Knizia of yore!
It's been so long since we last played it (it seems to appear once every 30 months) we needed a refresher from Martin. The essence is simple - play cards containing various suits; if when your turn arrives you are leading in any particular suit you can choose to drop out (-you can also drop out in misery as well) and gain the rewards. Four suits allow you to place palaces on the board (points) potentially scoring more (points!) if you link to previously-placed palaces in other regions. One suit allows a 'Ghost' palace that can share foundations with an otherwise solitary palace of another player. And one suit (elephants) allows you to collect the goods from that region - more goods of the same previously-collected type will score collectively, and repeatedly, and it was this route that Adam took...
But the early leader was Joe, with such dizzying speed and economical frugality that everyone was reeling with alarm, Martin in particular. Katy started badly, getting into a 'pissing contest' that she lost. "Beowulf is more fun than this" she pointed out.
"Yes, this is more cerebral" Martin conceded.
I tried to play a kind of guerrilla tactic, picking up what I could when I could whilst building a reasonably strong hand... the problem with that approach is that dropping out early hands easy picking to the other players - oh Reiner! Joe meanwhile was claiming palaces all over the shop and chaining them together like a bunch of point-scoring brick-built daisies. Adam was shrewdly building his goods collection, whilst me, Katy and Martin were mostly complaining about Joe, who in turn was complaining about having a card that scored him 2 points every time he played it, which invited even more scathing from the other side of the table. Joe defended his observations by reminding us how cerebral the game was, and in his position we might understand.
Suddenly Adam surged past him and into a six-point lead. Katy and I got into an expensive pissing match that I lost, and it cost me seven points. "Katy!" I wailed. "What about me?!" Katy shrieked back, pointing at her score marker. At this point my sympathy wasn't overwhelming, though. We were like the kids playing with the adults, who were now clearly going to finish way ahead of us.
Another pissing contest between Adam and Martin went the latter's way and Adam suffered a devastating fate - not only did Joe surge past him again, but Martin had kept an enormous chain of cards of the same colour (points!) for the end game scoring, and barrelled by him as well for a sneaky second!
Joe 46
Martin 39
Adam 38
Sam 33
Katy 28
Adam had time for just one more game, so we let him choose, and the choice was the thematically appropriate Just One. We've played this so much now we're getting a little bit familiar with the words, and sailed to an impressive score even despite our final word not providing a single clue for Katy: Joe and I wrote 'fiddle' Martin and Adam wrote 'Stradavarius'. With nothing to go on at all, Katy guessed water, completely ignoring my charades-style violin-playing on the other side of the table. Maybe she thought I was being sarcastic.
Martin then started canvassing for The Crew before Adam had even got his coat on, and by the time he reached the front door we were already laughing about the rulebook's "gazing at Uranus". We started with a new mission - it didn't matter who won what cards, as long as no player had two tricks more than another player at any one time. It proved very tough, taking us four attempts to pass. In between the tense space-ship repair and anus-related laughs, there was also time for Martin and Katy to continue calling each other c**ts in inventive new ways.
We played two more missions after that, before ending the game with co-operative Wavelength, where Gwyneth Paltrow's vagina still proves to be a surprisingly apt clue for so many cards, as Katy pointed out. Maybe a bit embarrassed about our Uranus behaviour though, we resisted. It was as fun as it always is, but we did very badly, gaining zero bonus cards and finishing on nine points. Lowlights were Joe's "late afternoon" being dramatically light, and Martin's "Michael Gove" being unexpectedly acceptable. "I'd forgotten how reactionary you all are!" Martin complained, when we practically aligned Govey with the Nazis by twisting the dial all the way to Least likeable living person. "I mean, I don't like him" he quickly added.
I also clued Doctors as a fairly bad TV show, only to have the others decide it was pretty much the worst TV show ever even though they'd just been discussing Naked Attraction! Where everyone picks partners based on the appearance of their shaved nobs.
Everyone: 9 - dismal failure!
And that was that. Thanks all, a miniature classic. Hopefully everyone else got a good night's kip and we'll see you soon!
Joe began badly, twice pulling out matching gravel. Adam did the same and said "this is why I hate this game". Martin was tickled no end, and reversed his opinion on it based solely on Adam's discomfort. However he was less enamoured of Katy's decision to repeatedly throw her gravel in his bag. I made my way to three gold as the pair engaged in a battle of grits, but surprisingly the winner was actually Adam, who reversed his opinion of the game just as Martin decided it was shit after all. Either way, it packed a lot of drama into ten minutes.
Adam: Gold!
At this point we discovered we'd lost Laura, and all Joe and Martin's carefully packed bags for six people went up in metaphorical smoke. Instead we debated what to play from the Alcove, with Katy pooh-poohing Tulip Bubble and Martin ignoring my suggestion of Orbit, even as Adam murmured approvingly at the idea. We finally settled on Taj Mahal, the classic Knizia of yore!
It's been so long since we last played it (it seems to appear once every 30 months) we needed a refresher from Martin. The essence is simple - play cards containing various suits; if when your turn arrives you are leading in any particular suit you can choose to drop out (-you can also drop out in misery as well) and gain the rewards. Four suits allow you to place palaces on the board (points) potentially scoring more (points!) if you link to previously-placed palaces in other regions. One suit allows a 'Ghost' palace that can share foundations with an otherwise solitary palace of another player. And one suit (elephants) allows you to collect the goods from that region - more goods of the same previously-collected type will score collectively, and repeatedly, and it was this route that Adam took...
But the early leader was Joe, with such dizzying speed and economical frugality that everyone was reeling with alarm, Martin in particular. Katy started badly, getting into a 'pissing contest' that she lost. "Beowulf is more fun than this" she pointed out.
"Yes, this is more cerebral" Martin conceded.
I tried to play a kind of guerrilla tactic, picking up what I could when I could whilst building a reasonably strong hand... the problem with that approach is that dropping out early hands easy picking to the other players - oh Reiner! Joe meanwhile was claiming palaces all over the shop and chaining them together like a bunch of point-scoring brick-built daisies. Adam was shrewdly building his goods collection, whilst me, Katy and Martin were mostly complaining about Joe, who in turn was complaining about having a card that scored him 2 points every time he played it, which invited even more scathing from the other side of the table. Joe defended his observations by reminding us how cerebral the game was, and in his position we might understand.
Suddenly Adam surged past him and into a six-point lead. Katy and I got into an expensive pissing match that I lost, and it cost me seven points. "Katy!" I wailed. "What about me?!" Katy shrieked back, pointing at her score marker. At this point my sympathy wasn't overwhelming, though. We were like the kids playing with the adults, who were now clearly going to finish way ahead of us.
Another pissing contest between Adam and Martin went the latter's way and Adam suffered a devastating fate - not only did Joe surge past him again, but Martin had kept an enormous chain of cards of the same colour (points!) for the end game scoring, and barrelled by him as well for a sneaky second!
Joe 46
Martin 39
Adam 38
Sam 33
Katy 28
Adam had time for just one more game, so we let him choose, and the choice was the thematically appropriate Just One. We've played this so much now we're getting a little bit familiar with the words, and sailed to an impressive score even despite our final word not providing a single clue for Katy: Joe and I wrote 'fiddle' Martin and Adam wrote 'Stradavarius'. With nothing to go on at all, Katy guessed water, completely ignoring my charades-style violin-playing on the other side of the table. Maybe she thought I was being sarcastic.
Martin then started canvassing for The Crew before Adam had even got his coat on, and by the time he reached the front door we were already laughing about the rulebook's "gazing at Uranus". We started with a new mission - it didn't matter who won what cards, as long as no player had two tricks more than another player at any one time. It proved very tough, taking us four attempts to pass. In between the tense space-ship repair and anus-related laughs, there was also time for Martin and Katy to continue calling each other c**ts in inventive new ways.
We played two more missions after that, before ending the game with co-operative Wavelength, where Gwyneth Paltrow's vagina still proves to be a surprisingly apt clue for so many cards, as Katy pointed out. Maybe a bit embarrassed about our Uranus behaviour though, we resisted. It was as fun as it always is, but we did very badly, gaining zero bonus cards and finishing on nine points. Lowlights were Joe's "late afternoon" being dramatically light, and Martin's "Michael Gove" being unexpectedly acceptable. "I'd forgotten how reactionary you all are!" Martin complained, when we practically aligned Govey with the Nazis by twisting the dial all the way to Least likeable living person. "I mean, I don't like him" he quickly added.
I also clued Doctors as a fairly bad TV show, only to have the others decide it was pretty much the worst TV show ever even though they'd just been discussing Naked Attraction! Where everyone picks partners based on the appearance of their shaved nobs.
Everyone: 9 - dismal failure!
And that was that. Thanks all, a miniature classic. Hopefully everyone else got a good night's kip and we'll see you soon!
Wednesday, 19 February 2020
Shaken, not spelt
Has it really been a year since the venerable Andy B graced us on a Tuesday? That’s what we thought, but were too lazy to check. Nevertheless, it’s been a long time since he was here. Long enough that we’ve acquired a new regular member – Adam T, although it turned out the two knew each other from Eastbourne. It’s a small gaming world.
I got to Joe’s studio at six and found Joe and Ian eating supper. We were dealing out Coloretto when the aforementioned Andy B arrived, and so he was dealt in too. The game required a bit of rules refreshing for all concerned, since none of us were up to speed, but once we got going, it was plain sailing. Except for Joe.
Andy 36
Ian 35
Andrew 34
Joe 24
During this, Adam T and Sam arrived and since we weren’t expecting anyone else for a while, we all sat around the big table for a game of Team Play. I paired up with Andy and we soon got stuck with two difficult mission cards (is that what you call them?) while the others sped off without us. Sam and Adam were first to hit seven tricks (not really tricks, you know what I mean) and then Joe and Ian had a late surge to bring them back into contention.
Sam and Adam 32
Ian and Joe 32
Andy and Andrew 29
We were trying to find a tie-breaker, but Martin told us there weren’t any. However, for the rest of the evening, we kept finding Team Play cards around Ian’s chair making us suspect that they’d completed more tricks than they’d counted up.
As well as Martin, Katy and Adam H were also here. It seemed like the perfect moment to bring out Sam’s birthday cake to celebrate his half century. For some reason, our rendition of Happy Birthday was an octave or two lower than normal. I suppose as we age, we find the baritone range more natural.
We split into two groups. Andy, Adam H, Martin and Joe played Babylonia (back after its one-week absence) and the remaining five played Letter Jam, the surprisingly stressful co-operative card game. This time, we went for six-letter words: a step up from the usual five-letter standard game. I think I’ve played it three times and failed to get my word each time and this was no exception. At least this time I wasn’t alone in my failure. Adam failed to get “HOLING” despite getting all the letters, since he convinced himself that the G and H should go next to each other. Katy, meanwhile, blamed her dyslexia for her mistake. She’d successfully got SHAKE but couldn’t work out where the N would go. “Shaken,” we prompted. She looked suitably crestfallen.
With only Sam and Ian getting there words, we scored a mere two strawberries.
Babylonia ended
Martin 162
Adam 124
Joe 108
Andy 99
At this point a spate of reorganisation was achieved, with the nine of us forming into three groups of three. Ian, Joe and Martin played Ra and it was notable for Martin’s many pharaohs, Joe’s many monuments and Ian’s very long Nile. Joe was confident that he’d won until the final count.
Ian 64
Martin 54
Joe 50
Followed by Eggs of Ostrich…
Joe 10
Martin 10
Ian 8
Then Ian went home, mumbling something about getting back at “a sensible hour” so Martin and Joe broke out the Res Arcana.
Martin 15
Joe 4
Meanwhile, Andy, Adam and Sam tried the new game Crown of Emara, with it’s two (TWO) rondels and it’s pretty typical medieval-type Eurogame setting. I didn’t check if you could turn wood into sheep but it looked like that kind of game.
Andy 78
Adam 72
Sam 62
Sam insisted that he won a victory of sorts since he ended as Marquis, the highest ranked noble.
Adam H, Katy and me broke out Lords of Vegas since it was the only game that we all had some kind of enthusiasm for. We began with a lot of plots in seedy back streets and a lot of brown cards coming out early on.
I started well and stayed well. Katy built up then lost all but one of her casinos, but towards the end she started to close the gap on me. I was nervous that her strong presence on the strip would be my downfall but happily the game over card came out and saved me.
Andrew 73
Katy 60
Adam 26
Adam said that halfway through the game he’d remember that he had issues with the advantage of being first player and during the game he started searching for rules variants to counter this. Katy pointed out that she went third.
At this point Adam T and I set off, leaving the rest of them to go crazy with 6nimmt. No idea how that ended, though.
Thanks everyone.
I got to Joe’s studio at six and found Joe and Ian eating supper. We were dealing out Coloretto when the aforementioned Andy B arrived, and so he was dealt in too. The game required a bit of rules refreshing for all concerned, since none of us were up to speed, but once we got going, it was plain sailing. Except for Joe.
Andy 36
Ian 35
Andrew 34
Joe 24
During this, Adam T and Sam arrived and since we weren’t expecting anyone else for a while, we all sat around the big table for a game of Team Play. I paired up with Andy and we soon got stuck with two difficult mission cards (is that what you call them?) while the others sped off without us. Sam and Adam were first to hit seven tricks (not really tricks, you know what I mean) and then Joe and Ian had a late surge to bring them back into contention.
Sam and Adam 32
Ian and Joe 32
Andy and Andrew 29
We were trying to find a tie-breaker, but Martin told us there weren’t any. However, for the rest of the evening, we kept finding Team Play cards around Ian’s chair making us suspect that they’d completed more tricks than they’d counted up.
As well as Martin, Katy and Adam H were also here. It seemed like the perfect moment to bring out Sam’s birthday cake to celebrate his half century. For some reason, our rendition of Happy Birthday was an octave or two lower than normal. I suppose as we age, we find the baritone range more natural.
Happy birthday!
We split into two groups. Andy, Adam H, Martin and Joe played Babylonia (back after its one-week absence) and the remaining five played Letter Jam, the surprisingly stressful co-operative card game. This time, we went for six-letter words: a step up from the usual five-letter standard game. I think I’ve played it three times and failed to get my word each time and this was no exception. At least this time I wasn’t alone in my failure. Adam failed to get “HOLING” despite getting all the letters, since he convinced himself that the G and H should go next to each other. Katy, meanwhile, blamed her dyslexia for her mistake. She’d successfully got SHAKE but couldn’t work out where the N would go. “Shaken,” we prompted. She looked suitably crestfallen.
With only Sam and Ian getting there words, we scored a mere two strawberries.
Babylonia ended
Martin 162
Adam 124
Joe 108
Andy 99
At this point a spate of reorganisation was achieved, with the nine of us forming into three groups of three. Ian, Joe and Martin played Ra and it was notable for Martin’s many pharaohs, Joe’s many monuments and Ian’s very long Nile. Joe was confident that he’d won until the final count.
Ian 64
Martin 54
Joe 50
Followed by Eggs of Ostrich…
Joe 10
Martin 10
Ian 8
Then Ian went home, mumbling something about getting back at “a sensible hour” so Martin and Joe broke out the Res Arcana.
Martin 15
Joe 4
Meanwhile, Andy, Adam and Sam tried the new game Crown of Emara, with it’s two (TWO) rondels and it’s pretty typical medieval-type Eurogame setting. I didn’t check if you could turn wood into sheep but it looked like that kind of game.
Andy 78
Adam 72
Sam 62
Sam insisted that he won a victory of sorts since he ended as Marquis, the highest ranked noble.
Adam H, Katy and me broke out Lords of Vegas since it was the only game that we all had some kind of enthusiasm for. We began with a lot of plots in seedy back streets and a lot of brown cards coming out early on.
Seedy back streets
I started well and stayed well. Katy built up then lost all but one of her casinos, but towards the end she started to close the gap on me. I was nervous that her strong presence on the strip would be my downfall but happily the game over card came out and saved me.
Andrew 73
Katy 60
Adam 26
Adam said that halfway through the game he’d remember that he had issues with the advantage of being first player and during the game he started searching for rules variants to counter this. Katy pointed out that she went third.
At this point Adam T and I set off, leaving the rest of them to go crazy with 6nimmt. No idea how that ended, though.
Thanks everyone.
Labels:
6nimmt,
Babylonia,
Coloretto,
Crown of Emara,
Eggs of Ostrich,
Letter Jam,
Lords Of Vegas,
Ra,
Team Play
Wednesday, 12 February 2020
Bubble Trouble
This week, five games were sat around Sam’s kitchen table, quite unaccustomed to the space available. We were Sam, Joe, Martin, Katy and myself. The numbers weren’t right for Babylonia and so we passed the first games night for some weeks without a sight of Knizia’s latest classic.
Instead, we chose Tulip Bubble. This was new to me and Katy, but the other three all said how happy they were to have another go at it. This game recreates those heady days of tulipomania in the Netherlands in the 1600s. The five of us bid on cards representing tulips of three different colours and if we were the sole bidders for one cards we got it for face value. If there were multiple people bidding on one card, then an auction would begin and this is where prices could get crazy. Then, at the end of the round, the value of each type of tulip would be adjusted according to how many cards of that colour remained. It is a clever mechanic, ensuring that tulips that were expensive one round would usually fall in value in the next (and vice versa).
In the first round, Sam asked for a do-over when he realised he’d put bids on two of the most expensive tulips available, despite only having 20 guilders. This early faux pas seemed to haunt him as he would occasionally berate himself for that terrible opening move and then struggled to remember the sequence of the rounds. “I understood this a lot better the last time I played it,” he mused while it dawned on him that he was already quite drunk.
Martin wasn’t drunk but giddy with luck. His early despair at seeing the price of white tulips collapse was wiped out when they rallied again and he was able to sell some of his cards to “a collector” for a bonus return. The same thing happened again a couple of rounds later leaving him with a surely unassailable lead. The next person to reap rewards of their speculation was Joe who had to endure our scepticism regarding his investments in the already expensive reds, only to see them rise again, netting him a decent profit.
Katy, Sam and I battled for most pessimistic and Sam won.
Martin 123
Joe 57
Katy 43
Andrew 29
Sam 14
After this we broke out Mamma Mia. This game might seem like more luck than judgement but that wasn't the way Joe played it. Twice he ended the “making pizza” part of the game with no cards, having used them all to complete pizza recipes that he’d played earlier in the game. This cool-headed efficiency was a joy to watch, but he fell foul of the tie-breaker rule which requires a player to have lots of ingredients left in their hand.
Sam 5 recipes completed (5 cards left)
Martin 5 (4 cards left)
Joe 5 (0 cards left)
Katy 4
Andrew 2
After this, we went all co-operative and lovely, with a game of Wavelength. The co-op version involves beginning with a set number of clue cards and then, every time you score a 4, you add another card. In this way you can keep going, like a game of keepie-uppie, and score as many points as you can.
Notable event was Martin’s clue of “Good Day Sunshine” by The Beatles for the spectrum “Happy/sad song.” Sam, Martin and I had to sing it to Joe and Katy while Martin implored Joe to try listening to the album Revolver. Joe, whose apathy towards the fab four is legendary, didn’t seem hugely excited at the thought. But our singing must’ve been good, because it got us three (maybe four) points.
Overall score: 18, a good score!
We ended with more co-operative shenanigans: Just One. We were remarkably duplicate free and Katy can count herself unlucky that our clues all pointed to boots as well as socks, and she chose the wrong option. The first duplicate was for me: all I had was Joe’s clue of “Bixby” and Katy’s clue of “Milk.” Bixby had to be a reference to Bill Bixby, the actor from The Incredible Hulk, but what about “milk”? I plumped for “Incredible” as my guess, but it turned out to be “Hulk” and there was once an advert for milk featuring the Incredible Hulk. If only I’d known.
Overall score: 9, not good apparently.
At this point we decided to leave so Martin ordered an Uber which was waiting in the road outside by the time we’d left the house. Amazing.
Instead, we chose Tulip Bubble. This was new to me and Katy, but the other three all said how happy they were to have another go at it. This game recreates those heady days of tulipomania in the Netherlands in the 1600s. The five of us bid on cards representing tulips of three different colours and if we were the sole bidders for one cards we got it for face value. If there were multiple people bidding on one card, then an auction would begin and this is where prices could get crazy. Then, at the end of the round, the value of each type of tulip would be adjusted according to how many cards of that colour remained. It is a clever mechanic, ensuring that tulips that were expensive one round would usually fall in value in the next (and vice versa).
In the first round, Sam asked for a do-over when he realised he’d put bids on two of the most expensive tulips available, despite only having 20 guilders. This early faux pas seemed to haunt him as he would occasionally berate himself for that terrible opening move and then struggled to remember the sequence of the rounds. “I understood this a lot better the last time I played it,” he mused while it dawned on him that he was already quite drunk.
Martin wasn’t drunk but giddy with luck. His early despair at seeing the price of white tulips collapse was wiped out when they rallied again and he was able to sell some of his cards to “a collector” for a bonus return. The same thing happened again a couple of rounds later leaving him with a surely unassailable lead. The next person to reap rewards of their speculation was Joe who had to endure our scepticism regarding his investments in the already expensive reds, only to see them rise again, netting him a decent profit.
Katy, Sam and I battled for most pessimistic and Sam won.
Martin 123
Joe 57
Katy 43
Andrew 29
Sam 14
After this we broke out Mamma Mia. This game might seem like more luck than judgement but that wasn't the way Joe played it. Twice he ended the “making pizza” part of the game with no cards, having used them all to complete pizza recipes that he’d played earlier in the game. This cool-headed efficiency was a joy to watch, but he fell foul of the tie-breaker rule which requires a player to have lots of ingredients left in their hand.
Sam 5 recipes completed (5 cards left)
Martin 5 (4 cards left)
Joe 5 (0 cards left)
Katy 4
Andrew 2
After this, we went all co-operative and lovely, with a game of Wavelength. The co-op version involves beginning with a set number of clue cards and then, every time you score a 4, you add another card. In this way you can keep going, like a game of keepie-uppie, and score as many points as you can.
Notable event was Martin’s clue of “Good Day Sunshine” by The Beatles for the spectrum “Happy/sad song.” Sam, Martin and I had to sing it to Joe and Katy while Martin implored Joe to try listening to the album Revolver. Joe, whose apathy towards the fab four is legendary, didn’t seem hugely excited at the thought. But our singing must’ve been good, because it got us three (maybe four) points.
Overall score: 18, a good score!
We ended with more co-operative shenanigans: Just One. We were remarkably duplicate free and Katy can count herself unlucky that our clues all pointed to boots as well as socks, and she chose the wrong option. The first duplicate was for me: all I had was Joe’s clue of “Bixby” and Katy’s clue of “Milk.” Bixby had to be a reference to Bill Bixby, the actor from The Incredible Hulk, but what about “milk”? I plumped for “Incredible” as my guess, but it turned out to be “Hulk” and there was once an advert for milk featuring the Incredible Hulk. If only I’d known.
Overall score: 9, not good apparently.
At this point we decided to leave so Martin ordered an Uber which was waiting in the road outside by the time we’d left the house. Amazing.
Sunday, 9 February 2020
Babalabalonia
Saturday night games at Steve and Anja's house began with a visit from Louie, who came downstairs to see what was what. At that point there was no games on the table however, so in the absence of exciting wooden bits it was merely three middle-aged men nursing their alcohol.
Martin's Yeastie Boys beer was the stand-out. "I can see why they did it" he said, "But it does smack a bit of fungal infections" Anja then appeared and after a brief catch-up, the first game onto the table was Babylonia, GNN's recentest Knizia hit.
Martin went through the rules - which thankfully take about five minutes - and we were off. I began scoring ziggurats and claiming bonus cards whilst Martin chained tokens together. Anja started claiming cities and Steve fretted over his tiles; forgetting that a hand full of Farmers can all be played at the same time.
Despite the simple rules, there are always a multitude of things you'd like to do on your turn, and though I think I'm reasonably competent at what's best for me personally, I struggle with the idea that I need to compute other players' options as well. Martin has no such issues, and as the game wore on he surged to the front of the scores and stretched out his lead. I had told Steve and Anja we'd have to watch Martin, but we didn't watch him closely enough.
Martin 147
Sam 128
Anja 105
Steve 88
Everyone liked Babylonia so much, when Anja suggested we play again straight away, they were no demurring voices. This time things played out very differently: both Steve and Anja began very strongly on the ziggurat front, and Steve in particular putting together a juicy group of tiles on one side of the board. With me doing something similar on the other, Martin effected a kind of spoiling officer role, making sacrificial moves to stop us both scoring big.
While that was happening, Anja collected bonus tiles and put them to good use, harvesting a bunch of fields and accelerating into a large lead. My beards did what they could to keep pace, despite Martin's sabotage, but Anja's canny tactical plays kept pushing her forwards. "How the fuck did I end up here?" Martin cried, pointing to his marker some sixty points behind Anjas...
And as the game closed out, my desperate last move was enough to get me past her. "Knowing what you're doing really helps" Anja reflected. Hats off to Martin though; he came fourth, but after a considerable recovery:
Anja 144
Sam 140
Steve 125
Martin 123
Anja's observation about knowing the game was just about slap us all repeatedly about the face though when I innocently suggested Azul: Summer Pavilion. Because everyone had played the original I thought it would be fairly straightforward, but I'd not really registered how thinky this version is. In the original, options on your board are limited, and the game - as Martin observed - really takes place on the factory tiles: what you leave behind almost as much as what you take. With Pavilion, there's much more flexibility (you can even save four tiles for subsequent rounds) and there are also wild colours each round.
The bubbling fun we'd had with Babylonia slowed to a ponderous stodgy grind as Steve and Anja stared accusingly at their boards and Martin launched into various monologues about the games' failings. I also began to flag. I didn't get rules sweats; instead I had game guilt the like of which I've not felt since I made my family play... Azul: Summer Pavilion. I only remembered today that that didn't go well either!
For all of us it felt comparatively fiddly. For Martin it simply wasn't interactive enough. Although I'm not sure Anja shared that opinion when I claimed the last purple tile and bust her potential 20 points. Sorry Anja. Sorry everyone! It looks a beautiful game and I still think it's lovely for two, but last night it felt less a Pavilion in summer, more a shed in winter.
Martin 102
Sam 87
Steve 81
Anja 49
"Don't worry" Martin assured me, "I love to have things to rant about on BGG!"
Martin's Yeastie Boys beer was the stand-out. "I can see why they did it" he said, "But it does smack a bit of fungal infections" Anja then appeared and after a brief catch-up, the first game onto the table was Babylonia, GNN's recentest Knizia hit.
Martin went through the rules - which thankfully take about five minutes - and we were off. I began scoring ziggurats and claiming bonus cards whilst Martin chained tokens together. Anja started claiming cities and Steve fretted over his tiles; forgetting that a hand full of Farmers can all be played at the same time.
Despite the simple rules, there are always a multitude of things you'd like to do on your turn, and though I think I'm reasonably competent at what's best for me personally, I struggle with the idea that I need to compute other players' options as well. Martin has no such issues, and as the game wore on he surged to the front of the scores and stretched out his lead. I had told Steve and Anja we'd have to watch Martin, but we didn't watch him closely enough.
Martin 147
Sam 128
Anja 105
Steve 88
Everyone liked Babylonia so much, when Anja suggested we play again straight away, they were no demurring voices. This time things played out very differently: both Steve and Anja began very strongly on the ziggurat front, and Steve in particular putting together a juicy group of tiles on one side of the board. With me doing something similar on the other, Martin effected a kind of spoiling officer role, making sacrificial moves to stop us both scoring big.
While that was happening, Anja collected bonus tiles and put them to good use, harvesting a bunch of fields and accelerating into a large lead. My beards did what they could to keep pace, despite Martin's sabotage, but Anja's canny tactical plays kept pushing her forwards. "How the fuck did I end up here?" Martin cried, pointing to his marker some sixty points behind Anjas...
And as the game closed out, my desperate last move was enough to get me past her. "Knowing what you're doing really helps" Anja reflected. Hats off to Martin though; he came fourth, but after a considerable recovery:
Anja 144
Sam 140
Steve 125
Martin 123
Anja's observation about knowing the game was just about slap us all repeatedly about the face though when I innocently suggested Azul: Summer Pavilion. Because everyone had played the original I thought it would be fairly straightforward, but I'd not really registered how thinky this version is. In the original, options on your board are limited, and the game - as Martin observed - really takes place on the factory tiles: what you leave behind almost as much as what you take. With Pavilion, there's much more flexibility (you can even save four tiles for subsequent rounds) and there are also wild colours each round.
The bubbling fun we'd had with Babylonia slowed to a ponderous stodgy grind as Steve and Anja stared accusingly at their boards and Martin launched into various monologues about the games' failings. I also began to flag. I didn't get rules sweats; instead I had game guilt the like of which I've not felt since I made my family play... Azul: Summer Pavilion. I only remembered today that that didn't go well either!
For all of us it felt comparatively fiddly. For Martin it simply wasn't interactive enough. Although I'm not sure Anja shared that opinion when I claimed the last purple tile and bust her potential 20 points. Sorry Anja. Sorry everyone! It looks a beautiful game and I still think it's lovely for two, but last night it felt less a Pavilion in summer, more a shed in winter.
Martin 102
Sam 87
Steve 81
Anja 49
"Don't worry" Martin assured me, "I love to have things to rant about on BGG!"
We'll always have Babylonia though. Literally.
Wednesday, 5 February 2020
The six o'clock special
Six o'clock in Joe's studio. That's when the evening began, although when I arrived at 6.20, Joe was out getting pizza and Ian, Sam and Adam T didn't seem to have begun a game yet. After some polite chat, we began team Push It, me and Adam against Sam and Ian. It was a whitewash, with Sam and Ian picking up the maximum four points in one round as they glided towards victory.
Sam and Ian 11
Adam and Andrew 1
Joe returned with pepperoni pizza and Adam H arrived too. We split into two groups of three. Adam T, Sam and I went for Kodachi, card game based on the combat section of Ninjato. Adam H, Joe and Ian played Kribbeln, using Das Exclusive as the dice arena for that extra touch of class.
Adam H 20
Joe 18
Ian 15
As for the three of us, Kodachi was clipping along at a fair old rate until we found ourselves stuck in a rut. In order to finish the game, certain cards needed to be played but these needed to be bought and, for whatever reason, we never seemed to have the resources when they were available. To add to this, Adam found himself with an increasingly middling hand, full of cards that scored points but weren’t much use in a fight. This all meant that the game outstayed its welcome which is a shame since it started brightly.
Sam 74
Andrew 62
Adam 48
During Kodachi Martin, Steve and Katy arrived and so the five of them set up the card table while we three stayed on the big table - something wrong there. But anyway, they played a game whose name I didn’t write down which seemed to involve grabbing sticks from the table according to the criterion on a card. According to Katy, the winning order was...
Katy
Martin
Steve
Adam
Ian
Joe
It was loud and chaotic, and was followed by a game of Happy Salmon which was also loud and chaotic. Katy won that, and then they played Silent Happy Salmon. Not sure who won that.
Then they played Team Play. Still as a group of six, and still on the tiny card table. Kodachi had ended by now and we played Memoarrr just as a filler. Adam T said he wasn’t keen on memory games, but not liking them is clearly not the same as being bad at them. Early on, Adam and I teamed up to leave Sam with a blue walrus card, which he consistently failed to find a match for.
Adam T 7
Andrew 6
Sam 2
Team Play ended
Katy & Adam 31
Joe and Martin 30
Steve and Ian 28
Now there was a chance to reshuffle the groups, and Andy M called to see if there was a game going on, so he was soon on his way. Sam, Martin, Adam T and I set up Babylonia. The other five then six (still on the card table) considered I’m The Boss, but Joe got the rules sweats halfway through explaining them so instead went for Incan Gold/Diamant. I was lucky enough to witness Steve pushing his luck beyond all reasonable boundaries and also watch Joe and Andy go further into a dungeon together, not daring to be the first out.
Steve 61
Joe 39
Andy M 34
Katy 26
Adam H 24
Ian 18
Babylonia went all Martin’s way as he got a continent all to himself, picking up a load of early cities. At the end of the game, Adam mused that there were two strategies: either play your own game and let Martin win or try and stop Martin and let someone else win.
Martin 153
Sam 105
Adam 102
Andrew 71
Then Katy beat Adam T in paper, rock,scissors and insisted I write it down. Adam T then left. Not because he lost at paper, rock, scissors: he was leaving anyway.
Now the groups changed again. Ian, Joe, Steve and I played Ra. During it, I experienced a strange kind of better’s fallacy whereby I called Ra to trigger an auction with every intention of paying 7 for it. But when the only competing bid for it was a 2, it somehow seemed like a waste of a 7, and I let it pass. With that kind of clinical thinking, no wonder I did so badly. Steve did well on his debut, picking up monuments and Niles, but no one could stop Pharaoh Joe from taking top spot.
Joe 31
Steve 28
Ian 24
Andrew 17
On the card table, Martin, Andy and Sam played Sissi: Die Bohnenkaiserin. I’m sure that Martin likes German games only so he can say the titles in a theatrical German accent. And because he wins them.
Martin 27
Andy M 24
Sam 23
Adam and Katy played a head-to-head game of Yokohama. They started setting up at about 9.30 and the first points were scored at 10.10.
They were done by 11 o’clock when Katy claimed victory while admitting Adam might have won.
Katy 108
Adam 105 (or 109)
Lastly, the other six of us joined together for a final game: Wavelength. This time we weren’t quite as in tune as previously but when the chips were down, and we needed them to fail and us to pick up a point to keep the game alive, Joe got the only perfect score of the game: cluing “sloth” to “stationary/mobile”.
Joe, Ian, Martin 12 (estimated)
Sam, Andy, Andrew 8 (I think)
And so we were done. We picked up our crisps packets and beer cans as if we were obeying the country code and left Joe’s studio almost as we found it. Thanks all. It was a good one.
Sam and Ian 11
Adam and Andrew 1
Joe returned with pepperoni pizza and Adam H arrived too. We split into two groups of three. Adam T, Sam and I went for Kodachi, card game based on the combat section of Ninjato. Adam H, Joe and Ian played Kribbeln, using Das Exclusive as the dice arena for that extra touch of class.
Adam H 20
Joe 18
Ian 15
As for the three of us, Kodachi was clipping along at a fair old rate until we found ourselves stuck in a rut. In order to finish the game, certain cards needed to be played but these needed to be bought and, for whatever reason, we never seemed to have the resources when they were available. To add to this, Adam found himself with an increasingly middling hand, full of cards that scored points but weren’t much use in a fight. This all meant that the game outstayed its welcome which is a shame since it started brightly.
Sam 74
Andrew 62
Adam 48
During Kodachi Martin, Steve and Katy arrived and so the five of them set up the card table while we three stayed on the big table - something wrong there. But anyway, they played a game whose name I didn’t write down which seemed to involve grabbing sticks from the table according to the criterion on a card. According to Katy, the winning order was...
Katy
Martin
Steve
Adam
Ian
Joe
It was loud and chaotic, and was followed by a game of Happy Salmon which was also loud and chaotic. Katy won that, and then they played Silent Happy Salmon. Not sure who won that.
Then they played Team Play. Still as a group of six, and still on the tiny card table. Kodachi had ended by now and we played Memoarrr just as a filler. Adam T said he wasn’t keen on memory games, but not liking them is clearly not the same as being bad at them. Early on, Adam and I teamed up to leave Sam with a blue walrus card, which he consistently failed to find a match for.
Adam T 7
Andrew 6
Sam 2
Team Play ended
Team Play, but Martin and Joe still seem to
be playing Happy Salmon
Katy & Adam 31
Joe and Martin 30
Steve and Ian 28
Now there was a chance to reshuffle the groups, and Andy M called to see if there was a game going on, so he was soon on his way. Sam, Martin, Adam T and I set up Babylonia. The other five then six (still on the card table) considered I’m The Boss, but Joe got the rules sweats halfway through explaining them so instead went for Incan Gold/Diamant. I was lucky enough to witness Steve pushing his luck beyond all reasonable boundaries and also watch Joe and Andy go further into a dungeon together, not daring to be the first out.
Steve 61
Joe 39
Andy M 34
Katy 26
Adam H 24
Ian 18
Babylonia went all Martin’s way as he got a continent all to himself, picking up a load of early cities. At the end of the game, Adam mused that there were two strategies: either play your own game and let Martin win or try and stop Martin and let someone else win.
Martin 153
Sam 105
Adam 102
Andrew 71
Then Katy beat Adam T in paper, rock,scissors and insisted I write it down. Adam T then left. Not because he lost at paper, rock, scissors: he was leaving anyway.
Now the groups changed again. Ian, Joe, Steve and I played Ra. During it, I experienced a strange kind of better’s fallacy whereby I called Ra to trigger an auction with every intention of paying 7 for it. But when the only competing bid for it was a 2, it somehow seemed like a waste of a 7, and I let it pass. With that kind of clinical thinking, no wonder I did so badly. Steve did well on his debut, picking up monuments and Niles, but no one could stop Pharaoh Joe from taking top spot.
Joe 31
Steve 28
Ian 24
Andrew 17
On the card table, Martin, Andy and Sam played Sissi: Die Bohnenkaiserin. I’m sure that Martin likes German games only so he can say the titles in a theatrical German accent. And because he wins them.
Martin 27
Andy M 24
Sam 23
Adam and Katy played a head-to-head game of Yokohama. They started setting up at about 9.30 and the first points were scored at 10.10.
They were done by 11 o’clock when Katy claimed victory while admitting Adam might have won.
Katy 108
Adam 105 (or 109)
Lastly, the other six of us joined together for a final game: Wavelength. This time we weren’t quite as in tune as previously but when the chips were down, and we needed them to fail and us to pick up a point to keep the game alive, Joe got the only perfect score of the game: cluing “sloth” to “stationary/mobile”.
Andy felt he needed photographic evidence to prove
that such a game actually existed
Joe, Ian, Martin 12 (estimated)
Sam, Andy, Andrew 8 (I think)
And so we were done. We picked up our crisps packets and beer cans as if we were obeying the country code and left Joe’s studio almost as we found it. Thanks all. It was a good one.
Labels:
Babylonia,
Happy Salmon,
Incan Gold,
Kodachi,
Kribbeln,
Memoarrr,
Push It,
Ra,
Sissi die Bohnenkaiserin,
Team Play,
Wavelength,
Yokohama
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