Sunday afternoon with the Prasads: Ghost Party, Canal Mania, Hart en der Grenze
October 22nd
Saturday night at Rick’s, Ravindra had reiterated his desire to play Canal Mania, which I had brought along, but didn’t see the table. We discussed possibly playing games the next day, and decided to go home and talk it over with the wives. Sunday, Mary called to see if we were up for some gaming. Kristin was in super prep mode, as she has a talk coming up at the University on Friday. So, I made the trek out into the country by myself.
Mary and I sat down and talked about games for a while, until Ravindra made his way upstairs. She wanted to get Ghost Party on the table, I think as preparation for the game seeing some play over Halloween weekend, so that’s what we started with.
Ghost Party
AKA Midnight Party, by Wolfgang Kramer. Yet another game that’s new to me. The players have a group of party goers, who are promenading around the house during a party. A ghost lurks in the wine cellar. Each turn, you roll a die, and then choose to move one of your party people. If you roll a ghost (the die is 1 ,2 ,4 ,5, ghost, ghost) then the ghost moves three spaces forward. Once the ghost gets to the top of the stairs (three ghost rolls, I think), then people can jump into rooms to hide. Only one person can get into a room, and if the ghost catches up with you, you go onto the steps to the cellar, scoring negative points, in decreasing amounts as more people get caught. The goal is to have the least negative points.
I figured it would take two rounds to get the rolls for the ghost to make the top of the stairs, so I grouped the majority of my pieces where they would have a good chance to get into one of the two rooms that were worth positive (3) points. However, the ghost moved up faster, and I had failed to realize the full impact of only getting to move one party person, as well as the impact of actually rolling a ghost yourself, when you get to move nobody. Consequently, this round was a bit of a debacle for me, putting me way in the rear. We played, I think, a couple more rounds, and Mary was able to edge Ravindra and come out on top. I was stuck in the cellar, although I think my play improved marginally. This was a pretty fun game, with a pleasant board and decent bits. I’d play again, on a lighter sort of evening. Maybe at a Halloween party…
Canal Mania
As has been mentioned, Ravindra has been wanting to play this. Also, as I’ve certainly said a couple times, I’ve been eager to get a play in with three players. This turned out to be the lucky rainy Sunday for the both of us.
Ravindra got first move, and grabbed the best contract, which is, I think, Birmingham-Worcester. Thankfully, Mary grabbed Worcester-Gloucester before he could, preventing the accelerated early expansion/goods movement opportunity. I went with Manchester. Ravindra and I had potential four length cube movement pretty early, but then we got stuck. Ravindra stayed in the lead for some time, with me in second, and Mary in a close third. Mary got the first five cube move, and developed a pair of nice routes going from the West all the way over to London, and started to build serious momentum. All along, the scores stayed pretty close, although Ravindra looked like he was going to have the most contracts. This certainly played a little quicker with three, and I think it balanced well, with two people to work against the leader, without the board getting too crowded. Up until the last turn and a half or so, I really thought I was going to finish last, as I felt Mary had some good cubes to move, and I didn’t think I’d have much to move in goods reduction. In the end, I was able to complete two contracts on the last turn, to tie Ravindra for most completed, and then win the tiebreaker, putting me into first, with Ravindra in second and Mary following. The goods reduction went much faster than the four player games I’ve played. There were far fewer cubes left on the board in this one. It was a close game, and pretty fun, although Mary was pretty disgruntled, stating that she felt the ten points was too much for most contracts, and had too much weight on determining the outcome of the game. I don’t personally think its too much. I wouldn’t lower it more than eight. I think the mechanism helps out people who get small/cheap contracts, which are probably worth less points than the bigger ones, and also adds some drama to the end of the game. Actually, one thing I really like about this game is how much really can change in the last turn or so, making the winner fairly hard to predict. I don’t really like playing games where I can just know, absolutely, that I can’t win, at some point fairly far from the end. It makes it a little hard to sit and come up with alternate paths to satisfaction.
Hart and der Grenze
We figured we had time for one more before I had to head home to cook dinner. Mary pulled out “the suitcase game,” another new one for me. This is a game about smuggling stuff across a border. Each player has a little metal suitcase, and will have five cards to start every round. From these cards, they can put 1-5 in the suitcase. All of them, that is, except for the player who is sheriff that round, who has a different role. Players declare to the sheriff, in order, what they put in their cases. It can only be one type of item. The sheriff then chooses one player to have their bag searched. At this point, the player and sheriff can negotiate bribes to keep the case from being exposed. If the bribe isn’t accepted, or not offered, the case is opened. If it contains what was declared, the bank pays the player an amount indicated on the cards. If it doesn’t, the player discards the undeclared merchandise, and pays the bank a fee, higher for the more valuable, contraband items.
I benefited early from getting searched when I had declared honestly. I also was paid off by drawing sets of multiples, including having a whole hand of jugs at one point. Also, I got some good bribes in, making six off of Ravindra and seven from Mary. I actually thought I had a pretty big lead, but Mary sold quite a lot of goods in the second and third rounds. In the end, I won over Mary by one little dollar. Whoopee!
This was a nice, close game. Lighthearted, yet with some odds to calculate or estimate or hunchidate, or whatever. Really nice bits, and fun interaction, which means a lot to me in the field of gaming. This is one I’d really like to own. I can see it being a hit with some of Kristin’s friends, as well as with my family. I’ll have to keep my eyes open for it. Actually – I already looked. They have it at Bouldergames.com. Maybe time to update my Christmas list…
With that, it was past time to head home for dinner, so I bade my goodbyes to Chez Prasad, and hit the gravel. One stop at Whole Foods later, and I was cooking up some chops for the little lady. Next up, a welcome visit to Dave P.’s in Durham on Tuesday.
GG, GL
JW
Cardboard Chronicle is a blog about gaming. It focuses on tabletop games, but will from time also touch on the electronic variety. Topics range from reviews to session reports to industry commentary.
Saturday, October 28, 2006
Tuesday, October 24, 2006
Game Night at Rick & Marnee’s: Vinci, Fairy Tale
October 21st
I thought Kristin and I were going out for dinner with Abe and Laura on Saturday, but it turned out she had agreed to go for Dim Sum. This meant that I had to, unfortunately, miss my soccer game for the week but, fortunately, could make it to the redux of R&M’s GN (due to a scheduling mixup, they ended up having events Friday and Saturday).
When I got there, it looked like attendance was a little lite, and I thought I might be getting home early. This would have suited me, as I’ve been pretty wrapped up in World of Warcraft lately. I knew my eyes really didn’t need to be glued to a computer monitor any more that day, though, so I sat down to wait and see if more people would show.
The small group of people already there were engaged in a session of Die Mauer. I hadn’t played this, so it was sort of fun to watch. It’s a bluffing/guessing game. Each person has several sections of wall, worth 1-15 points. Some can’t be built next to each other. Each turn, everyone tries to figure out which piece the master builder (rotates each turn) is has secretly chosen to build. After everyone has secretly selected a piece, they are revealed. If you chose the same piece as the master builder, you get to build it, and they don’t. If nobody chooses the same piece as the mb, then the mb gets to build. First person out ends the round, and the rest of the players finish in order of least negative points. It seems evident it’s made to be played over several rounds, with cumulative score. Rick won the first round, but finished far in the rear for the second, making him last overall. Ah, fate.
A couple more people had arrived, and we split up into two groups. One group played Guillotine, while our group played Vinci. Myself, Andrea, and Gina hadn’t played before, while Rick, Ken, and Ravindra had.
Vinci
Vinci is a tactical area scoring game. Each player gets an empire, which consists of two tokens that give that empire a number of troops for the turn, as well as, sometimes, special abilities for combat, movement, or scoring. Using the tiles you have, you come on from the edge of the board and try to set up the best scoring possibilities you can. After you feel you’ve taken that empire as far as you can, you skip a turn and get a new one. Players continue doing this until someone hits 100 points, and the game ends at the end of the round. This is simple, diceless movement and combat, on a nice little map of Europe.
It looked to me like I had a choice between taking an empire with lots of troops, or taking one with scoring opportunities. I chose the former, which was probably a mistake. It left me a little bit in the hole on vps to start with, but also meant I’d end up with the biggest early empire, making me a sort of target. I moved into an area that was good for me to take and score lots of territory. Unfortunatley, this area would prove to be a popular one, and my empire didn’t last too long. Rick jumped out into the lead, with back to back to back turns of special scoring from mines, and nobody really messing with him. I fell into last place, apparently unable to catch on to how to place my empires so that they would stick around. The game got about halfway done, and people started to pick on the leaders, who were basically Rick, Ravindra, and Andrea. In the final third of the game, I expanded into an area (Spain and Western Europe) that stuck around a while. I also got a good scoring tile, and made some points over the last three or four turns. With people really picking on the leaders, I got out into the lead and triggered the game end. Andrea was able to catch up with me on the last round, though, and we ended in a tie, followed by Ravindra, Rick, and Ken. This was a pretty fun game, with lots of decisions. With the number of people we were playing with, there was a lot of opportunity for the game state to change by the time your turn came back around. I really never felt that there was too much chaos, though. I’d definitely play again.
After this, Andrea and Gina left. Rick, Ravindra, Ken, and myself sat around and talked about Vinci and other games for a while. Then, Ravindra pulled out some quick games he’d brought along, and we decided on Fairy Tale.
Fairy Tale
This is a light fantasy card game with a drafting element. You play four rounds, and then score. At the beginning of each round, each player draws five cards, and then cards are drafted and passed in a manner very similar to a Magic: the Gathering booster draft. After the draft, there are three turns in which each player secretly selects and simultaneously reveals a card. Each card has a scoring value, and some attributes, and some cards flip other cards to make them inactive in terms of scoring. Many cards also have special, interactive scoring abilities.
Not too much to say about this. You really mostly have to watch what your opponents are doing, and pay attention to the cards you are passing in the draft, to try to minimize their scoring opportunities. I ended up getting a few big cards, and the other cards that satisfied their scoring conditions. On the last turn of the last round, I got to play a card that basically wrecked everyone else out of 3-14 points. Pretty good. I won by a decent amount.
After that, it was late and time to go home. I only got to play two games this time, but it was a really good time. It’s always nice to learn some new games.
GG, GL
JW
October 21st
I thought Kristin and I were going out for dinner with Abe and Laura on Saturday, but it turned out she had agreed to go for Dim Sum. This meant that I had to, unfortunately, miss my soccer game for the week but, fortunately, could make it to the redux of R&M’s GN (due to a scheduling mixup, they ended up having events Friday and Saturday).
When I got there, it looked like attendance was a little lite, and I thought I might be getting home early. This would have suited me, as I’ve been pretty wrapped up in World of Warcraft lately. I knew my eyes really didn’t need to be glued to a computer monitor any more that day, though, so I sat down to wait and see if more people would show.
The small group of people already there were engaged in a session of Die Mauer. I hadn’t played this, so it was sort of fun to watch. It’s a bluffing/guessing game. Each person has several sections of wall, worth 1-15 points. Some can’t be built next to each other. Each turn, everyone tries to figure out which piece the master builder (rotates each turn) is has secretly chosen to build. After everyone has secretly selected a piece, they are revealed. If you chose the same piece as the master builder, you get to build it, and they don’t. If nobody chooses the same piece as the mb, then the mb gets to build. First person out ends the round, and the rest of the players finish in order of least negative points. It seems evident it’s made to be played over several rounds, with cumulative score. Rick won the first round, but finished far in the rear for the second, making him last overall. Ah, fate.
A couple more people had arrived, and we split up into two groups. One group played Guillotine, while our group played Vinci. Myself, Andrea, and Gina hadn’t played before, while Rick, Ken, and Ravindra had.
Vinci
Vinci is a tactical area scoring game. Each player gets an empire, which consists of two tokens that give that empire a number of troops for the turn, as well as, sometimes, special abilities for combat, movement, or scoring. Using the tiles you have, you come on from the edge of the board and try to set up the best scoring possibilities you can. After you feel you’ve taken that empire as far as you can, you skip a turn and get a new one. Players continue doing this until someone hits 100 points, and the game ends at the end of the round. This is simple, diceless movement and combat, on a nice little map of Europe.
It looked to me like I had a choice between taking an empire with lots of troops, or taking one with scoring opportunities. I chose the former, which was probably a mistake. It left me a little bit in the hole on vps to start with, but also meant I’d end up with the biggest early empire, making me a sort of target. I moved into an area that was good for me to take and score lots of territory. Unfortunatley, this area would prove to be a popular one, and my empire didn’t last too long. Rick jumped out into the lead, with back to back to back turns of special scoring from mines, and nobody really messing with him. I fell into last place, apparently unable to catch on to how to place my empires so that they would stick around. The game got about halfway done, and people started to pick on the leaders, who were basically Rick, Ravindra, and Andrea. In the final third of the game, I expanded into an area (Spain and Western Europe) that stuck around a while. I also got a good scoring tile, and made some points over the last three or four turns. With people really picking on the leaders, I got out into the lead and triggered the game end. Andrea was able to catch up with me on the last round, though, and we ended in a tie, followed by Ravindra, Rick, and Ken. This was a pretty fun game, with lots of decisions. With the number of people we were playing with, there was a lot of opportunity for the game state to change by the time your turn came back around. I really never felt that there was too much chaos, though. I’d definitely play again.
After this, Andrea and Gina left. Rick, Ravindra, Ken, and myself sat around and talked about Vinci and other games for a while. Then, Ravindra pulled out some quick games he’d brought along, and we decided on Fairy Tale.
Fairy Tale
This is a light fantasy card game with a drafting element. You play four rounds, and then score. At the beginning of each round, each player draws five cards, and then cards are drafted and passed in a manner very similar to a Magic: the Gathering booster draft. After the draft, there are three turns in which each player secretly selects and simultaneously reveals a card. Each card has a scoring value, and some attributes, and some cards flip other cards to make them inactive in terms of scoring. Many cards also have special, interactive scoring abilities.
Not too much to say about this. You really mostly have to watch what your opponents are doing, and pay attention to the cards you are passing in the draft, to try to minimize their scoring opportunities. I ended up getting a few big cards, and the other cards that satisfied their scoring conditions. On the last turn of the last round, I got to play a card that basically wrecked everyone else out of 3-14 points. Pretty good. I won by a decent amount.
After that, it was late and time to go home. I only got to play two games this time, but it was a really good time. It’s always nice to learn some new games.
GG, GL
JW
Sunday, October 15, 2006
Southern High School Gaming Club, Ticket to Ride
Thursday, October 12th
Mr. Kandah, the German teacher, runs the Southern High gaming club every Thursday afternoon. I've stopped by a couple of times to watch the kids play and chat with Mr. K. On Thursday, I got there early enough that I was able to join in on a game.
While Mr. K. and Jeremy were setting up Memoir '44, and Brandon was getting a game of Terra going, Eric was setting up Ticket to Ride, and needed some players. I sat down, and the table quickly filled up, although one player left again quite quickly, as he had band practice.
Ticket to Ride
I was playing with Eric, Derek, and David. All but Derek had played before, although it seemed that they had several of the rules wrong. First, they hadn't been subtracting incomplete tickets from scores in the endgame. Also, they'd been under the assumption that you had to reveal completed tickets, and complete all the tickets you currently had, before drawing new tickets. I don't know where these ideas came from, but I ended up sort of re-teaching the game to them as we went along.
I had one of the strongest tickets - the 20 point LA to Miami, in my opening hand, and also kept the ten point Miami to Toronto, getting rid of a ticket in the Northwest that I didn't think I'd probably have enough cars to complete. The young men I was playing with actually played quite well, making good decisions about drawing cards. They did place a little to high of a value on locomotives, I think, and tended to draw off the top maybe a little too often. That said, they were out and taking routes very quickly. They were rushing to two and three car routes, though, and not scoring a lot. I was the last to claim a route, and jumped from worst to first by claiming the six black route, just edging Eric, who was at 14.
We had a little discussion about the varying values of the connections, and planning your ticket completion to include longer routes, as well as keeping an eye on continuity for the purpose of gaining longest route. As I continued to claim the long routes across the bottom, I think the boys started to appreciate these ideas, as I started to run way out in front.
I ended up triggering the game end, taking a four space route, the only cars not connected to my other routes, and going to zero cars. The other players finished up, and we scored. Everyone had done a good job, and completed all of their tickets. I think David actually had about 39 points in tickets, but it wasn't enough to catch up with me, especially with longest route. I think I ended up with 138 or so, with David in second, a ways behind me. Eric had third, and Derek ended in fourth, although he did quite well for his first game.
We cleaned up the game, and it was about time to quit, as Mr. Kandah had to leave early. He did have to wait for the Memoir game to get over, though, so I started to teach San Juan to him and Eric. We just got through the explanation when the M44 game ended, much quicker than we had thought it would. Hopefully, we'll get a game in at a future meeting.
There aren't a lot of after-school activities at Southern, aside from athletics (and there aren't even many sports teams, really - only football and volleyball right now). Mr. Kandah is to be commended for volunteering his time. The group of students is well organized, and seems to grow each Thursday, as more kids become aware of the group. It's nice to be able to do something fun with the kids outside of class.
GG, GL
JW
Thursday, October 12th
Mr. Kandah, the German teacher, runs the Southern High gaming club every Thursday afternoon. I've stopped by a couple of times to watch the kids play and chat with Mr. K. On Thursday, I got there early enough that I was able to join in on a game.
While Mr. K. and Jeremy were setting up Memoir '44, and Brandon was getting a game of Terra going, Eric was setting up Ticket to Ride, and needed some players. I sat down, and the table quickly filled up, although one player left again quite quickly, as he had band practice.
Ticket to Ride
I was playing with Eric, Derek, and David. All but Derek had played before, although it seemed that they had several of the rules wrong. First, they hadn't been subtracting incomplete tickets from scores in the endgame. Also, they'd been under the assumption that you had to reveal completed tickets, and complete all the tickets you currently had, before drawing new tickets. I don't know where these ideas came from, but I ended up sort of re-teaching the game to them as we went along.
I had one of the strongest tickets - the 20 point LA to Miami, in my opening hand, and also kept the ten point Miami to Toronto, getting rid of a ticket in the Northwest that I didn't think I'd probably have enough cars to complete. The young men I was playing with actually played quite well, making good decisions about drawing cards. They did place a little to high of a value on locomotives, I think, and tended to draw off the top maybe a little too often. That said, they were out and taking routes very quickly. They were rushing to two and three car routes, though, and not scoring a lot. I was the last to claim a route, and jumped from worst to first by claiming the six black route, just edging Eric, who was at 14.
We had a little discussion about the varying values of the connections, and planning your ticket completion to include longer routes, as well as keeping an eye on continuity for the purpose of gaining longest route. As I continued to claim the long routes across the bottom, I think the boys started to appreciate these ideas, as I started to run way out in front.
I ended up triggering the game end, taking a four space route, the only cars not connected to my other routes, and going to zero cars. The other players finished up, and we scored. Everyone had done a good job, and completed all of their tickets. I think David actually had about 39 points in tickets, but it wasn't enough to catch up with me, especially with longest route. I think I ended up with 138 or so, with David in second, a ways behind me. Eric had third, and Derek ended in fourth, although he did quite well for his first game.
We cleaned up the game, and it was about time to quit, as Mr. Kandah had to leave early. He did have to wait for the Memoir game to get over, though, so I started to teach San Juan to him and Eric. We just got through the explanation when the M44 game ended, much quicker than we had thought it would. Hopefully, we'll get a game in at a future meeting.
There aren't a lot of after-school activities at Southern, aside from athletics (and there aren't even many sports teams, really - only football and volleyball right now). Mr. Kandah is to be commended for volunteering his time. The group of students is well organized, and seems to grow each Thursday, as more kids become aware of the group. It's nice to be able to do something fun with the kids outside of class.
GG, GL
JW
Friday, October 13, 2006
Games at Ravindra’s: Sheer Panic, Byzantium, Ricochet Robot, Liar’s Dice
Saturday, October 7th
I had the pleasure of playing a few games with Ravindra (RP) at TBGT, mainly through knowing Justin G.. We generally had a good time, and I discerned that Ravindra and I had some game interests in common. I was happy to get another chance to game with him when he sent out an invitation to the Durham Gamers group to meet up at his place.
Initially, I thought I’d be late due to my Rainbow League soccer game. However, the game was cancelled, due to rain, and I was able to join RP and Greg at Sitar India Palace for the dilectible buffet. After stuffing myself on spicy dishes of rice, vegetables, and chicken, I grabbed some espresso and headed off to rural Hillsborough.
This is the most “out in the country” I’ve been since coming to NC. RP’s place is a little secluded, and it reminded me of the first time I visited Bonnie Anderson’s cabin in Wisconsin, years ago, for a Halloween party. Of course, this wasn’t quite as strange, as Bonnie had near human-sized cocoons hanging from trees in the woods surrounding her house… (a former art project of Tom Charney’s). Nor did I enter the house to find a gaggle of costumed folk, although there were Halloween decorations. Suffice it to say, it’s a nice house, and Ravindra has the largest private collection of games I’ve had the pleasure to encounter.
It was just the three of us, but Brian called to let Ravindra know that he’d be over in 45 minutes or so. We grabbed a “quickie” to carry us into that time. Greg and I hadn’t played Sheer Panic before, so Ravindra went over the rules, which actually took a while, as he had to look some stuff up. We finally got it down, and set to getting those ewes on the move.
Sheer Panic
SP is a game about moving sheep around. You have a limited number of actions you can take during the game, to move your own sheep, and others, to get into good scoring positions, the nature of which change across the different phases. You each have two sheep, and, with three players, there are two “neutral” sheep. There’s also a black sheep, and some extra pieces that represent the different scoring phases and the front of the herd, which can be important. In the first phase, you try to get your sheep close together. In the second phase, you try to get them close to the front. In the third phase, you work for proximity to the black sheep. In the fourth and final phase, the sheep are scored from the rear, and during two times scoring is triggered, the first row of sheep is removed for sheering.
I don’t have too much to say about this game. It seemed that the moves were moderately obvious, with the biggest choice being to take what might be a stronger move for the future versus getting a free “ram slam” available on the scoring/turn track. The moves are small, but can have a big effect on the board position. This means, though, that by your turn, things can have changed greatly. We stayed pretty close through the whole game, never separated by more than a couple points. In the final turn, Ravindra lost a sheep early, and looked pretty much like playing kingmaker. Thankfully, he chose a move that benefited me more than Greg, and I ended up winning a close shave (I really couldn’t help that, could I?).
Brian had arrived, and had to wait a while for us to finish. After getting the pieces bundled back into the box, it was time to choose the main course of the evening. There were a lot of possibilities. I had brought Canal Mania, but I was really more interested in playing it with four, and it didn’t seem that Brian had liked it that much. Unfortunately, it seemed that one of us had a little problem with each of the first several games that were put forth. I gave a blanket “yes” to whatever might be put forth. Finally, Brian and Greg agreed on Byzantium, and we settled down at the table.
Byzantium
This is a Martin Wallace game from Warfrog. It involves the struggle between the remnants of the Byzantine Empire and emerging Muslim forces in, I think, the seventh century. Each player represents a powerful family that has influence in both the Arab and Byzantine worlds. You have a military army for each side, which can attack and conquer cities, or defend your own cities. There are three turns, each involving the players taking turns choosing from several available actions, until everyone passes, at which time you get income based on the number, size, and type of cities you control. Some actions, like moving and attacking with an army, anyone can take as many times as they can afford. Other actions, like fortifying a city, or utilizing a fleet, are limited, and can only be taken, depending on the action, 1-3 times per turn (total). You score victory points during the game for taking cities with military force, and at the end for the cities you control. There are separate victory tracks for each of the two factions. You want to be a little careful about balancing your influence – if, at the end of the game, one of your sets of victory points is more than twice as big as the other, you only count that one for your total. Otherwise, you add the two together.
The explanation of the rules took a while, as Ravindra had only played once, and it had been a while. We got everything pretty much worked out, though (although Brian appeared to sleep through part of the rules), and got to playing. I’ve been sitting on this entry a while, and I don’t remember as much about this game as I probably should. One thing I do remember is that I misinterpreted the rules a little. You have to use a cube, of which you have a limited supply each turn, to do most actions. You have some free cubes, and otherwise you have to pay three units of money (which is a lot) to buy a cube to use. The armies have move cubes, which you put on them through one of the actions. You only have to spend one of these to move and attack. I think I spent a couple extra cubes early, before I realized this, tossing an extra cube to add cubes and to move. I wasn’t super sure about exactly what I did, though, so, maybe not… Anyway, I made one good setup choice, taking the big, Southernmost Arab city. I then blew a couple moves, taking cities that were in the area that was susceptible to Bulgar attack – a sort of “mercenary” army that can be hired by either of your factions and, as we discovered, can be a good source of Arab victory points (at least, that’s how it turned out for the other players).
As the game progressed, I was doing all right in Arab victory, and staying around the back on Byzantine victory. However, it became fairly obvious to me about halfway through the second turn that I was in trouble. I was losing a lot of Byzantine income, and my remaining cities were right in the path of two oncoming Arab armies, which was also keeping my Byzantine army penned in. One ironic thing is that Brian, who slept through some of the rules, remembered something that I didn’t – that a Byzantine army, moving to Constantinople, can move to any coastal city on it’s next turn. This would have been important knowledge for me, had I remembered it… As it was, I was forced to bemoan my own stupidity and poor memory, as Brian remembered and used this move at the very end of the game, when my army had long since moved away.
The other players slowly edged ahead of me. Brian had a slim lead, followed by Greg and Ravindra, with me a bit behind. In the third turn, unfortunately, I remained a prime target, while Ravindra also lost some, with very little being done to attack Brian or Greg. At the close of the game, due to a poor choice I’d made earlier, and someone making a last attack on me, I couldn’t pay upkeep for all my troops, and I lost a victory point. Brian won by a considerable margin, followed by Greg, with Ravindra and I trailing behind, with me ending up getting fourth by one point.
This was fairly fun – really, it was a good group of guys to game with. The game had some interesting things going on, like the dual-faction system, and the special action selection. It’s also a decent multi-player wargame. I’d like to play it again, to see what I learned, but I don’t think I’ll be looking toward picking it up. I don’t think I really need another game that can put you in a position where you know you’ve lost but still have to play when the game is only half over. Some secret info/victory bonuses might have been nice.
It was fairly late, and Greg and Brian were ready to go, but agreed to a quick “ten-minute” game. Ravindra removed Randolph’s Ricochet Robot from his reserves, and we readied ourselves for a rumble of rebounding. Again, a game I’d not played before.
Ricochet Robot
I was happy to learn this. The most recent issue of Knucklebones features an article about the designer, Alex Randolph, who was a contemporary of Sid Sackson, and co-worker at 3M. He’s also known for Twixt and Inkognito, among a host of other games. The game is simple, and quick, and can be played by a large number of people. There’s a semi-variable, four-section board, with several target-spaces marked by chits with color and symbol identifiers. There are also four robots of different colors. One player takes a token out of the supply, and the players begin to formulate, for themselves, moves that will allow them to send the robot of that color to the target space of that color and symbol. Whenever your robot hits something-a wall or another robot-you can either stop and move something else, or turn it 90 degrees in either direction and keep moving. Once you’ve worked out a route in your head, you say the number of moves it would take. This is like an opening bid, and the other players have one minute to equal or beat your number. The player who can make it in the fewest moves gets the token. In the case of a tie, the player who has the least tokens gets it. You leave the robots in their current positions and go again… as many times as you like.
This was simple, quick, and fun, and I’d be happy to add it to my collection. I think it would be fine for certain groups of non-gamers as well. In our particular play, Ravindra and Brian tied with five tokens, and Greg had four. I think I had three, but I might have had four also. There’s some laughs in this game – when someone just can’t see a move, and then, after it’s done, someone finds a simple way to solve it. Also, when someone miss-calls a number, or can’t remember all the moves they wanted to program. Good times, but we played a bit longer than ten minutes.
Oddly, though the hour was getting quite late, Greg and Brian were now ready for more. Perhaps it had passed the point at which they could expect anything else out of the night other than sleep, and they’d decided to make the most of it. I don’t know. Liar’s dice came down for what was almost certainly the closer (I actually don’t know if they stopped on this, as I left before the second game was over).
Liar’s Dice
Another first for me, though not a true first. I’d had this game explained to me in college, and I’d played a version of it at TBGT (pirate’s dice). A fairly simple dice game. Each player starts with five dice and a cup. Dice are numbered 2-6, with the one replaced by a star, which is wild. Beginning with the start player, bids are made. A player bids a number of dice showing a certain number that they think are present under all the cups combined. The next player can either call, or raise. If they call, the dice are revealed. If the number of dice exceeds the bid, the caller loses a number of dice equal to the difference. If it’s equal, everyone but the player being called loses one die. If the number doesn’t match the bid, the bidder loses a number of dice equal to the difference. If you lose all your dice, you’re out of the game.
In the first round, I played somewhat conservatively, and was second to last out, losing to Brian. In the second game, I played quite rashly, and was out very quickly. At this point, I decided it would be a good idea to hit the road, as I was getting somewhat tired, and knew I had a somewhat lengthy and unfamiliar ride through the dark ahead of me. Ravindra graciously saw me off, and, as far as I know, the gaming continued into the night.
Outside of TBGT, this was the best night of gaming I’ve had since I got down here. I hope I can get in more Saturday evening sessions like this.
GG, GL
JW
Saturday, October 7th
I had the pleasure of playing a few games with Ravindra (RP) at TBGT, mainly through knowing Justin G.. We generally had a good time, and I discerned that Ravindra and I had some game interests in common. I was happy to get another chance to game with him when he sent out an invitation to the Durham Gamers group to meet up at his place.
Initially, I thought I’d be late due to my Rainbow League soccer game. However, the game was cancelled, due to rain, and I was able to join RP and Greg at Sitar India Palace for the dilectible buffet. After stuffing myself on spicy dishes of rice, vegetables, and chicken, I grabbed some espresso and headed off to rural Hillsborough.
This is the most “out in the country” I’ve been since coming to NC. RP’s place is a little secluded, and it reminded me of the first time I visited Bonnie Anderson’s cabin in Wisconsin, years ago, for a Halloween party. Of course, this wasn’t quite as strange, as Bonnie had near human-sized cocoons hanging from trees in the woods surrounding her house… (a former art project of Tom Charney’s). Nor did I enter the house to find a gaggle of costumed folk, although there were Halloween decorations. Suffice it to say, it’s a nice house, and Ravindra has the largest private collection of games I’ve had the pleasure to encounter.
It was just the three of us, but Brian called to let Ravindra know that he’d be over in 45 minutes or so. We grabbed a “quickie” to carry us into that time. Greg and I hadn’t played Sheer Panic before, so Ravindra went over the rules, which actually took a while, as he had to look some stuff up. We finally got it down, and set to getting those ewes on the move.
Sheer Panic
SP is a game about moving sheep around. You have a limited number of actions you can take during the game, to move your own sheep, and others, to get into good scoring positions, the nature of which change across the different phases. You each have two sheep, and, with three players, there are two “neutral” sheep. There’s also a black sheep, and some extra pieces that represent the different scoring phases and the front of the herd, which can be important. In the first phase, you try to get your sheep close together. In the second phase, you try to get them close to the front. In the third phase, you work for proximity to the black sheep. In the fourth and final phase, the sheep are scored from the rear, and during two times scoring is triggered, the first row of sheep is removed for sheering.
I don’t have too much to say about this game. It seemed that the moves were moderately obvious, with the biggest choice being to take what might be a stronger move for the future versus getting a free “ram slam” available on the scoring/turn track. The moves are small, but can have a big effect on the board position. This means, though, that by your turn, things can have changed greatly. We stayed pretty close through the whole game, never separated by more than a couple points. In the final turn, Ravindra lost a sheep early, and looked pretty much like playing kingmaker. Thankfully, he chose a move that benefited me more than Greg, and I ended up winning a close shave (I really couldn’t help that, could I?).
Brian had arrived, and had to wait a while for us to finish. After getting the pieces bundled back into the box, it was time to choose the main course of the evening. There were a lot of possibilities. I had brought Canal Mania, but I was really more interested in playing it with four, and it didn’t seem that Brian had liked it that much. Unfortunately, it seemed that one of us had a little problem with each of the first several games that were put forth. I gave a blanket “yes” to whatever might be put forth. Finally, Brian and Greg agreed on Byzantium, and we settled down at the table.
Byzantium
This is a Martin Wallace game from Warfrog. It involves the struggle between the remnants of the Byzantine Empire and emerging Muslim forces in, I think, the seventh century. Each player represents a powerful family that has influence in both the Arab and Byzantine worlds. You have a military army for each side, which can attack and conquer cities, or defend your own cities. There are three turns, each involving the players taking turns choosing from several available actions, until everyone passes, at which time you get income based on the number, size, and type of cities you control. Some actions, like moving and attacking with an army, anyone can take as many times as they can afford. Other actions, like fortifying a city, or utilizing a fleet, are limited, and can only be taken, depending on the action, 1-3 times per turn (total). You score victory points during the game for taking cities with military force, and at the end for the cities you control. There are separate victory tracks for each of the two factions. You want to be a little careful about balancing your influence – if, at the end of the game, one of your sets of victory points is more than twice as big as the other, you only count that one for your total. Otherwise, you add the two together.
The explanation of the rules took a while, as Ravindra had only played once, and it had been a while. We got everything pretty much worked out, though (although Brian appeared to sleep through part of the rules), and got to playing. I’ve been sitting on this entry a while, and I don’t remember as much about this game as I probably should. One thing I do remember is that I misinterpreted the rules a little. You have to use a cube, of which you have a limited supply each turn, to do most actions. You have some free cubes, and otherwise you have to pay three units of money (which is a lot) to buy a cube to use. The armies have move cubes, which you put on them through one of the actions. You only have to spend one of these to move and attack. I think I spent a couple extra cubes early, before I realized this, tossing an extra cube to add cubes and to move. I wasn’t super sure about exactly what I did, though, so, maybe not… Anyway, I made one good setup choice, taking the big, Southernmost Arab city. I then blew a couple moves, taking cities that were in the area that was susceptible to Bulgar attack – a sort of “mercenary” army that can be hired by either of your factions and, as we discovered, can be a good source of Arab victory points (at least, that’s how it turned out for the other players).
As the game progressed, I was doing all right in Arab victory, and staying around the back on Byzantine victory. However, it became fairly obvious to me about halfway through the second turn that I was in trouble. I was losing a lot of Byzantine income, and my remaining cities were right in the path of two oncoming Arab armies, which was also keeping my Byzantine army penned in. One ironic thing is that Brian, who slept through some of the rules, remembered something that I didn’t – that a Byzantine army, moving to Constantinople, can move to any coastal city on it’s next turn. This would have been important knowledge for me, had I remembered it… As it was, I was forced to bemoan my own stupidity and poor memory, as Brian remembered and used this move at the very end of the game, when my army had long since moved away.
The other players slowly edged ahead of me. Brian had a slim lead, followed by Greg and Ravindra, with me a bit behind. In the third turn, unfortunately, I remained a prime target, while Ravindra also lost some, with very little being done to attack Brian or Greg. At the close of the game, due to a poor choice I’d made earlier, and someone making a last attack on me, I couldn’t pay upkeep for all my troops, and I lost a victory point. Brian won by a considerable margin, followed by Greg, with Ravindra and I trailing behind, with me ending up getting fourth by one point.
This was fairly fun – really, it was a good group of guys to game with. The game had some interesting things going on, like the dual-faction system, and the special action selection. It’s also a decent multi-player wargame. I’d like to play it again, to see what I learned, but I don’t think I’ll be looking toward picking it up. I don’t think I really need another game that can put you in a position where you know you’ve lost but still have to play when the game is only half over. Some secret info/victory bonuses might have been nice.
It was fairly late, and Greg and Brian were ready to go, but agreed to a quick “ten-minute” game. Ravindra removed Randolph’s Ricochet Robot from his reserves, and we readied ourselves for a rumble of rebounding. Again, a game I’d not played before.
Ricochet Robot
I was happy to learn this. The most recent issue of Knucklebones features an article about the designer, Alex Randolph, who was a contemporary of Sid Sackson, and co-worker at 3M. He’s also known for Twixt and Inkognito, among a host of other games. The game is simple, and quick, and can be played by a large number of people. There’s a semi-variable, four-section board, with several target-spaces marked by chits with color and symbol identifiers. There are also four robots of different colors. One player takes a token out of the supply, and the players begin to formulate, for themselves, moves that will allow them to send the robot of that color to the target space of that color and symbol. Whenever your robot hits something-a wall or another robot-you can either stop and move something else, or turn it 90 degrees in either direction and keep moving. Once you’ve worked out a route in your head, you say the number of moves it would take. This is like an opening bid, and the other players have one minute to equal or beat your number. The player who can make it in the fewest moves gets the token. In the case of a tie, the player who has the least tokens gets it. You leave the robots in their current positions and go again… as many times as you like.
This was simple, quick, and fun, and I’d be happy to add it to my collection. I think it would be fine for certain groups of non-gamers as well. In our particular play, Ravindra and Brian tied with five tokens, and Greg had four. I think I had three, but I might have had four also. There’s some laughs in this game – when someone just can’t see a move, and then, after it’s done, someone finds a simple way to solve it. Also, when someone miss-calls a number, or can’t remember all the moves they wanted to program. Good times, but we played a bit longer than ten minutes.
Oddly, though the hour was getting quite late, Greg and Brian were now ready for more. Perhaps it had passed the point at which they could expect anything else out of the night other than sleep, and they’d decided to make the most of it. I don’t know. Liar’s dice came down for what was almost certainly the closer (I actually don’t know if they stopped on this, as I left before the second game was over).
Liar’s Dice
Another first for me, though not a true first. I’d had this game explained to me in college, and I’d played a version of it at TBGT (pirate’s dice). A fairly simple dice game. Each player starts with five dice and a cup. Dice are numbered 2-6, with the one replaced by a star, which is wild. Beginning with the start player, bids are made. A player bids a number of dice showing a certain number that they think are present under all the cups combined. The next player can either call, or raise. If they call, the dice are revealed. If the number of dice exceeds the bid, the caller loses a number of dice equal to the difference. If it’s equal, everyone but the player being called loses one die. If the number doesn’t match the bid, the bidder loses a number of dice equal to the difference. If you lose all your dice, you’re out of the game.
In the first round, I played somewhat conservatively, and was second to last out, losing to Brian. In the second game, I played quite rashly, and was out very quickly. At this point, I decided it would be a good idea to hit the road, as I was getting somewhat tired, and knew I had a somewhat lengthy and unfamiliar ride through the dark ahead of me. Ravindra graciously saw me off, and, as far as I know, the gaming continued into the night.
Outside of TBGT, this was the best night of gaming I’ve had since I got down here. I hope I can get in more Saturday evening sessions like this.
GG, GL
JW
Wednesday, October 04, 2006
Game Night at Larry and Carlee’s: Torres and Vegas Showdown
Tuesday rolled around, and it was time for another trip to Cary for gaming in the comfortable confines of L & C’s abode. Chris had something come up, so I ended up making the trek down by myself in the jeep. I’m trying to take somewhat lighter games to this event – a trend seems to have begun in which I usually end up sitting with the same folks, playing “heavier” games, and I’d like to branch out a little more. I put Funny Friends and St. Petersburg in the box, and they were joined by Hacienda, which Chris had suggested, and Vegas Showdown, just because there was room. I figured I’d just try to get into other games.
There were about ten people there, including myself, and we split into Torres (David, Keith, and myself), Coloretto, and, I think, Alhambra. One of the nice things about this group is that there seems to be a steady influx of people who are new to Euro/designer games, and many of them are “catching the bug,” so to speak. Tonight was no exception, with a couple in attendance who were getting their first taste of our hobby.
Torres
David had brought this game, and it was sitting on the table, so we decided to give it a go. Keith and I hadn’t played before, and David had played once. Torres is a Wolfgang Kramer Spiel Des Jahres winner. It’s a pretty abstract strategy game about a competition to become the new heir of a kingdom, through showing off building prowess. There are special action cards, knights, and tower levels. You have limited action points per turn. You can either play a tower level, play or move a knight, or draw or play a card. Scoring happens in each of three rounds. You score for your highest knight in a castle, equal to the height of your knight in levels times the base size of the castle in pieces. There’s also bonus scoring each round based on a “King” piece, played by the player who’s in last.
I ended up being last to start with, and placed the King to my advantage. Dave started strong in one corner, while Keith built pretty close to me on one side. I took advantage of what might have been over-building on his part to jump onto the top of the stuff he’d built (as he hadn’t put a piece there). Keith built up another castle, while Dave continued working on his. I jumped onto Keith’s other castle, which Dave had also jumped onto. Then, I jumped onto Dave’s. The way the game was playing out, I brought out lots of knights to block people and get them on the board early. Keith was trying to build, and getting thwarted. Neither of us really got in Dave’s way at the beginning, and he definitely reaped the rewards with a big lead after the first scoring round. Keith and I scored more over the next couple turns, and closed the distance, but never quite made it up. It finished pretty close: Dave 203, me 198, Keith 194. It was a good, fun game, but it was marred a little bit by mistakes made throughout the game, though especially at the beginning. We each made poor moves. I, in particular, was guilty of wasting several action points over the last three rounds of the game, as well as poor strategic choices which precipitated those moves. Overall, we all liked it, and hopefully we’ll play again soon.
Vegas Showdown
We had time for one more, and with other games (Ticket to Ride, Colossal Arena) having started, it looked like it was going to be the three of us again. Among the available games, it seemed Dave and Keith were interested in Vegas Showdown, so I got it out and taught it to Keith. Dave and I had each played once before.
I messed up this game by not removing some of the tiles at the beginning, which you are supposed to do for a three player game. I think I’ve done this both times I played. This leads to lack of competition in the mid-end game, and lets some people pick up some cheap tiles to fill up their boards. I really need to remember this next time, as it would have made quite a difference in the way the game played, I think.
VS is, really, a pretty simple game to play. Once a person figures out the relationships between the tiles, and gets down a basic strategy for developing his player board, it can really move along. There was very little AP in this session, and it moved along at a pleasant pace. I was bidding first on the first turn, and ended up not getting a slot. This proved to be the case for several turns, so it took me a while to get my income up. In fact, the way the bids went, I ended up with first turn restaurant, which cut into my early money quite a bit. In retrospect, I think this is a mistake. Taking a restaurant before a lounge really means you are probably going to have to renovate at some point to move things around, which I’d rather avoid. I’d also rather have more cashflow early. I think I was really swayed by the knowledge that there’s at least one card in the deck that bases income on population.
Dave and Keith got the early slots, and then we all started diversifying a little. One thing I noted about this game during these turns is that it’s not very easy to check the other players. That is, it’s a bit of a task to look around the table and make sure everyone is making good connections, or that all of your connections are staying correct, after renovations. I think this could be solved by making the diamonds a different color, and making a central red line for the paths through the tiles – something that could be very easily visually traced. It’s not like the tiles/player boards are really very esthetically pleasing anyway…
This was a bit of a frustrating game for me. It took me a while to get into things, and then I ended up getting stuck with just one tile slot left on my player board, and was quickly joined in that position by Keith, who was able to outbid me by a couple bucks on the fancy slot that came up. I also regretted my tile placement a couple of times - especially the way my diamond tiles were put down, as I couldn't effectively maximize scoring them without two renovations, which I didn't have time for. I ended up in second for the second time tonight, in another close game. This time, Dave and Keith flip-flopped, with Keith in first and Dave bringing up the rear. Game end scoring made a big difference, here, as I was able to pass Dave, after having lingered in the back most of the time.
Another fun play, and I’m still quite happy I bought it. I’m even more anxious, now, though, to get it out with more than three players.
It was getting kind of late, and we all had to work in the morning, so we called it a night. I think I need to get away from this weeknight gaming…
GG, GL
JW
Tuesday rolled around, and it was time for another trip to Cary for gaming in the comfortable confines of L & C’s abode. Chris had something come up, so I ended up making the trek down by myself in the jeep. I’m trying to take somewhat lighter games to this event – a trend seems to have begun in which I usually end up sitting with the same folks, playing “heavier” games, and I’d like to branch out a little more. I put Funny Friends and St. Petersburg in the box, and they were joined by Hacienda, which Chris had suggested, and Vegas Showdown, just because there was room. I figured I’d just try to get into other games.
There were about ten people there, including myself, and we split into Torres (David, Keith, and myself), Coloretto, and, I think, Alhambra. One of the nice things about this group is that there seems to be a steady influx of people who are new to Euro/designer games, and many of them are “catching the bug,” so to speak. Tonight was no exception, with a couple in attendance who were getting their first taste of our hobby.
Torres
David had brought this game, and it was sitting on the table, so we decided to give it a go. Keith and I hadn’t played before, and David had played once. Torres is a Wolfgang Kramer Spiel Des Jahres winner. It’s a pretty abstract strategy game about a competition to become the new heir of a kingdom, through showing off building prowess. There are special action cards, knights, and tower levels. You have limited action points per turn. You can either play a tower level, play or move a knight, or draw or play a card. Scoring happens in each of three rounds. You score for your highest knight in a castle, equal to the height of your knight in levels times the base size of the castle in pieces. There’s also bonus scoring each round based on a “King” piece, played by the player who’s in last.
I ended up being last to start with, and placed the King to my advantage. Dave started strong in one corner, while Keith built pretty close to me on one side. I took advantage of what might have been over-building on his part to jump onto the top of the stuff he’d built (as he hadn’t put a piece there). Keith built up another castle, while Dave continued working on his. I jumped onto Keith’s other castle, which Dave had also jumped onto. Then, I jumped onto Dave’s. The way the game was playing out, I brought out lots of knights to block people and get them on the board early. Keith was trying to build, and getting thwarted. Neither of us really got in Dave’s way at the beginning, and he definitely reaped the rewards with a big lead after the first scoring round. Keith and I scored more over the next couple turns, and closed the distance, but never quite made it up. It finished pretty close: Dave 203, me 198, Keith 194. It was a good, fun game, but it was marred a little bit by mistakes made throughout the game, though especially at the beginning. We each made poor moves. I, in particular, was guilty of wasting several action points over the last three rounds of the game, as well as poor strategic choices which precipitated those moves. Overall, we all liked it, and hopefully we’ll play again soon.
Vegas Showdown
We had time for one more, and with other games (Ticket to Ride, Colossal Arena) having started, it looked like it was going to be the three of us again. Among the available games, it seemed Dave and Keith were interested in Vegas Showdown, so I got it out and taught it to Keith. Dave and I had each played once before.
I messed up this game by not removing some of the tiles at the beginning, which you are supposed to do for a three player game. I think I’ve done this both times I played. This leads to lack of competition in the mid-end game, and lets some people pick up some cheap tiles to fill up their boards. I really need to remember this next time, as it would have made quite a difference in the way the game played, I think.
VS is, really, a pretty simple game to play. Once a person figures out the relationships between the tiles, and gets down a basic strategy for developing his player board, it can really move along. There was very little AP in this session, and it moved along at a pleasant pace. I was bidding first on the first turn, and ended up not getting a slot. This proved to be the case for several turns, so it took me a while to get my income up. In fact, the way the bids went, I ended up with first turn restaurant, which cut into my early money quite a bit. In retrospect, I think this is a mistake. Taking a restaurant before a lounge really means you are probably going to have to renovate at some point to move things around, which I’d rather avoid. I’d also rather have more cashflow early. I think I was really swayed by the knowledge that there’s at least one card in the deck that bases income on population.
Dave and Keith got the early slots, and then we all started diversifying a little. One thing I noted about this game during these turns is that it’s not very easy to check the other players. That is, it’s a bit of a task to look around the table and make sure everyone is making good connections, or that all of your connections are staying correct, after renovations. I think this could be solved by making the diamonds a different color, and making a central red line for the paths through the tiles – something that could be very easily visually traced. It’s not like the tiles/player boards are really very esthetically pleasing anyway…
This was a bit of a frustrating game for me. It took me a while to get into things, and then I ended up getting stuck with just one tile slot left on my player board, and was quickly joined in that position by Keith, who was able to outbid me by a couple bucks on the fancy slot that came up. I also regretted my tile placement a couple of times - especially the way my diamond tiles were put down, as I couldn't effectively maximize scoring them without two renovations, which I didn't have time for. I ended up in second for the second time tonight, in another close game. This time, Dave and Keith flip-flopped, with Keith in first and Dave bringing up the rear. Game end scoring made a big difference, here, as I was able to pass Dave, after having lingered in the back most of the time.
Another fun play, and I’m still quite happy I bought it. I’m even more anxious, now, though, to get it out with more than three players.
It was getting kind of late, and we all had to work in the morning, so we called it a night. I think I need to get away from this weeknight gaming…
GG, GL
JW
Wednesday, September 27, 2006
Game Night at David’s: Railroad Tycoon
Tuesday, September 26th
David was one of the other Meetup group members that made it to TBGT. At the con, one of the games we both played in was Amun-Re, which David subsequently bought, and was putting on the table. I knew I’d be ready to play again, and rode to the event with Chris, who was hoping to run Railroad Tycoon, knowing that I’d be happy with either game. The gaming out here is pretty spread out, and it’s really nice to have someone to ride with and talk to on all these half-hour treks.
We got to David’s a little early, and had a nice time just chatting about games, Meetup, and life in general. The rest of the evening’s attendees trickled in, eventually putting us at ten participants. People looked at the two games on offer, and Amun-Re filled up quickly, so I found myself sitting down to my second new (to me) Martin Wallace rail game, in as many days. Players for our game were Chris, Ben, myself, Nate, and Jan.
Railroad Tycoon looks really cool, with all the nice bits. As closely as it’s related to Age of Steam, it should certainly be high on my list right now, given the current scarcity of AoS, and my relatively high desire to own it. However, RT has what, to me, is one major drawback: the titanic board. I really find it unwieldy and prohibitive, and I just don’t see wanting to spread it out all that often.
So, since RT hasn’t been in the blog before… It’s a rail game, showing the Eastern half of the USA. It’s very similar to AoS, if you hadn’t gathered that. Players bid for turn order, and, each turn, run through three rounds of actions, in which each player gets to choose one of six actions. Players sell shares, which they have to pay interest on, to make money, which they use to build track. Once they have track built, they can make money from shipping goods, which can make them profitable. One big difference with RT from AoS is that you can take shares at absolutely any time. Another is the presence of a couple different sets of cards, that add an additional element of chance to the game.
Chris ran through the rules, then ran through them again, as Nate showed up late. Somehow, in the process, a couple of the players, who’d never played AoS, were somehow not made aware that shares would be subtracted from their scores at the end of the game. This, of course, made a big difference in game play, as it didn’t come up until I mentioned it about halfway through the game. It also turned out that Chris was playing some of the cards (this was the first time he’d used them) the wrong way, which also had had a huge impact on the game. As much as these discrepancies affected the outcome, it was still a good learning game, and a fun one (at least for me) at that.
I learned a lot about RT in the opening couple turns. The guy to my right won the auction to go first, and took an action card. I built, on a space in the middle/North of the board, where I could deliver three goods between two cities. This was not even the best place to build, as the road to Baltimore was much more profitable. However, I had a Tycoon card that wanted me to build out of Chicago, so I thought I should stay close. Jan didn’t miss the Baltimore connection, though it took her until, I think, the second turn, to realize how great the Baltimore Hotel card would be for her, which was something I didn’t realize until about the same time, when Chris used the first hotel and we figured out what a big impact they could have on the early game. She snatched the hotel, and proceeded to get up to making about $12 in a couple of turns, while only having taken out a couple shares.
Nate and Ben were going wild on shares, and Chris and Ben were barking right at Jan’s heels. I was trying to be pretty conservative with my money, and Nate and I were bringing up the rear the whole game. I had a big plan for my network, which was unfortunately disrupted by Ben when he first built through one of the routes I wanted, and then inserted a new city of a very unfortunate color right on my route. I was suddenly left with a few less cubes to deliver for a few less points than I expected, and I was wishing I’d headed East. Nobody really contested Jan for the North East, or Chris for the South East.
Despite Jan’s huge early lead, and Nate and Ben’s relative lack of a chance, we boldly played on. To cut a long story shorter, some interesting stuff ended, and we triggered the game end. Jan won, Chris followed a ways back in second, I was one space behind him, and then Ben and Nate brought up the rear.
I enjoyed the game, but I need to read the rules. I look forward to playing it again someday, hopefully with more experienced individuals. Right now, I’ll continue to keep my eyes open for Age of Steam.
The other table finished, and started Winner’s Circle. However, it was late, and I couldn’t afford a second extra-late night in a row, so we headed off home, full of game talk.
GG, GL
JW
Tuesday, September 26th
David was one of the other Meetup group members that made it to TBGT. At the con, one of the games we both played in was Amun-Re, which David subsequently bought, and was putting on the table. I knew I’d be ready to play again, and rode to the event with Chris, who was hoping to run Railroad Tycoon, knowing that I’d be happy with either game. The gaming out here is pretty spread out, and it’s really nice to have someone to ride with and talk to on all these half-hour treks.
We got to David’s a little early, and had a nice time just chatting about games, Meetup, and life in general. The rest of the evening’s attendees trickled in, eventually putting us at ten participants. People looked at the two games on offer, and Amun-Re filled up quickly, so I found myself sitting down to my second new (to me) Martin Wallace rail game, in as many days. Players for our game were Chris, Ben, myself, Nate, and Jan.
Railroad Tycoon looks really cool, with all the nice bits. As closely as it’s related to Age of Steam, it should certainly be high on my list right now, given the current scarcity of AoS, and my relatively high desire to own it. However, RT has what, to me, is one major drawback: the titanic board. I really find it unwieldy and prohibitive, and I just don’t see wanting to spread it out all that often.
So, since RT hasn’t been in the blog before… It’s a rail game, showing the Eastern half of the USA. It’s very similar to AoS, if you hadn’t gathered that. Players bid for turn order, and, each turn, run through three rounds of actions, in which each player gets to choose one of six actions. Players sell shares, which they have to pay interest on, to make money, which they use to build track. Once they have track built, they can make money from shipping goods, which can make them profitable. One big difference with RT from AoS is that you can take shares at absolutely any time. Another is the presence of a couple different sets of cards, that add an additional element of chance to the game.
Chris ran through the rules, then ran through them again, as Nate showed up late. Somehow, in the process, a couple of the players, who’d never played AoS, were somehow not made aware that shares would be subtracted from their scores at the end of the game. This, of course, made a big difference in game play, as it didn’t come up until I mentioned it about halfway through the game. It also turned out that Chris was playing some of the cards (this was the first time he’d used them) the wrong way, which also had had a huge impact on the game. As much as these discrepancies affected the outcome, it was still a good learning game, and a fun one (at least for me) at that.
I learned a lot about RT in the opening couple turns. The guy to my right won the auction to go first, and took an action card. I built, on a space in the middle/North of the board, where I could deliver three goods between two cities. This was not even the best place to build, as the road to Baltimore was much more profitable. However, I had a Tycoon card that wanted me to build out of Chicago, so I thought I should stay close. Jan didn’t miss the Baltimore connection, though it took her until, I think, the second turn, to realize how great the Baltimore Hotel card would be for her, which was something I didn’t realize until about the same time, when Chris used the first hotel and we figured out what a big impact they could have on the early game. She snatched the hotel, and proceeded to get up to making about $12 in a couple of turns, while only having taken out a couple shares.
Nate and Ben were going wild on shares, and Chris and Ben were barking right at Jan’s heels. I was trying to be pretty conservative with my money, and Nate and I were bringing up the rear the whole game. I had a big plan for my network, which was unfortunately disrupted by Ben when he first built through one of the routes I wanted, and then inserted a new city of a very unfortunate color right on my route. I was suddenly left with a few less cubes to deliver for a few less points than I expected, and I was wishing I’d headed East. Nobody really contested Jan for the North East, or Chris for the South East.
Despite Jan’s huge early lead, and Nate and Ben’s relative lack of a chance, we boldly played on. To cut a long story shorter, some interesting stuff ended, and we triggered the game end. Jan won, Chris followed a ways back in second, I was one space behind him, and then Ben and Nate brought up the rear.
I enjoyed the game, but I need to read the rules. I look forward to playing it again someday, hopefully with more experienced individuals. Right now, I’ll continue to keep my eyes open for Age of Steam.
The other table finished, and started Winner’s Circle. However, it was late, and I couldn’t afford a second extra-late night in a row, so we headed off home, full of game talk.
GG, GL
JW
Game Night at Lee’s: Volldampf, Niagara, Vegas Showdown, Cranium Hoopla
Monday, September 25th
I’ve become more and more focused on gaming, especially board gaming, over the past couple years. These recent weeks, since we’ve moved to North Carolina, have only heightened that focus, as I continue to meet new gamers and explore new games. Despite being pretty short of cash, I’ve somehow managed to acquire some new games recently. I didn’t get out for any gaming activities last week, but, over the weekend, while spending quiet time around the house with Kristin, I managed to teach myself Euro Rails and Volldampf (both from eBay), as well as Vegas Showdown (TRU sale). I’ve also recently acquired Detroit Cleveland Grand Prix and 1870. Both of these came from Amazon, at 50% off with free shipping. I don’t think 1870 will hit the table real soon, but I was happy to add a representative of that series of rail games to my collection.
With all these new games to possibly play, and not having done any gaming in the past week or so, I was pretty anxious for Game Night at Lee’s to roll around. I packed up my box, with Volldampf, Funny Friends, Santiago, and Vegas Showdown, and waited for Chris, who had generously agreed to drive.
Chris was pretty interested in Volldampf, as he’s a fan of Martin Wallace and Age of Steam. We made our way down to RTP, to pick up Lori, Chris’s girlfriend, and chatted about acquiring games on eBay. I only ended up getting Volldampf because I miss-entered my maximum bid, neglecting to put in a decimal, and bid $3,879.00 on it, rather than $38.79. In the end, I ended up paying about $48 for it, I think, which, I guess, is lucky. I got a good game, and wasn’t completely financially wiped out…
We got to Lee’s, and groups started dividing up. Chris wanted to play Volldampf, so it was on the table right away. Unfortunately, only Chris, Lori, and myself ended up playing, while most others played Barbarossa. It seemed this crowd was not heavy on strategy game lovers. Next time, I’ll have to bring something lighter.
Volldampf
Chris and Lori had both played Age of Steam, so the explanation was pretty quick, as the games have some similar mechanics. I had done a full solo of the game, but was glad I’d printed out new rules from the ‘geek and browsed them during the car ride down – there were some corrections, and an important tidbit I’d missed. I was also happy to have found downloadable English-language versions of the event cards. I printed a deck and sleaved them – they were very helpful. I need to make sure I get that guy a gg tip!
In V. you bid for turn order, in a similar fashion to AoS. The winner gets first choice of a set of face-up track cards, as well as first chance to build and ship goods cubes. Event cards are a nice catchup mechanism, given to the player in last place, or to someone who misses a goods cube move. I won the first auction, and took the one set of cards that would provide stuff to ship on turn one. Chris and Lori took the other two, we all built in different areas, and I was the only one who ended up with any income.
They caught up fairly quickly, though. I managed to stay in the lead for a couple turns, but while I was building solo, they were building into each other, and scoring off of each other’s moves. A turning point came when Chris used an event card to block a big, six point goods cube move, which was subsequently moved “out from under” me. This really slowed me down, and allowed Lori to pass me. Things were looking pretty tight, but some lucky cards came up, and I managed to win them. I think Chris and Lori felt that bidding for turn order had been too high early, and basically let me have them. I got a nice long network, and made some big cube shipments over the last couple of turns to catch up, and pass, Lori, which is how it ended.
The game was quite fast. I might say, given the basic similarities to AoS(and our subsequent assumptions), that it went very quickly. On reflection, though, this is a quite different game. It seems to me that the way the board is constructed, and the way the card comes out, this game might be much more about getting involved with other peoples’ networks, and utilizing negotiation skills to make things work for you. In AoS you really want to build a big network for yourself, but, the way the cards come out, that’s much less likely in V., making negotiation and sharing much more of a focus.
The other group was done, and Chris was wanting to get Niagara on the table. He had the expansion, but most of the people who were going to play hadn’t played the basic game, so we stuck with that. It was only my second play, so I was fine with that. We moved over to the couches, while the other table busted out, I think, Things in a Box.
Niagara
I’ve been trying to get away from my green pieces fixation (it was actually causing me to make errors in the games in which I ended up not being green), and ended up playing red for the second time tonight. The table was myself, Lee (the host), Lee’s friend (whose name, I think, was Spencer), Lori, and Chris. I was in the third seat to start.
I opened with a cloud, looking to get it out of my hand while both of my boats were off the river. I also just like to see the water move more. Second turn, I used a one to get my boat off the dock, wanting to save the bigger ones for more impact with two boats. Chris and Lee were picking up gems.
In the next couple turns, Chris grabbed a lot of purple gems, and got in a position to win. I was sitting on three different colored gems. I went for the two other colors, hoping someone could stop him, and open the door for me. Lori managed a steal from Chris, sacrificing one of her boats in the process. I got my gems, and headed back up river. I got in a position to win, but then Lee managed a steal from me. Chris got the last gem he needed, but, apparently, didn’t have the right card left to get to the dock. Nobody was paying attention to Lee, and it was a big surprise to us all when he delivered a gem and said “I win,” showing us four clear gems!
I think Niagara is fine. It seems to get a lot of knocks from people who think it’s too light. While I feel there’s not a lot of control, especially with five players, I don’t think that’s a bad thing. This is a nice, fairly light game, that is fun for non-gamers, looks cool, and provides some opportunities (card counting, planning ahead) for the thinking gamer to stretch out her grey matter.
There was a migration toward the other table, on which Pit was getting set up. We had more than the max number for stock trading, so another game had to be put forward. I pulled out Vegas Showdown, wanting to get another new acquisition on the table. Chris and Lori were up for it, and happy to stay in the couch area. Somewhat unhappily, nobody seemed interested in leaving the big table to join us for this (or, apparently, any other) game, so we ended up playing just the three of us again.
Vegas Showdown
Red again! V.S. hasn’t been in the blog before, so I’ll give a little description. It’s one of the newer Avalon Hill games, and does a pretty good job of being an American Euro. The players take the roles of a group of mega-wealthy people who have decided to have a competition involving who can have the most popular hotel/casino in Vegas. You participate in an auction for tiles that represent hotel/casino features like slots, lounges, and restaurants, and then place them strategically on your player board, which has limited space. There are a variety of special scoring opportunities. The game ends when a player fills her board, or when a type of tile can’t be replaced. Most “fame” points wins.
The explanation for this was a little longer, as it’s not overly similar to any one particular game that the three of us knew. This one also suffered a little more than Volldampf from “teacher advantage” – In the end, Lori and Chris were a little surprised by the game end (they were focusing on the other game end condition). Also, I think just having had the experience of putting the tiles on the player boards, and seeing them, was a big advantage for me here.
Early bidding saw competition for slots, which I won and probably overpaid for. Early lounges and Restaurants were constructed by Chris and Lori. As the game progressed, some nice tiles came out quickly. Chris picked up fancy restaurants and fancy slots that he couldn’t play, saving them for later. When they did come out, they gave him a big bump. I outbid Lori on a high-roller’s room, which would have given her a huge hike in income, and I didn’t feel I could let her have it cheaply. Unfortunately, it ended up being a bit of a drag for me, as the next table games tiles proved to be pretty far away, due to cards and the luck of the stack.
I grabbed the lion’s share of the “diamond” bonus tiles, and a card giving me points for them came up. I also got a really lucky draw when the space-age sports book came up. I had to pay a ton for it, but it let me get to within one tile of filling up my board, and it gave me a load of points. Chris let me have it, I think, because he knew if he got it, then he would be paying a lot of money for something he couldn’t play, and then I would just take the other sports book, which was up. As it was, I grabbed a slot to kill the game, and won handily. Chris and Lori were pretty close to each other, a ways behind.
This was pretty fun with three. You could almost always get something useful. I think I’d like it a bit more with four or five, as the competition for tiles would make it a lot more tense, and the publicity action would become more important. I would call this a big success for the designer, although I’m not sure if it’s sales will match Hasbro’s expectations.
Lee and Nate were the only ones left at the other table, and they were playing set. Nate wanted to get Cranium Hoopla going, which Lee and Lori were also enthusiastic about. It was way past my bedtime, and I was pretty tired, so I sat out and just watched. They had a pretty fun game, the pinnacle of which was Nate trying to convey “milky way” through charades, with Lee’s running chatter guesses working up to the phrase “…looking in space… milking… milking a cow… milking in space.” You had to be there. Actually, watching the group electronic word games at TBGT, and this, have made me want to dedicate some time to “party”-style games. I’m taking suggestions, if you’ve got any…
GG, GL
JW
Monday, September 25th
I’ve become more and more focused on gaming, especially board gaming, over the past couple years. These recent weeks, since we’ve moved to North Carolina, have only heightened that focus, as I continue to meet new gamers and explore new games. Despite being pretty short of cash, I’ve somehow managed to acquire some new games recently. I didn’t get out for any gaming activities last week, but, over the weekend, while spending quiet time around the house with Kristin, I managed to teach myself Euro Rails and Volldampf (both from eBay), as well as Vegas Showdown (TRU sale). I’ve also recently acquired Detroit Cleveland Grand Prix and 1870. Both of these came from Amazon, at 50% off with free shipping. I don’t think 1870 will hit the table real soon, but I was happy to add a representative of that series of rail games to my collection.
With all these new games to possibly play, and not having done any gaming in the past week or so, I was pretty anxious for Game Night at Lee’s to roll around. I packed up my box, with Volldampf, Funny Friends, Santiago, and Vegas Showdown, and waited for Chris, who had generously agreed to drive.
Chris was pretty interested in Volldampf, as he’s a fan of Martin Wallace and Age of Steam. We made our way down to RTP, to pick up Lori, Chris’s girlfriend, and chatted about acquiring games on eBay. I only ended up getting Volldampf because I miss-entered my maximum bid, neglecting to put in a decimal, and bid $3,879.00 on it, rather than $38.79. In the end, I ended up paying about $48 for it, I think, which, I guess, is lucky. I got a good game, and wasn’t completely financially wiped out…
We got to Lee’s, and groups started dividing up. Chris wanted to play Volldampf, so it was on the table right away. Unfortunately, only Chris, Lori, and myself ended up playing, while most others played Barbarossa. It seemed this crowd was not heavy on strategy game lovers. Next time, I’ll have to bring something lighter.
Volldampf
Chris and Lori had both played Age of Steam, so the explanation was pretty quick, as the games have some similar mechanics. I had done a full solo of the game, but was glad I’d printed out new rules from the ‘geek and browsed them during the car ride down – there were some corrections, and an important tidbit I’d missed. I was also happy to have found downloadable English-language versions of the event cards. I printed a deck and sleaved them – they were very helpful. I need to make sure I get that guy a gg tip!
In V. you bid for turn order, in a similar fashion to AoS. The winner gets first choice of a set of face-up track cards, as well as first chance to build and ship goods cubes. Event cards are a nice catchup mechanism, given to the player in last place, or to someone who misses a goods cube move. I won the first auction, and took the one set of cards that would provide stuff to ship on turn one. Chris and Lori took the other two, we all built in different areas, and I was the only one who ended up with any income.
They caught up fairly quickly, though. I managed to stay in the lead for a couple turns, but while I was building solo, they were building into each other, and scoring off of each other’s moves. A turning point came when Chris used an event card to block a big, six point goods cube move, which was subsequently moved “out from under” me. This really slowed me down, and allowed Lori to pass me. Things were looking pretty tight, but some lucky cards came up, and I managed to win them. I think Chris and Lori felt that bidding for turn order had been too high early, and basically let me have them. I got a nice long network, and made some big cube shipments over the last couple of turns to catch up, and pass, Lori, which is how it ended.
The game was quite fast. I might say, given the basic similarities to AoS(and our subsequent assumptions), that it went very quickly. On reflection, though, this is a quite different game. It seems to me that the way the board is constructed, and the way the card comes out, this game might be much more about getting involved with other peoples’ networks, and utilizing negotiation skills to make things work for you. In AoS you really want to build a big network for yourself, but, the way the cards come out, that’s much less likely in V., making negotiation and sharing much more of a focus.
The other group was done, and Chris was wanting to get Niagara on the table. He had the expansion, but most of the people who were going to play hadn’t played the basic game, so we stuck with that. It was only my second play, so I was fine with that. We moved over to the couches, while the other table busted out, I think, Things in a Box.
Niagara
I’ve been trying to get away from my green pieces fixation (it was actually causing me to make errors in the games in which I ended up not being green), and ended up playing red for the second time tonight. The table was myself, Lee (the host), Lee’s friend (whose name, I think, was Spencer), Lori, and Chris. I was in the third seat to start.
I opened with a cloud, looking to get it out of my hand while both of my boats were off the river. I also just like to see the water move more. Second turn, I used a one to get my boat off the dock, wanting to save the bigger ones for more impact with two boats. Chris and Lee were picking up gems.
In the next couple turns, Chris grabbed a lot of purple gems, and got in a position to win. I was sitting on three different colored gems. I went for the two other colors, hoping someone could stop him, and open the door for me. Lori managed a steal from Chris, sacrificing one of her boats in the process. I got my gems, and headed back up river. I got in a position to win, but then Lee managed a steal from me. Chris got the last gem he needed, but, apparently, didn’t have the right card left to get to the dock. Nobody was paying attention to Lee, and it was a big surprise to us all when he delivered a gem and said “I win,” showing us four clear gems!
I think Niagara is fine. It seems to get a lot of knocks from people who think it’s too light. While I feel there’s not a lot of control, especially with five players, I don’t think that’s a bad thing. This is a nice, fairly light game, that is fun for non-gamers, looks cool, and provides some opportunities (card counting, planning ahead) for the thinking gamer to stretch out her grey matter.
There was a migration toward the other table, on which Pit was getting set up. We had more than the max number for stock trading, so another game had to be put forward. I pulled out Vegas Showdown, wanting to get another new acquisition on the table. Chris and Lori were up for it, and happy to stay in the couch area. Somewhat unhappily, nobody seemed interested in leaving the big table to join us for this (or, apparently, any other) game, so we ended up playing just the three of us again.
Vegas Showdown
Red again! V.S. hasn’t been in the blog before, so I’ll give a little description. It’s one of the newer Avalon Hill games, and does a pretty good job of being an American Euro. The players take the roles of a group of mega-wealthy people who have decided to have a competition involving who can have the most popular hotel/casino in Vegas. You participate in an auction for tiles that represent hotel/casino features like slots, lounges, and restaurants, and then place them strategically on your player board, which has limited space. There are a variety of special scoring opportunities. The game ends when a player fills her board, or when a type of tile can’t be replaced. Most “fame” points wins.
The explanation for this was a little longer, as it’s not overly similar to any one particular game that the three of us knew. This one also suffered a little more than Volldampf from “teacher advantage” – In the end, Lori and Chris were a little surprised by the game end (they were focusing on the other game end condition). Also, I think just having had the experience of putting the tiles on the player boards, and seeing them, was a big advantage for me here.
Early bidding saw competition for slots, which I won and probably overpaid for. Early lounges and Restaurants were constructed by Chris and Lori. As the game progressed, some nice tiles came out quickly. Chris picked up fancy restaurants and fancy slots that he couldn’t play, saving them for later. When they did come out, they gave him a big bump. I outbid Lori on a high-roller’s room, which would have given her a huge hike in income, and I didn’t feel I could let her have it cheaply. Unfortunately, it ended up being a bit of a drag for me, as the next table games tiles proved to be pretty far away, due to cards and the luck of the stack.
I grabbed the lion’s share of the “diamond” bonus tiles, and a card giving me points for them came up. I also got a really lucky draw when the space-age sports book came up. I had to pay a ton for it, but it let me get to within one tile of filling up my board, and it gave me a load of points. Chris let me have it, I think, because he knew if he got it, then he would be paying a lot of money for something he couldn’t play, and then I would just take the other sports book, which was up. As it was, I grabbed a slot to kill the game, and won handily. Chris and Lori were pretty close to each other, a ways behind.
This was pretty fun with three. You could almost always get something useful. I think I’d like it a bit more with four or five, as the competition for tiles would make it a lot more tense, and the publicity action would become more important. I would call this a big success for the designer, although I’m not sure if it’s sales will match Hasbro’s expectations.
Lee and Nate were the only ones left at the other table, and they were playing set. Nate wanted to get Cranium Hoopla going, which Lee and Lori were also enthusiastic about. It was way past my bedtime, and I was pretty tired, so I sat out and just watched. They had a pretty fun game, the pinnacle of which was Nate trying to convey “milky way” through charades, with Lee’s running chatter guesses working up to the phrase “…looking in space… milking… milking a cow… milking in space.” You had to be there. Actually, watching the group electronic word games at TBGT, and this, have made me want to dedicate some time to “party”-style games. I’m taking suggestions, if you’ve got any…
GG, GL
JW
Saturday, September 16, 2006
Game Night at Rick & Marnee's - Hacienda and Power Grid
The third Friday of every month, Rick and Marnee host a game night at their house. There's lots of room to play, and generally 16-18 gamers. This was my second time attending, and I had a lot of fun again. Lew Pulsipher was there with a couple of prototypes, but I didn't get to play either of them. Instead, I ended up in the basement, chatting with Chris, who wanted to play Hacienda, after having watched part of the game I played in last Sunday. We gathered up a couple of other stragglers, Vicki and Dave, and were later joined by David Phipps.
Hacienda
It was nice to get another chance to teach and play this hard on the heels of my first teaching game, at TBGT. I got to make sure I went over everything that I felt I might have underemphasized on Sunday. This basically included the later-game market connection scoring and the scoring of Haciendas. I got Vicki and Dave taught up, paused to answer questions, we set up the dogbone map, and we got going.
This game saw a lot of action in the middle. Chris and Dave went for connecting to the outside markets, and then moving toward the middle. Vicki and I went for water on opposite sides of the board, and David P. started a nice land chain on one of the corners of the middle section.
As the game developed, we saw the board get cut in half by Chris, Dave, and David. David was successful working out of just one land chain, and created a long herd of cattle that basically blocked others from one of the markets. Unfortunately, he wasn't able to connect to a lot of markets himself. Chris and Dave moved out from the middle, with Dave coming out from a corner, and Chris starting new herds from the edges of the board. Dave did a nice job of cutting off my growing pig herd. Vicki was kind of building in her own area in one of the corners. The first scoring round hit, and I made a big mistake, not buying a hacienda. I had an action that I could use to play another pig, that would make me about eight pesos and a water vp, basically two points. However, the hacienda would have made me five, netting me three over the pig play. I really needed every play after the first scoring round, and never got the hacienda down, consequently costing me 6-8 total vp, which would have put me in the lead at the end of the game.
After the first scoring round, people really had a good idea of how the game worked, and began to race for markets and make moves that cut people off. Things started to get much tighter, and planning for each turn was very interesting. The players also started to build with water in mind, and David in particular was very successful placing water. As the final scoring round was coming up, I had repeatedly had my plans shattered by the players in front of me, but had flexible enough backup ideas to still make things happen. One thing I noticed, though, was that these plans might have been too flexible. I ended the game with several land cards in my hand, meaning that I'd perhaps wasted the two actions I spent buying land, which certainly could have netted me 8-10 vp in the second scoring round. This is the big danger of starting out by the water, I think - you have to work so hard to get connected to multiple markets, while people in the middle have 2-3 markets very quickly.
In the end, Chris emerged victorious, with Dave shortly behind him, and me on Dave's heels. David, with a lack of market connections, was a bit behind in fourth, with Vicki, who had a lot of money left, close behind him in fifth. Vicki also simply forgot about the haciendas, I think, as she could have netted 7-9 vp off of one with one of her last actions, and, I guess, just didn't think of it (like me...).
This was a fun game, and we sat around for a while chatting about it, and other things, lacking the impetus to start another game. Someone, I think Chris, was interested in Power Grid, but Dave didn't want to play. I went upstairs to see the state of the other games, then grabbed PG and brought it downstairs to set up. Just as we were getting into rules explanation, Leo came down from the finished Formula De game and joined us.
Power Grid
I've played PG a few times, but not a lot lately. I guess the last time was with Chris at Sci Fi Genre, which I think I won. This time, though, we had five players, which would make it a tighter game. We chose the U.S. map, as people thought they'd be more familiar with the geography, and left out the Southwest section. I won the number four plant and was seond to build, and ended up in the North East, after Leo went in the mid South-East. Chris went into the Northern mid West and David set up in the middle South, and Vicki took the cheap spots in the South-East. So, Vicki looked like she might get cut off, and Leo looked a little surrounded. I felt like I had just enough room to expand, if things went right.
Things did go right, for a little while. I had a hard decision in the second turn, when the 26 was actually in the market, due to freakishly large plants coming into the future market. This plant was two oil for five cities. I was bidding on it with Chris, when I had to make a decision over whether to keep bidding and not build, or let Chris have the plant and build. Looking at my position, I thought I needed to expand rapidly, so I let him have it. Of course, this meant he didn't have the money to build, and would be in the "worst" position, which looked like it would pay off for him. I built out as rapidly as possible, and led the pack up to five cities, and had plants to power seven and money to build. At this point, Chris had gotten back into the game and made a surge of building. His choices, along with Vicki's and Leo's, hemmed me in at six cities. Vicki, though, was stuck on five, and Leo on four, with Chris and David the only ones who could economically build to seven. Fortunately, David wanted the game to play quickly, and it had been going fairly slowly, so he forced step two the next turn. I had to debate paying 40 to build through a few connections to get to seven. This would have really opened things up for me, but would use up a lot of money that otherwise might take me through the cheap connections down the East coast, to the South. So, I sat on the cash.
I had moved a little down the turn order now, but I really had to worry about Leo building into me. Thankfully, he chose to build into cheaper initial connections to the West. I'm not sure if he didn't sense that he would subsequently have cheaper routes to the South, or if he thought moving that way was a better way to open up his network. Anyway, since he didn't block me, I was able to take the second spot in most of Vicki's cities, going South. I almost messed up and took the last two, when I realized I risked getting hemmed in. So, instead I worked out to the West for a couple more expensive connections, figuring anyone who wanted to go into Florida was going to have a pretty expensive build through me anyway. Chris had made some excellent builds moving West. If you are playing with the Pacific Northwest area, a person who plays in the Northern Midwest will have first access to what turn into relatively reasonable builds in step two, provided nobody is silly enough to start out on the Pacific.
I had, at this point, plants to power eleven cities. I gambled on the power plant auction and passed on a four and five, knowing that I really needed the six to come down. Thankfully, I really got some luck, and a six did make it, and I got it for not too bad a price. This would let me power fifteen. Step three came up at the end of this bidding phase, and it looked like the game was going to open up a bit. Around this time, I realized that if people didn't decide to block me, I was probably going to be able to build to fifteen, triggering the end and winning, as I was the only one able to power fifteen at that point. Thankfully, nobody was thinking about that, and they didn't pay to build through me into the areas I needed. I was just able to build four after buying fuel, and I took that game. I think Vicki was second, Chris third, David fourth, and Leo fifth.
This was a pretty interesting session. Chris's starting position was very powerful, and getting the good five plant so early was a great advantage. I really thought he was going to take the game, but I think his money just got a little too tight. If I would have built into Florida too early, he probably would have had it. Getting blocked in is worrisome, and you have to be really careful about your placement. I think Leo's inexperience hurt here, as he set up in an area that was easily surrounded. Other than that, a pretty standard game of fairly good decisions, made quite interesting by the randomness of the power plants that come up.
GG, GL
JW
The third Friday of every month, Rick and Marnee host a game night at their house. There's lots of room to play, and generally 16-18 gamers. This was my second time attending, and I had a lot of fun again. Lew Pulsipher was there with a couple of prototypes, but I didn't get to play either of them. Instead, I ended up in the basement, chatting with Chris, who wanted to play Hacienda, after having watched part of the game I played in last Sunday. We gathered up a couple of other stragglers, Vicki and Dave, and were later joined by David Phipps.
Hacienda
It was nice to get another chance to teach and play this hard on the heels of my first teaching game, at TBGT. I got to make sure I went over everything that I felt I might have underemphasized on Sunday. This basically included the later-game market connection scoring and the scoring of Haciendas. I got Vicki and Dave taught up, paused to answer questions, we set up the dogbone map, and we got going.
This game saw a lot of action in the middle. Chris and Dave went for connecting to the outside markets, and then moving toward the middle. Vicki and I went for water on opposite sides of the board, and David P. started a nice land chain on one of the corners of the middle section.
As the game developed, we saw the board get cut in half by Chris, Dave, and David. David was successful working out of just one land chain, and created a long herd of cattle that basically blocked others from one of the markets. Unfortunately, he wasn't able to connect to a lot of markets himself. Chris and Dave moved out from the middle, with Dave coming out from a corner, and Chris starting new herds from the edges of the board. Dave did a nice job of cutting off my growing pig herd. Vicki was kind of building in her own area in one of the corners. The first scoring round hit, and I made a big mistake, not buying a hacienda. I had an action that I could use to play another pig, that would make me about eight pesos and a water vp, basically two points. However, the hacienda would have made me five, netting me three over the pig play. I really needed every play after the first scoring round, and never got the hacienda down, consequently costing me 6-8 total vp, which would have put me in the lead at the end of the game.
After the first scoring round, people really had a good idea of how the game worked, and began to race for markets and make moves that cut people off. Things started to get much tighter, and planning for each turn was very interesting. The players also started to build with water in mind, and David in particular was very successful placing water. As the final scoring round was coming up, I had repeatedly had my plans shattered by the players in front of me, but had flexible enough backup ideas to still make things happen. One thing I noticed, though, was that these plans might have been too flexible. I ended the game with several land cards in my hand, meaning that I'd perhaps wasted the two actions I spent buying land, which certainly could have netted me 8-10 vp in the second scoring round. This is the big danger of starting out by the water, I think - you have to work so hard to get connected to multiple markets, while people in the middle have 2-3 markets very quickly.
In the end, Chris emerged victorious, with Dave shortly behind him, and me on Dave's heels. David, with a lack of market connections, was a bit behind in fourth, with Vicki, who had a lot of money left, close behind him in fifth. Vicki also simply forgot about the haciendas, I think, as she could have netted 7-9 vp off of one with one of her last actions, and, I guess, just didn't think of it (like me...).
This was a fun game, and we sat around for a while chatting about it, and other things, lacking the impetus to start another game. Someone, I think Chris, was interested in Power Grid, but Dave didn't want to play. I went upstairs to see the state of the other games, then grabbed PG and brought it downstairs to set up. Just as we were getting into rules explanation, Leo came down from the finished Formula De game and joined us.
Power Grid
I've played PG a few times, but not a lot lately. I guess the last time was with Chris at Sci Fi Genre, which I think I won. This time, though, we had five players, which would make it a tighter game. We chose the U.S. map, as people thought they'd be more familiar with the geography, and left out the Southwest section. I won the number four plant and was seond to build, and ended up in the North East, after Leo went in the mid South-East. Chris went into the Northern mid West and David set up in the middle South, and Vicki took the cheap spots in the South-East. So, Vicki looked like she might get cut off, and Leo looked a little surrounded. I felt like I had just enough room to expand, if things went right.
Things did go right, for a little while. I had a hard decision in the second turn, when the 26 was actually in the market, due to freakishly large plants coming into the future market. This plant was two oil for five cities. I was bidding on it with Chris, when I had to make a decision over whether to keep bidding and not build, or let Chris have the plant and build. Looking at my position, I thought I needed to expand rapidly, so I let him have it. Of course, this meant he didn't have the money to build, and would be in the "worst" position, which looked like it would pay off for him. I built out as rapidly as possible, and led the pack up to five cities, and had plants to power seven and money to build. At this point, Chris had gotten back into the game and made a surge of building. His choices, along with Vicki's and Leo's, hemmed me in at six cities. Vicki, though, was stuck on five, and Leo on four, with Chris and David the only ones who could economically build to seven. Fortunately, David wanted the game to play quickly, and it had been going fairly slowly, so he forced step two the next turn. I had to debate paying 40 to build through a few connections to get to seven. This would have really opened things up for me, but would use up a lot of money that otherwise might take me through the cheap connections down the East coast, to the South. So, I sat on the cash.
I had moved a little down the turn order now, but I really had to worry about Leo building into me. Thankfully, he chose to build into cheaper initial connections to the West. I'm not sure if he didn't sense that he would subsequently have cheaper routes to the South, or if he thought moving that way was a better way to open up his network. Anyway, since he didn't block me, I was able to take the second spot in most of Vicki's cities, going South. I almost messed up and took the last two, when I realized I risked getting hemmed in. So, instead I worked out to the West for a couple more expensive connections, figuring anyone who wanted to go into Florida was going to have a pretty expensive build through me anyway. Chris had made some excellent builds moving West. If you are playing with the Pacific Northwest area, a person who plays in the Northern Midwest will have first access to what turn into relatively reasonable builds in step two, provided nobody is silly enough to start out on the Pacific.
I had, at this point, plants to power eleven cities. I gambled on the power plant auction and passed on a four and five, knowing that I really needed the six to come down. Thankfully, I really got some luck, and a six did make it, and I got it for not too bad a price. This would let me power fifteen. Step three came up at the end of this bidding phase, and it looked like the game was going to open up a bit. Around this time, I realized that if people didn't decide to block me, I was probably going to be able to build to fifteen, triggering the end and winning, as I was the only one able to power fifteen at that point. Thankfully, nobody was thinking about that, and they didn't pay to build through me into the areas I needed. I was just able to build four after buying fuel, and I took that game. I think Vicki was second, Chris third, David fourth, and Leo fifth.
This was a pretty interesting session. Chris's starting position was very powerful, and getting the good five plant so early was a great advantage. I really thought he was going to take the game, but I think his money just got a little too tight. If I would have built into Florida too early, he probably would have had it. Getting blocked in is worrisome, and you have to be really careful about your placement. I think Leo's inexperience hurt here, as he set up in an area that was easily surrounded. Other than that, a pretty standard game of fairly good decisions, made quite interesting by the randomness of the power plants that come up.
GG, GL
JW
Monday, September 11, 2006
TBGT Day 4 – Seven Games!
Ma Ni Ki, Sticheln, Ingenious, Amun-Re, Princes of Florence, Caylus, Hacienda
My eyes snapped open at about ten minutes to eight in the morning, despite having gone to bed only approximately six hours earlier. Who knows why it happened, but there was nothing for it but to get up, shower, write my post from the day before, get coffee, and head to the Comfort Suites RTP.
With convention badge proudly hanging from my neck, I strode into the meeting room looking for some game. There were a couple tables going already by the time I got there, around ten, and a couple people sitting around. Many of them were only staying a while, needing to check out of the hotel and hit the road or catch flights. We decided to play some quick ones while we waited for the hall to fill up.
Ma Ni Ki
Mike, a person I hadn’t met yet during the event, was one of the ones waiting for an event, and he pulled this down and taught it to Chris, Dwayne, and myself. It’s really a cute game, and we played pretty casually and had some fun. Basically, there are three neat wooden circus animals, and the game board has two spaces, signifying circus risers. You draw a card which shows a configuration of animals, and then use some preset commands to move the animals from their current position to the desired one. First person to come up with a working program takes the card. A nice warm-up game. I felt like I caught on pretty well, although at times Mike got sick of waiting for us and was blurting out programs while I was still re-reading them. I think in a couple years my niece will love this.
Sticheln
Next, Mike pulled down Sticheln, which he described as an “anti-trick taking game.” I had a similar experience with this as I had with Bottle Imp the night before – I developed a simple strategy, did fairly well, then flopped. We only played a few hands, with three and then with four when Eric joined. Things really went downhill with the fourth player, and I made at least one embarrassingly bad play. In this simple card game, you have cards in a few colors. At the beginning of the hand, you put down a card, the color of which will be your “misery color.” Any of these cards you end up with at the end of the round score their value, negative, from your score. All other cards are worth one point each. Consequently, you have to balance the cards you have to try to make it so that you can get rid of misery cards without taking them, but still take some tricks to make a positive score. Any color than the one lead is trump, and you don’t have to follow suit. Really, a pretty neat game, although it probably gets a little too hard to plan successfully when you play with more than three people.
The room was starting to fill up, and it was time for some people to get going, so we decided to abandon Sticheln in search of other games. There wasn’t anything we could really get into, so we started a game of Ingenious, with Christopher, Sarah, and myself taking part.
Ingenious
I haven’t played this in a while, and I’ve actually been kind of anxious to get it on the table again. This is one of the games that my track record is very poor at, though. I certainly need some work with my strategy on this one. In Ingenious, the players take turns playing tiles that take up two spaces on a hexagonal board, and have two colored symbols on them. They score for rays of like colored pieces that touch their edges when played. Your ending score is the lowest score you earn from the six or so colors. Consequently, you need to try to develop evenly, as one huge score and several very small ones won’t do you much good. We were all fairly even starting out. However, Chris and Sarah were able to explode to max out a color for an extra play much earlier than myself. Chris especially did a very good job of blocking me from colors that he knew he was ahead of me on. I think I definitely need to work on spreading the board more in the early game. I ended up making some big lines that other people got to capitalize on and cap before I could use them. I also need to do this to make sure I can keep my colors going. In the end, Chris took it, followed very closely by Sarah, with me bringing up the rear a considerable distance off.
A little after we finished, Chris wandered off, really hoping to get in a heavy rail game, which he seems to have become obsessed with. There were a couple 18XX games played this week, and I think he only got in on one of them, and really liked it. I don’t think he had any luck on Sunday, but I certainly started to have some from this point on. At least in some ways. I think it was, at this point, Sarah and myself, and David. We were looking for something that one of us could teach, and that we’d still be excited about playing. We were waffling over Amun Re when we were joined by LuAnn, who said she’d teach, and Dan. I had never played this game, but I’d played games with all these people, and I was expecting this one would be pretty fun.
Amun-Re
In Amun-Re, another Knizia game, this time a little less abstract, but with the familiar Egyptian theme that he somehow failed to paste onto Ingenious, players develop provinces in ancient Egypt and vie for the favor of Amun-Re. Provinces are bought in an auction, then pyramids and farmers are built on them, money is earned through farmers, and vp’s are earned in a variety of ways. Some are procured from pyramids and temples on the board, and some from special power cards, that are purchased at the same time as the other items. There are three rounds of auctioning, then a scoring round, then the board is wiped clean of everything but pyramids, and you do it all again. I managed a slim lead after the first scoring round, with the special worker card, the most pyramids in one of the provinces, and ownership of the two temple region. In the second round, I overbid a couple of regions, and found myself unfortunately short of cash. However, I was still able to have an effective turn, and pulled off some decent maneuvering. I scored more for pyramids, one less temple, and no special cards. However, I did have the third most money, and I ended up just squeaking the victory by three points or so. It was a very enjoyable game, and a good crowd. Sarah, at one point, referred to Amun-Re as “Amun-Joy,” which prompted a barrage of humorous comments, and resurfaced at the end of the game for even more laughs. I’d play again, and maybe pick it up. For me, important strategies involved being balanced between income and all the things you could buy or score victory points from. Pyramids were a big, big deal, especially being able to work into sets more easily in the second scoring round. The power cards were maybe a little too random for me, as I only ever saw one the whole game that affected scoring directly, which made some of the planning seem a little worthless.
Sarah and LuAnn dispersed to do other things. Dan and David and I were sitting around considering something they could play before they left when we were approached by a little lady from Georgia who wanted to squeeze another game in. Everyone agreed they had just over an hour to play, but we couldn’t seem to find a quick game that April, the nice woman from down South, would agree to. In the end, we acquiesced to her suggestion of Princes of Florence, even though it seemed like pushing the envelope on time a little bit. We all said we’d play fast to get through it, but this didn’t run out to be true in the end, unfortunately, as there were lots of slow turns. Dan ended up having to leave before the end of the game, which I felt bad about.
Princes of Florence
Similar to Amun-Re in that you have an auction round, followed by a development round. Very dissimilar in many other ways, though, as you make money differently, and are scoring victory points from various sources throughout the game, while you encourage artisans and scholars to create great works. I started off as second player, which is not bad. I won the jester on the first round, and bought a profession and a freedom. I had pretty much the exact same second turn. Things were going a little low, but I attributed that to there only being four players and to the aforementioned “fast play.” I think it may have had more to do with people just wanting to stick to an individual plan, though. I got both of the first two jesters for 900 each, and then picked up a third a couple turns later, for about 700, after I acquired the “most jesters” prestige card. Since I had such a big jester advantage, and also had taken extra profession cards, I was able to make good sized works. I won the largest work several times. Things were pretty tight up until twenty points or so, when April and I started to edge out in front. Dan had a bad turn, when he should have taken money, which put him behind. David was doing well. I made a mistake which was fairly costly. First, I didn’t anticipate any of the remaining people would fight me for the park I needed, but April did, and I ended up not having enough money to get it. Then, I bought a recruiting card, thinking I could recruit to get back something April had already taken from me. It turned out, though, that card was something I played early, and I didn’t have the building for it. I had taken a bonus card, so there was only one action left. I ended up scoring a work without the applicable building. I still got plenty of vps, and won best work. However, April and David were both able to build twice on the last turn, making fairly nice works and scoring lots of points. After they’d done all their scoring, it looked like they were tied for the lead, ahead of me, until I revealed the aforementioned prestige card, lurking in front of me, which put me one point ahead! A very good game with a near photo-finish. I just wish we could have finished ten minutes earlier so that Dan could still have been there.
Almost immediately after finishing Princes, I was approached by Geoff. They were playing Caylus, and one of the players had to leave, so they were looking for a player to take over. Now, I hate the idea of abandoning a game, and I’m not one to turn down a gamer in need, so I jumped over to the other table.
Caylus
The game was about two-thirds of the way done, and the guy I was taking over for was in the lead. We were, unfortunately, right in the middle of taking turns, going down the road. I made a couple of bad mistakes here, while I was adjusting to the game while trying to play simultaneously and effectively. I managed to keep the building on the plan, so to speak, and pick up a few points, just staying in the lead. I think everyone was starting to show the effects of gaming for several days straight, as we had a lot of minds wandering and people not concentrating (including me) during this session. Although I was in the pole position, I didn’t have much money, and wasn’t sitting on a lot of buildings that people would really feel the need to give me victory points by jumping upon. I did what any sane person would do and tried to push the provost forward, hastening the game end. On the last turn, I forgot that if I moved the provost back, past the point where peoples’ workers were, they wouldn’t get to do anything. Consequently, I was pretty much resigned to losing, as two people were going to build giant buildings, and one was probably going to build enough of a stone building to catch me. However, the player to my right didn’t forget, and made the move I should have, playing a worker to the move provost slot and passing, forcing people to pay more for their actions, and, consequently, be able to take fewer. I passed shortly after him, and, soon, everyone was out. We moved the provost back past the point where the big buildings could be built, and past the point where on of the players could get resources to build and score a lot. It was a masterful play, and, if I’d done it, I’d feel I deserved to win. In the end, though, I think I only won the game due to the excellent foundation laid by the first player. Good job, Tito.
Strange interlude
As we were finishing up the game, a voice behind me said “are you real?” Apparently, he was speaking to Geoff, who simply replied “yes.” The voice then said “am I real?”, and, at this point, I had turned to find myself looking at a very messed-up looking young man. We invited him to come and sit with us, so we could ascertain what sort of help he needed. He claimed to be paranoid schizophrenic, and off his meds. Thomas and I took him to the front desk, where it became clear he was checked in. I got the front desk guy to call his wife, to bring him his meds. While I stood there, the young man started talking about committing suicide, so I thought I should stay with him. He was clearly scattered on the mental front, and I was a little worried and, frankly, hoping that someone was calling 911. Thankfully, the desk had gotten through to his wife, who pulled up with his tearful mother, just minutes later. It came to light that he had been released from the hospital the night before, then snuck out, and left a suicide note. His mother was so happy to find him… I think it had been a very, very hard day for her. I have to say, it was a very strange way to spend a half an hour, but I’m glad the young man ended up in our meeting room, rather than someplace where he might have been ignored or treated even worse.
After that, it was just time for some clearing of the head. I sat around and talked with Paul and both of the Reinhardts for a while, just going over what had happened, as well as games in general, and the event. It turned out we weren’t done yet, though, as Rob spotted Hacienda in the box of games I was about to carry out to my car, and wanted to give it a go. Rob hasn’t, apparently, been gaming much the last year or so as he finished his graduate degree, and there really isn’t any way you can turn down a guy that nice. Before you know it, we had five players, and headed for the markets.
Hacienda
This is a game I picked up with store credit that I had, right before we left town. Of the games at Critical Hit, this was the one I wanted the most. I hadn’t gotten my copy on the table yet, though, as there has been so much else to play lately. I was pretty happy to give the cards a first shuffle, finally. Everyone seemed really scattered by this point, and the explanation took a while, as people chatted, got snacks, and gazed off into the distance longing for home. However, I think everyone got most of the game: buy lands or animals, add lands to your holdings or animals to your herds, connect your herds to market to make money, then have scoring rounds to make vp. Two things I learned I need to emphasize when I teach this game were, first – really take a look at the long term impact of connecting to multiple markets, on the scoring track. Second – haciendas only score land chains OR herds, third, and maybe most obvious most quickly, you score money from reaching a market edge, not victory points.
For all the stuff that individuals missed during the teaching, the game went pretty smoothly. I cut off a couple of players, but, in the long run, it forced them to get started connecting to other markets earlier, which the other players didn’t seem to be putting enough emphasis on. I rode it fairly tight on money, concentrating on the aforementioned connections. This was one of the better social games I played over the weekend – everyone was just really nice, even David, who really probably only said about fifteen words. The other players weren’t able to build one big herd, with the exception of Rob. On the other hand, even though he had the biggest herd, the biggest land chain, two haciendas, and more water than anyone, he had by far the fewest connections to cities. I think he’ll be quite dangerous the next time he plays. I scored a huge lead in the game, but, after me, the finish was pretty tight between everyone else, and I think that Rob, Lynn, Tom, and Dave seemed to have a good time. In fact, in spite of me being worried that I’d really messed up teaching them, they seemed anxious to play it again.
Well, it was past nine, and really time to call it a night. I rescued my copy of Santiago just as Lynn was about to get it on a table, which would have kept me there until who knew when. It was refreshing to walk out of the hotel and head for home. I felt pretty washed out though, and not ready for the week ahead of me.
What a week! Time to make a geeklist on BGG. I don’t think I’ll be gaming much for a while. Thanks for reading this far.
GG, GL
JW
Ma Ni Ki, Sticheln, Ingenious, Amun-Re, Princes of Florence, Caylus, Hacienda
My eyes snapped open at about ten minutes to eight in the morning, despite having gone to bed only approximately six hours earlier. Who knows why it happened, but there was nothing for it but to get up, shower, write my post from the day before, get coffee, and head to the Comfort Suites RTP.
With convention badge proudly hanging from my neck, I strode into the meeting room looking for some game. There were a couple tables going already by the time I got there, around ten, and a couple people sitting around. Many of them were only staying a while, needing to check out of the hotel and hit the road or catch flights. We decided to play some quick ones while we waited for the hall to fill up.
Ma Ni Ki
Mike, a person I hadn’t met yet during the event, was one of the ones waiting for an event, and he pulled this down and taught it to Chris, Dwayne, and myself. It’s really a cute game, and we played pretty casually and had some fun. Basically, there are three neat wooden circus animals, and the game board has two spaces, signifying circus risers. You draw a card which shows a configuration of animals, and then use some preset commands to move the animals from their current position to the desired one. First person to come up with a working program takes the card. A nice warm-up game. I felt like I caught on pretty well, although at times Mike got sick of waiting for us and was blurting out programs while I was still re-reading them. I think in a couple years my niece will love this.
Sticheln
Next, Mike pulled down Sticheln, which he described as an “anti-trick taking game.” I had a similar experience with this as I had with Bottle Imp the night before – I developed a simple strategy, did fairly well, then flopped. We only played a few hands, with three and then with four when Eric joined. Things really went downhill with the fourth player, and I made at least one embarrassingly bad play. In this simple card game, you have cards in a few colors. At the beginning of the hand, you put down a card, the color of which will be your “misery color.” Any of these cards you end up with at the end of the round score their value, negative, from your score. All other cards are worth one point each. Consequently, you have to balance the cards you have to try to make it so that you can get rid of misery cards without taking them, but still take some tricks to make a positive score. Any color than the one lead is trump, and you don’t have to follow suit. Really, a pretty neat game, although it probably gets a little too hard to plan successfully when you play with more than three people.
The room was starting to fill up, and it was time for some people to get going, so we decided to abandon Sticheln in search of other games. There wasn’t anything we could really get into, so we started a game of Ingenious, with Christopher, Sarah, and myself taking part.
Ingenious
I haven’t played this in a while, and I’ve actually been kind of anxious to get it on the table again. This is one of the games that my track record is very poor at, though. I certainly need some work with my strategy on this one. In Ingenious, the players take turns playing tiles that take up two spaces on a hexagonal board, and have two colored symbols on them. They score for rays of like colored pieces that touch their edges when played. Your ending score is the lowest score you earn from the six or so colors. Consequently, you need to try to develop evenly, as one huge score and several very small ones won’t do you much good. We were all fairly even starting out. However, Chris and Sarah were able to explode to max out a color for an extra play much earlier than myself. Chris especially did a very good job of blocking me from colors that he knew he was ahead of me on. I think I definitely need to work on spreading the board more in the early game. I ended up making some big lines that other people got to capitalize on and cap before I could use them. I also need to do this to make sure I can keep my colors going. In the end, Chris took it, followed very closely by Sarah, with me bringing up the rear a considerable distance off.
A little after we finished, Chris wandered off, really hoping to get in a heavy rail game, which he seems to have become obsessed with. There were a couple 18XX games played this week, and I think he only got in on one of them, and really liked it. I don’t think he had any luck on Sunday, but I certainly started to have some from this point on. At least in some ways. I think it was, at this point, Sarah and myself, and David. We were looking for something that one of us could teach, and that we’d still be excited about playing. We were waffling over Amun Re when we were joined by LuAnn, who said she’d teach, and Dan. I had never played this game, but I’d played games with all these people, and I was expecting this one would be pretty fun.
Amun-Re
In Amun-Re, another Knizia game, this time a little less abstract, but with the familiar Egyptian theme that he somehow failed to paste onto Ingenious, players develop provinces in ancient Egypt and vie for the favor of Amun-Re. Provinces are bought in an auction, then pyramids and farmers are built on them, money is earned through farmers, and vp’s are earned in a variety of ways. Some are procured from pyramids and temples on the board, and some from special power cards, that are purchased at the same time as the other items. There are three rounds of auctioning, then a scoring round, then the board is wiped clean of everything but pyramids, and you do it all again. I managed a slim lead after the first scoring round, with the special worker card, the most pyramids in one of the provinces, and ownership of the two temple region. In the second round, I overbid a couple of regions, and found myself unfortunately short of cash. However, I was still able to have an effective turn, and pulled off some decent maneuvering. I scored more for pyramids, one less temple, and no special cards. However, I did have the third most money, and I ended up just squeaking the victory by three points or so. It was a very enjoyable game, and a good crowd. Sarah, at one point, referred to Amun-Re as “Amun-Joy,” which prompted a barrage of humorous comments, and resurfaced at the end of the game for even more laughs. I’d play again, and maybe pick it up. For me, important strategies involved being balanced between income and all the things you could buy or score victory points from. Pyramids were a big, big deal, especially being able to work into sets more easily in the second scoring round. The power cards were maybe a little too random for me, as I only ever saw one the whole game that affected scoring directly, which made some of the planning seem a little worthless.
Sarah and LuAnn dispersed to do other things. Dan and David and I were sitting around considering something they could play before they left when we were approached by a little lady from Georgia who wanted to squeeze another game in. Everyone agreed they had just over an hour to play, but we couldn’t seem to find a quick game that April, the nice woman from down South, would agree to. In the end, we acquiesced to her suggestion of Princes of Florence, even though it seemed like pushing the envelope on time a little bit. We all said we’d play fast to get through it, but this didn’t run out to be true in the end, unfortunately, as there were lots of slow turns. Dan ended up having to leave before the end of the game, which I felt bad about.
Princes of Florence
Similar to Amun-Re in that you have an auction round, followed by a development round. Very dissimilar in many other ways, though, as you make money differently, and are scoring victory points from various sources throughout the game, while you encourage artisans and scholars to create great works. I started off as second player, which is not bad. I won the jester on the first round, and bought a profession and a freedom. I had pretty much the exact same second turn. Things were going a little low, but I attributed that to there only being four players and to the aforementioned “fast play.” I think it may have had more to do with people just wanting to stick to an individual plan, though. I got both of the first two jesters for 900 each, and then picked up a third a couple turns later, for about 700, after I acquired the “most jesters” prestige card. Since I had such a big jester advantage, and also had taken extra profession cards, I was able to make good sized works. I won the largest work several times. Things were pretty tight up until twenty points or so, when April and I started to edge out in front. Dan had a bad turn, when he should have taken money, which put him behind. David was doing well. I made a mistake which was fairly costly. First, I didn’t anticipate any of the remaining people would fight me for the park I needed, but April did, and I ended up not having enough money to get it. Then, I bought a recruiting card, thinking I could recruit to get back something April had already taken from me. It turned out, though, that card was something I played early, and I didn’t have the building for it. I had taken a bonus card, so there was only one action left. I ended up scoring a work without the applicable building. I still got plenty of vps, and won best work. However, April and David were both able to build twice on the last turn, making fairly nice works and scoring lots of points. After they’d done all their scoring, it looked like they were tied for the lead, ahead of me, until I revealed the aforementioned prestige card, lurking in front of me, which put me one point ahead! A very good game with a near photo-finish. I just wish we could have finished ten minutes earlier so that Dan could still have been there.
Almost immediately after finishing Princes, I was approached by Geoff. They were playing Caylus, and one of the players had to leave, so they were looking for a player to take over. Now, I hate the idea of abandoning a game, and I’m not one to turn down a gamer in need, so I jumped over to the other table.
Caylus
The game was about two-thirds of the way done, and the guy I was taking over for was in the lead. We were, unfortunately, right in the middle of taking turns, going down the road. I made a couple of bad mistakes here, while I was adjusting to the game while trying to play simultaneously and effectively. I managed to keep the building on the plan, so to speak, and pick up a few points, just staying in the lead. I think everyone was starting to show the effects of gaming for several days straight, as we had a lot of minds wandering and people not concentrating (including me) during this session. Although I was in the pole position, I didn’t have much money, and wasn’t sitting on a lot of buildings that people would really feel the need to give me victory points by jumping upon. I did what any sane person would do and tried to push the provost forward, hastening the game end. On the last turn, I forgot that if I moved the provost back, past the point where peoples’ workers were, they wouldn’t get to do anything. Consequently, I was pretty much resigned to losing, as two people were going to build giant buildings, and one was probably going to build enough of a stone building to catch me. However, the player to my right didn’t forget, and made the move I should have, playing a worker to the move provost slot and passing, forcing people to pay more for their actions, and, consequently, be able to take fewer. I passed shortly after him, and, soon, everyone was out. We moved the provost back past the point where the big buildings could be built, and past the point where on of the players could get resources to build and score a lot. It was a masterful play, and, if I’d done it, I’d feel I deserved to win. In the end, though, I think I only won the game due to the excellent foundation laid by the first player. Good job, Tito.
Strange interlude
As we were finishing up the game, a voice behind me said “are you real?” Apparently, he was speaking to Geoff, who simply replied “yes.” The voice then said “am I real?”, and, at this point, I had turned to find myself looking at a very messed-up looking young man. We invited him to come and sit with us, so we could ascertain what sort of help he needed. He claimed to be paranoid schizophrenic, and off his meds. Thomas and I took him to the front desk, where it became clear he was checked in. I got the front desk guy to call his wife, to bring him his meds. While I stood there, the young man started talking about committing suicide, so I thought I should stay with him. He was clearly scattered on the mental front, and I was a little worried and, frankly, hoping that someone was calling 911. Thankfully, the desk had gotten through to his wife, who pulled up with his tearful mother, just minutes later. It came to light that he had been released from the hospital the night before, then snuck out, and left a suicide note. His mother was so happy to find him… I think it had been a very, very hard day for her. I have to say, it was a very strange way to spend a half an hour, but I’m glad the young man ended up in our meeting room, rather than someplace where he might have been ignored or treated even worse.
After that, it was just time for some clearing of the head. I sat around and talked with Paul and both of the Reinhardts for a while, just going over what had happened, as well as games in general, and the event. It turned out we weren’t done yet, though, as Rob spotted Hacienda in the box of games I was about to carry out to my car, and wanted to give it a go. Rob hasn’t, apparently, been gaming much the last year or so as he finished his graduate degree, and there really isn’t any way you can turn down a guy that nice. Before you know it, we had five players, and headed for the markets.
Hacienda
This is a game I picked up with store credit that I had, right before we left town. Of the games at Critical Hit, this was the one I wanted the most. I hadn’t gotten my copy on the table yet, though, as there has been so much else to play lately. I was pretty happy to give the cards a first shuffle, finally. Everyone seemed really scattered by this point, and the explanation took a while, as people chatted, got snacks, and gazed off into the distance longing for home. However, I think everyone got most of the game: buy lands or animals, add lands to your holdings or animals to your herds, connect your herds to market to make money, then have scoring rounds to make vp. Two things I learned I need to emphasize when I teach this game were, first – really take a look at the long term impact of connecting to multiple markets, on the scoring track. Second – haciendas only score land chains OR herds, third, and maybe most obvious most quickly, you score money from reaching a market edge, not victory points.
For all the stuff that individuals missed during the teaching, the game went pretty smoothly. I cut off a couple of players, but, in the long run, it forced them to get started connecting to other markets earlier, which the other players didn’t seem to be putting enough emphasis on. I rode it fairly tight on money, concentrating on the aforementioned connections. This was one of the better social games I played over the weekend – everyone was just really nice, even David, who really probably only said about fifteen words. The other players weren’t able to build one big herd, with the exception of Rob. On the other hand, even though he had the biggest herd, the biggest land chain, two haciendas, and more water than anyone, he had by far the fewest connections to cities. I think he’ll be quite dangerous the next time he plays. I scored a huge lead in the game, but, after me, the finish was pretty tight between everyone else, and I think that Rob, Lynn, Tom, and Dave seemed to have a good time. In fact, in spite of me being worried that I’d really messed up teaching them, they seemed anxious to play it again.
Well, it was past nine, and really time to call it a night. I rescued my copy of Santiago just as Lynn was about to get it on a table, which would have kept me there until who knew when. It was refreshing to walk out of the hotel and head for home. I felt pretty washed out though, and not ready for the week ahead of me.
What a week! Time to make a geeklist on BGG. I don’t think I’ll be gaming much for a while. Thanks for reading this far.
GG, GL
JW
Sunday, September 10, 2006
TBGT - Day 3
I got up and took it easy on Saturday. Kristin had some errands to run, and I had a soccer game at 10:45. Got some games together, went to my game. It turned out there was a football game, and traffic was so bad I had to plan an alternate route to the soccer field. This was like my first game of the day...
My soccer team is huge, but that's actually quite nice right now. The humidity is killer. We play on a full size field, and, one 60-70 yard run, and I'm dizzy. I did not play very much in this game, as I don't like to be walking on the field, and I'll call a sub as soon as I'm tired. We were pretty disorganized and never found any rhythm, and lost 4-1.
I got cleaned up, ate lunch with Kristin, and headed over to the event. I ran into Rob, who was ready to play something, and we decided to get a table going. Rob hadn't played Thurn and Taxis yet, so I agreed to teach it. He tracked down Kevin and Dolly to fill up the game, and we got started.
I taught to Kevin and Rob. Dolly helped. She also got off to a strong start, taking the vp chip for the purple region immediately. Rob took his time getting a route down, to score some extra vp's with five cards. I wasn't getting anything too exciting for my routes, so I decided to push the coach upgrades. I was in the last seat, and stole a march on the other players by playing two cards two turns in a row to be the first to the four coach. I remained in the pole position the rest of the game. Dolly and Rob, however, were the big points earners, each building extra-long coach lines at times, and picking up lots of extra vp chips. Dolly filled the grey region, and Rob got the every region but Baern chip. I don't think I picked up my first vp chip until I scored to get my six coach, which is, of course, rather sad. I was in a funky place starting my seven route, two away from filling Baern, three away from every region, and one away from some other stuff. I finally hit a run of cards I needed, and Rob finally didn't take them, in the seat ahead of me. I wasted a turn when I got confused, something in my head misfiring and telling me I could grab Baern AND every region, grabbing an extra card when I could have played two. I waffled a bit on pushing the game end - I felt everyone was so far ahead of me - but Rob was also pretty close to seven, and Dolly only had three houses left, and, frankly, I didn't really care if I won, so I triggered the game end. Being the last player, nobody else would get their seven after me. This was a huge turn, in which I picked up, I think, 12 points. With the houses I got rid of, the combined total was actually enough to get me the game, with Rob, Dolly, and Kevin following in that order. I'm really happy I got a chance to play a game with Rob, as he is the primary organizer of the event, and I'd never met him before.
It turned out to be much later in the day than I thought, so there wasn't much time before the evening's special events. There was an ongoing "Pirate's Dice" competition, which I had played no games of. I decided to give it a shot. I'm pretty bad at bluffing, so I figured I'd just be giving some coins away... and that's what happened. I lost on about six "hands" in a row, and abdicated my seat, after going out first at a crowded table, in order to look into the puzzle competition.
We had been randomly assigned to teams, and we were supposed to get ourselves together over the course of the week to solve several pirate-themed puzzles that had been created by one of the attendees. I had found some teammates on Friday night, three of them had done no puzzles, and one said he had "worked on some." I went to go look for some of the puzzle sheets, but there were none left, so I figured it was a wash. About this time on Saturday, I ran into Kevin, who was looking for a word puzzle for his group. We managed to find one, made a copy at the front desk, and sat down to work on it. It was an interesting little puzzle, and I finished it in about twenty minutes. The time came to gather into teams, and it turned out a group of people had finished all the puzzles already. In fact, together, we'd finished the one I did three times, and two others twice each. I figured this boded well for our chances. Rob then gave each group a map and a bottle with some coded instructions in it, and we were off, racing to solve the final puzzle. Unfortunately, we over thought one of the clues, and spent way too much time on it. One of the groups was very quick, though, and finished before we were even close. They got plastic swords and copies of the map/poster used in the puzzle.
Next up was the "prize table." This took a long time. My name was called very late, and all the games that really interested me had gone. I picked up the Game of Thrones board game, which I had been sort of interested in for a while. On the second pass, in the "speed round," I grabbed Mammoth Hunters - it was a choice between that and Tortoise and Hare, neither of which I'd ever played. I didn't manage a third pick. Overall, it was a pretty interesting process, and I'm happy I participated.
Post-prize table, I wandered around until I ran into Justin, Fitch, and Ravindra starting Silk Road. I couldn't pass up that table, so I took a seat and was quickly joined by Brian. Ted Cheatham came over to teach us his game, and we were soon headed West. I wanted to take this game really easy - and it was easy to. The nature of the game, in which you are drawn steadily down the road, allows you to sort of sit back and deal with what happens, should you choose. The randomness of the turn order also can really get into your planning - you just need to go first a time or two, and really pick when that should happen. Other than that, you don't have a huge amount of control. I wanted to focus on being a little social, so I just tried to play my turn relattively quickly, and maintain diversity with, if possible, a focus on acquiring the goods that looked more saleable in the West. Well, I didn't get up to a significant number of anything, which hurt me a bit, in the Grand Vizier department. I also only got to sell one good. I was feeling pretty far back in the order up until the last turn - on the second to last turn, Ravindra had made an excellent move to sell 18 coins worth of goods, which was as much as I had total at the time. However, on the last turn, Brian went South when I expected whoever won to go North - there was one goods sale in the North, as opposed to two in the South, and two Grand Viziers in the South. I tied for the win on the last Grand Vizier, and then got the camel, to take the other GV as the last action, naming the same color I tied on, to get Brian and I both $10 total, a big turn for Brian. It ended up with him winning by a lot, I think 16, with me in second, then Mike, Justin, and Ravindra. I really have no idea how that happened, although I would guess it mostly had to do with how much money people made from the GV's.
We weren't done having fun yet. Eric came by with a copy of Every Man For Himself, which Justin described as a "must play." We got a table of six, with at least one player being turned away. In this game, you have sailors in lifeboats trying to make it to shore. The lifeboats are full of strife, and are sinking. Each turn you vote on which boats get leaks, who drowns if the boat was full when it got a leak, and which boat moves. You also have to jump a guy out of one boat and into another. This game was pretty fun, I had a good time trying to figure out which way to vote, boat to jump out of, etc. There was also a lot of interaction, which was good, although most of it was after the fact - in response to people's moves. I thought there would be a little more chatter leading up to the votes, but maybe people thought that would have slowed the game down. I managed to get a few of my guys to shore, although I think I rushed one of the boats, and should have maybe gambled to try and get someone else's piece kicked out before it came in. The biggest blow to my game was when one of my captains was kicked off the green boat, which I didn't end up with anyone on, and which somehow made it to shore, despite only having two colors on it at the end (I think). One thing I didn't like about this game was the endgame - it seemed just a little ignored - as though the designers made a system that would run, with some little inconsistencies that would develop in the end, and then just left it, when they could have played around with it a little more and made it more interesting/intuitive. Also, it sort of snuck up on me, and happened very quickly. Knowing how it works, I might plan better for it in the future, and enjoy it more. After getting my guy kicked out of the green (which was the highest scoring) boat in the second to last turn, I ended up in second, with Mike winning, Ravindra and Sarah tied for third, Eric in fifth, and Justin bringing up the rear after being the victim of too much drowning too early.
We went looking for something to play until Ravindra could leave, and, with typical enthusiasm, Justin chanced upon and grabbed The Bottle Imp, which he called "the best trick taking game ever." This was a cute little card game, with good illustrations and a story that went along with the game. The story was printed on some of the cards, illustrations on others, and was, I think, also included as a booklet in the game. Story gimmick aside, this was a cool little game. There are three suits (colors), you have to follow suit if you can, highest card wins the hand, unless someone plays under the Imp's number (starts at 19), in which case the highest number under that gets the trick, and the imp. Taking tricks is good, but having the imp is bad, as you don't score at the end of the round and, in fact, get negative points for cards people have discarded under the imp at the start. You also pass one card right and left after the start. We decided to play until either someone wanted to quit or Ravindra had to leave. I jumped out to a big lead over the course of the first three hands, then got stuck at 93 on the fourth hand while everyone else was below 50. I figured I had this one in the bag... (bottle?) Justin asked if we should keep going (earlier he had suggested maybe four hands). I said sure, I'll stop - meaning to say that, hey, I'll quit while I'm ahead. He took me seriously, but I said I'd play on until Ravindra had to go. So, we played a couple more hands, I finished with the imp both times, and ended up in last, with Mike just breaking one hundred. We had a lot of fun with this game. Oddly, whether it was due to the nature of the game or the lateness of the evening, all of us, at some point, made absolutely ridiculously foolish plays, which prompted much laughter, including my total brain failure on the last round, in which I completely lost myself the game by locking into the imp with three tricks to go.
I thought I was done, but my ride, Chris, was finishing up a game, and a couple people were trying to get Buccaneer going. They said it was fast, and it was a pirate game, so I was in. In this game you either build a crew, by putting one of your crew members on someone else's, or you board a ship with your crew. I could not get a ship boarded, and hence didn't get any treasure, although my crew members did set sail on other crews, earning me money. I ended up finally getting to board a ship with low value treasure, but it wasn't doing much for me. A couple of us had to skip turns, as our last crew member had been taken. The game indeed went quickly, and was fairly fun, but not, honestly, terribly interesting. It eneded up with Kasey and Sarah tied for first, Mike in third, and Jesse and I tied for fourth/last.
Chris had finished, so we were off for Durham, to get some sleep and return.
One more day!
GG, GL
JW
I got up and took it easy on Saturday. Kristin had some errands to run, and I had a soccer game at 10:45. Got some games together, went to my game. It turned out there was a football game, and traffic was so bad I had to plan an alternate route to the soccer field. This was like my first game of the day...
My soccer team is huge, but that's actually quite nice right now. The humidity is killer. We play on a full size field, and, one 60-70 yard run, and I'm dizzy. I did not play very much in this game, as I don't like to be walking on the field, and I'll call a sub as soon as I'm tired. We were pretty disorganized and never found any rhythm, and lost 4-1.
I got cleaned up, ate lunch with Kristin, and headed over to the event. I ran into Rob, who was ready to play something, and we decided to get a table going. Rob hadn't played Thurn and Taxis yet, so I agreed to teach it. He tracked down Kevin and Dolly to fill up the game, and we got started.
I taught to Kevin and Rob. Dolly helped. She also got off to a strong start, taking the vp chip for the purple region immediately. Rob took his time getting a route down, to score some extra vp's with five cards. I wasn't getting anything too exciting for my routes, so I decided to push the coach upgrades. I was in the last seat, and stole a march on the other players by playing two cards two turns in a row to be the first to the four coach. I remained in the pole position the rest of the game. Dolly and Rob, however, were the big points earners, each building extra-long coach lines at times, and picking up lots of extra vp chips. Dolly filled the grey region, and Rob got the every region but Baern chip. I don't think I picked up my first vp chip until I scored to get my six coach, which is, of course, rather sad. I was in a funky place starting my seven route, two away from filling Baern, three away from every region, and one away from some other stuff. I finally hit a run of cards I needed, and Rob finally didn't take them, in the seat ahead of me. I wasted a turn when I got confused, something in my head misfiring and telling me I could grab Baern AND every region, grabbing an extra card when I could have played two. I waffled a bit on pushing the game end - I felt everyone was so far ahead of me - but Rob was also pretty close to seven, and Dolly only had three houses left, and, frankly, I didn't really care if I won, so I triggered the game end. Being the last player, nobody else would get their seven after me. This was a huge turn, in which I picked up, I think, 12 points. With the houses I got rid of, the combined total was actually enough to get me the game, with Rob, Dolly, and Kevin following in that order. I'm really happy I got a chance to play a game with Rob, as he is the primary organizer of the event, and I'd never met him before.
It turned out to be much later in the day than I thought, so there wasn't much time before the evening's special events. There was an ongoing "Pirate's Dice" competition, which I had played no games of. I decided to give it a shot. I'm pretty bad at bluffing, so I figured I'd just be giving some coins away... and that's what happened. I lost on about six "hands" in a row, and abdicated my seat, after going out first at a crowded table, in order to look into the puzzle competition.
We had been randomly assigned to teams, and we were supposed to get ourselves together over the course of the week to solve several pirate-themed puzzles that had been created by one of the attendees. I had found some teammates on Friday night, three of them had done no puzzles, and one said he had "worked on some." I went to go look for some of the puzzle sheets, but there were none left, so I figured it was a wash. About this time on Saturday, I ran into Kevin, who was looking for a word puzzle for his group. We managed to find one, made a copy at the front desk, and sat down to work on it. It was an interesting little puzzle, and I finished it in about twenty minutes. The time came to gather into teams, and it turned out a group of people had finished all the puzzles already. In fact, together, we'd finished the one I did three times, and two others twice each. I figured this boded well for our chances. Rob then gave each group a map and a bottle with some coded instructions in it, and we were off, racing to solve the final puzzle. Unfortunately, we over thought one of the clues, and spent way too much time on it. One of the groups was very quick, though, and finished before we were even close. They got plastic swords and copies of the map/poster used in the puzzle.
Next up was the "prize table." This took a long time. My name was called very late, and all the games that really interested me had gone. I picked up the Game of Thrones board game, which I had been sort of interested in for a while. On the second pass, in the "speed round," I grabbed Mammoth Hunters - it was a choice between that and Tortoise and Hare, neither of which I'd ever played. I didn't manage a third pick. Overall, it was a pretty interesting process, and I'm happy I participated.
Post-prize table, I wandered around until I ran into Justin, Fitch, and Ravindra starting Silk Road. I couldn't pass up that table, so I took a seat and was quickly joined by Brian. Ted Cheatham came over to teach us his game, and we were soon headed West. I wanted to take this game really easy - and it was easy to. The nature of the game, in which you are drawn steadily down the road, allows you to sort of sit back and deal with what happens, should you choose. The randomness of the turn order also can really get into your planning - you just need to go first a time or two, and really pick when that should happen. Other than that, you don't have a huge amount of control. I wanted to focus on being a little social, so I just tried to play my turn relattively quickly, and maintain diversity with, if possible, a focus on acquiring the goods that looked more saleable in the West. Well, I didn't get up to a significant number of anything, which hurt me a bit, in the Grand Vizier department. I also only got to sell one good. I was feeling pretty far back in the order up until the last turn - on the second to last turn, Ravindra had made an excellent move to sell 18 coins worth of goods, which was as much as I had total at the time. However, on the last turn, Brian went South when I expected whoever won to go North - there was one goods sale in the North, as opposed to two in the South, and two Grand Viziers in the South. I tied for the win on the last Grand Vizier, and then got the camel, to take the other GV as the last action, naming the same color I tied on, to get Brian and I both $10 total, a big turn for Brian. It ended up with him winning by a lot, I think 16, with me in second, then Mike, Justin, and Ravindra. I really have no idea how that happened, although I would guess it mostly had to do with how much money people made from the GV's.
We weren't done having fun yet. Eric came by with a copy of Every Man For Himself, which Justin described as a "must play." We got a table of six, with at least one player being turned away. In this game, you have sailors in lifeboats trying to make it to shore. The lifeboats are full of strife, and are sinking. Each turn you vote on which boats get leaks, who drowns if the boat was full when it got a leak, and which boat moves. You also have to jump a guy out of one boat and into another. This game was pretty fun, I had a good time trying to figure out which way to vote, boat to jump out of, etc. There was also a lot of interaction, which was good, although most of it was after the fact - in response to people's moves. I thought there would be a little more chatter leading up to the votes, but maybe people thought that would have slowed the game down. I managed to get a few of my guys to shore, although I think I rushed one of the boats, and should have maybe gambled to try and get someone else's piece kicked out before it came in. The biggest blow to my game was when one of my captains was kicked off the green boat, which I didn't end up with anyone on, and which somehow made it to shore, despite only having two colors on it at the end (I think). One thing I didn't like about this game was the endgame - it seemed just a little ignored - as though the designers made a system that would run, with some little inconsistencies that would develop in the end, and then just left it, when they could have played around with it a little more and made it more interesting/intuitive. Also, it sort of snuck up on me, and happened very quickly. Knowing how it works, I might plan better for it in the future, and enjoy it more. After getting my guy kicked out of the green (which was the highest scoring) boat in the second to last turn, I ended up in second, with Mike winning, Ravindra and Sarah tied for third, Eric in fifth, and Justin bringing up the rear after being the victim of too much drowning too early.
We went looking for something to play until Ravindra could leave, and, with typical enthusiasm, Justin chanced upon and grabbed The Bottle Imp, which he called "the best trick taking game ever." This was a cute little card game, with good illustrations and a story that went along with the game. The story was printed on some of the cards, illustrations on others, and was, I think, also included as a booklet in the game. Story gimmick aside, this was a cool little game. There are three suits (colors), you have to follow suit if you can, highest card wins the hand, unless someone plays under the Imp's number (starts at 19), in which case the highest number under that gets the trick, and the imp. Taking tricks is good, but having the imp is bad, as you don't score at the end of the round and, in fact, get negative points for cards people have discarded under the imp at the start. You also pass one card right and left after the start. We decided to play until either someone wanted to quit or Ravindra had to leave. I jumped out to a big lead over the course of the first three hands, then got stuck at 93 on the fourth hand while everyone else was below 50. I figured I had this one in the bag... (bottle?) Justin asked if we should keep going (earlier he had suggested maybe four hands). I said sure, I'll stop - meaning to say that, hey, I'll quit while I'm ahead. He took me seriously, but I said I'd play on until Ravindra had to go. So, we played a couple more hands, I finished with the imp both times, and ended up in last, with Mike just breaking one hundred. We had a lot of fun with this game. Oddly, whether it was due to the nature of the game or the lateness of the evening, all of us, at some point, made absolutely ridiculously foolish plays, which prompted much laughter, including my total brain failure on the last round, in which I completely lost myself the game by locking into the imp with three tricks to go.
I thought I was done, but my ride, Chris, was finishing up a game, and a couple people were trying to get Buccaneer going. They said it was fast, and it was a pirate game, so I was in. In this game you either build a crew, by putting one of your crew members on someone else's, or you board a ship with your crew. I could not get a ship boarded, and hence didn't get any treasure, although my crew members did set sail on other crews, earning me money. I ended up finally getting to board a ship with low value treasure, but it wasn't doing much for me. A couple of us had to skip turns, as our last crew member had been taken. The game indeed went quickly, and was fairly fun, but not, honestly, terribly interesting. It eneded up with Kasey and Sarah tied for first, Mike in third, and Jesse and I tied for fourth/last.
Chris had finished, so we were off for Durham, to get some sleep and return.
One more day!
GG, GL
JW
Saturday, September 09, 2006
Friday: TGBT, Day Two
I took the day off today, primarily in order to sleep in from last night's moonlight adventures. I got up, took care of some business, snagged food and coffee, and was at the hotel about noon.
There were plenty of games going on, but not too many people looking unattached. I spotted Chris working on one of the puzzles, and sat down with him. We talked about starting a game, and soon had added Fitch, who was browsing the prize table. I needed the game to be fairly quick, as I had to leave by two pm to coach soccer. We put Through the Desert and Princes on the table, and none of us seemed anxious to make up our minds. During this time we were joined by Mike, and we decided on TtD, at which point Jake, who had been hovering around the table, sat down noting that he didn't play Princes of Florence. So, we suddenly had five.
Some of us (myself included) hadn't played for a while. We went over enough of the rules to get started, and got our caravans going. I must admit, I, as well as, I think, some others, had forgotten quite how the game end was triggered. Consequently, it snuck up on us, as several people worked the green stack. Before I was even awake, the game was over. One of the longest caravans was a three way tie, at three camels. On the other hand, I was beaten out of longest caravan in green by one camel, by Chris, when I had ten camels in it. This was certainly the quickest game of TtD that I've seen, and it didn't even really properly warm me up for gaming. Jake won handily, Chris and Mike tied for second, I was fourth, and Fitch brought up the rear, having forgotten entirely about area control scoring.
The players dispersed quickly to play other games that were forming, leaving just Fitch and myself. We were soon joined by Dwayne, and we scouted around for another "quickie." Hey, That's My Fish was discovered in David's game stack, and Dwayne agreed to teach me.
I grossly misinterpreted the penguin movement rules in the first game, and put myself in terrible positions. After Dwayne took all the fish, with me finishing far behind in last, we decided on another game. This one was quite different, and I was able to carve out a couple solitaire areas and win the game. I hadn't playe this before, and it was fun and wonderfully quick. I'd like to pick it up. For those of you who aren't familiar with it, you lay a bunch of tiles that have 1-3 fish on them. You put your penguins on the board. You take turns moving, in a straight line, removing, to your scoring pile, the ice floe that you leapt from. You can't jump over empty space or other penguins. You keep going until nobody can move, then add the tiles your penguins are standing on to your score. Very simple, you could easily make your own set, Dwayne mentioned knowing someone who played with poker chips and chess pawns.
I left, coached, cleaned up, ate, and returned around seven pm. This time, the room was much more crowded. A lot of games had just started. I wandered around a little, looking at what people were playing. I saw a group reading the Ticket to Ride rulebook, and offered to teach. They accepted, so I occupied myself getting them going for a few minutes. After that, a couple guys showed up with some Burger King, and, when they were done, we got together to get something started. Nobody had anything they really wanted to play, but El Grande came up from somewhere, and was agreed upon, although none of us had played many times, or for some time. We secured a copy, unpacked it, set it up, and consulted the rulebook. After a little discussion of the rules, and looking some things up, and finding our fifth player, we got started influencing Spain.
I had never met any of these fellows before, but they all seemed very friendly and willing gamers. Their names were Bert, Kendal, Kevin, and Ken. Kevin was the youngest, and got us started.
I started in Valencia, kind of out of the way. Old Castile was empty, as well as the Northeasternomost and Southeasternmost regions. I adopted a strategy of playing a middle number in the first turn of a cycle, trying to go last in the second turn, and trying to play a high number to take the king movement tile on the third turn. Surprisingly, it worked perfectly the first two rounds. For the first scoring round, Ken was in the lead, with a very good bonus scoring round that he capitalized on well. I was close behind. In the second scoring round, I passed Ken, dominating his home region to deny him points. However, Kevin passed both of us, with a huge bonus scoring round on the six and seven regions, making thirteen points. I committed to fighting him in Old Castile, and scored it once, but then Kendal whacked it with the replacement scoring tile. I won the Castille several times. I think I tied with Kendal on the first round, won it the second and third, and also won it on the two bonus scoring rounds we had for it. I think this was key, as it gave me a lot of extra points. I really like the hidden movement of the caballeros coming out of the Castille, too. I passed up Kevin with the bonus scores from the Castille, and then went well out into the lead on the third scoring round, by taking dominance of Old Castile back from him with my castille forces, and also by scoring secondary points in several regions. Ken and Kendal had put their castille caballeros in my home region, putting me third there, but not gaining Ken the points he had wanted. In the end, I won, followed, I think, by Kevin, Kendal, Ken, and Bert, in that order. I might have it mixed up, though, Ken might have ended up last. Bert made a big push at the end. I enjoyed this, my second (and first full - when I was taught the game, we played the short version) play of the game. We did have a fair amount of downtime, as some of the players seemed slow to come up with an overall strategy to approach the game with. I hope I get to break out my copy soon.
It was ten thirty, and I meandered about a bit, looking for somethign that wouldn't be terribly long. I ran into Justin, who introduced me to Gee, and we chatted for a bit, swapping stories and finally deciding to put a game on the table. We roamed around, looking at what was available, and, for some reason, the thing that seemed most exciting to them was learning Reef Encounter. On the way to the table, we were joined by Bob, who I also hadn't previously met. We got the game set up and taught, which was a bit of a combined effort by Bob and myself. I've played several times, but most of them were on Spiel by Web, which, of course, does all the setup and board management for you, so I had to refresh my knowledge on some particulars. Teaching didn't take as long as I feared it might, thankfully, and soon our parrotfish were swimming in the depths.
Credit to Gee and Justin, they picked up the game very quickly, and made quite good use of their turns. Much better than me on my first play... It was a nice group to play with, too. Bob was quiet and considering, while Gee and Justin kept the conversation flowing. I wish more of my games were like this, frankly; a mild amount of thinking with a fair portion of laughs thrown in. Gee lives in Durham, so, hopefully, we'll get to do some more gaming.
These guys played quite differently than the group I'm used to playing with, and I found myself getting hemmed in on several attempts to grow reefs. In face, I ended up eating both yellow and purple reefs, but only after abandoning the first one's I had started, after the other players had come in and locked me down on that board. People were playing pretty well, and opportunities to eat coral were limited. This was the case even though other people were forced into the same coral abandonment as myself. Gee had the hungriest parrotfish, and sated it with some pink coral, opening up some space on one of the boards. We slowly started to open the boards up, and I was able to keep pace, although my first coral was pretty small, only a seven. Someone abandoned four or five yellow tiles, and, with the four behind my screen and four in front, I was able to make a large, hard to assail coral. The eating continues, and some black tiles were abandoned on one of boards which, along with the free space, allowed me to make a second big coral. Even though I had to eat a coral for one, big scores on yellow, and especially black, allowed me to edge the game over Bob, who must have been wondering what more he had to do to make it hard for me to play (he made an excellent move to reduce to four and completely contain my first purple coral).
This was a lot of fun, espeicially considering the time, much more so than my first, and only other previous, in-person play. I will definitely try to pick this up. It was after 1:30 am, and I was pretty sure it was time to go home. Justin and Gee jumped over to play Catchphrase, which looked too crowded for me to get into. Dwayne and a friend of his took some time to explain the basic idea of Giganten, which they had set up, to me, but I didn't have time to play. I sleepily made my way back up the Durham Freeway, looking foward to today's soccer game, and a long evening of gaming...
Next up: Day three!
GG, GL
JW
I took the day off today, primarily in order to sleep in from last night's moonlight adventures. I got up, took care of some business, snagged food and coffee, and was at the hotel about noon.
There were plenty of games going on, but not too many people looking unattached. I spotted Chris working on one of the puzzles, and sat down with him. We talked about starting a game, and soon had added Fitch, who was browsing the prize table. I needed the game to be fairly quick, as I had to leave by two pm to coach soccer. We put Through the Desert and Princes on the table, and none of us seemed anxious to make up our minds. During this time we were joined by Mike, and we decided on TtD, at which point Jake, who had been hovering around the table, sat down noting that he didn't play Princes of Florence. So, we suddenly had five.
Some of us (myself included) hadn't played for a while. We went over enough of the rules to get started, and got our caravans going. I must admit, I, as well as, I think, some others, had forgotten quite how the game end was triggered. Consequently, it snuck up on us, as several people worked the green stack. Before I was even awake, the game was over. One of the longest caravans was a three way tie, at three camels. On the other hand, I was beaten out of longest caravan in green by one camel, by Chris, when I had ten camels in it. This was certainly the quickest game of TtD that I've seen, and it didn't even really properly warm me up for gaming. Jake won handily, Chris and Mike tied for second, I was fourth, and Fitch brought up the rear, having forgotten entirely about area control scoring.
The players dispersed quickly to play other games that were forming, leaving just Fitch and myself. We were soon joined by Dwayne, and we scouted around for another "quickie." Hey, That's My Fish was discovered in David's game stack, and Dwayne agreed to teach me.
I grossly misinterpreted the penguin movement rules in the first game, and put myself in terrible positions. After Dwayne took all the fish, with me finishing far behind in last, we decided on another game. This one was quite different, and I was able to carve out a couple solitaire areas and win the game. I hadn't playe this before, and it was fun and wonderfully quick. I'd like to pick it up. For those of you who aren't familiar with it, you lay a bunch of tiles that have 1-3 fish on them. You put your penguins on the board. You take turns moving, in a straight line, removing, to your scoring pile, the ice floe that you leapt from. You can't jump over empty space or other penguins. You keep going until nobody can move, then add the tiles your penguins are standing on to your score. Very simple, you could easily make your own set, Dwayne mentioned knowing someone who played with poker chips and chess pawns.
I left, coached, cleaned up, ate, and returned around seven pm. This time, the room was much more crowded. A lot of games had just started. I wandered around a little, looking at what people were playing. I saw a group reading the Ticket to Ride rulebook, and offered to teach. They accepted, so I occupied myself getting them going for a few minutes. After that, a couple guys showed up with some Burger King, and, when they were done, we got together to get something started. Nobody had anything they really wanted to play, but El Grande came up from somewhere, and was agreed upon, although none of us had played many times, or for some time. We secured a copy, unpacked it, set it up, and consulted the rulebook. After a little discussion of the rules, and looking some things up, and finding our fifth player, we got started influencing Spain.
I had never met any of these fellows before, but they all seemed very friendly and willing gamers. Their names were Bert, Kendal, Kevin, and Ken. Kevin was the youngest, and got us started.
I started in Valencia, kind of out of the way. Old Castile was empty, as well as the Northeasternomost and Southeasternmost regions. I adopted a strategy of playing a middle number in the first turn of a cycle, trying to go last in the second turn, and trying to play a high number to take the king movement tile on the third turn. Surprisingly, it worked perfectly the first two rounds. For the first scoring round, Ken was in the lead, with a very good bonus scoring round that he capitalized on well. I was close behind. In the second scoring round, I passed Ken, dominating his home region to deny him points. However, Kevin passed both of us, with a huge bonus scoring round on the six and seven regions, making thirteen points. I committed to fighting him in Old Castile, and scored it once, but then Kendal whacked it with the replacement scoring tile. I won the Castille several times. I think I tied with Kendal on the first round, won it the second and third, and also won it on the two bonus scoring rounds we had for it. I think this was key, as it gave me a lot of extra points. I really like the hidden movement of the caballeros coming out of the Castille, too. I passed up Kevin with the bonus scores from the Castille, and then went well out into the lead on the third scoring round, by taking dominance of Old Castile back from him with my castille forces, and also by scoring secondary points in several regions. Ken and Kendal had put their castille caballeros in my home region, putting me third there, but not gaining Ken the points he had wanted. In the end, I won, followed, I think, by Kevin, Kendal, Ken, and Bert, in that order. I might have it mixed up, though, Ken might have ended up last. Bert made a big push at the end. I enjoyed this, my second (and first full - when I was taught the game, we played the short version) play of the game. We did have a fair amount of downtime, as some of the players seemed slow to come up with an overall strategy to approach the game with. I hope I get to break out my copy soon.
It was ten thirty, and I meandered about a bit, looking for somethign that wouldn't be terribly long. I ran into Justin, who introduced me to Gee, and we chatted for a bit, swapping stories and finally deciding to put a game on the table. We roamed around, looking at what was available, and, for some reason, the thing that seemed most exciting to them was learning Reef Encounter. On the way to the table, we were joined by Bob, who I also hadn't previously met. We got the game set up and taught, which was a bit of a combined effort by Bob and myself. I've played several times, but most of them were on Spiel by Web, which, of course, does all the setup and board management for you, so I had to refresh my knowledge on some particulars. Teaching didn't take as long as I feared it might, thankfully, and soon our parrotfish were swimming in the depths.
Credit to Gee and Justin, they picked up the game very quickly, and made quite good use of their turns. Much better than me on my first play... It was a nice group to play with, too. Bob was quiet and considering, while Gee and Justin kept the conversation flowing. I wish more of my games were like this, frankly; a mild amount of thinking with a fair portion of laughs thrown in. Gee lives in Durham, so, hopefully, we'll get to do some more gaming.
These guys played quite differently than the group I'm used to playing with, and I found myself getting hemmed in on several attempts to grow reefs. In face, I ended up eating both yellow and purple reefs, but only after abandoning the first one's I had started, after the other players had come in and locked me down on that board. People were playing pretty well, and opportunities to eat coral were limited. This was the case even though other people were forced into the same coral abandonment as myself. Gee had the hungriest parrotfish, and sated it with some pink coral, opening up some space on one of the boards. We slowly started to open the boards up, and I was able to keep pace, although my first coral was pretty small, only a seven. Someone abandoned four or five yellow tiles, and, with the four behind my screen and four in front, I was able to make a large, hard to assail coral. The eating continues, and some black tiles were abandoned on one of boards which, along with the free space, allowed me to make a second big coral. Even though I had to eat a coral for one, big scores on yellow, and especially black, allowed me to edge the game over Bob, who must have been wondering what more he had to do to make it hard for me to play (he made an excellent move to reduce to four and completely contain my first purple coral).
This was a lot of fun, espeicially considering the time, much more so than my first, and only other previous, in-person play. I will definitely try to pick this up. It was after 1:30 am, and I was pretty sure it was time to go home. Justin and Gee jumped over to play Catchphrase, which looked too crowded for me to get into. Dwayne and a friend of his took some time to explain the basic idea of Giganten, which they had set up, to me, but I didn't have time to play. I sleepily made my way back up the Durham Freeway, looking foward to today's soccer game, and a long evening of gaming...
Next up: Day three!
GG, GL
JW
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