Players: Scott, Paul, David,
Quinland, Amanda, Jon, Andy, Neil, Philip, James, Noel, Jeff, Dan, Jeroen,
Gareth (II), Jeff
This was a night of some reappearing
faces. David and Quinland came back, investing their vacation time in Blighty
with some good boardgaming; Jeff held good on his promise to be here more over
the next few weeks, Scott came back after far too long and with him Amanda.
Added to this were the new faces of Jeroen and Gareth (yes, there is another Gareth) and we had a good
complement of players.
As the Euros were on, James brought
along a blast from the past with Subbuteo – at least there appeared to be some
Subbuteo players sitting on top of the Bungle Bungle mountains …
Subutteo (thanks Jon)
Well, it’s the middle of the Euro 2012
football (“soccer” to any transatlantic readers…) tournament, so James decided
to bring along his Subbuteo set. However, there were 1 or 2 ‘issues’. Firstly,
the pitch hadn’t been ironed, so it resembled a ploughed field rather than a
Premier league pitch. Secondly, none of the tables in the Riverview Room were
large enough to accommodate the pitch, so there was a rather precipitous drop
where the touchline should have been. Thirdly, each team had only 10 players
(Subbuteo players are rather renowned for their inability to stand up to being
crushed by a size 10 boot…) Oh – and everyone had a different recollection of
the rules.
Anyway, it was Jon who demonstrated signs
of a very mis-spent youth, trouncing all-comers (including, for posterity,
James and Paul) 4-0. Memories of a simpler
age…… [Ed – Jon must mean ‘Memories of an age where he was a bit simpler”
because Paul only played one game and got beaten by James – which is clearly nothing
to be proud about, but posterity should at least be correct].
Agricola - All Creatures Big and Small
After the flicking football action, James
and Paul took advantage of the fact that some more players were definitely
still going to arrive and dived into a shortish two player game – farming for
two with Agricola – All Creatures Big and Small.
James and played before, but was
able to explain the rules to Paul, which were pretty easy as he was familiar
with the original Agricola. It is much simpler – the points are mainly won by
collecting as many animals as possible, with no vegetables in the game.
Additional points were also picked up from some of the buildings and by
completely filling up each expansion field. There are also no character cards
and no family expansions.
The game was certainly quicker than
the original, but it also had a less painful feeling throughout – great game
though it is, every game of the original Agricola is wrapped up in an
overwhelming feeling of huge scarcity, making each move tense. Although All
Creatures Big and Small didn’t have this feeling, it certainly wasn’t one not
to think about, and we both though that the balance was achieved very well.
James had been beaten by Jon
recently who’d collected lots of sheep. Any prizes for guessing what James’ strategy
was in this game? Well no prizes for originality and lots for lots of sheep
gave James a comfortable win. Paul had collected and filled up all of the
expansion fields apart from one, which went pretty much according to plan,
although his plan didn’t take into account the number of points that he was
going to earn, especially at the expense of points gained through animal
collecting and breeding.
Both players plus a few observers
that had played it previously agreed that it did hit the sweet spot very well,
and was an excellent new little addition to the Agricola family.
Scores: James 60something, Paul:
40something
Power Grid
With Scott making an all too rare
appearance and our American guests David and Quinland keen to play Power Grid,
Paul was convinced although it wouldn’t have been his first choice and he
hadn’t played it for a couple of years.
This game was played on the America
map to give our transatlantic friends a feeling of home. The active regions were the northern and
eastern states, leaving California and the South West to generate their own
sparks for the evening.
Paul took pleasure in warning both
David and Quinland of Scott’s mighty Power Grid reputation, but the writing was
still on the wall fairly soon into the game. Scott went largely for the western
states and even though they were more expensive to connect, he was the only one
that wanted to go out there so faced far less competition.
Paul and Quinland both battle it out
over the wind power, with Paul, Quinland and David competing for the eastern
cities.
The last turn saw Scott manage to
build up 20 cities, although he was just showing off because he could only
power 16.
It was a great choice of game and
Paul realised what he’d been missing out on for so long. The interaction
between players on so many fronts works so well that he finished the game
promising to play it again soon.
Scores: Scott: 16, David: 15, Paul:
14, Quinland: 13
No thanks x 2
After Power Grid, there was only
time for something light so we dived into 2 games of No Thanks – both fun, both light and exactly what was
called for to end the game playing for the evening for the Power Griders.
Scores:
Game 1: Scott: 46, Paul: 49,
Quinland: 66, David: 72
Game 2: Paul: 39, David: 55, Scott:
85, Quinland: 85
Chaos in the Old World (thanks
Philip)
Ian had brought along his new copy
with the expansion. However, he hadn’t actually opened the expansion box yet,
so we did some quick component assembly while waiting for Dan to arrive.
We had the full five players: Philip
and Ian and Dan and Gareth II and Jerome. We drew for Chaos Gods and luckily found
ourselves seated in the correct order. Philip was Tzeentch, which he hadn’t
played before. Gareth II, who hadn’t played before, was Khorne.
There are all new decks of spell
cards and upgrades for each Chaos power with the expansion, as well as the extra
skaven player. Our initial event brought in three heroes with one dying at the
end of each turn.
Khorne opened with a Bloodletter in
Kislev. Dan as Nurgle stalled and I stalled with a spell that makes all
countries adjacent to the country the spell is played in (Troll Country in this
case). Ian as Slaanesh added a 2nd spell to Troll Country which would give him
a power point every time an opponent summoned a figure there. The Skaven
stalled with a spell adding a Skaven token to the map.
The turn continued with Khorne
summoning 2 cultists into Kislev, 1 into Troll country, and a Bloodletter into
Tilea where the Skaven had been gathering. Nurgle built up cultists in
Brettonnia, Slaanesh in Brettonnia, the Empire and Estalia, and Philip stalled.
Eventually he had to stop stalling and put cultists in Troll Country, the
Borderlands, and the Empire, where the Warpstone was. Ian was able to play all
his cultists because he was getting power points from people playing into Troll
country.
Khorne flunked his attack roll in
Tilea and didn’t get any dial ticks, everyone else had one or two except
Slaanesh with three dial ticks, which gave Ian an Upgrade which allowed him to
get even more dial ticks...
Turn 2 saw a Bloodthirster appear in
Estalia and a Khorne spell attracting cultists into the region- they all ran
away afterwards. Philip continued to stall and was able to place enough
cultists in the Empire to ruin it, with Slaanesh coming second. Nurgle ruined
Brettonnia, again with Slaanesh coming second. Khorne did kill someone this
round for a dial tick, and Philip achieved three dial ticks, but nothing could
stop Slaanesh with four... another upgrade followed allowing him to take
control of enemy cultists when summoning Demonesses. Philip received an upgrade
of his own which allowed him to summon Horrors for free when casting spells
with the magic symbol.
The Old World event for turn 3 added
two Warpstone tokens to Kislev. Philip continued to stall by playing 0 cost
spells with magic symbols- now allowing him to summon horrors in the bargain.
There was quite a fight in one region where Khorne played a spell that
prevented everyone else’s figures from leaving the region and added a Bloodletter.
Nurgle added the Great Unclean One and there was a Rat Ogre there too. Ian
moved into the Borderlands, taking over one of my cultists with a Demoness.
Meanwhile Philip had played his hand
of spell cards, the last one moving 2 corruption from the Borderlands to
Kislev. He then had 5 actions in a row, everyone else having spent all their
power. He was able to put just enough cultists into Troll Country and Kislev to
ruin both and come out ahead on corruption. Khorne had Bloodletters in both but
missed in the Troll Country and only succeeded in killing my Horror in Kislev.
The third and fourth region were ruined, tipping him over the fifty points mark
and winning me the game, as no one reached a dial victory. Scores are
approximate.
Scores: Philip: 55, Ian, Dan and
Jeroen: 30, Gareth II: 28
Biblios (thanks Jon)
After picking this one up for £8 at the
recent UK Games Expo, Jon found 3 willing volunteers to give it a run out. It’s
basically a set-collection card game, but with a neat drafting mechanic where
each player in turn decides to keep a card, give 1 to each opponent to pick
from, and then stashes one for a later auction.
Noel was very obviously collecting the
monks, as he was desperately advancing their scoring die – which was equally
quickly brought down again. In a 4-player game, everyone has a good chance of
picking up the most cards in a single category, but it’s all about who picks up
the second one. In this case, it came down to the penultimate card in the
auction pile, and both Noel and Jon wanted it. Jon eventually won it with a
massive bid of 7 coins, and left Noel hoping that the final card was in the
same category. It wasn’t – but no matter, he was still 1 ahead of Jon and won
the category anyway, which gave him a winning total of 3+2=5 points.
Nice quick filler – definitely worth a
re-run.
Scores: Noel: 5, Neil: 4, Scott: 3 (most coins), Jon: 3
Pandemic (thanks
Jon)
Amanda, Jeff, Jon and Andy decided to try
to beat the IBG curse of never having won this game at the club. They were
hampered somewhat by Jon having constructed the draw deck before distributing
the initial hand cards – resulting in the first couple of Epidemics coming out
a bit early. And before you could say “coughs and sneezes spread diseases”, a
chain of outbreaks ended the game and everyone was sad.
But it had played out nice and quickly,
so we re-booted, and this time Jon did everything properly. In fact, so well
that the disease cubes were spread far and wide, rather than being in clusters
like in the first round. This gave the team lots of time to cure all the
diseases, just before the outbreaks became unmanageable. Therefore, the curse
had been lifted and the game was won! Now we just need to move onto the hardest
level…..
Notre Dame (thanks
Jon)
With an hour to kill at the end of
the evening, Andy was keen on something fairly meaty, so it was decided to try
to squeeze in a game of Notre Dame – with Neil being a willing newbie.
Amanda and Jon went coin-heavy in
the first round, and soon had enough to almost see them through the whole game.
Andy was left to attend Notre Dame on his own, which provided him with a juicy
10 points.
Rats were a constant problem (as
always), but everyone managed to fight them off in one way or another. Neil was
raking in the points from early on, whereas Jon sat back and built up his cube
supply and “+1 points” ability.
In the last round, Andy was scoring
“+2” points each time, but when it came to the final totting up, there was
genuine uncertainty about the result. And with good reason – as there were only
2 points between the top 3 players, with Neil pulling out a well-earned
first-time victory. Well done sir!
Scores: Neil: 58, Andy: 57, Jon: 56,
Amanda: 31
Discworld: Ankh Morpork (thanks
Noel)
With Paul permanently scarred by
watching a rubbish Discworld film and still not ready to get involved with
Discworld: Ankh Morpork it was left to Noel to convince James and Neil to join
a 3 player game.
With the hidden roles dished out
James (Vetinari), Neil (Vimes) and Noel (a Lord) quickly got into the to and
fro of 'take that' card playing. Noel took most of the that and was
successively bankrupted by both Neil and James and within the first three turns
had his size of hand reduced from 5 to 3 for the rest of the game.
Neil's quick cycling through the
deck and picking up more cards to add to his hand, made it possible that he was
Vimes but more cards is generally useful for most of the characters so it wasnt
clear. James and Neil certainly made the most of their extra cards and placed
minions and buildings a plenty. Noel managed to eke out a small opportunity and
at one stage after about 20 minutes, did control the 5 areas he needed to to
win the game. Unfortunately for him, Neil played one card just before Noel's
turn to tie an area and prolong the game. Noel was out of it from then on but
played the 'picked upon game owner' role well. James spread his minions
throughout the board and was close to the win before Ankh Morpork was visited
by a passing Troll party which took control from some of his areas and allowed
Neil a few more turns to cycle through the deck. With only 4 cards remaining,
James managed to have minions in each of the 10 areas required to just take the
win from Neil. Noel and his handful of faithful minions were fortunate to just
about control the muddy Ankh Morpork sewers.
There is much more to this game than
just a thematic experience and James gave it a resounding 'much more fun than I
thought it would be' seal of semi-approval. It's a quick moving, 45 minute,
possible 'gateway' game with some interesting decisions amongst controlled
chaos and the fun theme and one that Paul will definitely enjoy more than he thinks.
;-)
Alien Frontiers (thanks James)
After the usual political scramble over how to split 10
people into various games... Noel, Phil, Gareth II and James managed to sneak
away to the largest table in the room to play Alien Frontiers. Phil and James
had played before so the rules were a relatively simple process... although
James is pretty sure we still got something wrong (although, luckily without
Jon playing no one is likely to pick us up on it later...). This game can
be simply described as dice meets worker placement. Dice equal space ships, and
using what you roll you can dock your ships at various orbital ports... The aim
is to colonise the moon... with the aim to grind your opponents into the lunar
dirt...
In the early rounds everyone (apart from James as his rolls were pants) started picking up other ships... the more ships you have, the more dice you can roll, so it's an obvious strategy, similar I guess to getting more meeples in Stone Age. Phil in particular was going after ships with a passion getting up to the max of 6 in no time at all. Other than this everyone was feeling their way a little with the other options. Gareth was looking to speed up his colonial goals and before long had 3 colonists on the moon... which given that the end game trigger is to use up all your colonists, then this was probably a pretty good plan. However James was happy that no one had yet colonised the area granting an extra die, and given James was lacking in dice/ships from earlier he took this which helped even things out for him.
The game tends to play in 3 parts... firstly a dash to grab some extra ships... then trying to colonise the untapped bonus's on the moon.. .before finally when all the moon is taken people start to get mean and take over other players areas to grab those last few vital victory points. Phil and Gareth we both swapping territories on the moon in this way, while James shored up some defence for the extra dice realising he couldn't afford to lose this.
The end game was a flurry of tension we could all see it coming, but no one was able to trigger it. The Noel suddenly spotted an opportunity and after some extra long thought out planning took the lead on the score chart... He was just about to claim victory when he moved his arm and noticed he still had a colony to launch... Next was Gareth who didn't get the rolls to finish the game... same for Phil, which left James to move 2 colonists to the moon on the last turn and sneak ahead by a point.
James reported to have mixed feelings about this game... on the one hand it's really good when it's your turn... you can use dice in multiple ways, create multipliers... in a way it's a bit like Dominion choosing which dice to use first and where... but the game does suffer a lot from downtime. As you can't tell what you'll roll, it's very hard to plan anything in advance. Imaging playing dominion, but not seeing your cards until it's your turn... and then each card could be used in multiple ways... 2 or 3 is probably the limit so that the game flows quicker... James say that he’d certainly play again, and perhaps with 4 seasoned players the game moves quicker... but can't help but feel a little frustrated with the slow speed of the game every time he’s played it so far.
Scores: James: 9, Gareth: 8, Noel: and Phil: 7
In the early rounds everyone (apart from James as his rolls were pants) started picking up other ships... the more ships you have, the more dice you can roll, so it's an obvious strategy, similar I guess to getting more meeples in Stone Age. Phil in particular was going after ships with a passion getting up to the max of 6 in no time at all. Other than this everyone was feeling their way a little with the other options. Gareth was looking to speed up his colonial goals and before long had 3 colonists on the moon... which given that the end game trigger is to use up all your colonists, then this was probably a pretty good plan. However James was happy that no one had yet colonised the area granting an extra die, and given James was lacking in dice/ships from earlier he took this which helped even things out for him.
The game tends to play in 3 parts... firstly a dash to grab some extra ships... then trying to colonise the untapped bonus's on the moon.. .before finally when all the moon is taken people start to get mean and take over other players areas to grab those last few vital victory points. Phil and Gareth we both swapping territories on the moon in this way, while James shored up some defence for the extra dice realising he couldn't afford to lose this.
The end game was a flurry of tension we could all see it coming, but no one was able to trigger it. The Noel suddenly spotted an opportunity and after some extra long thought out planning took the lead on the score chart... He was just about to claim victory when he moved his arm and noticed he still had a colony to launch... Next was Gareth who didn't get the rolls to finish the game... same for Phil, which left James to move 2 colonists to the moon on the last turn and sneak ahead by a point.
James reported to have mixed feelings about this game... on the one hand it's really good when it's your turn... you can use dice in multiple ways, create multipliers... in a way it's a bit like Dominion choosing which dice to use first and where... but the game does suffer a lot from downtime. As you can't tell what you'll roll, it's very hard to plan anything in advance. Imaging playing dominion, but not seeing your cards until it's your turn... and then each card could be used in multiple ways... 2 or 3 is probably the limit so that the game flows quicker... James say that he’d certainly play again, and perhaps with 4 seasoned players the game moves quicker... but can't help but feel a little frustrated with the slow speed of the game every time he’s played it so far.
Scores: James: 9, Gareth: 8, Noel: and Phil: 7