Players: Phil, Rachel, James, Paul A, Paul D, Theresa, Dan, Tom, Andy
Sushi Go! (thanks Paul D)
Sushi drafting by Andy, Theresa and Paul. Andy killed time waiting for
Agricola by joining Paul and Theresa in some sushi set collecting. A lot
of similar cards were played and somehow Andy ended up on top by being a
touch more efficient, even when Paul tried passing multiple chop sticks
in the last few turns. Theresa and Paul were left to draw for last
place.
Ra (thanks Paul D)
New to Rachel and Theresa, but they both wiped the floor with Paul.
Paul had the highest bidding tile in the first epoch but missed out on
playing it by being greedy waiting for more tiles to come when those
that came were Ras (the crux of the game). Theresa started off very well
and in the second epoch came within one bid of collecting all of the
monuments with the three that she had outstanding coming up in one go,
but her highest Sun Tile was outbid by Rachel, who wanted one of them,
and also didn't want Theresa to get them. Rachel quietly went about
collecting everything and lots of it, and crucially picked up things for
all of her tiles, even though in the second epoch she had low numbers.
By the time the third epoch came around it was between Rachel and
Theresa. Theresa waited for more tiles to get a clear run after Paul and
Rachel had finished their bidding, like Rachel had successfully done
previously, but was met by multiple Ras closing out the game in record
time, while leaving Theresa with no floods to activate her stack of
Niles and more short that was predicted in several other areas. This
meant that Rachel won by many points, while Theresa was left to lament
to succession of the dreaded red tile and Paul to smile weakly as he'd
been beaten soundly by the two newbies.
Isle of Trains
A four way report for the long-awaited debut of this game (by James in any case, as it finally got played after the fifteenth straight week of him hopefully waving it in the air at everyone passing by, including the waitress, the landlords dog, and a table of elderly folk who wandered in to the Riverview Room one night to enjoy a quiet pint).
First up is James with a totally unbiased review of his newfound favourite game:
"Despite Dan's dislike of I
Trains (and we know you do Dan... in an unhealthy way)... it was quite a
neat little card game... one of those card games that really wants to
be a grown up board game but isn't too sure of itself, so it packs a lot
of gameplay into the same size as 6 nimmt...
The game is
basically a card game, but cards provide multiple play options. There is
also a *board* made of cards in the middle showing delivery options.
Players build trains (yay), and load trucks, or more usually try to
entice others to load your own trucks for you, and then look to complete
deliveries... You use cards similar to San Juan to pay for train upgrades or new carriages.., All quite simple once you get the swing of it.
So
Dan did terribly... came last... (hmmm, any clues here as to his
opinion...)... which did provide a certain level of joviality with his
x-rated outbursts each time he realised he'd screwed up his turn...
It
felt to me like I was having trouble getting others to load goods into
my carriages, while Tom and Paul both seemed to be reaping the rewards
to lots of freebies. as a reuslt I was the last to pick up an initial
delivery,
As the game progressed Paul and Tom seemed ahead, I
felt like I was struggling and Dan was just making soft groans of
desperation each time he realised that he was 1 card short of his
plans... at one stage he even had the gall to accuse me of misreading
the rules... the cheek !!
After the initial delivery you have to
complete a secondary delivery to proceed which gives bonus points, and
allows you to pick up a second delivery card. Tom and me both managed to
get this done... no idea how I got there before Paul, I'm assuming
because he wasn't watching... ??? !!!
Anyways, it made no difference as soon afterwards Tom and me picked up both remaining delivery cards and the game was scored.
Dan
came last... i * think* tom won... although to be honest I can't
remember the scores... Tom and Paul were 1/2 and myself 3rd... did I
mention Dan came last yet ? Ho hum.
I liked it... the cards look
great, and the game feels deeper than your average card game... I'm not
sure how much repeatability there is without more cards as the options
feel like they'll run out after a dozen or so games... but then again
none of us tried to play any building cards, so there are lots of things
for the next game...
Thumbs up from Tom, Paul and myself... for
Dan, well it was probably good that the windows were closed given the
proximity of the Thames.."
Whereas Paul A is a little more terse yet still as enthusiastic:
"Isle of Trains
finally got to the table. It was a little opaque at first and arguably
would be best with a small player count, but it's a definitely a winner.
Small grumble - the "cargo" icons are close to being just different
shaped blobs. Still, good fun."
Tom's take is as follows:
"I won Isle of Trains - thanks to my handy bonus card.
I liked it
quite a bit despite the downtime - James failed to mention that I was
able to go away and teach Sushi Go to Paul, Andy and Theresa whilst the
others were taking their turns.
For a game that uses only 54
cards, it's rather ingenious and I think that it will work rather nicely
for two. Highly portable too. Will definitely be picking up a copy
for myself when it makes its way over."
I myself can only reply that that my opinion was safely formed by the second turn rather
than the end result many, many, many turns later (or maybe it just felt
that way as there was a lot of downtime). To be fair I did spend
much of my time after that giving people the cards they needed to
complete their damn routes already and speed up the end game which would
probably be deemed a little sub-optimal for anyone actually invested in
the scores at the end.
I agree that Isle of Trains probably works better with two players than
with four. I can see how the thought process would be more interesting
as you decide whether giving your opponent a good to snag a card/action
bonus is worth the risk of putting them closer to completing a route, or
whether you want to hand them opportunities for big bonuses just so
that you can score a few more VP on a bigger/better train. With three I
reckon there will be a king-maker problem, or one player being stomped
on as the lame duck which is rubbish. Four was just messy, dull, and
lacking in any interesting motivation to compete.
Orleans (thanks Paul A)
Finished the evening with Orléans,
having wondered what it was like after seeing it feature in the
Kennerspeil nominations. On first glance, it threatened to be the sort
of game that I'd hate: the usual gloomy medieval dude theme, drawing
things to get workers to draw things, special buildings, bonus tokens, a
board of bonus positions, resources ... y'know, a game that's just so
full of STUFF, you suspect the designers kept throwing mechanics in to
disguise a lack of depth?
But I really enjoyed it. Paul Lister
recently described another game to me as being fun for everyone because
even if you lost, you felt there'd been a lot to do and that you'd
managed to work with and build something. Orleans gives me that feeling
and I look forward to another game, although I suspect three players may
be the sweet spot.
Agricola
We tried to give Andy some prep for the Expo tournament, and I think I
succeeded in showing him how not to play with my unique 'four sheds'
strategy. Tom reports that "Agricola was great fun and suprisingly tight in the end. Both Dan and I
thought that Andy had trounced us but the gap between him and me was
only 2 points with Dan close behind me. Probably the most sweary game
of the Gric that Andy has ever taken part in. Stupid f&*^%*ing
Glass Blower and his oven."
Super Rhino! (thanks Tom)
Super Rhino! was a bit hit. The tete a tete between myself and Dan
in the final game was quite something - as was the height of the tower.
Shame that Rachel's pictures may not grace the blog as it was quite
something! Will definitely be bringing it again next week.
Too Many Cinderellas
There may be too many Cinderellas, but there certainly weren't too many games of this played tonight. I think that pretty much everyone jumped in to a hand or four at some point and with at least a dozen rounds played there are a couple of session reports submitted for this one.
Paul A reports"The gossamer-light Too Many Cinderellas
is child-like but not childish, a microgame where you convince Prince
Charming to marry your candidate, by prodding his memory in the right
direction. It takes mere minutes to play (although it arguably has to be
done as a set of rounds) and is admirable for how much it packs into
such a simple game."
Tom adds "Too Many Cinderellas was marvellous. Really enjoyed it. On the way
back, was thinking that it could become quite strategic when you know
the cards, especially monitoring whether or not the cat has (or will)
make an appearance. But, even if you don't want to engage with it that
deeply, you have the regular giggles at the old Granddad and Man in
Drag. It also had the rather wonderful coup de grace in one game where a
number of our prime candidates were foiled by the blind reveal at the
end - a rather lovely gaming moment."
Personally, I love it - I think that it isn't quite as jam-packed with decision making as Council of Verona but is in a very similar vein of being a much bigger game than the dozen-and-a-half cards would imply.
Pairs (thanks Tom)
Pairs did a sterling job as per usual. Would maybe like to try one of
the many variants one time - such as the more Push Your Luck focused
Port.
IBG Q&A
On our Boardgamegeek guild page James has
initiated an open Q&A session with a new question each week. Feel free to
play along at home, and even if you are not a regular IBG attendee you are more
than welcome to join in with your own answers!
Last weeks
question: "We have a concept for games felt to be a waste of cardboard..."ferry
fodder". This dates back to a trip to Essen when traveling back on the
cross channel ferry Jon decided that most of the games I'd picked up
from Japon Brand should be ditched overboard rather than completing the
journey... *
So as we all like lists... what 5 games would not
survive a crossing of the channel if you had a chance to dispose of them
en-route...
*
Obviously this was before Jon discovered Machi Koro and Trains and
realized that he actually loved Japanese games... how times change "
Tom Juan: "Hmmm, ferry fodder. When considering what qualifies, I'm happy to
forgive a bad but well intentioned game, but less so one that didn't
really need to exist in the first place:
1. Ivor the Engine - As
a fan of Fzzzt, Coppertwaddle and Snowdonia, I was expecting so much
and this just doesn't deliver on any level. It isn't helped either by
the highly unintuitive board or the random take that gameplay. I will
be still gravitating towards the Surprised Stare stall at the Expo to
look at Guilds of London but will be a lot more cautious than I may have
before!
2. Principato - So bland. There is simply no reason
for this game to exist when there are games which do what it is trying
to do so much better.
3. The Resistance - As I've said before, I
don't want to spend my game nights shouting at someone else without any
real information on why I'm doing it. Mayday! Mayday! is just superior
in every way to TR.
4. Donburiko - An example that not
everything that comes out of Japan is gold. Minimalism for minimalism's
sake isn't something to be celebrated .
5. [I'm obviously too nice - I can't think of a fifth!! I'm sure that I'll think of something.] Seasons - Was excited to try it but it's just an overlong mess.
"
Neil: "1. Galaxy Trucker - like doing a jigsaw with no idea what the picture's supposed to be.
2.
Don Buriko - Tom is so right about this ridiculous excuse for a game.
I'd even take John Bandettini with me on the ferry to do the chucking
over.
3. Worker Placement - one excursion into the kickstarter
world that was hideous, an absolute no game experience with a pathetic
quality of cardboard.
4. Planet Steam - it's a big old box, full of crap! Drown you F*@+er
5. Quarriors - I wonder if dice float?
"
Noel: "Boo to Tom for The Resistance, I suppose if you have a spy face what can you do... (I do like Mayday too but can drag on a bit..)
Here's my floating turkeys:
1. Are you the Traitor - complete nonsense.
2.
Power Grid: First Sparks - takes the Power Grid economy, makes it more
complex, less intuitive, adds some randomness and packages as Power Grid
Lite (a title which only works if its Cockney Rhyming slang)
3. Quarriors. Not sure Neil, lets try again.
4. Space Cadets. 2hrs playing minigames that are interesting for 5 minutes (if you get a good one)
5. Peloponnes. 8 decisions, random hosing, not very good but really only on this list as Resistance Retaliation.
and all weighed down with a Super Dungeon Explore sized anchor.."
John B: "Well I would dump pretty much every Japanese game I have played apart from Trains and Parade as they tend to range from mediocre to awful.
I would add to them all the bluffing ‘games’ that forget to actually be a game, like Coup and Skull.
Finally
the game with one of the best mechanics ever that somehow manages to
fail miserably in the game it’s included in, by feeling totally generic
and not really changing the way the game plays in any meaningful way. I
am of course talking about the snore fest that is Small World.
Well that was very satisfying, to get that all of my chest."
Paul D: "Now being a die hard 'glass half full' person I thouht this would be
tough, but no, only a few minutes thought and I got five. And most cross
over with other people's lists so they must be bad, right?
- The
Resistance - I echo exactly what Tom said and can see why people are
drawn to it but it then falls flat. My favourite end of evening game at
the moment is Spy Fall.
- Mysterium. Similar to the above I do
get why people think it might be fun, as I did when I heard about it,
but I think it's actually more random than a game of bingo
-
Quarriors. Just blah. And after all the hype too. There must be loads of
better bag building games out there by now and I'd like to try
something else.
- Super Dungeon Explorer. Might not be bad if you like this kinda thing, but I don't and therefore it is painful.
-
Santy Anno. The only game to ever give me a headache. I thought I might
be good at it cos I do super well at psychometric tests, but I was last
every time and I got really angry with everyone else for talking when
they'd finished and I was hobbling home. This is my worstest game and
I'll weigh it down with lead are swear like billy o when I hurl this off
the Dover - Dieppe.
Yep, that was satisfying."
Peter: "5 games...
Space Hulk Death Angel: coop and sci-fi. Enough said.
Robinson Crusoe: playing this whilst learning it in real time from THE most appalling rule book was a painful experience.
Tales of the Arabian Nights: our boat will be so much lighter with this overboard. And more of a story experience than game.
Concept: hard work.
Mysterium: I'm with Paul on this one. Overboard."
Dan: "O' my cup runneth over. There is a danger of sea levels rising with the
amount of garbage cardboard I could sacrifice to the triple threat of
Poseidon, Neptune, and Arnakapfaaluk, but if I had to pick just five it
would be the following:
5 Acquire, a game about squares with numbers in them. But that's not all! Oh no! Sometimes the squares have other numbers in them. Ha! Bet you never saw that coming, eh?
4 Quarriors because it is simply pants.
3
Fluxx, oh my god please don't ever make me sit through this again. I'm
actually debating which version of Fluxxxx is the worst as I could
simply have filled this top five list with five different versions of
Fluxxxxxxx, which is coincidentally the sound I now make every time
anyone suggests this game.
2 The Resistance - this is
debatably even a game and just an exercise in finger pointing and
yelling. Quite frankly, I get enough of that every time I leave the
house. Absolutely the worst game I have ever played at IBG.
1
My number one seabed hugger would be Pictionary. If you've tired of the
company of your friends then I can heartily recommend plying them with a
few beers and cracking open a copy of this turd; it's guaranteed to
stoke flames of hatred and bile that you never knew existed. I've never
seen a game that didn't end with fuming resentment in a very bad way,
but on the upside I've seen a reduction in my christmas card budget.
"
James: "A glaring omission from paul would be Kings of Mithril,
a game that already survived a trip on the ferry back from Essen, but
in retrospect should have been jettisoned to perhaps speed up the trip
by a second...
Next up Ghooost!,
by the same designer of king of Tokyo...picked it up on a flyer, played
it once and somehow managed to sell it to the person I played with
despite the game having all the subtlety of jeremy clarkson ordering
coffee from a sub editor... Rubbish... And overboard.
Ok, with apologies to some of the locals but I have to add Greenland...
Games can be random, or long... But rarely both. This manages to be
both and seems to take some kind of delight in this. Greenland may not
be underwater yet, but when the pole caps melt it's the first to go.
Ok, time for kickstarter... Kremlin...
I picked up and original of this several years back at a car boot, and
sold it for a song without playing... So jumped at the chance of having
the ability to play the new soupped up kickstarter edition.
Disappointing... An interesting concept, but just no game... I can't see
what all the fuss was about, and why this game was considered sought
after for the years it was oop... I'm guessing it was more the theme
than that anyone had actually played it.
Lastly... Hmm... There
were a lot of candidates of games I never actually played, but to keep
this on personal experience I'll finish with The Red Dragon Inn..
A game I thought I'd like... A game I made a conscious effort to track
down... A game I played once and sold. Given all the expansions this
could cause some kind of tidal wave if they were all ditched in the
channel at the same time... But the wiping out of a few coastal towns
would be a worthwhile price if this game never again darkened the tables
at Isleworth...
Cool. So Why is it that creating negative lists feels like more fun than positive ones "
Paul A: "I've held back on my list, because there's not many games I consider a
waste of cardboard. Certainly there are games I wouldn't play again, but
I got something out of them, even if it was just company. So what would
I throw overboard?
* Talisman (Revised 4th Edition):
random, over-wrought, over-extended bullshit that just never ends. For a
fast game, roll a d6. Whoever gets the highest number wins.
* Fluxx
wins a position due to having the kernel of an interesting idea (a game
of ever-changing rules, as implemented in the far superior Nomic), but then using this to make a totally random game that also just goes forever.
* Panic Station
wins a position for the most severe theme-mechanic mismatch ever seen
in a boardgame. So there's aliens hiding amongst the crew, and you are
periodically forced to trade your equipment with others, which might
infect you, unless you have gasoline. And you're simultaneously a robot
and a human. Don't like the game? It's because "you're not playing it
right".
* I should be more tolerant of Munchkin
but it's the favoured filler of some friends of mine. Thus I've played
too many games of what should be a quick and fun filler, but instead
turns into a 3 hour session of bash-the-leader. The relentless "zany"
humour palls after the first hour.
* My final entry is just a
global vote for the endless number of soulless Eurogames that have a
truckload of systems (produce this, build this, auction this, add on
stock speculation), trying to produce game depth with rules width. You
know who you are.
"
Tash: "Since this question is a transparent attempt to get me to rant about
some games I don't like, I am going to dodge it and try to save some
games from deferrystration.
I see that Kremlin and Acquire
are getting some grief. This is surely unfair. They are not bad games
at all - they are just old, and time has passed them by. Would you throw
your grandfather off a ferry, because he is boring now? NO! You would
put him in a comfortable nursing home and ignore him while he and his
pals reminisce about the days when they were fun. Surely that is a
better fate.
Meanwhile Robinson Crusoe: Adventure on the Cursed Island, Mysterium and Tales of the Arabian Nights
are in danger of getting wet, simply because they are "not games", but
rather just "story telling experiences". But nobody is suggesting they
throw their James Bond DVD collection, collected works of Bernard
Cornwell or Game of Thrones box set off a ferry, because they are "story
telling". Nor is anyone throwing deckchairs and Mars Bars off the ferry
because they are "not games". Unfair, I say.
OK I will chuck a game off the ferry. Tulipmania 1637.
Quite simply the single worst game ever made in human history. For
those who haven't played (hopefully everyone) this is meant to be a
mediumweight combo-building economic euro, lasting 90-120 minutes.
Unfortunately the play testers forgot to notice that, with the right
opening (which seems obvious to me), there is a 1/12 chance of winning
the game on your first turn. This is not easily houseruled away. Off the
ferry with you!"
This weeks question: "After the condemnation of Pictionary last week, what's your favourite party game... ?"
Players: Paul A, Peter, Dan, James, Andy, Tash, Jon, Noel, and Bryan.
Ye Olde Undersea Sons of Bitches (thanks Peter)
Deep Sea Adventure provided the usual thrills and
spills. Despite having played many times I still rarely make it back to
the sub but tonight I succeeded twice. Alas it was not sufficient to
beat Paul who I believe made it back with a level three treasure. Quite
something.
Paul A was the most selfish diver, pushing everyone else back down into the briny sea by stepping on heads in his rush to get back on the boat. Peter was a close second with Andy and Dan barely making it back with some rusty old trinkets.
Love Letter
A
rare outing at IBG for this popular micro game to fill a bit of time as we
waited for No Thanks to finish up, new to Andy but still confusing to
the rest of us as it was some strange Samurai variant with unfamiliar
names on the cards. Like many games with broad appeal, the simplicity
and direct play that make it so accessible also causes it to grate with many and I think we added
Andy to those ranks as he didn't seem too impressed after his
first ever experience of this. Still popular with the rest of the table though!
Dan won, with Paul A, Peter, and Andy managing to deliver one or two letters each.
Pax Porfiriana (thanks Peter)
It was good to get Pax Porfiriana
back to the table again. I was well-rusty so my thanks go out to both
Dan and Paul for their patience with explaining the rules to me. Dan
impressively nearly won twice: once with Outrage (with defeat saved in
the nick of time by Paul who Outraged my factions and saved us from
Dan's majority), and then with Loyalty when I managed to buy the topple
card moments before Dan was going to succeed in a Loyalty revolution.
Meanwhile Paul & I were making the most of an abundance of
income-generating ranches and mines. And with both of their troops
maxed out in ability, thanks to some handy Partners, conflict was light
and unrest minimal. With the last topple card gone Dan was completely
broke and his mass of Loyalty was no good to him. So at that point the
game was abandoned with me just marginally ahead on cash over Paul
thanks to a benign set of income generating mines, mainly in the US.
Thank for the game, it was most enjoyable. We must play it again
soon...before I forget the rules again.
Ed - "As an addendum I feel obliged to point out how well both Paul and Peter closed me out of the game - right from the off I picked up two newspapers that would allow me a very quick and cheap move for either a Loyalty or an Outrage victory and strangled my economy to push for it, but they both kept the regime in a flux of anarchy and martial law while buying three of the four topples from the 16-spot as soon as they could.
Paul looked like he might be in scope for a quick push to a Revolution victory in the early game, or at the very least to force me to flip my Hacendado in support of the revolutionaries which would have completely scuppered my chances for a Loyalty victory, and so I diverted some of my efforts into closing this avenue off. This slowed my game further as it meant that I missed the first topple which was a sterling opportunity for me to invite a US invasion and to take the game; when it dropped off the end of the exchange Paul played some orange cards onto Peter to block any further viable attempts on Outrage and so I switched focus to kissing Diaz's butt with a Loyalty-strong tableau. However, for at least eight rounds in a row I was either a couple of money or an action short of victory, or had the topple taken before it could come back to my turn. So frustrating, yet I loved every moment of it!
Both Peter and Paul were going for a cash heavy long game and I very nearly put us into a depression to wipe the tableaus clean but too many Bear cards followed into the exchange to make this a viable strategy as I would have damaged my own position more than theirs.
I would also note that Peter is being quite modest in his description of being 'slightly' ahead. With by far the biggest stack of money and a strong tableau of well guarded ranches and mines his cash victory was inevitable; as Paul put it, Peter could either accept our capitulation right then and there or take the win after 45 minutes of slow burning income-building card play later, and so we called the game in order to regroup with the other table that had just wrapped up at that point"
TTR: Marklin
Bryan's first week at the club and so Noel had brought TTR:Marklin as a
classic TTR gateway game with the additional twist of each player having
3 passengers that they can move along their network 3 times in the
game(or an opponents with the right cards) and pick up ever decreasing
bonus points from the cities that they move through. Jon joined Noel and
Bryan and as the board was perused and the choke points visualised the
tension had already begun to rise.
Jon placed his first train on
the same 1 length route that Noel had eyed up so Noel secured the other
route out of Koln a key city in two of his hand tickets. Bryan started
in the SE away from trouble and fear of blocking. He did leave one or
two opportunities for either Noel or Jon to block his connections but
being the renowned as the Gentlemen of IBG this was not even considered.
The
addition of the passengers adds a nice element of tension and decision
making as the usual train card collection had to be balanced with
getting routes on the board to claim the higher value bonuses. Noel
built West to East into Berlin and was able to pick up a few of the high
bonuses in Berlin and a 7 train route out. Jon had an extensive
circular network that yielded some high bonus runs but despite
connecting a number of cities he drew a blank with some late ticket
draws. Bryan also timed the passenger routes well and picked up some
high bonuses through the many cities in the South. However, not getting
involved in the early route laying of Jon and Noel in the North West
proved costly as he wasnt able to fulfil his long route.
In final scoring Noel ran out winner with 190 points, Jon 150 and Bryan 115.
As
we left the pub after another enjoyable evening Bryan remarked, peering
down at Noel and Jon from the top of the slippery slope, 'So where do
you buy all these games then....'
The Beige Game (thanks Tash)
I'll have you know that the game with the beige board did not just have a
beige board. Oh no. It also had beige cards. AND it had a set of
components in GREY. AND the most terrifying of all possible cards in
that game was the BELL TOWER
SO EVIL is this BELL TOWER that noobs are recommended to play without it!
(I
will let James explain the actual game of Firenze which was really
quite fascinating actually, thank you very much, so there.)
King Up
It's been a really long time since we last saw this game at the club so it was great to have this candidate for 'game most begging for a Game of Thrones retheme' back on the table. There is a castle full of backstabbing hooligans who are all desperate to sit on the iron throne and every so often some fool will make a play for it and be thrown out of a nearby window. All the players have a card with a list of wannabes that they can score points on and some voting cards that give them only two shots at vetoing a candidate for kingship. Hijinks ensue as everybody jostles for the best scoring positions while the bodies pile up in the castle moat, unless everybody hilariously mistimes their bluff by voting 'Yes' in the first round which we managed to do in the second game. We played three games and it was fun, but I couldn't for the life of me tell you what the scores were.
Also played this evening: No Thanks, Red 7
IBG Q&A
On our Boardgamegeek guild page James has
initiated an open Q&A session with a new question each week. Feel free to
play along at home, and even if you are not a regular IBG attendee you are more
than welcome to join in with your own answers!
Last weeks
question: "2 games are generally considered to have done more than any others to push the gaming hobby we all love...
Carcassonne... and... Settlers of Catan
Which side are you on ?"
Paul A: "I slightly prefer Settlers to Carcassonne, but it's a tough battle:
* Carcassonne is by far the more elegant and clever design. Pick up a tile, put down a tile.
*
But in terms of "the hobby", Settlers is the clear winner. It boosted
the eurogame into the public eye, restarted the genre and has sold 18
million copies. No contest.
"
James: "For me I think I prefer Carc... just because I find myself playing it
far more than Settlers that needs 3 and takes 3 times as long. My 8 year
old loves Carcassonne, and my parents even have a copy of their own... I
did try to introduce on of the variants (Carcassonne: Gold Rush) at Christmas though and it was resounding failure... serves me right for trying to be clever...
On
the iPad I've probably played both more than any other game... the
implementations are flawless... but over a table Carcassonne wins.
Also
the small modular expansions are much easier to bring in for Carc while
the expansions for Settlers are chunkier and generally change the games
quite dramatically.
So +1 for Carcassonne "
John B: "I loved Settlers back in the day (The 90’s), but I have never been that
keen on Carcassonne preferring Alhambra as a tile laying game.
Nowadays I would rather not play either of them."
Dan: "Out of the two I would go for Carcassonne, it's dead simple and the
abstract design allows people to play their own game. I find that
Settlers can be a bit flaky as it largely depends on people playing the
game as they are supposed to, i.e. trading and bashing the leader. As
soon as someone paddles against the stream it can go a bit wrong as the
trading helps to mitigate the uneven resource spread in the early game.
Regardless of personal tastes, Carc always delivers whereas Settlers can
be a bad experience simply because of the starting setup or the way the
game is played."
Noel: "Team Settlers for me. Not really that keen for a game at the club but
has been the perfect 4 player gateway for us and lots of friends. Though
I have an unplayed Catan Histories: Merchants of Europe if anyone interested in a game (that might be a good one for Wednesday)"
Jon: "Definitely Carcassonne for me. Easy to teach and learn. Some interaction without being too aggressive (unless you want to be! ) Traders & Builders / Inns & Cathedrals are all you need of the expansions.
Settlers
is still ok (and we've just started playing with the kids) but I always
get taken unawares by how long the game can go on for - too long for a
gateway in my opinion. TTR:Europe has taken over from Settlers as our
alternative to Carcassonne...)
"
Tash: "I don't know anything about gateways for children. I can only speak to the teenage and adult hobby.
Settlers for me is the better game and the better gateway.
Not
sure about the love for Carcasonne. Imo, it's just another tile-laying
snoozefest which relies (like so many tile games) on you pulling the
better tiles at the better times - or, more to the point, not pulling
the worse tiles. There's no strategic element, there's no battle of
wits, there's no moments of sudden excitement/tension and there's no
direct interaction between players. I am not sure what other kind of
game it is a "gateway" to.
Settlers has its flaws (for instance,
every expansion ever made for it) and frustrations (those damned dice,
and needing 3 other people) but it does have meaningful choices and
strategy and interaction and moments of terror and market economics and
probability. The best part about it is that after a while you can
"master" it, and that encourages you and gives you confidence to go out
and find a deeper game. And it is a gateway to any number of games
because of its variety."
Paul D: "I enjoy carc and settlers. I like settlers more as a game to spend my
time playing and I'm always willing to overlook its flaws as I have
enjoyed it so much over the years. But I think carc is a better gateway
as settlers is okay if you've got The right set of players but it's
still too complex for some. And Ticket to Ride is better as a gateway
than both of them - that is the ultimate gateway game. "
Peter: "I am also in the TTR camp as a gateway. Tense and exciting and very easy to teach.
Of
the the other two, Settlers drives more tension and I find gateway
gamers get quite a buzz from this if they are on the verge of their ten
points and it becomes a race for the final point or two. That adrenalin
is very addictive and will often sway them into asking for another
game. Carcassonne lacks that dimension.
"
This weeks question: "We have a concept for games felt to be a waste of cardboard..."ferry
fodder". This dates back to a trip to Essen when traveling back on the
cross channel ferry Jon decided that most of the games I'd picked up
from Japon Brand should be ditched overboard rather than completing the
journey... *
So as we all like lists... what 5 games would not
survive a crossing of the channel if you had a chance to dispose of them
en-route...
*
Obviously this was before Jon discovered Machi Koro and Trains and
realized that he actually loved Japanese games... how times change "
Players: Paul, Paul, Paul, Jon, John, John, along with Dan, James,
Gareth, Sarah, Noel, and Andy, all of whom had the decency to turn up
with their own individual names.
Subtitle: "A thoroughly confusing book. Or was it a play?"
Arboretum (thanks Jon)
I didn't play, but I watched Paul, Noel play with John B who was
teaching the game. Seems like a nice hand-management / set collection
card game with a spatial element (planting trees to make paths through
the arboretum).
Highlights:
- nice art and novel theme
- Paul takes longer than Plato to think
- Noel only likes one type of tree
- John B won on a tiebreak
Kingdom Builder (thanks Jon)
Paul A opined that using an expansion for KB was an 'aberration'. So we played with one anyway.
As always, a very cool game, which plays differently depending on which scoring cards and which special abilities are in play.
On
this occasion, Paul D pipped Jon by a single point thanks to a
profitable last move of the game, leaving Jon to moan about how few
flowers and deserts he had seen all game.
Paul D 54; Jon 53; Paul A 45; John 43
In his defence, Paul A notes the following: "So why would you take a clean, elegant design like Kingdom Builder
and screw it up with special "objectives" and "missions" and other
twaddle? So Jon could like it? Anyways, I remain baffled as to how good
I am at this on the tablet, but how poor I am at the physical tabletop
version. Must be the company."
The Hipster game for Hipsters called "Don't spill the cards!" (thanks James)
Design Town is an interesting Taiwanese game, with a deck builder mechanic ivolving 2
sided cards which you could flip at a certain cost to access additional
bonus's... Quite fiddly as it was important to always keep the cards the
right way round... tricky when shuffling etc. Gareth romped home to
victory (I think)... I do remember doing absymally though, I'd like to
blame the game, but I suspect it was my (lack of) strategy... the juries
out for me on the game... may need to play again to confirm my opinion
Paul A would like to add "as with many Asian hipster games, an initially confusing experience
that started to make sense only as we ended the game. You might look at
it as a mini Card City or Machi Koro,
with a bit of push-your-luck to it. I'm not sure this has a huge amount
of play to it, but it was fun enough and I'd certainly play again."
Innovation
A three player game between Gareth II, Sarah, and Dan. Gareth built up some Influence very quickly and dominated the first two ages in the early game, but then his engine stalled and Dan pulled ahead by stealing Influence cards and competing some of the secondary goals that brought in additional dominations. There was a tight tussle for many rounds with the players digging into the deck for the 10th age until the deadlock eventually broke in Gareths favour.
Firenze (thanks James)
Great game - Noel, John and myself played, and basically Noel wiped the
floor with us, collecting ooodles of bonus's and shooting into an early
lead that only seemed to get bigger... A rematch is required.
Baseball Highlights 2045 (thanks James)
Just a 2 player game this one as only John and me know the rules to
baseball... had to make sure I wasn't the NY or Boston teams... luckily
John had all the expasions already so I could play as SF. V simple game
really with each game lasting the time it takes to play 6 cards which
involved advancing your own base runners while blocking your opponents.
The first 3 games were a warm up to determine home advantage in the
World Series... the deck building element was nice as after each match
you were able to 'hire' a new player to your squad... early on these
didn't impact much but as the game progressed your whole team started to
consist of the new signings rather than the starter cards.
So I managed to sneak home advantage in the WS, and then, somehow, walked away with a 4-1 win from the best of seven.
I
really liked this... but I suspect given the theme it's going to next
to impossible to get this played... Still would recommend this for
anyone into sports games, it's worth a try.
Dixit (thanks Jon)
A welcome return!
Dan insisted that everyone gave clues that were longer than one word.
Jon mistook Edgar Allan Poe for John Donne in his clue, except that no-one noticed as they were all just as illiterate as Jon...
Noel sways between 'Mr Obvious' and 'Mr Obscure'....
Jon won by an urban mile.....
Happy Birthday (thanks James)
A final couple of games before hometime, and this was a good variant on another game that John brought before 'Crappy Birthday'.
Players select gifts (apples to apples style) for the 'selector' who
then picks the best and worse gifts... first to 6 (?) wins. Simple game,
but lots of fun trying to mind read others... Dan won both games, which
is slightly disturbing if he knows us all that well.
Also played this evening: Ninc Kegylem (or No Thanks to the uninitiated), Two thirds of a game of Airships, Hanabi, and a two player game of Agricola
IBG Q&A
On our Boardgamegeek guild page James has
initiated an open Q&A session with a new question each week. Feel free to
play along at home, and even if you are not a regular IBG attendee you are more
than welcome to join in with your own answers!
Last weeks
question: "I have a friend who loves Monopoly... I'm very keen to get them into a
game of Agricola but I know this is too big a leap in one go. Create
a boardgame path that takes my friend from Monopoly to Agricola in, say
5 games (or whatever works for you) and share this below."
Gary: "1. Machi Koro - you are still rolling dice and still acquiring buildings
and it is still a bit of a luck fest, but it is much shorter, more
engaging and there is Some strategy in the cards you take
2.
Ticket to Ride - just to prove that not all board games need dice! You
are also trying to second guess what your opponents may do.
3.
Stone Age - OK this one does have dice! But it introduces the concept of
worker placement and the idea that having more people (actions) comes
with a cost - feeding them - and it does have those comforting dice!
4.
Agricola: All Creatures Big and Small - bit of a cheat, I know, but it
would introduce some of the fundamentals of Gric, without the feeding
pain or family growth agonies.
5. Agricola - boom. Fact is
nothing is going to prepare you really. If you want to be prepared for
the feel of that first game, try staying up all night doing mental
puzzles and see how you feel - that is how mentally exhausted you will
feel after your first game of Agricola!
Alternatively, just tell
them to go away and play 20 games on the iPad and then come back and
play it. By that point, it will all finally make sense...
"
Paul M: "The answer to the question is a question: what kind of person loves
monopoly? I'm not sure I've ever known a game of monopoly to finish
before everyone gets bored. Almost as bad as mouse trap which holds the
children's attention for less time than it takes to set up!!!
"
Tasha: "Paul has hit on the question that unlocks a way to answer James's enigma.
Gary
has gone with the dice-rolling element of Monopoly as a jump-off, but
there are other elements to explore - cash management, trading,
acquisition.
1. First earn their trust. For Sale
In the early game, you buy assets with a limited pool of cash. There is
some luck which makes the choice not-so-hard. In the late game, you
torture your opponents with your assets. There is some luck. OMG it's
the best of Monopoly, delivered in a delicious short burst.
2. Next, introduce balance and knock out some luck. Catan
This time, you start with some assets and skip straight to the part
where you roll dice to see whether those assets pay off. There is some
luck. Then you use those assets to trade with other people to make sets.
Make enough sets and you win. OMG it's the best of Monopoly, plus, you
actually get to play with other people.
3. Next, let's learn about workers: aka moveable assets. Stone Age
We learned about how dice rolls make your assets create resources in
Catan. Stone Age is the same - but your assets are not fixed on the
board, but moveable by you: workers. Each turn you decide, afresh, what
they make. But, ah, the scarcity! The ruined plans! More workers are
better, but, I need to feed them! Gah! We also learned about how sets of
resources buy VPs in Catan, at fixed exchange rates. Now let's vary
those exchange rates, via cards, buildings and multiplier rewards.
4. Let's kill the dice and get some multiple currencies going. Puerto Rico
Time to step things up and get rid of the crutches. Puerto Rico is a
step back, in that the workers have temporarily disappeared. But your
job choice is similar, except it forces you to think about how your
choices directly affect everyone. PR also teaches the tableau concept,
and other techniques you need for Agricola: You need money to survive;
and barrels/colonists/buildings to do things; but focus too much on
those - and you'll end the game with no VPs. Oops!
5. Remember: games are fun. King of Tokyo: Power Up!
We are nearly ready to play Agricola. But there are three reasons to
play this first. (a) It teaches about how cards can appear and be
amazing, or dreadful, and definitely make a game asymmetrical (and
sometimes feel unfair because of that). This is v important to know if
you are going to enjoy Agricola. (b) It also reminds you that games are
fun and not just like going to work or school. (c) This game should now
feel "a bit silly" to your player, because the randomness of the dice
plays such a big part, and their choices not so much. This will
hopefully stop them feeling nostalgia for simpler games of luck when the
Agricola train hits them in 3.... 2.... 1...."
Dan: "Step 1: Play Monopoly with them. It's their favourite game after all and
there's no room to be a dick about it. You like to spend time with your
friend so does it have to be about you? Start off by showing them the
correct rules as it's likely an absolute certainty that they don't play it correctly.
Step
2: Show them your games collection and ask them to choose something,
anything, they like the look of, and then play it with them. This notion
that gaming is a dark art that people have to be led into gradually is
complete BS. If they don't have it in them to enjoy complex games then
playing Ticket To Ride first isn't going to make them any more likely to
love Agriocola later.
Step 3: If they don't choose Agricola then
stop being a whining pussy about it, you've always got Wednesday nights
to get in a game.
Step 4: If they decide that they like tabletop gaming then invite them along to IBG!
"
Paul M: "(Tongue in cheek mode activated)
We need to take a step back here.
How
long has this person been a friend? Monopoly is a game which divides
the world into two: mostly people don't enjoy it while a small
proportion do but complain that no-one else wants to play it with them.
Is it the case that this monopoly-phile has recently wangled a
friendship with you just so they can get a game of monopoly going? Are
they the type of friend who'll be there when you need them? I think not.
Secondly,
as Dan explained, Monopoly is a game which no-one plays properly.
Should we be encouraging play of a game where the rules are ignored or
even deliberately misread? Should we encourage play of a game which
defines why some people call it bored-gaming? I think not.
I say -
save yourself the cost of two postage stamps a year (that's right they
won't invite you to their birthday party as that's for their real
friends so you'll have to post that card along with the Xmas one) and
simultaneously improve the quality of your friendship group.
(Tongue in cheek mode off)
"
James: "No meta-answer from me... being non-meta is the new meta.
So the first game is simple... Chinatown...
not only as it's one of my favorites but it fits the theme of Monopoly
and also improves on the negotiation tenfold... very beginner friendly
as well. Easy win.
From Chinatown we move to El Gaucho...
time to show that dice are not just for moving... but can be far more
flexible in games... not a lot of overlap with Agricola on the
mechanics, but there are lots of cows
Let's now mix a few of these thing together and also introduce some gaming history and bring out CATAN 3D Collector's Edition...
ok, I don't have this fancy version, but what a way to impress a
newbie... yeah Monopoly has a little silver boot... so what, I have 3d
sculpted mountains ! Here we bring back negotiation, add some dice, some
spacial planning on the board, card management... there's a lot going
on in Catan.
From here we're almost there... Time to zone in on
the core mechanics of Agricola and introduce some worker placement...
time for Lords of Waterdeep...
Dan's favourite game as I recall... good job Dan's not playing though
as we don't want to put anyone off. This gives us all the remaining
tools for Agricola... worker placement... resource management... in a
very beginner friendly package... just hope they're not put off by the
D&D branding on the box... I should really put some tape over that.
...and here we are at Agricola
although as I still don't know the rules chances are I'll ot actually
get around to playing this with my friend... so would plump for a game
of Twilight Struggle instead as it's better "
This weeks question: "2 games are generally considered to have done more than any others to push the gaming hobby we all love...
Carcassonne... and... Settlers of Catan
Which side are you on ?
"
Players: Gareth, Sarah, Jon, Dan, Paul D, James, Dan II, Andy
Another great night, a lot of fun was had with prancing
parades, crafty Cathedrals, delirious dreams, and trans-Asian trading.
We also witnessed the undersea equivalent of Bungee Jumping, which has
to be a first for IBG if not the world.
Parade
Ahh, I remember that bit of Alice In Wonderland so well, when all the core characters decide to clone themselves ten times over before forming a long orderly line. And who says that filler games don't have theme? A bunch of us played this to get the evening started, scores ranged from terrifically wonderful to hilariously bad but the eventual victor is sadly lost to posterity.
Marco Polo (thanks James!)
Ok, so it did play in just over an hour with 2 players on my first game... wasn't expecting this to be a 2 hour game with 4...
Apologies
out of the way, Andy, Paul, Natasha and myself all dived into one of
the hot games of the month, from the designers of T'zolkin a lighter,
dice worker placement game about exploring the far east and bagging
camels (no, that' not what you think that means Jon)...
This
games most striking aspect are the unique player roles. When Dan heard
about the dice element he was skeptical about the luck element in the
game.... however one of the player roles gets to pick their dice results
rather than rolling... a natural fit to cover Dan's skepticism... Paul
could avoid the costs for using already selected actions, I gained
additional resources from the market and Andy had an extra dice for the
game... very powerful abilities. This feels to me like one of the key
motivators to reward additional games and the roles will require
different approaches each game.
So as the the game itself, turned
out to be an interesting journey... I jumped out to a commanding lead
mid-game due to completing lots of contracts due to my easier access to
resources. Dan and Andy were both exploring while Paul seemed to be
specifically targeting certain cities. In the last 3rd suddenly Dan
scored like a zillion points in 1 turn and we ended up neck and neck..
Andy and Paul were struggling to keep the pace, I'll admit I'm not sure the
extra dice ability is as good as it sounds.. but haven't played the game
enough to really know for sure. Right at the end I managed to turn in a
few more contracts and ended up ahead by about 8 points or so... but it
went from feeling comfortable for me to a nervous last few turns...
trying to max out points at the end is quite a brain burner.
For
me I enjoyed it although not sure how the others felt... I think there's
a risk that you can be limited in options towards then end which
doesn't help... Paul got a bit stuck this way. Dan and me took totally
different routes to scoring and were close, which is promising for
future re playability... as I already said, I'm not sure the extra dice
gives enough of a benefit, but maybe I'm wrong... felt like Andy wasn't
able to do much with his advantage.
I think the game though is
really solid... and easily the best new game this year (post Essen)...
wouldn't surprise me at all to see it up for some of the big awards
later this year
Mysterium
Two
plays of this long-absent but much welcome game of un-co-operation, general confusion, and pictures of spiders. The first was a
two-player endeavour between Jon and Dan with Jon playing two
investigators, which plays surprisingly well as there is a stronger
unspoken dialogue between the ghost and the investigator. It's
definitely much easier to be the ghost without people interfering in
each others interpretations of the dream cards (not mentioning any names
here *cough*spiders!*cough*). A fairly easy victory all told with only
one refresh of the dream cards.
Paul
joined us for the second game with Jon taking over spooky duty, once
again we got right to the end but with only one opportunity to guess we
chose the wrong suspect.
Deep Sea Shrimpy Bungee Jumpers Are Ok!
This one is fast becoming a club favourite as an end of evening game; veteran James took a tactful approach plunging not too deep and quickly coming back up with a single treasure in hand. Everybody else went crazy like a bunch of bag-ladies with brand new shopping trolleys and found themselves struggling to survive with any treasure. Both the Dans did some remarkable undersea bungee-jumping, diving down only to immediately come back up empty handed. I managed to acquire only a single level 1 artifact for all my troubles which was decried as the equivalent of shrimp fishing in this game. Revealing our tiles at the end of the game it turned out to be an ex-shrimp that had climbed up the curtain and joined the choir invisible. A rather tragic end to the night, but I shall forever treasure my brief moments with "Bubba" and remember him always.
Jon mentions that he only realised halfway through the game the reason why everyone was
rolling remarkably low totals with 2 dice, and why he could ever roll
more than a total score of 6 - there were only the numbers 1-3 on each
die.... "Despite this, I think I might have won the game with a
remarkable final desperate dive. But I might not have. Who cares - it
was fun anyway!"
Also played this evening: Catan: Germany Edition
IBG Q&A
On our Boardgamegeek guild page James has
initiated an open Q&A session with a new question each week. Feel free to
play along at home, and even if you are not a regular IBG attendee you are more
than welcome to join in with your own answers!
Last weeks
question: "Imagine you're standing in the upcoming election on behalf of the Board Game Party.... what would be in your manifesto ?"
James: "To start this off I'd make it an offense for any other activities to be
arranged on a Wed evening that could conflict with club night...
Also, any company found scheduling meetings on Thursday mornings at 9am, or similar will be fined severely...
"
Neil: "Tighter controls at ferry ports: all Japanese to be tested thoroughly before being allowed entry.
Moratorium
for mythological, fantastical games: hand them over to any council dump
during the month of June. After that the police state will hunt you
down and you will be convicted.
The rebranding of The Monopolies Commission to 'The Feld Academy'.
A
new structure of education taught completely through board games:
History - Through the Ages, Geography - Ticket to Ride, Sports -
Subbuteo, English - Council of Verona, Maths - from 6 Nimmt and For Sale
through to advanced Feld, etc, etc."
Paul A: "If you elect me for the Boardgame party, I will ensure that truth in
advertising is enforced for boardgames: piles of miniatures can no
longer be called "theme", those launching Kickstarters will be forced to
admit if they have no idea what they're doing, game manuals will have
to meet minimal standards of English and comprehension.
"
James: "Prior to any game of Small World there will be a referendum whether Jon should be gagged for the duration of the game.
If
I'm elected I'll also pass a law that permits upto 1 incorrect rule to
be acceptable when covering new games for the first time...
2 incorrect rules would go on record, but not result in any further action.
3 incorrect rules - you're out ! (...or forced to proof read the next Phil Eklund game...)"
Soren: "I would tax empty space in game boxes - that should sort out both the economy as well as the housing shortage."
Dan: "So if we vote for James he has to throw himself out of the country?
My
ticket is the same as the one I had in my recent abortive bid for the
world presidency, which is the promise of free Beer, discount balloon
rides, and a two-day working week for all. Like any good politician my
steering wheel only does u-turns though, fair warning!"
Tash: "Vote for me and I will:
1. Increase productivity and wealth exponentially across the Dominion by holding massive numbers of Festivals.
2. Refocus our Trains industry on its true #1 priority: efficiently disposing of toxic waste
3. Skyrocket national wealth by producing vast quantities of much-needed Indigo thanks to our new forced labour "colonists"
4. Give everyone in prison a chance to escape if they can reach the car park and then roll 20 or more on 4 dice
5. Outlaw the use of Wet Nurses and Chamberlains in the farming industry, as an anti-competitive practice
"
Jon: "Vote for me and I'll abolish:
1) All cube-pushing games over 1 hour long...
2) All fantasy-themed games (special dispensation for Small World)...
3) All space-themed games...
4) Cards with too much text and too many icons on them...
5) Any Japanese game... except Trains... or Machi Koro... or String Savanna...
6) James...
"
This weeks question: "I have a friend who loves Monopoly... I'm very keen to get them into a
game of Agricola but I know this is too big a leap in one go. Create
a boardgame path that takes my friend from Monopoly to Agricola in, say
5 games (or whatever works for you) and share this below."