Contributors: Dan, Peter, Tom One
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What with having to elbow my way through a crowd and everything I completely lost track of what was going on last night. Up in the far corner we enjoyed Dark Moon, a game so good we played it twice, Fake Artist, a game so good we played it twice, Escape, a game so good we played it thrice, and Masquerade, a game so good we played it... well we only played that once.
Also seen doing the rounds:
Troyes (or twoiyais, or whatever)
Too Many Cindafellas
One Night Waste of Time
Castles of Ludmadstein
James repeatedly asking everyone if they want to play Firenze
Probably some other games, there must have been with four or five tables on the go!
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Mascarade earlier in the evening was an unusually long game. I have not played with as few as six before and it is a slightly less random experience - even my limited memory can keep a vague idea of what is where. Strangely, as there is more memorable info, the game seems to lasts longer. This time, by the end, we had almost all the six players around 9-11 coins so it was anyone's game to the end. Tom stole it with a sneaky Queen if my memory serves me correctly.
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I was allowed to sit on a Queen for an entire round without anyone swapping it out of my hand. Not good business when I was holding 11 coins! I think that quite a few of us have the game down now so would be interesting to throw in a few of the more exciting characters. For example, the 8 layer game we managed a couple of weeks ago was elevated somewhat by the introduction of the Fool and the Peasants. Something to think about.
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At this point, James had the sparkling idea of the group trying a malfunction task that would finish off the outpost if we failed. We of course failed with both Tonio and Dan adding as many negative dice as humanly possible to the count. At which point, Raj (and not the highly suspicious Alan), revealed himself to be the Third Zombie/Alien/Whatever. Still waters etc. etc.
After this, the boys (except for Alan who bemoaned his not getting "a turn") decided to give the game another go, especially considering the one hour run time. At which point, Mr Agapow was duly collared to get us back up to our full complement. This time, the final event was Enter Self-Destruct Codes which requires that the commander cannot be infected or fatigued if that event is completed otherwise the infected win. This event is brilliant as it really encourages a lot of table talk and focus on who is the commander, voting for quarantines and managing the life support systems.
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The next mission failed again with Paul again tanking the task with a flourish. This meant that two infected were revealed but who was the third man this time? In the meantime, the life supports had been pushed up to four tokens - leaving a large number of the crew fatigued. This was bad news both in terms of the final event and passing tasks (malfunctions being the only cards left in the task desk for the final push). It was now my turn and I had to do my best to repair the life support. I rolled by three dice: +4, +3 and -1. I promptly submitted the -1 with a shrug. Now for the task draw, good news: a ??? malfunction with 2 consequences. I promptly selected the life supports (failure would make us hit the magic number of 6 and win the game for the infected). The four uninfected players howled with rage - Tonio pointing at me, Tom II and Paul with a "I knew it was you!"
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After this: Fake Artist (good fun: Tom II showing his uncanny ability to turn any drawing of a penis into a top hat wearing cat) and Escape (lovely stuff - much better than I remembered perhaps because everyone at the table knew what they were doing having all played before).
The best night at the club for me since the magic 11 games in an evening a couple of months ago with Cinderfellas and Pictomania. Cheers boys.
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