Contributors: Paul, Daniel
After the TTR for the British Isles, the map was flipped, some of the
players stayed and some were replaced, and TTR Pennsylvania was
revealed. This time is was James, Peter, Jon and Paul that took on the
different challenge of building routes while collecting shares for the
various Penn railway companies in the golden age of the industrial iron
horse. Routes between the industrial cities of the American North east
were up for grabs.
Most route segments on the board reward the
claimant with a share in one of the railroad companies. Each company has
a different number of shares and a decreasing reward for the
shareholders with the most, second most, third most shares and so on.
This
variant is similar in concept to Santa Fe rails or Chicago Express, but
is all within the Ticket to Ride system - how neat. Peter commented
that it 'felt more like Ticket to Ride' that the British Isles version,
which apparently had felt like a whole different game.
Jon set
about monopolising the south of the board which has many more little
routes, hence more opportunities for collecting shares, but of course
which collect fewer 'in game' points. He soon found himself slugging it
out for the biggest share company with the most points, the Pennsylvania
Railroad, with Peter. Peter also took a set of new routes, 4 in total,
and caused the other players to draw breath when he decided to keep them
all. Paul was going for the longer routes of the north, which yielded
less shares but more points for laying the routes (a la classic TTR).
James was also in the North, but with a slightly more watered down 'long
route' strategy than Paul.
At the end of normal pay, Paul as
predictably in the lead because he'd caused the game end by being the
first to lay all of his trains and had created many routes with 5 and 6
sections. But would the points from the completed tickets and the share
holdings be enough to catch Paul? Peter also gained 15 bonus points from
having the most completed routes, but he'd not managed to complete them
all and so had some negative scores to contend with. Likewise Jon and
James had one or two incomplete tickets, whereas Paul had only four
tickets, but they were largely of high value and he'd completed them
all. So after the tickets were added up Paul still had his nose ahead,
albeit by a smaller margin. Then the shares were added, which were
counted up smallest company to largest. Paul's two shares in the Penn RR
which enough for third place in the biggest company, gave him enough
points to pip Peter in a hard fought battle which saw two different
strategies come very close. James was third and Jon was left lamenting
his tickets, shorter routes and huge stock in the PRR which maybe wasn't
quite worth the money.
Results: 1: Paul, 2: Peter, 3: James, 4: Jon
.....
Apart from the double-up on the new TTR maps there was some miniatures
slaying going on at the top table, some crappy birthday gifts handed
out, wonky castles (Soren was persuaded that Bezier do have some good
games after all), and a successful run in Burgle Bros (with an
exceptionally fluky final event card draw that opened up the victory
after we had boxed ourselves into a seemingly impossible situation).
Castles of Ludwig did it's thing as always, with two newbies at the table in David and a rather grumpy "I hate Suburbia" Soren (unless that's how he always is?). The new lads took to the game instatnly and kept pace with myself and Tom, hardy building-site veterans that we are. I tried for a bonus card strategy and had a good run at it but Soren was determined to buy rooms that I needed and had the edge on me in our little competition. He also skillfully leveraged his deep dungeon network to squeeze out every last point that he could, which served him well in a convincing win. Tom came in a close second by working the goal tiles really well while David focussed on activity rooms for a bonus score and a goal tile; four differen't strategies and four very close scores.
With Tom and Soren disappearing to the far end of the room to play toy soldiers, I set up Burgle Bros. with Alex and James, a game I have been keen to have another tilt at after the recent brain wrangling session the otehr week. This time round I had a clearer idea of what to do and the lads picked it up quickly. We spread out onto three floors so that we could better manipulate the guards as well as slow them down (with less players on a floor it takes longer for the guard to exhaust it's patrol deck). We also made good use of hacking the computer rooms which saved us many times over in alarm rooms.
We managed to get all three treasures without too much stress, and Alex made a quick exit as he was hanging out near the rooftop stairs. But then the trouble set in; because both James and I were on our very last 'life' we could not afford to get caught even once. We found ourselves in an awkward situation where the top floor guard was heading toward the entrance to that floor and only one tile away, but the entrance was also blocked on the three other sides. If we went up there then we would get busted one way or the other - cue much wailing and gnashing of teeth. Without any other option I drew the very last event card, wondering if we would find anything that could help us at all - and drew a 'Freight Elevator' card that allowed me to go up to the top floor in a different place. The guard was released from his stasis and cleared out of the way of the exit at the end of my turn, allowing James and then myself to make a quick exit. An awesome finish to a great game!
Contributors: Daniel, Paul D, David
Another balmy November evening, we'll be turning up in short sleeves and
flip flops one of these nights, and another big crowd with four tables
on the go at one point.
I kicked off the night with a few rounds of the future game of the year
(tm); Soren played a much better game of it than I did but left the door
open for my final rock to cruelly bump him out of his winning position.
Still loving this one.
Then a great deal of dithering was had
over which games would be played, eventually settling for Inhabit the
Earth, Burgle Bros. and Caylus. Some last minute stragglers came through
the door but I have no idea what they got up to.
Burgle Bros was intense with thoroughly deserved italics. There is a multi-level dungeon tower block in which your adventurers spies are trying to steal three precious items whilst avoiding the traps alarms and roaming monsters
security guards. As you progress the guards begin to speed up, and
triggering alarms sends them on a bee-line to your current location
(which you sometimes want to happen to prevent them going to a place you
want them to avoid). The tiles that make up each level start off both
random and blind with the risk that entering a tile without first of all
peeking at it can sometimes cause catastrophic reactions, which Tom's
nose-dive off a balcony can attest to. You have three evasion tokens
which are effectively 'lives'; you lose one each time you are 'caught'
by a guard and everyone loses the game if someone is caught without any
tokens left.
You also have to explore most of each level in order
to be able to collect the treasure so there is a tense game of
cat-and-mouse as you try to keep everyone out of the guards path while
gradually opening up as much of the map as is needed.
I get the
impression that higher player counts make the game harder as there is
more chance of being caught by the roaming guards with four movements
between each of your turns, and we spent the last few rounds trying to
avoid losing rather than productively chasing victory. Eventually we
failed on the final floor a good few turns short of being able to
collect the last of the treasures and make our escape from the rooftop.
It
also turned out to be quite a long game when I think it might be more
suited to filler or short game length; it was enjoyable though and I'll
play it again.
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Royal Goods did it's thing again; Dom picked up
the game very easily and put in a good show, but Tom took the win
leaving me frustrated at being a single assistant short of matching his
score (darn lack of yellow cards, grumble grumble).
We then had a
couple of rounds of Fake Artist played the proper way - a single shared
picture and not allowed to remove your pen from the paper. Highlights
were the world's weirdest looking Duck, James' "no, no, you go first"
moment as the fake artist, and the fact that neither Sandra or her
sister appear to have been in a pub before despite beer pretty much
being invented in Germany and, erm, them sitting in one at the time.
.....
Tom, Alex, James III and I also played a game of codewords at the start.
Love this game and the challenge of coming up with words to tie two or
more other words together (not ever wanting to settle for the easy way
out with just one answer). 'Lemon' and 'Egypt' were two that I struggled
with on Wednesday, and 'sharp' almost did it... but not quite (James
wasn't visualising the top of a pyramid in the same moment as me).
I
joined the Burgle Bros game with a bit of trepidation as I have
seriously fallen out of love with cooperative games in recent times (as
my snooze during Robinson Crusoe and badly hidden Scowl in Sentinels of
the Multiverse show). I find that it's very difficult to either avoid
the alpha gamer scenario or avoid a scenario where one person isn't
holding the others back and they try not to be the alpha gamer, but you
can tell that they want to get on with things in 'their way', or even
just let one player do things because they really want to even if it
isn't best for the game. But I liked the artwork and the 'heist' theme
so took the tentative step. (BTW - I felt that the theme was great and
came through naturally, and I'm not sure that a dungeon is the
appropriate 'default' theme for games of this genre - or at least I hope
not).
AND I REALLY LIKED IT. Maybe because it was the first
play for us all, it seemed to be very balanced in terms of player input,
but I think that it was actually a very well thought through, well
themed game, in which I felt like I was creeping around a building
trying to avoid guards and look out for my buddies and escape with the
goodies. And yes I also felt the intensity that Dan mentioned. There
were many times when we thought we'd had it cracked and were just about
to get away with it, but then someone took an unnecessary risk, fell
through the floor, or triggered an alarm that we didn't expect so the
guard came rushing in. I liked the combination of puzzle, coop and theme
so much that I'd even play it again. Thumbs up from me.
.....
After a bit of umming and erring myself, Jon, James III and Alex decided on a game of Caylus.
Even though it's been around for some time now I've never had the
opportunity to play it until now. A great worker placement game with
resource management and some player interaction. Jon had great timing
utilising and maximising the King's Favour
to take a sizeable lead
whilst Alex played a longer game by concentrating on buildings and
attempting to control what was being built. Whereas James and I went for
a mixed strategy that didn't really pay off. In the end Jon won
comfortably, James pipped me to second place and Alex ended last,
although a couple more turns would have seen Alex's strategy pay off but
unfortunately he ran out of time.
The high point of the game was
convincing Alex that I wouldn't move to Provost and encouraging him to
move it up to prevent James from activating the Gold Mine only for me to
then stab him in the back and move it up further to prevent him from
activating a big resource producing building. Thankfully there was a
table between us 
It's a wonderful game and something I would happily play again.
Contributors: Daniel, David
Three tables on the go last night, let's see if I can remember as far back as, erm, fifteen hours ago...
Lots
of sitting around chatting until some bright spark said "Hey! Let's
actually play a game?" and off we went with Royal Goods. It's funny in
that it seems to require a lot of explanation in order to get a game
going, but is really so compact and simple that it moves pretty quickly
once you do get underway. Jon surprised himself by almost winning
despite a very slow start and accumulating a massive hand of cards (thus
dispelling his initial fears of only drawing two cards per round and
not being able to produce or build anything as a result), but the joint
honours went to Peter and Tom. Meanwhile, David, Raj, Alex, and James
exploded some Kittens in 'that' Oatmeal game.
Next up I was off
to Tracey Island yet again, with Tom, James, and Alex joining me in a
comprehensive smashing of The Hood's mischevious machinations. We had an
early game wobble with three consecutive space missions and Thunderbird
3 stuck in space due to John Tracey not only being a character in play
but also last in turn order! It took some judicious planning and burning
up of bonus tokens in order for Tom (playing John, our space hero) to
prevent us losing the game before the first full round was over. After
that we held the game in check without any real risk and motored on to
an easy win.
Then the highlight of the night with the inaugural
IBG mini all-comers World Championship Tabletop Curling event, or, err,
IBGMACWCTCE. Tom strode ahead into the lead with a series of quick wins
before James, the consummate Curling-sharp, stepped up to the plate
claiming that he didn't really know how to play before totally owning
both Tom and myself with a calm, measured performance. However, Tom once
again rose to the top by knocking James off his pedestal with some
startlingly aggressive play (it's not Billiards Tom!), and began to
refer to himself as unbeatable. Despite, or maybe because of, Tom's
mis-timed braggadocio, I then hit a golden streak where I simply could
not be shifted from the table. We played many many rounds, mainly due to
the constant calls of "just five more minutes!" from Jon and Paul, and this game just does not get old. Game of the year, I tells ye.
Some
people then went home and, after slipping in a quick game of Codenames, we were left with CVlizations on one table
and Medieval Academy on the other. For Medieval Academy we used the
alternative boards for the tournament and it really is different; far
more strategic as you have to consider the impact of playing both sides
of the combat as well as maxing your position on at least one side. It
also only resolves every other round so the rewards are much larger. I
like this alternate board very much and I'm curious to try some of the
other variants now. Other games? Jon and Paul played something
about German Trams a couple of times, and there was a long game of
something beige that strangely didn't look much like a Eurogame (I'm
sure David can provide more details on that one?) Plus there was more
Curling action between Jon and Paul, who looked like they were actually
playing the game properly and with due consideration as opposed to our
smash-up tournament earlier in the evening.
.....
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Started the evening with a game of Exploding Kittens
with myself, James, Alex and Paul. You play a limited number of cards
from your hand before picking up a card from the deck, if you pick up an
exploding kitten you are removed from the game unless you use a defuse
card which you start with or can steal from others. There's very little
in the way of choice or actions to affect the game and it comes down to
luck of the draw. I have the same sort of feelings towards this as Love Letter or Fluxx,
where I like them as two player games as they are quick, pointless and
fun. However when you add more players they aren't so much fun and they
take too long.
As Royal Goods was still going strong we started a game of Codenames,
Paul was the caller on my team and Alex was the caller on James' team.
At one point I guessed Bugle for his clue of Dog, for some reason I read
it as Beagle without thinking
. Despite my dimwittedness we still managed to comfortably beat James and Alex 
After that Raj and then Gareth turned up, I believe Royal Goods was still going on so we played another game of Codenames.
Gareth joined my and Paul's team and Raj joined James and Alex's team.
This was a thorough pasting as we guessed every clue Paul gave us as
James and Raj struggled with some of Alex's cryptic clues. It really is a
lovely game.
By the time we had finished the other table had
wrapped up as well so we split off into three tables. Raj, Myself, Peter
and Gareth started a game of Mercante.
Each player controls a merchant house that has it's own unique ability
with the objective of buying goods via auctions and then selling onto
the open market. It's a straight forward trading mechanic, buy low sell
high, however players can play event cards that can affect the price or
even close certain markets. These they stay for a number of turns in the
calender before they are bumped off by newer events. Raj and Gareth
were dominating most of the early auctions and making tidy profits
whilst Peter and I were going for the long game, hiring more agents and
collecting more contracts.
However Raj was unstoppable, reaching 80
crowns (one of the win conditions) about halfway through. We were all
too busy concentrating on our own actions to really throw a spanner in
the works and Raj was making vast profits from selling luxury goods at
inflated prices. I fear my rules run through was a bit scatter gun so it
took a while to get going although it looked like everyone picked it up
quickly despite my best efforts
The auction and trading works well with the event cards throwing in a
bit of player interaction and theme to spice things up. However the
Merchant House cards can tend to dictate on how you end up playing.
After that Alex and Peter headed home and we settled for another game of Codenames,
with Tom, Dan and Raj on one team and Gareth, myself and James on the
other. This was another clean sweep by us as we managed to guess all of
James' clues quite easily.