Contributors: Daniel, David
I arrived later than usual last night and despite James' best efforts to
prevent me getting involved in any gaming, the two Jo(h)nnies
graciously made a spot for me at TTR: Nordic.
After some
initial confusion over the difference between ferries and tunnels (no
idea how Jon has managed to make it across the channel so many times in
the past on his way to Essen) we got into the swing of things pretty
quickly. John and Jon were both trying to run long connections down the
length of the map, so while I was struggling to pick up any Locos (which
I desperately needed to even get started on my routes) I amused myself
by blocking their paths here and there. Things eventually opened up for
me and I got so carried away with grabbing additional route cards that I
completely forgot what the endgame conditions were. Eyeing up the
heavily depleted pile of carriages next to me I asked Jon the fateful
question and the penny dropped that I had gone ahead and picked up a
hefty route that I couldn't hope to complete - oops!
Despite my
disruption through the mainland, John managed to find a more circuitous
connection, something which made the difference in being able to score
two 20+ point routes. This was more than enough to swag a comfortable
win, with Jon's late game acquisitions from the stack of route cards
proving a mixed bag that left him around ten points off the boil. I was
lagging quite far behind with the 36 point deficit for my incomplete
route only mitigated by having the 'most routes' bonus card.
We
were then joined by Dani for Machi Koro with all the things mixed in.
Dani went down the route of hoarding loads of cash and quickly buying
into the expensive landmarks like the Airport. As the rest of us were
going for the more mean-spirited cards this turned out to be an
excellent strategy as he was able to avoid the worst of any impact from
this. All the way through he looked a dead cert to take the honours,
however Jon was keeping pace with a flush of income from his stack of
cornfields despite having earlier declared them as a useless purchase.
There
was to be a twist in this tail though, as Dani's empire was built on
mortgaging his way to supremacy and in what should have been the very
last turn the bailiffs finally came calling. Left impoverished after
their visit he was unable to purchase his final landmark despite it's
ridiculously low cost, tantalisingly short of cash after being Scrooge
McMoneybags for most of the evening. This left the way open for Jon to
snatch victory, with the rest of us a landmark or two short of the
finishing line.
Next up was Roll for the Galaxy, wherein I was
completely foxed by the addition of an expansion and provided the kind
of rules explanation that James would be proud to give. It's a fairly
straightforward game when you do get going but boy is it convoluted to
begin. After a slow start everybody managed to click and it was
interesting to see how we all took very different routes. Dani quickly
set up a production engine and began to crank the handle very early on,
bringing in a consistent stream of VP tokens and cash. It looked like
another unstoppable juggernaut was in process, but as it was fairly slow
moving there was breathing space for the rest of us to catch up.
John
was piling dice into his cup like there was no tomorrow, which meant
that he was able to piggy back on pretty much every action due to the
large numbers he was chucking every turn. Maintaining that size of
population required a lot of cash so despite the versatility of his pool
he was accumulating VPs at a slower rate than he might otherwise have
been able to achieve.
Jon eschewed the advice of his homeworld setup,
which was encouraging the collection of red dice for a rampant
militaristic conquest, and took the hard route to spreading his empire
to new worlds with lots of exploration and settle actions along the way.
I
had a very tight economy with a relatively small number of dice
compared to my opponents, but what I did have was the ability to use
cash to make my conquests cheaper. Along the way I picked up a couple of
blue worlds with matching dice and so started to piggyback on Dani's
actions to churn those for a decent handful of VP chips. Most of my game
was focused on getting a 6 point development into play, something which
eventually won me the game - except that it didn't as I forgot to
include the base value of the development in my score at the time (blame
it on habits from the card game). It was tight though with both Jon and
Dani on 35, John on 34, and me on 30/36.
.....
James B and I arrived early with Philip turning up just after so we started with a game of Patronize.
It's the AEG re-print of the Japanese original and another game set in
the tempest universe, although that doesn't add anything other than a
series of characters no one has heard of or has any interest in.
Although it's quick and effectively a simple trick taking game it has a
convoluted scoring system and requires a bit of experience when it comes
to timing. Knowing which cards to protect, when to steal and when to
pass is all important. It was a one sided game where I dominated from
the first turn to the end. Having played it a few times I knew exactly
when not to win tricks and when to steal. This allowed me to rack up a
pretty big score of 83, James B came second with 64 and Phil last with
50. It's a bit wonky to start with but once you've played it a few times
it really turns into a nice game.
After that was a game of North Wind
with Karolina, Magnus, James B and myself. A surprisingly thematic
exploration game with wonderful components. Large cardboard ships and
various upgrades and wooden good tokens that fit snugly onto your ship.
Each player is attempting to fulfil contracts at three different ports,
the first player to complete 8 contracts wins. The first quarter of the
game is Luck driven, learning where certain resources and events are and
then exploiting them. However once you've upgraded your ship the luck
element is almost completely negated and it's then a race to beat the
other players to the contracts, knowing when to ditch or sell certain
goods is key. I started quite slowly, as last player the contracts I was
aiming for were completed by the others before I could get to them.
Magnus meanwhile raced into an early lead by beating pirates and
delivering pirate captains to face justice. I managed to complete a few
bonuses such as having a full crew and completing a contract in each
port that allowed me to catch up towards the end. James B steadily
completed the harder contracts whilst Karolina dominated the wine
contracts. At the end Karolina managed to pip Magnus to the win by
completing the last few contracts as well as the bonuses. So Karolina
won with 8 cubes, James and Magnus were on 6 and I ended on 5.
We then moved onto The Grizzled.
I'm not a huge fan of co-ops but the artwork and theme were enough to
tempt me and I wasn't to be disappointed. This is perhaps the most fun
I've had playing a co-op, but as I don't play that many take that with a
pinch of salt. It's set in the trenches of WW1 and each player is a
French solider. The mission is to survive by relying on each other for
support whilst battling the never ending horrors such as shelling,
mustard gas and various traumas. Each round a player becomes the squad
leader and leads a mission into no man's land. The objective is to
complete missions safely, if you succeed the cards are discarded if you
fail the cards are added back in. In our first game we were totally
demoralised from the very first mission, Magnus was rendered mute for
most of the game and James B was a tyrannical leader who refused to give
up command and who continually made life hard for us. So it didn't take
long before we failed, the never ending battery finally killing our
morale. In the second game we failed again but came within a whisker of
winning it, we unfortunately ran out of support at the crucial time. I
thought it was great, a real challenge, which makes me want to play it
again.
Contributors: David, Jon, Peter
The first game was one quick round of Mystery Rummy: Jack the Ripper
with James, Neil, James B and myself. We made it through about two
thirds of the deck wondering why no one was playing Victim cards that
matched the colour of the evidence cards in game before Jon turned up
and explained that you can meld any evidence cards once any victim has
been played and that the evidence cards don't match the colour of the
Victim. We could have been there a while longer before we figured that
out 
After that was Port Royal
with Magnus, Peter, Philip and myself. Only Peter had played before but
it seemed simple enough to pick up. Both Peter and Philip went for a
strategy of buying Pirates so they could control the ships being drawn
which then allowed them to buy the higher priced cards and claim
contracts. I meanwhile went for the luck of the draw that failed badly
as I went bust at least four times. Pushing your luck with no pirates
isn't the greatest strategy. In the end Peter won with 13 points
compared to Philip on 10 and Magnus and I on 6.
After that was half of Android,
the game is dripping in flavour text and background, the sort of game
you could spend half the day playing. However we only had two and bit
hours and some of that was a rules run-through and grappling with a lot
of different parts. So we only made it to the half way point before
calling it but it's definitely something I would love to play again now
we know how to play it which should speed things up. As for the game I
spent most of the time on the Moon, gathering clues and completing my
story in a positive way despite a huge amount of bad baggage. The others
in the meantime were completing the conspiracy, laying down contracts
and gathering evidence on earth. My favourite moment came when I played a
card on James that forced him to spend a full turn moving to a location
to fulfil his duty, something I don't think he appreciated
By the time we called it Dan was leading with 38 points with Raj and
myself a close second and third. Philip was fourth and James was on 3
points
so it was all up for grabs.
.....
As alluded to above, my favourite moment of the evening was hearing the increasingly frustrated remarks from the Mystery Rummy: Jack the Ripper
table, and on closer examination, discovered that they were trying to
play the unfinishable game. That is what you get, ladies &
gentlemen, when James gets to explain the rules..... 
We then got to play one (which turned into two, as no-one else was near finishing their games) games of Pandemic Legacy: Season 1.
Still in January, we tonked the game when Jon handed a squillion cards
to Paul in one go, who then cured not one, but two diseases in a single
turn! What a guy... (or actually, Cecily Petri-Dish, as his character
has been named...
)
Moving
into February, we were excited to find out that we could now XXXXXXXX
XXX XXX X XXXXXXXX XXXXXXX XXXXXXXXX XXXXXXXX and more importantly, that
meant that we could XXXXXX XXXXXX XXXX and XXXXX X XXXX XXXXXX!!!
But
- we still lost! To be fair, it was an unlucky draw of a card that
caused so many outbreaks, rather than James's poor personal hygiene
standards, so it was a bit gutting. The only consolation? We're getting
our money's-worth out of it..... 
Then we played Pairs - Paul lost - and Too Many Cinderellas,
that James won by default following the introduction of the random card
at the end, which stuffed both John and Jon. I'm sure we've never
played with that rule before (although Dan claims otherwise.) Good that
pure random luck and chance gives James a chance to win something every
now and again though.......
.....
After Port Royal the inside of the Stockpile box saw the light of day (not strictly true since it was dark outside, more, saw the half-light of an English pub).
The
two John's and Magnus invested in some Electric Company which I just
ignored for the whole game. Round after round the share price of
Irritating Electric, I believe it was called, just rose and rose as the
cards fell its way. Shares split and doubled in price again and again.
Meanwhile, my Appalling Automobiles company went bust just as I bought
the shares. So, in the end John B won closely followed by other John,
closely followed by Magnus, not closely followed by me. It is a good
game with loads of hidden information giving it great entertainment
value, and it gives me complete freedom to blame the cards for my poor
financial record. However I have now played this twice and come waaaay
last both times so my excuses may start to wear thin.
Kingdom Builder
followed and we choose to play the new House Hurling Expansion. Here
the idea is to randomly hurl the houses around the floor of the venue
you are playing in. This must be done one by one. The card draw
between hurls allows you to admire the pictures of flowers, desert,
grassland and other landscapes whilst you are hurling. Marvellous
stuff. Magnus beat us, followed by the Johns and last of all me. I
prefer the base game.
Contributors: Daniel, James, Soren, David
‘Twas the night of the long games.
A long game of Orleans, a long
game of Ludwig's Secrets, a long game of... uh, I dunno what they were
playing on the other table. No Madame Ching despite three copies being
brought along.
I've
come to the conclusion that I really don't like the Ludwig expansion.
It's a real PITA to set up with having to separate every single room
tile in the game before building stacks with a specific blend of old and
new tiles - Bezier have also done this with their latest expansion for
Suburbia, it's a terrible idea so no idea why they have such a
fascination with it.
Gameplay also slows to a grind as it enters
VP min-maxing territory with all the extra considerations with moats
and swans. Watching James agonise over whether to score three points or
two points plus a bonus point almost led to the insertion of the master
builder token into a painfully small orifice. Anything to relieve the
boredom I guess.
The secret passages are okay but unnecessary,
they don't add anything other than a gimmick, and everything else is
dilutive junk. The game does not need this; simple, quick, and fun has
been turned into convoluted, slow, and murderously pernickety. I think
this might even end up as turkey of the year for me, unless Tom can
discover some new filler games for us.
After a brief
dalliance with Too Many Cinderellas (for the record, it’s important
stuff, James won) we followed up with a gear shift into the always
welcome Sentinels. Raj picked ethereal mythos mage Nightmist, Gareth
plumped for shapeshifting animal-man The Naturalist, Tom went
intergalactic with Captain Cosmic, and I made up the team with
Skyscraper, the size-shifting Thorathian who spent most of the game as a
two storey giant stamping up and down on everyone, friend and foe
alike.
We lined up against Apostate, who had turned up with his
demon horde and tainted relics to deliver some smackdown in the temple
of Zhu Long (an ageless mystic who has mastered the art of preserving
life after death, and also occasionally turns into a dragon – oh my).
The bad guy initially got the upper hand with a pair of ancient relics
that were both increasing the power of his attacks while also allowing
him to get some extra shots in at us. Things went from bad to worse with
the appearance of Zhu Long in his dragon form along with some pesky
shinobi that kept interfering with our card decks. Nightmist eventually
decided that she had had enough and literally exploded into a fiery rage
that blew up pretty much everything on the board, with the unfortunate
downside that it left all of her companions on the ropes at the same
time.
The Naturalist snuffled about in Rhino form for a while,
soaking up damage and healing himself, before flipping out toward the
end in a major Crocodile tantrum that involved biting the villain down
to a single hit point over the course of just a couple of rounds.
Captain Cosmic did his ‘Green Lantern’ thing and was throwing cosmic
constructs all over the place that were handing out additional attacks
and damage bonuses/reductions, whilst Skyscraper spent most of her time
going large and delivering big stompy ground-shaking strikes. Apostate
cleared the field at one point with a play that blows up all the other
cards on the table, but we were able to take out the rest of his toys
before it took effect and so there was minimal impact. In fact it
inadvertently helped us by getting rid of that pesky Dragon that kept
popping up.
Although we all ended up with single digit HP we were
comfortably in control for the last few rounds and sent the bad guys
packing once again.
.....
First time playing the expansion and yeah, I'm not sure either.
The swans feels a bit pointless to be honest... something added on for the sake of adding something on.
I
like the Moat - I think the points bonus is overpowered so you really
need to all be building at the same time to stop someone completing 4
sides and raking the points for the rest of the game. But so long as
noone else lets this happen then it creates a nice additional space-ial
awareness challenge to the game. whch is a lot of what the current game
is all about already. and is very themeatically pleasing
The hidden passageways... nah... there's a good idea in there somewhere, but this isn't it.
...and the extra cards/tiles are just fluff... nice to have but not vital.
So yeah, I guess give me the moats and ignore the rest which isn't a good value for money for a £20 expansion these days !
.....
We played a much too long game of Orleans. Just yet another very multi-player solitaire, resource conversion Euro game.
As
interactive as your dog taking a dump in the woods and someone else
accidentally stepping in it next day while shuffling for something in
their handbag.
Apparently, the expansion adds solitaire and co-op - well, that can not have taken much time and effort to add. Surprisingly, the scores ended up fairly close although Tom seemed to have runaway engine.
Not awful, though - would not completely refuse to play again. At least better than Feld's and Rosenberg's rubbish.
.....
The other game played was League of Six as I protested against playing Battlestar Galactica. Not that I have anything against Battlestar but it can take a long time and I think I would prefer to play Dark Moon or Homeland: The Game
instead as I'm not a fan of the Battlestar TV show either. As we all
know there's only one truly great SciFi TV show and that was Babylon 5
Anyway back onto League of Six, after umming and erring over a few games Alex decided we should play it as it looked like Settlers of Catan.
Of course it ended up being something very different. So Gareth, Sarah,
Alex and I set up a game just in time to fit Raj in. Each player takes
the role of a tax collector, sent to collect tax from one of six
medieval cities. Each player is bidding for the right to collect tax
from one of the six cities by bidding their guards. The more guards you
have the more chance you can force a player to give up the rights to a
particular city. Add to this a random siege that closes a different city
each round as well as random placement of goods and it makes for an
unpredictable experience.
I started strongly by claiming the
strongest city by outbidding Gareth, little did I realise this would
send me into a downward spiral in which there's almost no chance to
escape. As turn order is dictated by the player who has bid the most
guards and the first few players will end up with the most guards by
outbidding each other it generally means those with no guards after the
first turn or so have no say over which city they will claim. The first
players will forever increase their strength and dominate the bidding
which continues to allow them to go first. The bidding also creates a
domino effect, you can bid for a city on your turn and then watch as
someone forces another player out of their city into yours and then you
are forced to move onto someone else's city and before you know it
everyone has a city they didn't really want all because of bidding war
started far away.
Raj at one stage tried to fight his way out by
spending his victory points on more guards but this set him so far back
in the points it was impossible to catch up. In the meantime Alex was
racing into a comfortable lead with Gareth, Sarah and myself not too far
behind. However when it came to the last turn Gareth managed to win by
utilizing various victory point conditions. The final scoring was Gareth
first, Sarah second and Alex third all separated by a point each. I
came third about 10 points behind and Raj a bit further back.
There's
some nice ideas in the game but I felt a bit powerless to the domino
bidding and I was reliant on a bit of luck to just stay in the game.
Headed home early after that as I was tired and the game finished me off
Contributors: David, James, Peter

Gareth, Sarah, Philip, James B and I started the evening with a game of The Great Dalmuti. Steve Jackson
lists this as one of his favourite games so I've always wanted to try
it and whilst fun I'm not sure we played it to its full potential. I
think it could be great with more interaction and inventiveness from the
players by ordering the peon about, switching seats and wearing hats
rather than just a straight card game. Which is how we played it.
Once Tom and Dan turned up we followed that with a game of Family Business. It was an early blood bath and I could only look on as my gang (the infamous gang
the Bank Robbers) were set upon by everyone else. However I bravely
managed to hang on, that or the others felt sorry for me, to see at
least a few other rival gangs take some hits. It came down to a 1v1
scrap between Dan and Peter (iirc) and Dan managed to come out on top by
defeating Peter's Purple Gang (ehm)
Once a few more people turned up we split into a few tables and Raj, Peter, James B and myself opted for a quick game of 7 Wonders.
Raj was new to the game but the rest of us were seasoned hands, this
meant that the game went very quickly which threw Raj off a few times
but I think he managed to pick it up by the second age. I concentrated
all my efforts on science, as no other players were doing so this
allowed me to build up quite a large selection. Peter meanwhile was
building up a nice selection of civic buildings as my nearest rival.
When it came down to scoring I ended on 61, Peter 47, James B 44 and Raj
on 37. With no real competition for science I was free to score some
massive points while ignoring military and I didn't even have to build
the last section of my wonder.
After 7 Wonders and Bohnanza
(played on the other table) had ended Dan, Tom, Alex, James B and I
started a game of Flash Point: Fire Rescue. I think we used Flash Point: Fire Rescue – Extreme Danger
or some characters from the expansions. We got off to a terrible start,
James wasted his first turn as the Dog, hanging around outside waiting
for us to open the door for him whilst I managed to completely miss
using the Fire Engine hose. However we soon turned it around and Tom
went about removing hazardous materials from the building (although they
weren't anywhere near the fire we were confident enough that we could
contain it without his help). This was yet another mistake as some
terrible rolling meant the fire spread rapidly trapping both Alex and I
in the basement with no easy way out. Dan bravely fought the fire alone
with a little help from James but it was too little too late as the
entire building collapsed killing us all. We had only managed to save
one person 
To end my evening was a game of Epic Spell Wars of the Battle Wizards: Rumble at Castle Tentakill
with Alex, James B, Dan and Tom. A pretty funny game with great artwork
and tongue-twisting spells that should be fast and furious. However I
think a few of us over thought the spells rather than just playing which
slowed it down. Would happily play again but maybe faster next time
.....

Was a week of lighter fare... with Jon/Phil and Paul providing most of the opposition.
Started with Karuba
which feels like you should pronouce it like some kind of Mexican
chant... to cut to the chase a great little family friendly Haba game
where everyone has tiles numbered 1-36 and is looking to build routes
and move explorers along the routes to temples... It was so good we
played it twice ! I think Jon won the first time, but to be honest most
time Jon wins tend to be wiped from my memory soon afterwards...
Beginners luck for sure. Second time through Paul triumphed with me
second and I definitely remember Jon coming last... That definitely happened.
After Karuba we upped the difficultly stakes with a game of CVlizations... a semi-hidden role game with wonderfully cute graphics, again a simple game play and (as I didn't win)
oodles of luck involved. Phil got off to a flyer collecting many many
cards, while Jon opted for this 'Hey, look how well James is doing'
strategy to distract attention... WHY OH WHY do people still listen to
him, he's been pulling the same trick for 6 years !
Anyways, Jon picked up a card allowing him to make 2 purchases per
round, and used this to great advantage with all the resources he'd been
hording... Paul was picking up lots of bonus resources each round in a
smooth and 'under the radar' kind of way... and Phil just seemed to be
dominiating with loads of buildings, a seemingly endless supply of
resources and the (ever) luxury of being seated on the left of Paul.
So
third age was a points fest. Jon starting piling up VP's Paul continued
to build and Phil kept taking the cards I wanted before I could get
them... I had about 5 cards at this stage... nowhere near a winning
position, but I had a nice engine going... you know the type - if only
the game lasted another 10 rounds I'd have wiped the floor with
everyone... I think Phil won (to be honest I can't remember)...
might have been Paul. Given I can't remember it suggests it was Jon, but
I'm *sure* it wasn't... convinced... bet the house and sell my granny
convinced it was someone else... although not me... I'm also sure of
that. Last... 
So last up, by process of elimination, we played Carcassonne. A much malaigned game which is way way better than most people give credit... James brought his big box
+++ version with a zillion expansions but we opted for the basic river
plus inns & traders and some other stuff, but not the pigs... and
the ones that let you take a bonus tile... and the giant meeple that
counts twice... bit random for sure.
This was more like it...
surely the hours spent on the ipad version would give me an advantage..
Paul got off to a bad start with several meeples viscioulsy trapped
before the 1/2 way point. Phil was builing in his corner, maybe because
it was a good strategy, or maybe because he didn't want to have to get
up and reach over the table so was easier to focus on one part of the
map. Early on there was a small farmer battle between Paul and myself...
more on this later. Midpoint a few largish cities were build
benefiting James and Jon.. Paul was trying to build a metropolis but it
always seems a long short. Jon had a lot of goods for the end game
trader bonus scores... At this point I noticed a few good farmer spots
and took advantage knowing I had a nice score at the end coming my
way... noone else seemed to be worried about this (these guys were
definitely not as cutthroat as the ipad) so it felt like a good
strategy... At one point Jon put a cathedral in Pauls' city, and only
then chose to explain the rule about this nullifying the points for the
city... nice time to add a new rule Jon
Jon was also insisting that we played by some rule from the 1850's
around completing a 2 tile city being only worth 2 points... get with
the show grandad.
So as the game drew to a close Jon was going to
bag a lot of points from goods by wasn't involved in much farmer
action. I had about 4-5 farmers on the board and could see $$ signs as I
anticipated the scoring. Phil had lots of cities in his corner, but not
much more.. and Paul was still desperatly trying to finish his super
city.. Then... with the last tile Paul had a chance to finish... but the
tile didn't fit (OUCH ! SO CLOSE)
To be honest we kinda lost
count with the scoping having lapped the board twice and forgotten to
use the 50/100 tile to track this... but with the farmers counted it was
obvious (well to me) that I'd romped home with a large win... ahead of
Jon (I think... again it gets hazy here) and Phil/Paul someway away
back...
The farmer fight I had with Paul earlier was a tie, but
bagged us both 36 points or something... I guess thats what having an EU
farming subsidy can do for you. I look forwards to the Brexit
expansion.
Oh, I forget... we also did some Deep Sea Adventure at the start and I won that as well... but being the modest chap I am I'll not talk about this anymore...
.....

There were a couple of rounds of Deception: Murder in Hong Kong
early on, which was new to me. I made it a little easy for everyone
in the first round by drawing the Murderer card and promptly managed to
get the rules wrong and choose a card of an opponent. The detective put
me right but the investigators used the full powers of their perceptive
detecting skills and concluded that a new player might just be the
murderer, someone, perhaps, who didn't know the rules. It was all over
pretty fast. In the second game I drew the murderer again, but this
time, in an attempt to avoid detection, I correctly choose two cards
from my own tableau. Foiled by this deception a number of wrong guesses
were made before Dan honed in on my weapon and motive, or whatever it
is the cards represent. I liked the game, a refreshing change from the
usual social deduction resisting werewolves in Avalon.